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Our group is starting up a round-robin style game where GMs switch off after each arc, and since everyone agreed to be good guys (as in good alignment) I'm taking a crack at paladin. I really want to go dual-wield build, as I have incredibly good stat rolls (15, 16, 16, 18, 18, 13) but I can't decide on archetypes for a two-weapon paladin. Any suggestions?
I am gming a god-killing campaign, and my players have reached level 22 now and the recurring bad guys aren't cutting it anymore. I need cross class suggestions for antipaladin, half fiend cleric, half dragon two weapon fighter, and sniper rogue, though I have their mystic theurge planned out to thirty easily (9th level divine and arcane yes please) up to thirty (which is our level cap)table rules only official pathfinder rulebooks.
I'd start having the npcs take levels in prestige classes, such as Holy Vindicator for the antipaladin or cleric, and maybe have the two-weapon fighter start taking levels in Unchained-Rogue and eventually start going into shadow dancer or assassin.Honestly, the sniper rogue is the hard part. If he uses a crossbow I'd say go into Bolt Ace gunslinger.
So after realizing how bored I am with core classes, I've branched out into other books. Upon reading the kineticist, I became intrigued - can a kineticist be the "Big Gun" of a party?
But having never played a kineticist or even seen one played, I'm looking to the good people of the forums for help - how do I build this character?
mafga Neg wrote:
yeah that is what i mean with, i have to Keep them from commiting suicicde -.-
Honestly, it might be best to let consequences happen. A PC just threatened, directly or indirectly, an official of the city. The law takes very unkindly to that anywhere, and adding in the fact that they marched an undead creature into town may very well make this a severe crime, as most governments are probably going to take that the wrong way.Let them have some serious jail time, maybe even have the government force a geas/quest on them as part of their release.
That'll give you an adventure seed and show the player that regardless of level, some things just aren't done.
I would honestly look into the Vigilante class, it has so many tricks that could help immensely. The stealthy take downs and quick death blows work very well as a Stalker Vigilante, and by focusing on stealth you take advantage of the small size and dexterity bonus from the young template (not to mention the whole Robin thing you could pull off).
If that's the case then could I suggest the feat Throat Slicer? It allows you to coup de grace a pinned opponent as long as you have a slashing weapon, and I believe that there are feats in 3.5 that allow an unarmed strike to do slashing damage.
Edit: Tiger style is a pathfinder style feat that makes your unarmed strikes do slashing damage, as well as causing bleed.
My suggestion is to have the lich be more of a buffer/debuffer and crowd control type. To assist him give him a vampire and a graveknight; the vampire is a swashbuckler or magus, the graveknight is an Antipaladin. If the lich is going to be, say, 13th level, I make him a wizard 3/cleric(ecclesitheurge) 3/mystic theurge 7, with a staff as his arcane focus and a unholy Symbol as his divine focus. The amulet provides a constant spell (corruption resistance keyed to resist good, treat as 15th level caster), and the staff has Harm (3 charges), wall of negative energy (2 charges; as wall of fire but negative energy) and black tentacles (2 charges).
Fruian Thistlefoot wrote:
Thanks, this was more what I was hoping someone could point me to. I'm usually playing the rogue or fighter of the party (the two roles no one in our group usually wants) so playing a Necromancer was well outside my wheelhouse.
The thing about a Necromancer is that they're designed to give a Wizard access to Channel; being able to go gestalt arguably kind of removes that need. The other thing is that a Necromancer/Cleric ends up being based off of all 3 mental stats, which is kind of painful. Going with something like Undead Sorcerer + Bones Oracle would let you base spellcasting for both classes and channel uses/day and channel DC all off of one ability, and would let you affect some undead with spells that normally work on humanoids.
For this character multiple stats aren't an issue, we roll stats and I did extremely well - two eighteens and a seventeen, and my lowest stat is a fourteen.But my question is more about how to play one, less how to build one.
Which spells are good to know, any particular creatures that make good zombies or skeletons, should I bother making Necrocrafts? That's more what I'm looking for, though thank you for the suggestion on classes.
I'm getting to play in a Gestalt campaign that focuses on fighting undead, and I have the idea of playing a wizard/cleric Necromancer build.
Any spells, magic items or feats that I should really be focusing on, or is it just as simple as "command undead, use them as fodder"?
My honest suggestion would be, don't. Just don't. A prince with access to magic items and resources befitting his station would vastly outshine most player characters of equal level.
Though in all seriousness, I'd advise just not having him be in combat much if at all. :/
Maybe do him up as a Wizard 9/Cleric 9/Mystic Theurge 10, use traits or Fame boons to boost his spellcaster level up to where you need it (I believe the one I'm thinking of is called Ecclectic Training, but not sure). Then use the other 2 CR to add 4 tiers of mythic (Dual Path for Archmage and Heirophant) to really boost him up.
Add a contingent spell on him to cast Harm on himself (possibly maximized or empowered, or both) if he is below 2/3 hp, and you have a suitably epic fight on your hands.
