Paladins do really well in this campaign and will work great with your part. Iomedae is a huge part so playing a paladin further increases you importance in the game. Play a paladin of Vengeance, take fey founding, where low are and have an 18 charisma. At higher levels take greater mercy and ultimate mercy. All you will need is a greatsword and power attack. Take extra LoH a bit and you will be unkillable. Especially after level 4. Take shield other to absorb damage for the party and after that use Heavy armor. You will get amazing and powerful armors. With mythic get a legendary sword and be a gaudian. Great damage and protect allies. At higher teir take Dual Path to also be a champion and ramp up damage any more. Kill, heal, repeat.
there are splat books out there called Grittier and Grittier Rules. They might prove useful for your idea. I also recommend bumping everyone's skills per level by 2-4. Its no fun to play a fighter in a skills game, trust me. Beyond that here is my experience: I played in a very successful year and a half campaign that was designed around a low magic world. No one could have a full caster (rangers and paladins allowed but that's it), and we started off with 50 gp worth of stuff.
For your campaign I would recommend a lot of the same. The more you limit magic, the more powerful it is by comparison. And if you limit to the partial casters they still have lots of abilities when then don't have what they need to make magic work. The key is that the players feel rewarded even if it isn't the kinda rewards they are used too. A map to a well is a huge reward if you are dehydrated and a shield is more valuable than gold when you have no where to spend it.
Thanks for all your feedback! Here is what I am thinking as I go. Based on the above thoughts. I am gonna stay inquisitor until level 5. then dip 1 level in cleric to gain evil (maybe devil?) domain and channel negative energy with the slavery variant. Then I plan to take channel scourge, alignment channel(good) and maybe channel smite/greater channel smite. Thoughts? EDIT: I might skip alignment channel and go for greater channel smite quicker
Ok, I have a level 3 inquisitor in the Way of the Wicked campaign and I just got an awesome boon. In lieu of spoilers I will just say I would now like to specialize in murdering Good Outsiders and am looking for advice. There are lots of prestige classes and archetypes for murdering demons left and right, anyone got anything for those of us who hate the light? Looking for:
Can't use:
I would like to remain primarily an inquisitor but I am fine with multi classing :D
Allow me to say, this isn't an optimal thing, but I am wondering if it works anyways. Questions: Can a Duelist use precise strike if wielding a on-handed weapon with two hands (for the strength and half and increased power attack damage)? Relevant text: A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding her duelist level to her damage roll. When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.
Here is the specific issues I see with your idea without seeing the actual build: 1, you will take time to get into your abilities. I don't know what you have but at very least you mutagen takes a standard action, most magus arcana take a swift or standard action to use, same with spells and extracts. 2, your +27 at level 6 won't last you a whole day. after 6 rounds their goes your rage (-2) after 10 min there goes your Mutagen (-2) Spells will last a minute or so (-2 or -3 depending spells) Flurry can't be used on Aoos (-1) so then you end of with something like a 19 for most of the day. 3. your defenses will suck. You can't wear armor, your stats are going into strength, your wisdom will be middling at best and you get -2 to ac for raging (-1 for being fatigued after raging). Here is a build with a more consistent cmb, better ac and no start time.
level 3: CMB 12 (plus aoo on hit) no magic yet
Not perfect and just a quick thought but strong tripping good skills, decent ac (19 at level 1) and lots of options if trip doesn't work.
I find multiclassing to be the way to fine tune a character Idea. I want a Duelest style character from level 2? Urban Barbarian/unarmed fighter. Do I need a Holy wizard? Wizard/Mystery Cultist. Same basic rules apply all over the place, I only find three exceptions. 1. If I am making a full caster (level 9 spells) I stay in that class or a prestige class that grants at least 9 out of 10 levels of progression. 2. If I am not going for a prestige class I will only dip 1-3 levels, if I am going for a prestige class I will almost always take all 10 because the capstone (which you can get well before level 20) are great and because of personal desire for character consistency. 3. I have found that using more that two classes tend to cause a loss of verisimilitude. The character's fighting style and abilities generally get lost in all of the odd powers that I picked up along the way (like having extracts, spells, rage, flurry, Wis Ac, arcana and weapon training in the list you made). Edit: Important note. All of these ideas comes from the fact that I believe that classes and ability names don't define a character in any way. The Barbarian/Fighter I mentioned above was a character of Mine that I labels a Duelist. The Wizard/Mystery Cultist called himself a Celestial Mage. I also have plans for a Cleric Inquisitor multiclass that I call a Scion of Erastil.
