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Nex is easily one of the most flavorful countries on the map, and while we probably won't get a lot about it in the meantime, the fact that its creator is still alive is awesome.
I imagine his having expanded his little cubbyhole further, connecting it to the Crux of Nex, and created a new city within the demi-plane, one where he can rule without that annoying wannabe Geb.
I like to think of his city as something similar to Sigil, as Nex was so fond of exploring alternate worlds, dimensions, realities, and planes of existence. The inhabitants there are truly from all over, and none come back to Golarion either because they do not wish to once they arrive or because the city changes landscapes and styling so frequently do to the experiments of Nex, it becomes impossible to find another way back.


Good god those are awesome stats.


All anti pallys are chaotic evil, doesn't mean that you need a god that's Chaotic Evil.
Anti-Pals of Gorum strive to keep wars and battles going for as long as possible, subvert peace agreements and truces, and in general create a desire for battle where there once was none.
Anti-Pals of Callistria are lustful things who believe in selfishness, put themselves above others, and when they are wronged, real or imagined, revenge themselves against that wrong tenfold (i.e. somebody gave you a dirty look poke out one of their eyes, someone spread a falsehood about you, cut out their tongue, someone is too cheap to pay you, take a finger and toe for every ten gold you're owed, etc).
Anti-Pals of Norgorber are extremely secretive and never do anything for free, always expecting to get something in return, and never show their hand. They lie, cheat, and murder to get what they want without revealing anything or giving anything away.
An Anti-Pal of Suzuriel could be an arms dealer who sells to both Orcs and Humans in an effort to inflame violence and let them feel the horrors of war.
They can be fun and crazy. An anti-pal of the pirate queen Besmara could be one of the most horrific pirates to sail the seas.
My point is, you can be Chaotic Evil and venerate a Chaotic Evil aspect of that god without that god being Chaotic Evil. Another example is Droskar, the god of toil.
A Duergar anti-pal of Droskar (or human or Dwarf or anything really) could be a ruthless slave lord and taskmaster, forcing his slaves to work until they drop building weapons, armors, and anything else that comes to mind. He would devote himself to the pursuit of stealing the work of others and passing it off as his own and defiling the altars of Torag wherever he could.


Anti-Pally is a good line up to an unholy vindicator I think.
Tell me, why are you so devoted to a chaotic evil deity?
There are some great neutral evil and chaotic neutral gods out there that can certainly fill whatever needs you'd be looking towards.

Also, while great axe is awesome, and it is, I'd rather have greatsword or falchion. Larger critical range, so when I vorpal my blade up as an anti-pal (you might not get that ability because you're only doing up to level 10 or so with anti-pal, I can't remember) I can still critical normally without one shotting a fella.


Hmmm, I honestly don't think I would personally go with Ranger at all with this. For this build, a bull rusher who simply barrels his way through things using an axe and a shield, I would go straight up fighter, probably Armor Master.
I know I've mentioned the build I like for Armor Master on these boards before, so I'll just lay them out for you here:
http://paizo.com/threads/rzs2pri4?Armor-master-fighter-advice#1

Now, with that in mind, if race isn't a problem I still suggest half-orc, especially as a worshipper of Rovagug.
Other than that, take a look at which feat trees you'd want to keep to exchange for Combat Reflexes, Improved Bull Rush, Greater Bull Rush, Merciless Rush, and Squash Flat. You'd want combat reflexes, because enemies you'll be bull rushing will be provoking attacks of opportunity like mad, meaning you'll want to be swinging like a madman.

My suggestion? If you want to go half-orc, you don't necessarily need to have deathless zealot AND Resilient Brute. That's one feat you can free up. Plus, Fight On, Tenacious Survivor, and Improved Critical might not be necessary either.
So, you already have 4 out of 5 feats that you'll need. After that, I'm sure you can scratch out what you want and don't want.

If you stay human, there's a whole bunch of feats you want need or get unless you choose that weird human only blood trait whatever it is. Lets you count as whatever race you want for feat purposes, etc.


My route was awesome as well.

I grabbed several unsuspecting people and flew high into the air to interrogate them. Gave me a bonus to intimidate if they didn't have the ability to fly (magic or otherwise) or the fly skill. My threat was essentially to drop them if they didn't answer what I asked.
Unfortunately, a few times I failed the intimidation test, which caused them to try and struggle out of my grapple, at a rather interesting altitude. Needless to say, some buildings need new roofs.


