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Either a bard (pure or with the evangelist PrC) or an evangelist cleric (through retraining) works okay here imo, just do not mix the two. You are a lvl 1 bard, so it is not the end of the world, but mixing is generally a bad idea for full casters.
A cleric might be a bit more handy in a group with no other casters and a ranger and rogue for skills, but I think a bard is still a workable option. No need to throw away a character design you like just because it is merely good and not the 100% best.
I would second the Evangelist suggestion - you only lose 1 level of class abilities, gain proficiency with the favored weapon of Shelyn and quite a few nice goodies. If you want to be a really devoted bard, it is an okay good choice imo. Plus, Shelyn´s obedience is pretty simple, and a bonus to all craft and perform checks is golden for a bard who does not lose versatile performance.
Note - I mean the Evangelist PrC from Gods of the Inner Sea, not the cleric archetype (which is somewhat bard-like, but as a cleric).
Average damage on a rapier is 3.5, while the average damage on an Estoc is 5. You are spending a feat for 1.5 damage, which is worse than weapon specialization. Not to mention fencing grace is rapier only.
You can also use an estoc two-handed for better strength to damage and PA ratios, which is an added plus. Fencing grace does give the rapier a big edge, though.
It is a bit strange that all one-handed slashing weapons can get dex to damage with a feat, but piercing weapons (apart from the rapier) have no such feat option.
Hi, a player in my game and I (as a GM) are having an argument regarding how the Conceal Thoughts power interacts with the rules for suggesting a course of action (from the Giant Hunter´s Handbook). Here is what we have from the SRD:
"Check: You can gradually coax a target into thinking a suggestion is entirely its own idea, making the creature more likely to act on the idea than if you had suggested it outright. You discuss topics subtly relevant to the request, asking leading questions and narrowing the scope of the conversation so that the target eventually decides to take a specific action you have led it to.
You first attempt a Bluff check to convince the target that your request was actually its idea. This is always treated as far-fetched circumstances, resulting in a –10 penalty on the check. If successful, you then attempt a Diplomacy check to make the request of the creature, treating its attitude toward you as indifferent for this single request (regardless of its actual attitude)."
The player believes that the bonus from the power would apply here and negate the penalty from the innate difficulty. My reading of the power would be that it is meant to be purely defensive, giving you a "poker face" when someone tries to actively use sense motive to try to get an idea about your motivation or thoughts. In this case, you are the one trying to steer the conversation and suggest something to them, so I am not sure if the power is meant to apply. I have looked for an errata, but could not find any - can you give me your opinion and possibly a link to where the limits of this power were officially clarified?
Ah, I see. Well, the fluff of a class is easy to reflavor (class and background need not be the same), and I thought barbarians in general have the right crunch for a less formally trained and more enthusiastic and brutish fighter. So who are the "weaponmaster" warriors in this setting that would normally be the fighters, or is there no such group?
I may need to check this book out when I have the chance, the setting sounds interesting.
The brawler fighter is okay as an archetype, but I find the figher chassis a little bit lacking. I think the brawler class is a bit better if you want to play a lightly armored pugilist - getting IUS and the flurry feats for free essentially put it around equal in feats to the fighter, the extra damage sort of evens out the fighter weapon training, the skills are flat out better... Both are okay I guess, but for unarmed attacks I would definitely go for the ACG brawler the nod. If you want to use cestuses, knuckles etc, they are sort of equal, but I would still give the ACG Brawler a slight advantage. Do not get me wrong - I think both work and can be fun. Combat efficiency isn´t a problem for both if done right, but the brawler has more stuff it can do out of combat. At least, that is my experience :) . The extra damage and stats from the mutagenic mauler sort of even out the static bonuses from the fighter archetype.
I do not know how PoWar changes the situation as I am not familiar with the book. Combat stamina is definitely nice, but involves more bookkeeping and stuff the player may not be comfortable with. If the player is okay with it, sure, go ahead.