Fighters can run pretty well with just bonus feats. Specifically the Unbreakable, and Two-Handed Fighter. Barbarian would hurt without power attack but otherwise the rage powers are more than enough to run without feats. Rangers don't need any help feat wise. you could easily use the bonus feats and run two handed or two weapon with ease. Paladins could also go along way without feats. I had one who had power attack and the rest for Eldritch Heritage feats, master Craftsman and crafting feats. Gunslingers could go all day without feats (maybe rapid reload at most) and still rock. I wouldn't do the Monk (besides Zen Archer or Maneuver Master), Caviler or inquisitor without feats, they are pretty dependent. Monks get a lot of feats but not the primary ones they need. Casters are all pretty dependent on feats. But the oracle least so IMHO.
I would still suggest going for Divine interference (great use of swift actions!) or furious focus (huge dpr increase) Assuming you have the gold for a +2 weapon upgrade your weapon to keen. All of the metamagic abilities are optimized if you are a caster. yes a quicken or persistent rod (or feat) would be nice, but I get the impression that you are a warrior and so they wouldn't come up a lot anyways.
Thomas, First, Buy a quicken rod, three a day of 1-6 level spells is more than enough for you. the feat won't be worth it. Second, Divine interference will give you versatility and action economy, in my opinion it is a automatic for most divine casters. Third if you would prefer to bump you fighting skills instead I would take Furious Focus. Removing the power attack penalty to your first hit is a huge boost. I wouldn't take any of the three feats you listed, as a general rule of thumb: never take a feat for something you can buy (keen weapon, persistent rod, quicken rod, etc). You probably can't afford all but pick one up (I recommend the persistent rod because persistent holy smite and dismissal is awesome) and take a feat so something you can't otherwise get.
Queen, Alchemist isn't necessarily an expert only class but they have a lot going on so it is important to read through carefully about the class. Their are lots of abilities. Thoughts on making an alchemist (that doesn't struggle to hit)
The big strength of the alchemist is that you target touch AC. in pathfinder, few creatures ever get up above a 15 touch (even with magic) so by level 10 with a 20 dex (including a mutagen) you can hit almost anyone on a 3. You ad in bombers eye (an extract that increases to hit by 1) and you hit on a 2. Don't get sucked into a melee fight, you will lose. Run away and bomb if they come near you. Flight is also helpful Here. As I said, they alchemists have a lot going on but you can keep it simple and play a strong character with lots of options but you have to constantly know what tools you have at your disposal. Advanced Notes:
This discoveries Force Bomb, Concussive Bomb and Blinding Bomb are the best in my opinion. The first to have no/very few creatures with energy resistance, and the last one can blind while doing damage, very debilitating to the enemy. Don't be afraid to take the Feat Extra Discovery to gain more alchemist discoveries, after precise shot, point blank shot and maybe Iron will, there is not much you need to make bombs awesome. Your extracts are very important to help both you and your allies. However their are two many for me two post so choose carefully.
Queen, Here is how I counter bad luck. It isn't too terribly difficult. Get a crazy high attack. That way no matter how bad you roll (they can't all be ones right) you still hit. With your idea in mind here is how I would recommend doing so: 1. Play a fighter. Out of all the classes they can get the highest to hit.
I have some thoughts on the alchemist too but it is more complex
Descriptions are wonderful, great race concept but I think the race itself is to strong. Here are a few notes to consider. Wisdom is the best mental stat, Perception, will saves, sense motive, spell casting for up to 3 classes, monk ac, ect. It as big boost to the race. I would also point out that savage and wise don't make a lot of sense to me, I would suggest Charisma, they have to have strong personalities to be at the side of animals all the time. A constant spell like ability is very powerful and non existent to any race (that I know of). Especially true since it is a 3rd level spell. I would consider giving them a handful of low level nature spells each once per day (as the gnome). You basically gave the entire race a 2nd level druid ability. This again seems overly powerful. The dwarves have an alternate racial trait that allows them to 5 foot step in all stony terrain. You might use that as an example for how powerful to make this ability. Great job. I look forward to seeing the things that you have listed but not written.
