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I think that sounds extremely fair as well as a ton of fun!
I have hit a hiccough, though, in that I'm starting to realize I may absolutely need Big Puckmuch to carry my stuff for me, which would mean a backpack full of gear instead of a backpack full of goblin. :-/
Much as I'd love to say "screw mechanical viability, let's do the fun stuff!"... Carrying capacity is a difficult hurdle to ignore.
I'll futz around with things and see how it comes up.
@GM BC, I have a question...
I have sort of fallen in love with the idea of Big Puckmuch carrying Puckmuch around in a backpack like Master Blaster, but am fuzzy on what sort of mechanical impact that would have. My desire is solely to build on the hilarious concept, but mulling it over I am concerned that it would enable unintentional advantages. What are your thoughts?
First, some HP rolls for my gobby:
HP!: 3d8 + 6 ⇒ (7, 4, 7) + 6 = 24
And his eidolon:
More HP!: 3d10 + 3 ⇒ (4, 3, 8) + 3 = 18 Ah! There it is, there's the "eff-you" from the RNG
Here's the "rough draft" of Puckmuch:
The Greatest Goblin That Ever Lived:
Str 5; Dex 21; Con 15; Int 17; Wis 15; Cha 16
Favored Class Bonus: +1/4 extra Evolution point, must be spent on fire-related evolutions
I could really use some helpful suggestions for gear? My light load is 12lbs (ahahahahaha!) so I'm not even going to speculate about armor (I can rock a 20AC if I need to anyways), but I've got 1500 gold to spend on, what? Scrolls maybe? A masterwork blowgun???
Also, I realize Snowball would be a much more mechanically sound selection than Ray of Sickening, but Puckmutch has no time for Cold damage! It is the opposite of Fire, and as such not worth his time!
Aaaaaaand, here's a rough draft of his best fweind in da whole wide woild...
Str 19; Dex 13; Con 13; Int 7; Wis 10; Cha 11
Feats: Toughness, ???
I wasn't sure at all what to spend his feats on, though those HP rolls up top have made Toughness an auto-select :P
Possibilities for the second? Dodge? Power Attack?
Anywhosit, the general concept: Puckmutch was basically best at everything in his tribe EXCEPT fighting. The chieftain saw him as a huge threat to leadership of the tribe, as he was smarter than the rest of the tribe by leagues. However, Puckmutch slipped up and it got out that he could read, and that was all the chieftain needed to exile him.
Puckmutch is a fanatically loyal worshiper Zarongel and he believes his Eidolon is a blessing sent to him from his god, specifically that it is an incarnation of Puckmutch's future as a herald of Zarongel. Puckmutch is half right: his Eidolon was indeed sent to him by Zarongel, but the crafty deity has no plans to actually elevate Puckmutch in any capacity beyond the mortal power he is capable of.
While innately brilliant, Puckmutch is poorly educated in every subject outside of magic, and relies on his eidolon for all other information (an arrangement his manipulative god is all to happy with).
So! GM, if you've got any suggestions, or if I've got something that doesn't work right in this first pass, please let me know!
(I've got fairly solid system mastery overall, but precious little experience with Summoners!)
I'm going to avoid many of the typical Summoner abuses. For one, that'd defeat the purpose of this (FUN!), and for two, well... A huge-size Eidolon doesn't exactly sound particularly dungeon-friendly.
Since he's a goblin, I think the Eidolon is going to be sort of an absurd vision of his idealized self: Tall, terrifying, probably breathes fire. Hmmm... This could be entertaining...
So let's see what happens on a mulligan!!!
1d28 ⇒ 12 Goblin! That's fun!
The stats! The RNG is definitely setting me up for a BIG fall... >_>
This is... Beautiful.
Now that I've said that, let's see how bad the dice destroy me. :D
1d28 ⇒ 2 Elf
Huh. Powerful, SAD class with a strongly compatible race and good stats.