Well, I did my dragon disciple/fighter/sorcerer seen here, and he was absolutely badass. Decent spellcasting, good BAB and man he hit a TON. Guy did more damage than everybody else REPEATEDLY.
Thread here, and I'm already thinking about re-working him:
http://paizo.com/threads/rzs2ptyo?Advice-on-my-FighterSorcererDragon-Discip le

I appreciate the help on that guy from the boards.

Anyway, I'm working on now an interesting concept: Aasimar kellid barbarian. Basically, an Angelkin born to an extremely violent Gorum worshipping tribe of Kellid barbarians. I want to emphasize his physical prowess while still giving him good spells. Obviously, the two major classes here are Barbarian and Oracle. Specifically I'm going with Armored Hulk Barbarian and Oracle of Metal. He's going to be Chaotic Neutral and I've talked with my GM. Essentially, this guy will eventually become an avatar of Gorum, after fulfilling certain quests etc.
One of the benefits for this guy as an avatar of Gorum is that he will constantly be surrounded in blood. The stuff with simply drip from him, and will trip up enemies ala the grease spell. The imagery is something akin to a steel skinned ferocious looking aasimar that wears a badass suit of armor, carries a terrifying red glowing greatsword and just runs through everybody and has a halo of dark red energy that gives off shadow.
He's going to be a paragon of physical strength and martial prowess all while being able to cast a little bit of magic.
Now, I'm NOT going to go Rage prophet because I don't really think it's the best prestige class to go with. . I was thinking Divine Scion, but while that will help with his casting, he loses out on HP and BAB as well as any useful rage powers, etc.
So, I'm wondering now what I should end up going with in terms of levels? Barbarian to Oracle, what should be the level output?

Edit: I chose Armored Hulk because of the bonus to Movement in heavy armor. Metal as well because of similar bonuses to armor with regards to revelations. If I do take Divine Scion, it would only be like 1 level so he could get access to the weapon proficiency tables (Greater Weapon specialization, Greater Weapon Focus, Weapon Specialization). Those don't say that they become unlocked at a certain level, rather once you take Divine Scion you can take those feats once you meet the requirements not counting Fighter levels. Which is awesome. So, maybe I take a level of Divine Scion along with several Oracle levels and the remaining as Barbarian levels? That way I can rage cycle fairly easily alot of once per rage powers.


I'm reconsidering Archaeologist now.
Damn, that is a badass move right there.


Rovagug feats allow you to do damage with Bull Rush I think.


One of the spells I chose for this build is Blood Rage simply because I know he'll be taking a ton of damage and will have a ton of HP. Great spell.
Never thought about Monstrous Physique though. Not a bad idea to get a little boost, though I doubt it would affect my character that much honestly.


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Hmmm, I'm looking this over, but one thing I noticed is that the Ulfen Guard always seems to form as a group as well as bodyguards.

Because of that, I'm wondering if they should be a prestige class at all, but rather an Archtype, perhaps of the Cavalier.

Tactician matches with them, and as good Ulfen, they would certainly be able to rage.

It could be done, giving them access to Rage Powers, Greater Rage, and Tireless rage like the Viking has. Give them some bonuses to perception and detect poison or magics, perhaps at higher levels the ability to negate sneak attacks.

The question is: what do you exchange.
One would think challenge, but that's at the core of the Cavalier class. So what else is left? A mount for one. The cavalier charging and bonuses to charge are another. Expert Trainer, and the bonus feats.

That could balance things out. An Ulfen Guardsman can function alone, but in a group he is a monster.


I saw these abilities for Dawnflower Dervish and Wild Rager. Both have the ability to get an extra attack at -2 to hit for all hits.
This seems to me like a great way, by level 17, to get 6 attacks without the Speed weapon upgrade or Haste, and 7 attacks with either.

Now, true by Level 20 if you use both your BAB will be 16/16/16/11/6/1 but I dunno, I think it's a good way to get a ton of attacks off in a round. Plus, with Weapon training and rage, you have a much better chance of hitting the enemy I think.

What do you guys think about this?


Oh no, those feats are in there already, if you see above in the mountain of text in the first post.
I went with that concept in mind: Eld Heritage, Imp, and Greater.
It's part of where my character's monstrous strength comes from.

Edit: I almost want to devote some feats to Maneuvers like Bull Rush, to take advantage of my strength, but if I do that, then I lose out on so very much more dammit. Ugh! Is deadly stroke really worth THIS? So my character can swoop out of the sky like an iron skinnned hulking badass of badassery and lay out some pain with a single blow?
Wish I could get awesome blow instead.