Another idea would be to have constructs that act as "birthing pods" for powerful undead in the room, each one immune to magic and made of Adamantine, that can be disabled to stop them from spawning more minions every 1d3 rounds.
Hey everyone, just as the title implies I'm totally stumped on naming my vigilante persona for an upcoming Council of Thieves game. The DM is allowing a house-ruled version of the youth rules so I can play a child vigilante, and he's gearing toward being a Chakram thrower.
Maybe we can turn this into a thread for possible vigilante names?
Couple of ideas; first, maybe allow spellcasters to "shift" Wells from one location to another through a ritual or powerful spell, but at a cost. Maybe they lose several points of Essence to relocate a Well to a new location of their choice.
As the GM feel free to do what makes the most sense, but personally I'd say it would be very difficult. Assuming that enchanting armor (or anything for that matter) fundamentally alters the item, just adding in the extra protection might well damage the piece. Speaking from personal experience, half-plate armor and full-plate armor are actually constricted very differently. Half plate is made that way intentionally, it's not "partial full-plate" but rather its own style.
Before I go too far, I want to state that I am the DM in this situation and I'm just looking to get a better understanding of the rules here.
The problem comes from the fact that the second player is a Swashbuckler and wants to parry his next swing (we called it here before dice were rolled) and I'm not sure how that would work. His weapon, while magical, isn't brilliant energy or living, and this I don't know if partying it is even possible.
I feel that this trope is common enough that it could be used in a game as a fight mechanic or plot point. Maybe a villain is interrupted while performing a ritual that requires a sacrifice, and his death fulfills that last step - and transforms him into a terrible horror.
I really wouldn't delve into buying skill points and feats with money, as character builds that don't need as much money can then buy themselves more feats to make even crazier characters. But if you're really set on it, make sure to have some hard rules about how many feats people can buy (maybe no more than one every even level) and make sure it takes significant time. That way if other people don't want to buy a feat, they have downtime to craft or make plans.
While being an executioner does mean you work for the government, it does not mean that you're not motivated my self interest. I have a job in security and I have no real interest in helping people beyond the time I punch out, I'm not a patriot, and I personally think that the government is screwed up beyond any real repair - I'm definitely just doing it for a paycheck.The executioner example makes perfect sense, as would a hired mercenary that has to kill criminals, even if they don't get the chance to fight back - thus being non-combatants.
A piece of advice on big monster fights - add +2 to its CR and just double its hp, maybe even just roll the Mythic Initiative power into it without making the creature Mythic. Let's the creature last longer and gives it more action economy. If your players are built with hunting monsters in mind, they're probably going to deal a good bit of damage themselves.
So I'm playing in my first Gestalt game soon, and the idea of making an Oradin through gestalt sounded intriguing. But I'm at a loss for the actual build itself. Through good rolls and racial modifiers I have a 20 in charisma and 18 constitution, but I don't have any idea what feats to take or what spells to learn. Even the curse I should take seems like it could really be a pain to choose.
Any advice would be greatly appreciated.
Try picking up Effortless Lace for your Katana, which lets it count as a light weapon for many things. It becomes eligible for Weapon Finesse, you can then enchant it with Agile, and you no longer need the Rogue dip.
As for myself, I'd reflavor the lace as a chain or silk ribbon attached to the pommel that bears your Clan or Family crest, or that of your lord.
A sword that contained a small fragment of each previous wielder' soul, giving it sentience through these small shards of life. It abhorred the Undead, and had small runes that would -seemingly at random- change what they said. Sometimes they would warn of present dangers, sometimes they would hint at a moment in the future, but usually they just showed a phrase from the PC's holy book that called out his deity's hatred of the undead and those who raised such foul creatures.
I'm pretty well versed in the system itself, so I really don't worry about adjusting on the fly too much. The players I have tend to actively avoid the game breaking stuff, though one or two players sometimes have to be reigned in.Full casters are also pretty rare for us, except for clerics. Do they tend to be too powerful, or is it more the arcane guys?
And would you suggest using the story from Wrath of the Righteous, adjusting or remaking enemies as needed?
I'm very comfortable with adjusting on the fly, and I don't use single enemy encounters with more than 4 people as they just trash it through action economy.
So to start this off, I should say that this will be my first time running a "High-Power" style game, though I have a good amount of experience as a GM.
The characters will all be Gestalt and Mythic, 3d6 drop the lowest +6 for stats, and an extra feat at 1st level.
Here's a fun one I have used before. When they get back to the dungeon, have the new batch of mooks use a Fighting Retreat tactic, leading them deeper into the dungeon. Once the PCs are in a decent way, side doors or hidden doors open to reveal an ambush, with the mooks cutting off their escape.
As a side note, by adding even basic cover and a group of archers or crossbow men you can make this truly brutal. Having to fight off waves of Melee opponents while being sniped is very taxing, and even partial cover for the ranged combatats is very annoying.