P.S.: If they go unarmed, consider having a slightly cheaper version of upgrading unarmed strikes than the amulet of mighty fists - perhaps by stating that brass knuckles can be used with pummeling style or devising another glove or armband item that gives somewhat cheaper bonuses like the gloves in Neverwinter Nights.
I would support the mutagenic mauler proposal. The mutagen is a significant buff to your combat ability and you lose martial flexibility - which is generally a powerful feature, but you said you do not like it. Granted, it is a bit close to Asterix than to what your friend meant, but it still covers the concept okay imo.
Here are several multiclass options that may sort of cover what you want
- Cavaliers have challenges where they pick a big enemy as a personal foe and get extra bonuses when fighting him or her. There is a swashbucklerish archetype (Daring Champion) that trades the mount and your friend can use it with brawling weapons like a cestus (which can be used as a piercing weapon as well). You can multiclass with brawler, monk, fighter etc like with the barbarian.
Note that you can use the variant multiclassing option from Unchained to get some class features of another class, but it costs you half your regular feat. On a fighting character I would recommend it only if your base class gets you bonus feats (like a fighter or brawler) or your style is very simple and needs few feats.
I am not aware of any feature that ups your damage when your HP get lower, but there may be feats that do that. Off the top of my head, there is a trait (vengeful) that gives you +1 damage vs anyone who has injured you in the last 24 hours.
Edit: I´d say the Hulk works great as a master chymist - their mutation feature can be triggered normally or from pain, and they are pretty damn mean with simple weapons (which, say, knuckles, unarmed strikes and cestuses are). However, you need a fair few alchemist levels to get it.
Also, nice catch, Melkiador, I didn´t know about that one. That could work very well if it is not too complex for a new player.
I was about to suggest going for Stand Still, as it is a good way for a warrior with a reach weapon to keep enemies at an arm´s length from her friends. It is certainly the sort of thing I would expect a paladin of Shelyn to do. However, it requires combat reflexes and relies on attacks of opportunity, so it is probably not a good idea.
Generally, I think Power Attack will come in handy... eventually, and sometimes you need a good, solid blow to thunk someone over the head with (perhaps for non-lethal damage, perhaps not). Toughness will come in handy, but I think it would be fun to have her pick antagonize to start getting her enemies to attack her and not the rest of the team. Granted, you did say she´s nice, but maybe she manages to get under their skin by perkiness and disturbingly good cheer (the fluster penalties can end up quite useful). You can also boost up your casting side with things such as warrior priest or some metamagics.
The thing is, the narcissist alignment with some degree of consideration for others - at least an enlightened self-interest - and caring for a close circle, in as much as they provide spiritual comfort and a reliable environment - may well be seen as a true neutral alignment. TNs can be quite selfish, as well. Outright NE narcissism as described in the opening post is a lot darker and more abusive.
If a character got to be a paladin, s/he knows how to make moral stands, stand up for principles, and not turn a blind eye to genuine human suffering. While s/he may appreciate the talents and gifts of abusive, vicious people, that does not mean s/he will ignore their bad side and do nothing about it. On the other hand, if the other character is a bad enough narcissist to ping evil, they are really not nice when it comes to some scrub denying them their rights and challenging their authority, especially someone they have to endure being with for a long period of time.
Yes, especially considering he is using a medium weapon without penalty (and retains the +1 to attack and AC from being small), the physical scores are pretty solid. No 18+, but 2 16s in strength and constitution can be fine for a barbarian, bloodrager, paladin or cavalier. If you are okay with picking another class at level 2 (and particularly if you can pick it as a favored class) it might work pretty well.
Barring a near-apocalyptic scenario, I do not see them getting along well. It is like people both being interested in, say, politics, but with extremely different moral and social viewpoints, and both feeling pretty strongly about the topic.
Considering neither character is likely to keep mum about it - the narcissist because hey, why should s/he care about the feelings of other people and the paladin because you are likely to be pretty driven to be ordained as one - it is not likely to be a pleasant company for anyone around, and I do not see them sticking together for long unless literally forced to. While the campaign does involve a plot to do something pretty apocalyptic, the players don't know about it until pretty late on, iirc.