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While the torturing is occurring, to mask the screams, make the group play stuck in the middle with you.


Looked over Archeologist Bard last night, and I decided to stick with my current loadout, though I'm changing my weapon to Falchion. I'll critical more often though it won't be as overkill when I do.

Archeologist Bard is a great class and I love uncanny dodge, but I prefer having the spellcasting power of the Sorcerer. Besides, I already have a luck bonus on saving throws due to my orc Tribal tattoo.

Barbarian is good overall, but I'm going to stick with Two Handed Fighter. Yeah, it will suck flying in heavy armor without armor training to help, but I think the character will do alright. Plus, I'll be able to debuff enemies in combat. Normally, I wouldn't be able to cast while raging unless I got that supression rage power.

I use eight levels of two handed fighter to get access to two very important feats for this build. If I didn't specifically have these feats in mind, I wouldn't bother with them: Greater Weapon Focus (8th level Fighter) and Deadly Stroke (Requires Greater Weapon Focus). Those two feats help to make this character a monster.

Flying in heavy armor will be a major b~+#! without armor training, but I'm not overly concerned. By the time I start flying, I'll already have the Skill Focus (Fly) feat as Dragon Bloodline Feat. That will certainly help.

I won't take any favored class bonuses with this character, because as a half-orc I don't get anything good for Fighter (no need to stabilize with Deathless Initiate) and sorcerer (not casting spells for damage). So I'll just take the +1 HP at each level.

This guy I'm planning on playing him as the guy who crashes into the biggest baddest mutha in the room and just lays into him, first with Deadly Stroke and Flyby attack and then with just constant full attacks.

The only feat I'm unsure about at this point is Dazing Assault. I'm not sure it will be all that good really for this guy, so I'm gonna change it out with Cornugon Smash.


Crap, I have NOT considered bard. Dammit, that looks like a good one too. Can't believe I forgot Bard. I'll have to recheck things with this character, see what I can see.

What was the leveling scheme you were thinking about with the Fighter/Bard/Dragon Disciple?


Anti-Paladin might very well.
I've always considered Anti-Pals to be much more than thugs. This guy is a bit of a thug and a hood. Anti-Pals to me are the ultra elite guys that work from behind the scenes.
My guy is elite, but not so much behind the scenes. He can be extremely evil, but he can also perform acts of good. I say Chaotic Neutral with leanings towards Chaotic Evil, but not straight up Chaotic Evil. And not Chaotic Stupid either, but rather a guy who, if he's hired to do something, he does it.
Anti-Pals I've felt are too focused on something, too restricted towards their vows (anti-pal of Gorum must ALWAYS strive for a situation where combat and violence will spiral out of control, for example).
Good idea, but really for this character, I think anti-pals are too set and restrictive.

Edit: this is the type of guy who, at high levels, if you make him mad, he's likely to grapple you, fly high into the air, and let go.


For those guys who ask why not Paladin instead of fighter, my answer will be the following: No Lawful Good, Deadly Stroke, Backswing, Overhand Chop. Deadly stroke and Backswing/Overhand Chop - Double Strength Double damage.

That's like Double Secret probation. I hit someone and they're just feeling the hurt.

Now here's the question: Would a barbarian be a better choice I wonder? I don't know. I enjoy Barbarians very much, but I don't think Rage would synergize well with Sorcerer.
I'm just throwing that out there at this point.

I wonder though if having so many spells that are essentially touch attacks is a good thing. Anyone have any other spell suggestions or class suggestions that aren't the lawful good type?


Quicken SLA is a monster feat last checked.
Monster feats are a no go.
And my guy is not going to be Lawful good.


I said no to Paladin because while he does have synergy much better with the stats I'll need for the first few levels, he is NOT going to be good, not by a long shot.

Plus, he's going to be hanging around with a Divine Scion of Norgorber. Two Handed fighter was much better for the close combat, plus weapon training and the fighter's abilities.

At best my guy will be Chaotic Neutral worshipper of Gorum, hailing originally from the River Kingdoms (hence his friendship with a Brevoyan noble. He's got the blood of a red dragon in him, Brevoyans have a long history with red dragons. Makes sense).

I didn't really think of Oracle, I'll be honest. At the same time, I need Eschew Materials as a requirement for Dragon Disciple and Arcane spell casting.