I have to agree with Andreas on this one. Making an attack role is not the same as making an attack. Just because grapple uses an attack role doesn't mean you can fight defensively with it. Further more I believe the action types exclude being able to do so. Making a grapple attempt is a standard action (a specific type of action) and fighting defensively is a standard action. Just like other actions that don't overlap I believe you cannot use the two actions together.
May I make a recommendation that your didn't ask for? You obviously have some system mastery, as seen by noting the strange directions and such of the other characters. So why help them step up rather than tone yourself back. I have had similar issues before and this is my strategy:
Second dispel any misconceptions the players may have (maybe the paladin thinks one handed weapons shouldn't be used two handed and such) third, locate feats, spells, classes, prestige classes and the like that help them fulfill their goals. Suggest it to them over the course of weeks so they don't feel like your are rewriting their guy. Finally (and one of the most important) offer to make them a chart. This chart will contain their attack and damage with most of their regular options including smite, inspire and any spells they regularly have on them (bless or prayer for instance). help them remake it every level so that they always have their number up to date and in front of them. A little guidance can go a long way. It also means you don't need to tune back your character and can enjoy him. Side note, you are an archer. 4 out of 5 battles you will do the most damage in the party. This is the way of archers in pathfinder. If you are worried about this getting worse at higher levels (and you should be) then stay away from Seeking enchantments, clustered shots and improved precise shots. If you don't take those the GM can reduce your effectiveness without removing you from battle. Consider taking liming enhancement on your bow when you can. Great party aid.
Great Idea for the GMNPC! My biggest worry about placing a player in that role is making them the "Bad Guy" even if they choose to change it could destroy party relations which leads to problems in my experience. But still I could see using him to ad suspicion early game and allowing the player to find out he was the evil... And yes I am seriously considering using gestalt rules. It is even better because I am creating the characters for this game. However I have never used gestalt or even seen it used. I am not sure how to adjust the power level for a game like that. Is anyone willing to help me write out the 10 heroes of the alliance? I am going to put one up this week to get critiqued. What I am looking for:
Thanks everyone. This is starting to really come together.
Does she want to use this in combat? If it was me, I would want a cool item that I could use in situations that I am not already doing something. using a flute to remove someone from combat instead of just beating them silly and stunning them too seems like an item I would never use. Maybe the flute works in other situations that a monk traditionally isn't as useful: Example:
or Flute of the Peace
I love custom worlds but rarely if ever create my own. This is largely because I am obsessed with the details of a world and every time I try to create my own I end up going nuts trying to get every little thing written down. I have 2 half made worlds at this point and have never used either. My obsession with details does extend to created worlds though. I have spent years fuming that Paizo hasn't properly written about how magic works and where it comes from in Galorion.
Thanks guys! Some great ideas! This is why I go to the boards. Updated/Refined Idea: Vraxis, Worshiper of Rovagug was intent on unleashing The FireBleeder, Spawn of Rovagug from his prison deep inside Droskar's Crag. This can only be accomplished once every 100 years when the Crag is in its violent phase and the cage is at its weakest. His minions, hundreds of cultists, thousands of aberrations and tens of thousands of goblins, orcs, gnolls and other bestial humanoids, flooded over the land under his directions.
After many weeks of pushing through the hordes, on the day of the release of the FireBleeder, The heroes faced Vraxis and the Beast upon the edge of the boiling lava lake that was Droskar's Crag. There, of the heroes died while fighting and in a last effort, the remaining heroes sealed themselves, the FireBleeder and Vraxis in side the Firebleeders cage. None were seen again. Meanwhile, the nations of the inner sea, with no Great heroes left fell largely to the hoards. Eventually only a few strongholds of the humanoid races were left, and most others were enslaved. 99 years later somewhere deep within Droskar's Crag, four people from different nations awake, with no memories except the horrible visage of a massive creature of Fire. Is they find their way out they will encounter powerful items that reveal to them pieces and parts of the past, both theirs, and those of the fallen heroes. Above, the followers of Rovagug the largest church in the innersea, once again prepare to unleash the FireBleeder upon the world and Harold in the destroyer. Will Vraxis be found out? Will he remember his ambitions and join in the destruction of the world or will the memories and trials that these four go through unite them against the hoards with the power of the Alliance? What do you all think?
