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I'm thinking the same. I don't think I've ever been in a game with fewer than 3 (and that was due to dropouts). I'm not sure I'm ready to take on being half the party. Maybe I'll change my mind and put something together, but as they say "expect me when you see me."
Question: he Eagle Knight Recruit trait says:
Since we can choose a different martial weapon, would it be possible to pick a different armor? The character I have in mind would probably be sticking to light armor.
Blue Lucien, you might have trouble getting flanks with only two PCs. Maybe it's worth taking the Nature Soul/Animal Ally line to get an animal companion?
Y'know, somehow I missed that the GM's only taking two. Hmm. I think I'll try to retain a lot of this concept, but I'm going to withdraw Lucien as he's built and do some retooling.
To go along with this, the Feat Tax rules merge Improved Unarmed Strike into a new feat (Unarmed Combatant). Should we assume that monks, brawlers, and others that get IUS as a bonus feat get Unarmed Combatant instead?
I’m working on an Undine. As much emphasis as the PG puts on underwater combat, I figured it’d be good to have someone who can excel there. Looks like he’ll be a Knifemaster unRogue on one side, haven’t decided on the other yet, but probably something martial. Ranger, Fighter, etc. Dex-SAD skill monkey in any case.
I like the focus that Nex culture has on magical and alchemical reasearch but the fact that outside the city the nation is a wasteland and the terrible government system give me pause. I think Rahadoum is the best place to live (unless you are unlucky enoug to be born a oracle, but that would mean innate magical power so...). Advanced magical and probbly alchemical research, peace, stability, and outsiders are more likely to squabble invisibly 200 miles over your head than to set up murderous cults in the cities. Their culture encourages debate, ethical questioning and generally being nice to each other, since other men it's all they have. I believe that, overall, it would be an excellent country to live in.
Eh, I don't really like the idea of a nation that persecutes religious believers as a matter of state policy. Especially in a setting where divine beings so obviously exist. It's one thing to outlaw worship of Demons, but I wouldn't want to live somewhere that's going to jail, exile, or even execute me for following, say, Desna. Or Shelyn.
I don't see how it's more powerful than being able to improve your stats. I mean, You can burn two wishes to get +2 to Dex. Let's say you're a Dex-to-damage martial. Two wishes just got you:
+1 to attack (equivalent to Weapon Focus, but for all weapons)
So that's what, equivalent to around 4-5 feats for 2 spells? Other stats might give even more power.
I don't see how granting a feat for a wish is overpowered. Limited wish is, of course, more limited, but still.
Andoran or Absalom are probably he safest. The River Kingdoms, the Lands of the Linnorm Kings*, or Nirmathas are probably more fun. Maybe Lastwall or Mendev, as long as you don't live near the border.
*I'm surprised they haven't been mentioned more. As long as you have a good, stable Linnorm King like White Estrid, what's not to like? Well, besides the cold.
I came in as a replacement character in a game here on the boards. I started in book 2 (and we’re still there), so at first it shouldn’t be an issue but eventually I’ll need to separate IC/OOC knowledge. Is that workable? If you’d rather I held off I understand.
4d6 - 2 ⇒ (2, 2, 5, 6) - 2 = 13
DM waz up? wrote:
1d100 ⇒ 48 You are invisible to all unintelligent undead. This is a supernatural ability.1d100 ⇒ 46 You gain an additional +2 racial bonus to your Intelligence score.
Ok, totally worth a feat. Done.
Hmmm. I don't really know the setting at all, but I'm a sucker for rolled stats. let's see what the dice have to say.
4d6 - 2 ⇒ (5, 5, 6, 2) - 2 = 16
3d8 ⇒ (6, 7, 8) = 21
Great guide (as I've come to expect from N. Jolly). I've re-read it recently because I'm looking at a gun-wielding Eldritch Archer for a Guns Everywhere Victorian-ish setting. A couple of questions on that:
1) Since you talk in the guide about there being little reason to stay in Gunslinger past L5 for Gun Training, should you never take more than 1 level in a "Guns Everywhere" game, since it gives Gun Training at L1 in that setting? Seems like That would make a perfect dip for a gun-wielding Magus, but I didn't really see anything about how the different gun rarity levels affect choices (besides early/advanced firearm).
2) Your thoughts on the "Roving Range" trait? Seems like anything that increases range increments would merit a mention (especially with guns' typically-pitiful ranges), but I didn't see it in the guide.
Daphne Hermstos wrote:
Same. I've become quite dependent on HeroLab automating things. If I have the time I may have a go at doing a character by hand. Probably an android exocortex mechanic. Probably.
Wealth: 4d6 ⇒ (3, 5, 2, 4) = 14x100=1400. Huh, average exactly.
DM waz up? wrote:
GM: Since you mention Tieflings, can they roll on the variant ability chart?
Interesting. I keep wanting to try an Eldritch Archer Magus who spellstrikes with a firearm, this would be a good game for it (also an AP I've yet to play, another plus). I may put something together. Do you allow non-female changelings? I know it's not standard, but I've seen it pretty commonly on games where changelings are called out as a more common race.
DM Raltus wrote:
When you say common races, does that mean Core? Also, are Tieflings out completely, or just “be warned, some townsfolk won’t like you”? I’ve got a Tiefling Magus from another Wrath recruitment that ended recently I could tweak to fit these rules pretty easily. If Tieflings are out I can still use him, it’ll just take more retooling.
A Druidic circle would be fun too. Lean toward a party composed of Druids, Hunters, Rangers, Shifters, Green Faith Marshal Inquisitors, throw in some arcane support from Nature- or Fey-themed bloodlines, and there you go. Forget human subjects, we’re going to Awaken all the animals and trees in the forest!
** spoiler omitted **...
Question: what demons are you thinking of that are weak against electricity? I flipped through the SRD Bestiary when I was working on my entry, and most demons are immune to electricity. It’s actually forced me into a nonstandard Magus build, since the normal Shocking Grasp build won’t work.
Kingmaker always get a lot of interest.
Someone floated the idea of an all kobold Kingmaker a while back; that seems fun but would probably require high point buy or good rolled stats to counteract their general weakness.
A concept I’ve always wanted to run in Kingmaker is a party trying to reestablish a free Rostland ruled by the Aldori Swordpact; Run it as a Gestalt game, but one side has to be the Aldori Swordlord Fighter archetype (or something similar, maybe Swashbuckler). That gives a coherent theme but still leaves plenty of room for characters to play different roles.
Kuruk Vetrov wrote:
Hmm, just noticed that. I'd been thinking about a gun-toting Eldritch Archer magus. Spellstrike with a revolver would be pretty cool. But I can go a different direction.
I’m a sucker for rolled stats. Let’s see what the dice have to say.
4d6 - 3 ⇒ (6, 3, 6, 3) - 3 = 15
Well. Nothing spectacular, but pretty well-rounded. I’ll think on some concepts.
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