As a bard, even as a beefy one, I would not suggest trying to stand close with most things. Focus on supporting and helping your allies. I would have suggested a reach weapon instead of an earthbreaker, but it´s what it is. If you go dedicated melee Dragon Disciple is an option - your team is somewhat low on muscle and divine casters, and you aren´t going to be so good in the latter position.
Personally, I find the stamina system as fairly acceptable, but it does involve more bookkeeping for the player and the DM.
As a DM, you are free to allow or not allow anything in the game, and "sorry, but I do not have the time / inclination to read up on another system," is actually a perfectly valid response.
Well, maybe s/he just doesn´t want to be the one running the show and is okay with the current monarch sitting on the throne and taking suggestions.
I would go with bard, though cavaliers, monks and possibly swashbucklers work okay as well. Paladins are good bodyguards, but too skill-poor to make good advisors.
Actually, I think the shorter a race´s lifespan is and the more expansionist it is, the less it would be valued by elves. Relations with dwarves may be fairly amiable, although with high fences, so to speak. Now, goblins, orks (including half-orcs) or even humans?
I would go for something turning all orcoid creatures into the infinitily less disturbing small mammals, i.e. squirrels. Feel free to add humans and halflings if you prefer something more PC groups will be alarmed by.
1. Make sure everyone undestands what sort of game it will be. If you prepared for a Game of Thrones-type intrigue but got a dark dungeon crawl a la "Resident Evil" instead, it will be less fun and your character may be frustratingly powerless. It pays to know what the other people at the party want from the game and how the DM plans to run things (key word here being "plans" :) ).
2. Check with the other players what they have in mind and work together when possible to create a cool group, even if your characters do not know each other beforehand.
3. Every player and GM has a comfort zone. Respect it. For some people, torture, sex, vivid racism / sexism or animal or children suffering are not okay even in a game.
4.Know both what your character can do and what the whole group can do in the game. First and foremost, know how the things your character does actually work in the game and make sure s/he can do them well. On the party level, it is best if you have some utility magic, some combat magic, someone to beat things into a paste, and people who know stuff and can get people to do things you want them to do. In general, however, everyone should try to at least be useful in and out of a fight.
5. There will be fighting. You can probably avoid a fair bit of it, and not all of it will be to the death - many enemies won´t mind surrendering if they see they have no chance to win. For every defeated minion who plans revenge, five will be glad enough to leave with their lives that they may tell you useful information, and some of them can even be turned into allies (barring extreme cases like undead, some outsiders, blackguards etc). Make sure the GM understands this, too. Keep in mind that by default, you get experience for handling an encounter, not just for killing the enemy. You can and should get experience if, say, you bribed that giant with 3 barrels of low-quality wine to be your best buddy or fooled the cultist into revealing the cult hideout by pretending to be the new recruits.
6. Know how combat rules work, they will be coming up quite often. It makes the game run a lot smoother if everyone knows what they can do and the game does not bog down. Sometimes, when people disagree, use common sense -talking to your allies or enemies in combat is a free action, but discussing the finer implications of their political alliances to get them to switch sides is not really plausible. The DM is the judge in such matters.
7. Treasure in a chest is not the only type of money and power you can get. There may be a bounty on the head of a known criminal, and dealing with a goblin menace, subversive cult or a demonic invasion is the sort of thing that tends to get rewarded - either financially or with clout and favors (including things like noble titles). Check for things like that before or after your heroics.
8. Taunts and minor nitpicks are usually okay, but once you are on adventure, you are in big trouble if the other guy/girl/gnome does not have your back. In return, you should have theirs and you better not do things to piss him/her/it off. If you want to be a jackass, it is much better to be a jackass to someone whom your life does not depend on and who is not on your level. Interparty backstabbing kills characters - and games.
9. Be prepared for how the story may go. This includes both being ready for what is likely to happen once you go in that ruin/palace/ninja guild and for what is likely to go wrong. You will probably not be able to plan for everything that goes wrong, but every problem avoided may make the big difference between going out alive and successful and ending your careers as worm chew or at the guilottine.
