Invulnerable Rager Build from the I AM Barbarian thread. A few minor tweaks to move Spell Sunder up to 6th if you really want to annoy the GM early.
This. Superstition + Witch Hunter + Spell Sunder, favored class bonus (human) to increase your superstition bonus. Buffs are for wimps. I made this build with a 25 point buy and my GM was practically throwing dice at me by the end of the campaign.
There are a couple game systems out there that deal with ways in which a personality can be created and expressed.
White Wolf, for instance, used an interplay between Nature (what a character is at their core) and Demeanor (what a character projects to others) using archetypal roles (Architect, Judge, Visionary, Monster). So, for example, you could have someone who is a Nature Visionary, Demeanor Monster- they see a great new world and wish to bring it to bear, and care absolutely not at all for the suffering that this transformation will necessitate.
They can be used to give rough thumbnail sketches around which you can construct a more thorough personality.
Numenera, a new game system, allows for you to generate ideas based on a simple formula of (Character) is an (Adjective)(Noun) who (Verbs)- for instance, instead of being a fighter with power attack, furious focus, and iron will, you could describe your NPC as a strong-willed fighter who wields power with precision. From there you can extrapolate how he would interact with the world around him- probably stubborn, direct, and willing to use force though not indiscriminately.
Finally, remember adjectives. They can be your best friend.Say your party is in the town sanctuary, bartering with the priest for goods and services. Their interaction can vary wildly, depending on if the priest is A- Doddering B- Novice C- Alcoholic D- Lecherous E- Judgmental F- Tolerant, etc etc. Sometimes having a table of characteristics for which you roll randomly to determine a single adjective which separates this NPCs from all others like him can be a help.
Is it just me, or does Keen Recollection seem to be vestigial?
You're an INT class with 6 skill ranks/level plus an INT modifier of at least +2 (and more likely 3 or higher). All knowledge skills are class skills. How long after level 3 do you think it would take you to put 1 rank into all the knowledge skills anyway?
The Skald is just too similar to the Bard Archtype of the same name for me to give it much credit. Spell Kenning, while versatile, doesn't really blow my skirt up, and doesn't seem to mesh with the whole theme of rage and whatever. Changing saves while retaining the exact same weapon and armor proficiencies, HD, BAB progression, and getting fewer skills at the same time... What am I missing? Someone sell me on this.
Bloodrager is the next source of super-cheese. The number of Bloodrager 5-Dragon Disciple-7s we'll be seeing is going to be nauseating. And all of them Angel-Blooded Aasimar, I'm sure. "You see, my Gold-Dragon-Angel Father..." and I'll just stop listening.
Shaman is so unweildly that I'm going to need to study it at length before I can comment.
Slayer seems like a good boss-hunter, investigator WILL be the new rogue....
I don't know if, as a whole, this group of new classes is going to justify the book. It seems like an attempt to reduce multi-classing fatigue, which I can dig on. "I didn't want to multiclass Fighter and Cleric, so I made a Warpriest." or "I wanted a Ranger/Thief, so I made a slayer." But some of them are just not strong enough of a concept to justify their inclusion.
HAPPY HALLOWEEN EVERYONE!
Public service announcement- Please remember that we have transitioned officially to Warhorn V2.0.
This is at https://warhorn.net/events/asheville-pfs
Please remember to register and sign up for games. Friday comes quick and then next week we're back on our regular schedule.
Looking forward to seeing you all there!
We started about a month ago, and are nearing the end of the first book (according to the GM).
Aroven Devereaux- NG Human Wizard - A native of Heldren, Aroven's grandfather returned from his days as a mercenary with a strange, pale bride from frozen Irrisen. Aroven showed great magical aptitude from his earliest days, and has only recently returned to Heldren with his wife and young child from one of Oparra's preeminent Arcane institutions. Together they run a small shop where he functions as a scribe and a cartographer. He favors his grandmother a great deal, with shocking white hair and pale blue eyes.
Thorgrim Amadeo- CG Human Fighter (Viking)- Thorgrim owes both his name and his enormous size and hearty constitution to his maternal grandfather, Old Man Grim. Old Man Grim was an Ulfen Guard to a Taldan Arch Duke, who setteled in Heldren as a blacksmith after his term of service was over. Thorgrim is a mountain of a man, hardened by years working in his grandfather's forge, and has been trained from an early age by his grandfather in the fine Ulfen arts of Axe and Shield. Despite his size and furious demeanor, Thorgrim usually remains soft-spoken.
Jamaal al'Khair- NG Human Cleric of Sarenrae- Jamaal was adopted by Elder Natharen when it became clear that his father, a caravan drover and reformed scoundrel with whom Natharen had adventured in their youth, was not to return from a perilous trip to distant Irrisen. Under Natharen's tutelage, Jamaal turned his keen mind to theological pursuits, and in time found himself called to the Dawnflower. Jamaal takes great pains to keep his faith from the public eye, though his step-father knows and supports him in his endeavors. Jamaal is helpful, earnest, and always keen to mediate problems whenever they arise.
Nathaniel and Gwenievre Blanchette- CG Human Ranger and Rogue, respectively- The Blanchette twins settled in Heldren roughly twelve years ago with their entire family. As twins, the two are inseparable. They both have a pale skin that never seems to sunburn or tan and their eyes are as crystal blue. Their blonde hair is almost white. Both move with a lithe grace that few others can match. Having grown up in Heldren, they seem to be friends with everyone, even with their penchant for mischievousness. But as much as they are alike, they are just as different. Gwen often comes up with 'nefarious' schemes to carry out while the more reserved Nate has taken, only slightly, to the woods and has been apprenticed to a woodsman half an hour's walk from their parents' cottage.
The two may not be exactly human, as was revealed in later sessions when Gwen was knocked unconscious and reverted to her vulpine form.
I play Jamaal, and have started to chronicle the party's adventure. It's a pretty great group, and a lot of fun so far.
I'd go with Intimidating Prowess and Cornugon Smash to get the most out of your intimidation, and then Superstitious/Witch Hunter/Spell Sunder for rage powers, along with Reckless Abandon and Strength Surge.
I'd avoid the TWF route. I know it's probably "optimal" but IMO the investment versus the payoff isn't great.
Defender of the Society is a good trait since you aren't going to be getting heavy armor, and anything that gives you a bonus to intimidate should probably be your next bet.
Archery sucks in snow. Just an FYI.
d20pfsrd said wrote:
If by a bunch of feats, you mean- Heavy Armor Proficiency.
I'm playing a support cleric in Reign of Winter and debating whether or not to take HAP. I'm still torn- my dex is drek so the extra 3 AC would really help, and with scribe scroll I could sock away a few "Effortless Armors" for a rainy day... it may not be a terrible idea.
I considered taking a level of fighter or two, but decided I'd rather be able to sling the spells I need right when I need them, and not 2 levels later.
Overrun is a "standard action" taken as part of the charge. So you're saying that when charging, you get 2 move actions (moving twice your move speed or moving your speed and drawing your weapon) and two standard actions (a "free" standard as you describe the over-run, and the single attack at the end)?
The Morphling wrote:
Where does it say that in the RAW?
Given that a charge requires you to move to the closet square from which you can attack, I think you could either over-run OR pounce, but not both. if you choose to over-run, you would be ending your action in a square that was not the closest from which you could attack, thus it would not be a charge- and thus you would not be able to pounce.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.
High BAB helps. The feats help. There are traits that can help. Do you have a specific Combat Maneuver in mind?
If you want a character mostly focused on CMB/CMD, the Lore Warden is a great choice.