Ok, so for items I have thought of this: Each character will get a legendary item (like the old 3.5 weapons of legacy book) that will evolve with them. I will also include 4 other items in the game that will grant them additional memories of their pasts. So 5 items in total each. What classes should I use? My initial thought were the common 4 but it seems to leave a power gap between classes. What four classes would you suggest? The Evil from Droskar's Crag is going to be a fire creature from the depths of the earth... it needs to be intelligent, powerful long lived and ruthless. Thoughts? creatures with class levels are fine. Said Evil will have 4 generals, each having trophies from the four fallen heroes. The heroes will have to track down each of these generals and defeat them to regain their formal glory. Edit: I feel its worth noting that I am open to any and all material (except for the PCs, I don't want to confuse them with powers they don't know).
Hi, in a few weeks one of my players is leaving for 3 weeks, leaving us without any games to play. In the interim I have decided to try to right a interesting and unique 3 week adventure that requires no prep for the players. I came up with an Idea and was hoping for some help to flush it out.
The Background:
100 years ago, a great evil arose and threatened the world with eternal slavery. In response the mightiest heroes gathered to defeat this being. A huge battle of steel and heart and magic ensued at the top of Droskar's Crag, one of the tallest mountains in Galorian. When the smoke cleared, the evil returned, the heroes no where to be found. Despite their best efforts the forces of mortal kind could not stop the evil and its allies. And now, 100 years later most of the world, with a few pockets of resistance are now enslaved or dead. The Players:
They are playing classless characters with 10 stats in everything, no skills and no proficiencies. They will begin the game with no character sheet and no background The Concept:
Waking deep within Droskar's Crag 100 years later, the characters will have only flashes on a evil face and laugh as memories and will try to figure out who they are and what happened to them as they escape a long forgotten cave series and reclaim their lives Over the course of these three weeks I will introduce artifact level magic items which will cause portions of memories and powers of each character to recover (I will choose who gets what based on how they play). The 3 week adventure will end once they escape the cave. I hope to have this be a game that we play when ever a player can't make it to the regular game. but I need help flushing out the details... who/what is this evil, what classes are the players, what items should they have, etc. any help, comments, ideas, criticisms are welcome :D
Ok, A few thoughts... First, for feats take the ELdritch heritage Arcane to gain extra spells and better use of metamagic spells. For Metamagic: Dazing, persistent and focused are all amazing for a control based caster. For Spells, Conjuration, enchantment and illusion are the go to for control. Some of my favorites are Create Pit (and all the upgrades), Aquarius Orb, and Wandering Star Motes. I don't like fog spells because they hinder your allies. For Buffs, Heroism, enlarge person, haste, versatile weapon, Protection for evil, and bulls strength. Mass versions of these spell are great too. As to the bloodline... it honestly sucks for your concept. It has no powers that work with your concept except for the level 20 power. I would recommend the destined, maestro or infernal bloodlines. Or just take the arcane bloodline it is amazing.
The reason I don't believe that a ranger/paladin/caviler would be a good fit for a Scion of Erastil: According to inner sea gods, "Erastil eschews crusades and brazen heroism. He has no plans to eradicate chaos and evil from the world, he simply whats people to be able to live their lives in peace...He enjoys hunting for sustenance but not for sport...he is not one to spout philosophy, and instead gives practical hands of teaching...Most of his priests are clerics, but a small minority are druids, rangers and (most rare) Paladins." So I want to capture this spirit. Someone who does not strike out to slay evil but stands to protect his home and area. Paladin's (and to some extent inquisitors) hunt evil primarily while cavalirs are knights of a cause, and rangers are wondering hunters. These are all just my opinions obviously.
Thanks Slacker. Yeah I need to move feats around. I meant to take of the archetype. was going to take racial heritage but decided against it. Not being able to choose mount at first level was unattractive. And I misread the ability, thought all subdomains were allowed. updated that to just be community and Animal (fur)
Ok, here are my builds representing as many aspects of Erastil and The Grim White Stag as possible. They each meet the ideas in their own way. 1.
1. Point Blank Shot
Revelations:
All favored class bonuses would go into mount revelation. Pros: Very strong mount, full caster level, Great archery skills, lots of healing and other spells, good skills.
2.
Pros: Huge Celestial Stag, as close a possible to Grim, Wide spell list, Channel Energy for Healing and Community focused powers.