10: if all the players and the DM are having fun, you ARE doing it right.
I think Half-elf fighters are definitely worth it - a switch hitting build with a two-hander (possibly a polearm for the extra reach - I know you said you are new, but it isn't hugely complicated and will help vs bigger foes) and a bow as a backup option could work well enough. If you use Unchained, the variant multiclassing is definitely an option - fighters get plenty of combat feats. Elf works for an agility-based or combat maneuver based build (the extra intelligence helps with meeting the criteria for combat expertise).
You may swap dexterity and constitution or even start with either 16-15 or 14-17 strength and dexterity if you want to focus on bows and possibly finessable weapons.
There are some interesting archetypes you can use for fighters. I am partial to the combination of mutation warrior from the advanced class guide (lose armor training for mutagen and discoveries) and the Eldritch guardian from the familiar folio (get a familiar who shares your combat feats and a better bravery at the cost of 2 early combat feats). Not having the book for the second one may be a pain, though. Looking through archetypes and variant multiclassing is definitely worth it for fighters.
Well, to be honest Pathfinder has enough overlap in archetypes and classes that there is no one TRUE WAY it a character like that has to be done. I am a fan of the invulnerable rager (imo while Guts does not have an "on state", he has moments of superhuman power), but a two-handed fighter, reflavored samurai or a two-handed style slayer are all options one can go for.
If you go fighter, combat stamina can be quite good in replicating moments of supreme excellence, killing blows and the like.
Rise of the Runelords -- I need to provide *Thump* and utility Arcane -- Barbarian / Alchemist or Investigator Cross?
Rise of the Runelords -- I need to provide *Thump* and utility Arcane -- Barbarian / Alchemist or Investigator Cross?
Hmm, I maý in the minority but if you want to be an alchemist with some extra muscle, have you considered the Master Chymist PrC? I know PrCs don´t get much love, but I think it is quite good at what it does, especially if the DM substitutes the bomb damage progression for a partial sneak attack progression. You get full BAB, ok alchemy progression, bonus to attack and damage with natural weapons or simple weapons and a "Mr. Hyde" or Hulk persona for RP purposes.
I was tempted to go the Barbarian route, but despite the show being called Berserk, Guts doesn't strike me as a Berserker. He can act like one sometimes, but he wins with a mix of great Strength and high skill. Barbarians basically just depend on Strength.Lastly, the two-handed fighter archetype gives some other nice benefits to damage dealing.
Base attack bonus is supposed to represent skill at arms as well. Fighters may know more tricks of the trade (feats, weapon training, etc), but all full attack classes can become masterful warriors.
You can do it with a Fighter, definitely, and using the variant multiclass rules for some barbarian goodies, but I think the invulnerable rager works best for Guts. As far as I can tell, he was never the greatest swordmaster in the land - he excelled at strength, stamina, and willpower.
Invulnerable ragers can essentially get it as a class ability. Granted, it is either for warm or cold weather... but you can probably hazard a guess which one the party will encounter a lot more often in this AP.
Sorry for the threadomancy, but I have had the case pop up in my group - do the extra HD give you feats, skills etc as HD normally do? I am inclined to say "no, they only give you the "riders" the ability mentions, and count for extra regular HD ONLY for effects from spells related to HD as mentioned"
Hi, I have been toying with an idea about a staff-using rogue (the unchained version) in the vein of the old thief-acrobat and maybe with a bit of Gambit as an inspiration. The new unchained rogue has a very nifty ability that lets him or her use dexterity for attack and damage with a finessable weapon, is there a way to make this work with a quarterstaff and if no, what would you suggest for such a character?
how would say for example a Sanctified Rogue of Sarenrae act ?
I´d go with the redeemed angle. You´ve done some bad stuff in the past, but you found the light and do your best to stick to it. You want to do right, even if you are sometimes having a hard time of it... and maybe have a small lapse or two.