This is a prestige class game, so I gotta take a prestige class that makes sense for the character.

I didn't go with a class like Magus because I don't like using Intelligence that much. I'm a Thog not a Roy. Besides that, it would be just another stat I'd need to pump up, as I wouldn't be able to make use of Eldritch Heritage without it.

With Dragon Disciple, I get a TON of stat boosts that stack with other stuff, plus spell levels, D12 hit die, AND a 3/4 BAB procession. Not as good as Magus/Eldritch Knight, it is less stat dependent I think AND it gives good HP progression. Plus, this guy will do some SERIOUS damage. Assuming I go 20 strength to start with, by level 20 with Power of Giants activated he'll have a strength equal to 47. With fighter abilities, that basically means he'll be doing his Strength Bonus on damage (Backswing (Ex): At 7th level, when a two-handed fighter makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. This ability replaces armor training 2.)
Combine this with Deadly Stroke and Fly-By Attack and you have a guy with wings who can essentially do double-double damage in a single shot, whizzing by the enemy. That is a nasty strike if I do say so myself man. This is while Power of Giants is activated (I assume my wings grow with the rest of me).
He'll also get some sick constitution bonuses from Dragon Disciple, Power of Giants or Form of the Dragon (which he can do twice per day by level 20).
That, AND his natural armor bonuses that stack with other natural armor bonuses. MAN OH MAN! This guy can be pretty nasty if needed to be.


Making a half-orc that's a bit of a badass, if I do say so myself.

The GM is saying that we're expected to take prestige classes that would fit thematically with background, characters etc (so no Grey Warden or other types of Prestige Classes, etc).

I'm going for a melee class in your face type that's better at standing tall and just not going down than most classes. What I'm currently building is a Fighter / Sorcerer / Dragon Disciple. Now, the way the game is being played is if we take a prestige class, we're expected to complete it (if it has only 3 levels, then you take all 3 levels. If it has ten, you take all ten levels, no ifs ands or buts). The restrictions are kinda fun for us, makes things challenging really, and that's what I really enjoy.

Now, what I'm working on is a Two Handed Fighter 8 / Sorcerer 2 / Dragon Disciple 10 class that will essentially be hard as all hell. The HD are 8D10+2D6+10D12. Overall, he has the ability to be a bit of a HP tank, especially since I'm just going to go +1 HP for the level bonus.

I like the idea of a two handed fighter with this build because of the major bonuses to strength I plan on getting, and two handed fighter essentially makes strong men hit all that much stronger. Which is nice as hell.

The following feats are what I'm looking towards. I took 8 levels of fighter so I can eventually have access to Deadly Stroke. The reason I want that? Well, Flyby Attack feat and Dragon Disciple's wings make things pretty fun in that department at the highest of levels.

Feats:
Merrick Blackmarrow
Fighter 1-8
Level 1 Diehard, Endurance (Alternative Racial Trait), Skill Focus (Survival)
Level 2 Power Attack
Level 3 Eldritch Heritage (Orc Blood, Touch of Rage)
Level 4 Weapon Focus (Greataxe)
Level 5 Dazzling Display
Level 6 Deathless Initiate
Level 7 Shatter Defenses
Level 8 Greater Weapon Focus
Sorcerer 9-10
Level 9 Eschew Materials (Sorcerer Feat), Intimidating Prowess
Dragon Disciple 11-20
Level 11 Improved Eldritch Heritage (Orc Blood, Strength of Beasts)
Level 12 Improved Initiative (Bloodline Feat)
Level 13 Deadly Stroke
Level 15 Dazing Assault, Blind-Fight (Bloodline Feat)
Level 17 Greater Eldritch Heritage (Orc Blood, Power of Giants)
Level 18 Skill Focus (Fly) (Bloodline Feat)
Level 19 Flyby Attack

BAB is +16/+11/+6/+1
Abilities:
Two Handed Fighter - Shattering Strike +2, Overhand Chop, Weapon Training (2 hand axe), Backswing
Sorcerer - Bloodline Power (Claws), Eschew Materials Bonus Feat
Draconic Disciple - Draconic Resistances (+2 Nat AB, Fire Resist(10)), Breath Weapon 2/day, Natural Armor Increase +3, Strength +4, Constitution +2, Intelligence +2, Blindsense 60-ft, Dragon
Form 2/day, Wings, Dragon Bite
Eldritch Heritage - Touch of Rage, Strength of the Beast (+6), Power of Giants
Traits
Optimistic Gambler, Reactionary, Mystic (Shaman's Apprentice, Tribal Tattoo)

At the end of the day this guy will have a whopping +10 bonus to strength. Combine that with the level intervals and the belt, and it becomes a +21 to his strength, not counting his starting strength score. This doesn't even begin to factor his Power of Giants or Dragon Form strength bonuses.