I know I should feel lucky, but I was hoping for something a bit more... Unorthodox. :-/
Ah! Always wanted to do Reign of Winter! I've been itching to play a Sensate Fighter for a while, and I think I could build one into a neat facsimile of a Rondolero duelist, since she'll be hailing from Taldor.
It's gonna be super feat-intensive, so no VMC for me. Making it work on a 15-point budget should also be a fun challenge!
The most truthful answer to this question, for me, would just be "Bard" ad infinitum, but in the interests of keeping things a bit more interesting:
1. Bard. Always and forever, any Edition.
I'm cooking up a Qlippoth Ectoplasmatist. I'm trying to avoid particularly fine details until the Player's Guide is out, but the more work I do on her the more pumped I get about this AP.
I'm thinking True Neutral, with a kind of Boromir angle: One of the good guys, but a bit too eager to try and harness the very dark powers they're fighting against in order to gain an edge. Also, really want to play up the trope of "Looks like she's doing something suspicious/evil/traitorous, but it turns out she is actually helping you", given that she's gonna look a whole lot like some sort of shoggoth herself.
Also, depending on how much work I want to make for myself, she might speak entirely in iambic pentameter... >_>
4d6 ⇒ (1, 3, 2, 5) = 11
Welp, that corners me pretty squarely into some SAD builds. A Witch, maybe. Or perhaps a total DGAF Barbarian with archetype like Invulnerable Rager or Savage Barbarian.
How do you feel about age categories, i.e. starting at middle age?
While I admit there would be (small) mechanical gain, the idea I am working with works best flavor wise with a character that is a bit older. Of course, I can make it work without, should you decide against it.
The concept: Undine Monk, with the Qingong, Ki Mystic, and Sensei archetypes. Her "Monkness" is less an official monastic order, and more a manifestation of how she worships/perceives the nature of the sea. She "feels the sea" move her to where she needs to be, and I'd like to angle for a character motivation along the lines of, after being press-ganged, she feels like she could escape easily enough but believes she is where the sea wants her to be, assisting the rest of the PCs (Whether or not this is actually the case is academic: she believes it to be so.)
Mechanics-wise, she'd do very little outright punching or anything. Out of combat, she'd be skill focused, perhaps with some party-face capabilities, and extremely proficient at handling things underwater via the Aquatic Ancestry feat. In combat, she'd provide party buffing via the Sensei's Baric Performance analogue, battlefield control via Hydraulic Push and the Hydraulic Maneuver feat, and occasional spell support through various Qingong abilities.
I think I'm going to withdraw from this. Best of luck to the rest of the applicants, though!
Oh hell, I just realized I floated exactly the same character concept as you! That was entirely unintentional, result of me not paying close enough attention, I am sorry.. I will gladly drop that for something else. I hope it wasn't a factor in your decision to drop from the running. :(
That's a nice, totally "objective" opinion you've got there.
My subjective take: I've got an earth/fire kineticist I've taken from 1 to 12 so far, under a tough, not particularly forgiving DM, and I'm doing fine.
But, yanno, YMMV.
Y'know, I typically avoid playing drow like the plague, to avoid being "that guy", but with the Expatriate trait there could be some fertile ground for contextually appropriate "grey area anti-hero turning towards the light". Plus, while the trait comes with a high risk factor, it's benefits seem really good in a "dramatic plot advancements" way.
I would be so, so, so in for this. I've wanted to do ToEE since I was 10 and have never had the opportunity.
Bards are my all-time favorite since I started playing in 2E, so 90% likely I'd go with that. Preferably an Arcane Duelist or Arrowsong Minstrel, though there's a Bard archetype for literally any party role so I'd be happy slotting in wherever.
I also kinda want to do a Halfling Cavalier, but that's a *very* distant second choice.
I'm about 80% done on my character's crunch, and 60% with the fluff. It's been a busy week for me, but I should have the whole thing up soon.