A slime race doesn't sit too well with me personally, mainly because of lack of humanoid features, though spectral-based races have always partially intrigued me.
The Swashbuckler class synergizes well with the Duelist, and the dueling sword build. Or be fun.
Using the dueling sword in one hand, with the dueling mastery feat and nothing in the off-hand, you would get +2 AC and initiative. Since it counts as a piercing weapon with the exotic proficiency, it also meets all the requirements of Swashbuckler and Duelist.
Greetings forum members I'm starting a game where in gonna be playing an unbreakable fight who uses a bastard sword I like how you can one hand it with the exotic feat( my dm has given me this feat for free because why not lol) and so I'm looking for suggestions on how I can use the sword 1 handed to my advantage. Any suggestion? I've considered using a shield but I still want to 2 hand it, if there was a buckler that could turn into a heavy steel shield that would be awsome!
Not fully optimal, I'll admit, but a cool idea might be to take the Amateur Swashbuckler feat to play up the swordsman angle of a noble-born warrior. Pick up Improved Disarm and use a buckler, so that when you disarm them you can take their weapon.
If you are able to take traits, Omen would let you get a quick intimidate check once per day, maybe flavoring it as using your noble bearing to cower the "lesser" warriors.
You have plenty of feats, and things like Combat Manuevers are a bit more open to you.
It might sound odd, but if you use the variant Called Shot rules from Ultimate Combat, give him the Improved Called Shot feat for free. I used it to great effect last time I played a rogue, simply because Called Shot and Sneak Attack together can really hurt.
Or give him a RogueTalent for Dex to damage with bows.
Well, remember to add the templates in when figuring out CR. A party of four PCs with+4 CR templates brings them up to CR 19, and means more challenging encounters anyway. Start using larger groups of "weaker" creatures, and really play up the mythic angle by having creatures with mythic templates such as Agile or Invulnerable.
I know it might sound odd, but if you guys use the Mythic Adventures rules you could become immortal that way. Could also be used to give yourself the ability to grant spellcasting to your followers and basically become a Demi-God that way.
Aside from that, Warpriest could do what you want if you build towards it, letting you be effective in combat while still retaining some spellcasting abilities (mostly focused towards self-buffing or healing).
I've looked around and can't tell if this has been requested or not, so here it goes:
When it comes to designing a campaign, my best advice is to really nail down a theme. If you want to run a campaign that holds together well, keep the themes and central ideas in mind as much as possible. This doesn't mean that you can't branch outfit an adventure or two, but keeping the central themes in mind keeps you from going to far into left field.
Let's say that you're running a campaign with a heavy emphasis on fighting the influence of evil, then you know that many of your characters might be tempted towards evil at some point, or old allies might turn against them after being corrupted or coerced.
Next bit of advice - leave some blank space. You might have an awesome idea for something later, but already filled in that niche with something you weren't as excited about. This also lets the players directly affect the game world and even leaves a little mystery for them.
If this is still being worked on, just wanted to make a few suggestions.
Changing the base damage die of weapons seems like a bad idea, especially when it interacts with Magic. Spells like Lead Blade or the Impact enchantment could really blow it out of proportion, as a Greatsword with the increased damage die followed up with Impact would be incredibly powerful, especially with the Balanced reinforcement.
Similarly, having your weapon tables be different than the core rules seems a little like extra work. I'd say remove the Martial Reinforcement and just use standard weapon tables, or add a caveat to the Martial Reinforcement that makes it not stack with Lead Blade or Impact.
Add a few more flaws, maybe something that reduces the damage or even makes it harder to wield, making it a weapon of the next size up (light becomes one handed, so on)
Sorry, reading it at work made my brain think it was different than it was.My suggestion is to cap it at three charges (as it is in the game), and at 6th level give it either the flaming, frost or shocking weapon enhancement to the sword and axe forms (must be the same on both), or the player may choose to forgo any of them and the weapon instead gains the Keen property on the axe and sword forms.
Just giving the weapon scaling +x is kinda boring as a player, so the option to make a few choices is always fun.
As far as class, Trapper Ranger fits pretty well. Hunters are skilled in many survival skills, they can track monsters over large areas, and work well (hopefully) as part of a group.
The 6th level bonus seems to be pretty powerful compared to the rest, so maybe split up the number of charges it can hold. Monster Hunter characters are pretty much immortal (dragon breath to face, multiple times, and still alive?) so their equipment is pretty up there.
Albion, The Eye wrote:
@Morganstern: Also heard good things about the Kensai - what do you think are its disadvantages?
Kensai aren't proficient with armor, so armor enchantments are harder to get. You also lose a spell of each level you can cast, so 1-less spell per day of each level can hurt.But the bonuses to initiative, the Int to AC, and the free Weapon Proficiency and Weapon Focus at first level can really help with a build.
While the loss of spell recall is annoying, I've never felt it hurt my character at all.