I would have wanted to pick up toughness to add to his HP, but really, I think he's got enough already. I want to be able to combine Deadly Stroke (which doubles EVERYTHING) with Flyby attack and his Two Handed Fighter bonuses he gets with regards to doubling strength. Using a greataxe, I expect massive damage to be inflicted. His spells are unfortunately a bit lackluster. He only gets to cast up to spell level 4. But, at the same time, the spells I was looking at pretty much augment his combat. This guy buffs himself a bit and majorly debuffs enemies.
Spells:
Sorcerer (Level 9-10)
Level 1
Mage Armor, Enlarge Person, True Strike, Unprepared Combatant, Touch of Gracelessness
Dragon Disciple Sorcerer (Level 11-20)
Level 2
Touch of Idiocy, Frigid Touch, Blur, Mirror Image
Level 3
Blood Rage, Heroism, Keen Edge
Level 4
Stoneskin, Bestow Curse

Overall, I think it's a pretty solid build for a character, and I definitely think he'll do some damage. Other characters in game are are:
Aldori Swordlord 10/Aldori Swordlord 10 from House Orlovsky
Cleric of Norgorber 10 / Divine Scion 10
Swordmaster Rogue 10 / Assassin 10
Ranger 10 / Skyseeker 10

I was wondering if anyone could improve on the build maybe, or point out where my guy would be weak. Spellcasting wise, yeah he's weak, but he's not primarily a caster, he's a self-buffer and combatant debuffer. I see him working side by side with the swordlord, in an almost back to back kind of situation.


Hey, if you're going to insist on burning a feat for a weapon, you might as well go Bastard Sword. or, you could be an inquisitor of ragathiel.


Go Moutned Barbarian, half-orc, and take the Beast Rider feat at level 7.
You now have mounts that are brutal, violent, and can even fly if you want.
Plus, your mount with the right build of Mounted Barbarian archtype can rage like a champ and give you some nasty overrun bonuses man! They will hurt bad. Real bad!


I would suggest going crossbow Fighter archtype and specializing in the double crossbow. (it's an exotic weapon but OH SO WORTH IT!!!) It's a very nasty weapon, and while it's hard to start off with, the crossbow archtype fighter was essentially MADE for this weapon.


Ok, decided to try this out and see what I can see.
Skip to the bottom if you aren't into reading walls of text. I ramble sometimes. Sorry.

Going to go Pit Fighter, specifically Demon-Spawn Tiefling Pit Fighter.
Why you ask? Because it's a cool as hell prestige class and an interesting concept that I might have.
Is it useful outside of the pits? Kinda. I think it can be useful even in private duels, provided you have that Showmanship ability still. Even more so, because it can allow you to enter into a rage without expending rounds of it.
Other pros? The Performance combat feats themselves. Great feats that you get which add all sorts of fun to your performance capabilities.

Now, here's what I was planning on rolling out:
Titan Mauler 5 / Gladiator 5 / Pit Fighter 10

Why titan mauler? The ability to wield two handed weapons in one hand makes him worth it I think. Plus, if you're in a gladiator pit and you're fighting a hydra or other large beast (not unlikely in a proper arena such as those in Tymon or Westcrown) those size bonuses can help a hell of a lot. The two handed weapon in one hand is great because with power attack you can switch up to two hands when you want to, while still switching back to one hand when you want to perform a performance feat of some kind.
Gladiator? Simple: Victory points and Performance Weapon Mastery as a Bonus Feat! This treats all weapons you are proficient with as if they had the Performance Weapon Quality. THIS IS HUGE FOR THE PIT FIGHTER and the performance feats that you'd want. That greatsword you got? Well, now it's used in one hand (switched to two for damage when you need it) and it can be used in performance abilities. Victory points are great because you can use them to improve a crowd's mood from indifferent to Helpful really quick, assuming you get what you need.
Now, Pit Fighter. Somewhat lackluster by itself, no doubt about it. But, it has the dirty trick maneuvers going for it. That's a big one. In addition, RAGE. That's all I should say, but the fact that this one doesn't run out unless the crowd isn't that nice is awesome. All of this is just bonuses to a class with a good hit die and BAB. Another bonus? He doesn't become Fatigued from his rage unless the crowd becomes unfriendly or hostile.
Eventually, he gets greater rage as a 10 level finisher.
Now, what does all this mean? Well, with improved dirty trick, quick dirty trick, and Greater dirty trick, he can cause some status problems for the guy. With performance feats, he can demoralize the enemy and gain combat bonuses for him AND his group, and with rage he can cause some punishment as well as bump his health up.