Just to give everyone an idea of where he'd fit in to a group dynamic, since Occultists can go so many different directions:
He's primarily a blaster (something Occultists can actually do quite well!) with a secondary focus in defensive magic. Initially it's going to be primarily to shore up the fact that he is the brittlest of glass canons, but by the late early levels I'll have nice protective stuff I can share around with the party.
Skill-wise he's got a handful of the Knowledges, solid competency with UMD, and he can deal effectively with non-magical traps (and if there's a superior trapsmith in the group, he's virtually guaranteed to succeed at handing out a +2 from Aid Another. Yay teamwork!).
I want to thank everyone for all the help!
Also, I know that a droid can take any PrC they qualify for. I should have more clearly stated that there are no PrCs in the Core Book that do anything at all for the specific droid I am building.
But thanks to your lovely assistance, that should be much less of a problem!
Thank you again, very much. You are all gems.
I only have the core book, and the droid options are a bit... sparse... to say the least, like not all of the droid equipment presented in stat blocks actually being detailed anywhere in the book. And especially when it comes to taking a prestige class (which is something the game essentially expects you to do, given the huge defense boosts a PrC gives you).
As the game is long-defunct, is there perhaps a wiki or some other sort of free source for content? I would assume there was a book that expanded on droid options.
Oh oh oh.
I've had a droid concept I've wanted to play for ages:
D5-X9 is a custom-built-from-scratch astromech droid. His builder, and only master he ever had, was a mid-level criminal who preferred to avoid violence and so built D5 to be a completely trustworthy assistant in the many heists and cheats she orchestrated over her career. D5 meant she never had to hire a splicer or co-pilot who'd take part of the cut and possibly betray her.
She passed away a handful of years before the fall of the Republic, and one of her final acts was to liberate D5 into self-ownership, encouraging him to live on having adventures in her stead.
As D5-X9's memory banks have never been wiped in his almost seven decades of existence, he's developed many quirks (or, as he insists, a personality). Primarily, he's never been quite able to process the passing of his creator. As a result, he actively seeks out organics for friendship and professional partnership, but incessantly regards them as incompetent children who would be hopeless without him. Many find this insufferable, but it is in fact the manifestation of an intense co-dependency and poor ability to deal with loss.
He's also got a crippling gambling addiction, and a tendency to "borrow" items for "safe keeping", typically without asking.
I'm at work, and don't have my Saga Edition book with me, but I can have a stat block up by tomorrow. I intend to use the custom droid construction rules.
And here are my stat rolls! (Only 5, of course, since no CON score)
4d6 ⇒ (5, 1, 1, 6) = 13 12
Yikes. That's... Not fantastic...
4d6 ⇒ (5, 3, 2, 3) = 13 12
Barf. Okay, looks like I'm going with set #1!
Stupid question that pertains to ride the blast. Let's say I fell off a cliff. I'm plummeting to my death, and I forgot my boots of the cat. Assuming my GM let's me take a turn (big cliff) can I target a square on the ground, shoot a blast, then ride it to safety? Can I use it to cross, say, a chasm? Get out of a net? This sounds really cool, but want to make sure it works
I don't know about the rules vagaries, but I'd declare any GM that doesn't allow that an official No Fun Person.
That's a good point: Even after paying for VMC, I could flesh out a decent trip build with the feats I have available before lvl8. That could be pretty nasty, too.
I definitely like the Bodyguard part of protector, and now that I'm looking at it Decoy looks like a pretty good option as well. Familiar archetypes had slipped my mind, thank you for pointing them out!
Scott Wilhelm wrote:
Nope, all 20 levels of Fighter (Sensate). I'm using the Variant Multiclassing (VMC for short) option from Pathfinder Unchained. The short of it is I'm giving up some feats for Wizard class abilities: specifically for this build, the Teleportation subschool, giving me a modified version of Dimension Door as a class ability.
I was not overly specific in my first post, so allow me to clarify: 20 levels of Fighter (Sensate) with VMC Wizard are locked in, that's the core of my concept.
What I am looking for are ideas of what to spend my feats on before I hit level 8 and start taking the Dimensional Agility chain.