I personally like number 2 more because I think it shows off more than just erastils combat prowess but what does everyone think?
animal ally wont work. It doesn't allow for a stag like companion. Thanks though. My biggest problem with druid is that I don't want to beast shape. so it seems like a lot of wasted power. but i can't find any archetype that gives it up. So it looks like my best bet is Inquisitor and Cleric, either with the animal domain and boon companion as well as Celestion Companion. does anyone no of any prestige classes or feats that boost animal companions further?
ok, here is a thought that occurred to me. Halfling Oracle of Nature with the Community Gaurdian Archetype.
Edit: maybe with the wolfscared face curse (skin it as the Stag Face) Edit 2: could also be done with an Aasimar with the Scion of humanity trait and the Racial Heritage feat?
Thanks for the advice everyone. A few thoughts and replys: @Deadman:
@Rogar:
@Leo:
@ydobon: I checked out the hunter and it really is perfect but until the book comes out, none of my GMs will let me touch it... :-(
So I am trying to maximize flavor for this build, power is not as important, I want to make it as true to the idea as possible.
The Idea:
Here are the things this character needs to have:
I would also like to make the Stag as strong and awesome as possible. I am willing to spend most of my feats and abilities to accomplish it. My initial thought was a Cleric of Erastil/X/Nature Warden but all ideas are welcome.
I could see having to deal with those who welcome the armegedon. They refuse to leave, blocking off an area of the town so that others can't get out so PCs have to go talk with them and fight them if necessary. Utimatly as time runs out I could see the PCs getting trapped in this now "destroyed world. the game could then become a survival challenge.
Comparative Damage, two handed weapon, str only: 12+1, 13+1, 14+3, 15+3, 16+4, 17+4, 18+6 So two handed the difference in damage between 17 and 18 is 2. which isn't nothing but lets look at something else. Barbarian raging str and power attack, level 1-3 with greatsword Str 17: Str7+PA3= 2d6+10 High: 22, low, 12 Str 18: Str9+PA3= 2d6+12 High: 24, low, 14 in both cases level 1-4 with result in your damage being within the margin of the dice. The dice matter alot during these levels. Now Look as CR 1-4 creatures by HP: CR1: 15hp, CR2: 20hp, CR 3: 30hp, CR4: 40HP. In all of these instances, the average amount of hitpoints the creature has will mean that you will need the same amount of strikes with either an 18 or 17 strength. If you take a 18 strength at level 4 then it will become a non-issue by time your damage starts our performing your weapon dice. Paying 4 extra creation points at level 1 when that point at level for costs the same no matter where you put it don't make a lot of sense to me. I have Finished my rant :-) build how you choose and hope you have fun. Just trying to show you my logic.
I'm gonna back up rainy day ninja with this. Skills are very important in PFS, especially in season 4+ the skills matter alot, some scenarios are virtually impossible if you at least can't take 10. loosing 2 skill points a level and not knowing what a goblin is by sight will really mess with you. You are a barbarian, one of the most powerful classes in the game. you don't need to minmax so much. Take a 17 str and bump it up at level 4. It won't hurt you. Also with all the dwarven feats, don't take superstitious. I can't stress this enough and have seen it to many times. Having to save against every spell while raging (even harmless ones) is terrible, did the cleric just try to save your life with CSW? To Bad! did the bard just cast haste? Tough luck! Did the did the oracle try to bless you? No Way! Just don't its not worth it. As a side note I also have a reach specialist Dwarven Barbarian. He also has a few Two Hand fighter levels. I got him a dwarven boulder helmet for close range. so much fun when they get inside my dwarven long hammer and think they are safe then BAM! headbutt! I really do hope you enjoy the character.
I've played or run through several paths and the thing I learned is that none of them are good for rotating GMs. the is just to much spoilers and refrences in each book. If you can only read on book you will miss out on reasonings behide a NPC actions and descover the plot of another NPC. It doesn't work well :(
On the original note, because I found it interesting... I may actually pick this guy up, sounds like alot of fun. Half Elf Wanderer Monk:
Important Wanderer Powers:
With all this you receive a +4 will against divine spells, +3 more against divination and scrying and are under non-detection everyday. You are outside the province of the gods and fate. Divine Magic does not effect you except in the most rare of circumstances. I really like this concept... *goes to plot*
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