Now, I need help with the following: FEATS!
Some of the feats are necessitated for this build. Others, not so much I wonder, but damn some are a bit of a toss up. I figure, with regards to his performance feats, he should be intimidation focused. As a demon born tiefling, he gets a bonus to Charisma and Strength (and because as a Pit Fighter he automatically gets the dirty trick feats Combat Expertise isn't necessary).
I was thinking starting progression as going Barbarian 5, Gladiator 5, Pit Fighter 10.
Here's what I got so far:
Barbarian 1-5
Level 1 Fiendish Heritage (Ugh, I HATE wasting a feat for this, but meh, it's my character).
Level 3 Power Attack
Level 5 Weapon Focus (Greatsword)
Gladiator 6-10
Level 6 Savage Display (Combat Bonuses for Gladiator can also pick performance bonuses), Dazzling Display, Performance Weapon Mastery (Class Bonus)
Level 7 Hero's Display
Level 8 Extra Rage?? Not sure about this one.
Level 9 Raging Vitality. If it stacks with the Pit Fighter's rage, then I think it's worth it. I think it would stack, but I might be wrong.
Level 10 Intimidating Prowess
Pit Fighter (11-20)
Level 11 Masterful Display (Two Performance feats at once, like critical mastery for the fighter but with less requirements)
Level 13 Dazing Assault, Improved Dirty Trick (Pit Fighter Bonus)
Level 15 Combat Reflexes
Level 16 Quick Dirty Trick (Pit Fighter Bonus)
Level 17 Cornugon Smash
Level 19 Gory Finish, Greater Dirty Trick (Pit Fighter Bonus)

Rage Powers
Reckless Abandon, Knockback. Might take intimidating glare as well in place of Extra Rage feat (Extra Rage Power Intimidating Glare). The extra rage feat is more for security, as without it he'll only have 10 rounds of rage.

Big complaints? Cornugon Smash and Gory Finish at the end for one. Yeah, I know. It sucks, but he'll be demoralizing the enemy using performance feats more I would feel so it might not be so bad. Honestly though, I'm just unsure about this character's ability to help control the battlefield as well as other characters. It's really an experiment in the character more than anything. I'd like other people's thoughts on him.


It would be 4D6.
If you can somehow get a size increase past that, like a permanent boon from a wish or something, and then increase your size via enlarge person or Righteous Might, your weapon size jumps from 4D6 to 6D6. No 5D6 for the characters.


What country is this army for?
You a regional warlord or working for one?
You have some sort of a gold limit?

Now, depending on where you are, you could certainly take various monstrous races as well if you wanted. Examples:

Lastwall, Ustalav, Belkzen, Realm of the Mammoth Lords, and the surrounding areas: you can take Orcs in your army. They will make ferocious, insanely brutal fighters, but be prepared for an insanely aggressive and undisciplined front line. They won't wait for the orders to charge.

If it's in or near Molthune, Isger, or that area, you could definitely take Hobgoblins. And they are great soldiers, BTW! Highly disciplined, tough, and willing to go to any lengths, ANY, to ensure victory.

If it's in Varisia, you could definitely include a unit or two of Centaurs, to act as cavalry. You might be able to bribe a unit of Fire Giants if you offer them what they want. They can make a great Shock Unit.

If it's in the Land of the Linnorm Kings, look to recruiting Fey and/or Winter Wolves for mercenaries. Possibly even frost trolls.

With regards to what kind of soldiers? You definitely want a mix of close combat and ranged. Preferred melee weapons? Spears, polearms, and greatswords. Use them in tandem.
Preferred ranged weapons? Longbows. Keep them to the rear, and if you must, form a shield wall around them. If you're going straight up warrior class, then that should be enough.


That's actually an eastern weapon in Pathfinder (I think).
It's a meteor hammer.
http://archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Meteor%20 hammer


Do you have a link for that FAQ?
If it says what you say it does, then it certainly answers in a positive way the Earthbreaker/Klar question.


Clockwork familiars are awesome because of the ability to increase their power and abilities with wands, potions, etc.


Archer or Crossbowman Fighter archtypes are probably better for ranged than the Weapon Master fighter.
Ranger will be a solid choice, but not as big a damage dealer I would think.
If you want a flying mount, go half-orc and get Beast Rider as a feat at level 7 or so. Lets you get a flying dino as your mount (Pterodon or something).
I think, but I'm not certain, if you want major damage, you go with a large bastard sword or dwarven waraxe, put Impact on it, get the vital strike feat chain, then the flyby attack feat.


I think the type of inquisitor you play depends on the god you worship, that's how I've always played them anyway.
Abadarians are often Judge Dredd.
Gorumites are obsessed with hunting down that rogue assassin who slew a great warlord or warrior. These guys will break you.
Calistrians are often a bit free wheeling, loose types with a handle on info who never forget a slight, and even if it takes them years, they'll get back with him (kinda like a sicilian).
Erastilians are social conservatives who believe in family and community. They don't have to be nice about it either, and are pretty quick to state their disapproval of something.


Exactly. Forcing an opponent to make two saves instead of one is twice the fun.


Offtopic:
Galt is one of the reasons that we created in a home game a Demon Lord, Paimon, who had in his portfolio among other things murderous and corrupt judges, rioting, and revolution for the sake of revolution. We had several leaders of the Gray Gardeners work as secret worshippers to Paimon, hence the reason that the revolution continued.

An interesting side story we created for Paimon (who had the appearance of a white masked judge with a grand powdered whig and a black robe, carrying a monstrous great axe) was that he was obsessed with the goddess Milani, and daily would send her via demon emissaries the heads of devils and oppressive tyrants, their eyes removed and instead their sockets and mouths stuffed with black roses that wept blood. She of course ignores them.

Overall, the campaign was a great cross over involving the River Kingdoms, Galt, and Razmir (where Paimon was attempting to gain a foothold with Galtan revolutionaries and attempts at influencing corrupt Razmiran priests).

Ontopic:
I love the Gray Gardeners but at the same time, I would like to see them as perhaps an Inquisitor archtype rather than a prestige class. While they are good as a prestige class, I just prefer archtypes I guess. Plus, I always thought of Gray Gardeners as more passive Inquisitors and Judges.


I don't think it's broken.
My Nodachi Weapon master (we played a Tian game) was really able to bring some serious pain with the Dazing assault (which I prefer to stunning assault) and Combat Reflexes, Lunge, and Stunning Critical. He'd line them up while the Katana wielding tengu Swordmaster rogue with Slaying Sprint would wipe them out.
Overall, a nasty combo. But the Assault feats are definitely not broken. It's a great way for a character with a low critical chance (through a x3 or x4 weapon) to really lay on some status effects. A weaponmaster with a Tetsubo can lay the pain, but not much by way of status simply because of the infrequency of the criticals.
I think it's a great way of balancing things out.


One of those weapons that can surprisingly perform fairly well in these cases is a Huge light hammer. It's a great ranged weapon in these cases.


I'm left wondering how the Skulking Slayer/Scout/Cleric (Crusader maybe)/Gray Gardener would work out. Quite possibly a powerful combination, as the Skulking Slayer/Scout basically allows for a more powerful sneak attack and movement combo, while the Crusader allows for more combat feats. At the same time, a regular cleric would probably be better because it would allow for the character to get into the Gray Gardener class faster.
For the Crusader, the bonus feat for Heavy Armor might not be worth the extra level you'd need to take to get to Gray Gardener.


Interesting that I read this when me and my game group were talking about a Tian Xia game starting in Kaoling.


The Falcatta is purely Taldan in nature.
You wouldn't think of it as so, due to its history in ancient Europe, but considering its possibly influenced by the Greek Kopis, and the fact that Taldan culture in some ways mimics the Byzantine Empire, it is appropriate.
Besides that, regional weapons include the Sawtooth Sabre (Mediogati Island, and surrounding areas), the Aldori Dueling Sword (Brevoy), Earth Breaker, Shoanti Bola, that whistling spear (Shoanti, Varisia).
There's also the Urumi (popular with some pirates, but found most commonly in Tian) and other eastern weapons that seem supremely overpowered. There's also the Rhoka, which is specifically a weapon used by those horrific types that worship Daemons whose name I can't remember.
Other than that, there's surprisingly not too much by way of cultual weapons.
They have a Kukri. I would also have loved to see other Tibetan weapons like the Kora as well. Think of it as a bigger Kukri.
The issue really is that alot of cultural weapons have special rules and abilities out there, do different things, etc. A longsword is a longsword is a longsword, meaning a weapon can be a great, cool looking thing in game, but still functions as a longsword.


So, what Aasimar and Tiefling specific archtypes can we expect in this game?
Also, hopefully we can expect new prestige classes? That would be awesome. As well as new magic weapon and armor properties.
I would love to see some sort of Tiefling barbarian class that simply lets the beast within loose. Something crazy like that.
Probably won't see it, but you can hope!

Also, the demonic equivalent of Empyreals like Ragathiel, whether they be Nascent Demon Lords or something else, more of them would be awesome.


Oh damn, I'm getting goosebumps on a Numerian neuro-net.


Damn, this is a goodun.


The only thing about Monk is that from what I've seen is that they're MAD (Multiple Attribute Dependent). Apparently, if you want to be good at a lot with a Monk, you need good attributes all around.
Not sure if that's the case. I never play as them so I couldn't tell you.


You know, I ran a great character not too long ago for an interesting prestige focused build.
Went like so:
Fighter
Sorcerer
Dragon Disciple
Eldritch Knight

Overall, I went Human (normally I never do, but this was feat intensive so Human was a necessity). Fighter 1, Sorcerer 4, Dragon Disciple 5, Eldritch knight 10.
He had a great BAB, very good hit points, and was both very good at spellcasting AND could beat the hell out of most things. The campaign went all the way to level 20 (started high at like 9), so my guy really, really, really looked badass at that point.

I focused on the falchion, and went with the following feats in this thread:

http://paizo.com/threads/rzs2prlr?Malagant-the-Thrice-Cursed-MultiPrestige

Here is the final list:
Fighter
Fighter (Level 1)
Level 1 - Skill Focus (Survival), Toughness, Combat Casting
Sorcerer (Level 2-5)
Level 3 - Arcane Strike
Level 5 - Uncanny Concentration
Dragon Disciple (Level 6-10)
Level 7 - Eldritch Heritage (Orc Bloodline), Bloodline Feat - Power Attack
Level 8 - Skill Focus (Perception)
Level 9 - Sorcerous Bloodstrike
Level 10- Bloodline Feat - Improved Initiative
Eldritch knight (Level 11-20)
Level 11- Improved Eldritch Heritage (Orc Bloodline), Bonus Feat - Improved Critical (Falchion)
Level 13- Furious Focus
Level 15- Critical Focus, Weapon Focus (Falchion)
Level 16- Skill Focus (
Level 17- Greater Eldritch Heritage
Level 19- Dazzling Display, Bonus Feat - Greater weapon focus (Falchion)

For melee, there's another suggestion: Wings and Flyby attack, combined with Vital Strike (which I think you can do, but I'm not sure).

I went with the focused study alternate racial trait, giving up my beginning feat for Skill Focus at level 1, 8, and 16. First one I went with the Orc Bloodline requirements, and the others were Perception and Knowledge (Planes).
Overall, worked great, was tough as hell with very good hit points, and was a very good caster.
He ended up with a +10 Bonus to strength too, not counting his Belt of +6. (+6 thanks to Orc, +4 thanks to DD). And he got a damn good size bonus when he used his Power of Giants SLA (another +6 to strength).
He was not lacking in damage.
While a greatsword would have been a better weapon in damage overall, the thing I was focused on were criticals, thanks to the Eldritch Knight Spell Critical ability. I was essentially casting spells like crazy while in Melee. It was totally badass.

Now, overall, it's probably not what you're looking for, but take a gander at the character and see what you can take from him.


A sneaky tank.
Heh, that's not bad.
Hey, it depends on what type of game and all, but Urban Barbarian might be a good class choice for your character.


3rd party feats are cheating!!!
Awwww.
Anyway, good luck and let us know how this guy does.


Pfff, Roy Greenhilts are totally overrated.
Thogs are where its at.


That would definitely be a good combo for the Dorn Dergar.


Most don't.
Peronally I think the armor master is one of the more interesting classes, and you have the opportunity to create a guy who is virtually unstoppable, which is a good thing.


That's what one of the shield bash feats is for.
One of them, can't remember which, basically takes away penalties for using a shield in a shield bash.

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