That said, we are talking Sarenrae here, not Iomedae. The well-being and life of the people are more important than the law - and there are some CG Sarenite cults which may have an even more lax view of things. If your skills can be used to help the innocents, use them! Stealing is no worse than killing, and Sarenites can kill if it is warranted.
This is a bit of a threadomancy, but I have recently started the game and did the initial reading. I would like you to tell me if you think it is too strong a hint or good enough.
Here is how the reading went.
Good future: The idiot (misaligned) - The fool is normally a bad card, but it shows in a good place. Once, you were in danger, but by appearing foolish or insignificant, the darkness passed. There is wisdom in appearing foolish and not baring your fangs needlessly. Storms that break ancient trees do not uproot the grass, and tall grass hides many things...
Good present: The bear (partial match) - the bear means raw strength without concerns for morality, and here it is in a strong place in your favor. Pure might may carry the day where intrigue or deliberation have failed. Trust your thews in the coming fight, and you can triumph. The greatest schemers may spend all their effort shielding themselves from the schemes of their peers, only to be undone by what they thought base and artless.
Good future: The courtesan (partial match) - the courtesan schemes and plots, hiding behind her mask. This is a fickle card, but in this place it shows that you can profit from your cunning or that of another, and profit much! Be aware though, since the courtesan is fickle in her affections - you must trust your instinct and will when dealing with her charms.
Uncertain future: The sickness - this is a sign of disease and malaise, but they need not be physical. Under this sign, the natural and strong weaken, and the unwholesome and corrupt take seed. Some, sometimes the diseased skin hides under a wholesome mask. It is a poor portent, as old and good things weaken - but what will supplant them, none can say.
Uncertain Present: The marriage (partial match) - there is power in unity of different people or ideas. This card is strong, but hard to define. You yourselves can benefit greatly from unity of your diverse talents, but so can your foes. Open yourself to strange ideas and comrades, and in them, you may find strength.
Uncertain future: The juggler (partial match) - fate is on your side, and the card is in a strong place, but its position is precarious. Much is at stake, and you can achieve great success, but it will not come without great challenges and maybe losses.
Bad past: The owl - there is wisdom and strength in the natural order, but it is not always a force for good. Buried evil is sometimes like a tree with strong woods - even if the tree is cut down, a new offshoot will grow, if the soil is fruitful. And for evil, the soil is ever fruitful (sighs).
Bad present: The trumpet (inversed) - tsk, a bad omen. Power and influence, but gathered for their own sake instead of for the good of all. Be wary of those who aspire to power, for their motives may not be pure.
Bad future: The winged serpent (inverse full match) - ay, ay, ay, now this is troubling. The feathered serpent strikes at the right hour and it is normally a force for good - but here appears in full reverse. Be careful - should you fail to seize your time and dawdle the consequences for you and yours will be poor indeed. Bad things are poised to make their move, and you will not get many chances or time to prepare. Do not wait for others to act or for the storms to pass - your salvation is in your own hands.
Here is an alternative overall reading:
Past: In the past, you have been underestimated and considered weak and foolish. This is a wise strategy where stronger forces are afoot, so sheathe your knives and do not bear your fangs to everyone. Remains of hidden evil - no demons or devils, but things of this world - have strong roots, and they will arise anew. What was good and strong has grown weak and sickly, and both strength and discretion are needed in the confrontations ahead.
Present: Trust in your strength - it may prove to be your best asset. Brute force can get you through where wit or cunning fail. Even better, however, is an alliance where different strengths can be united to a common purpose. However, your enemies may strive to do the same, and strive for power and glory for their own dark designs. Not everyone who claims to strive for the good of all is as innocent as they proclaim.
Future: There is a great fate before you - the way will not be easy, but great rewards await you if you succeed. Schemes and intrigues play out in the background, and if you are smart and quick, you can benefit from them. Be wary, though, for their masters and mistresses are fickle, and you should not overstay your welcome. There is a strong sign that should you fail to act when you should, you and yours will suffer greatly. An evil power is rising, and poised to strike. You will not get many chances, and should you miss them, bad things will come to you - but should you navigate the dangers well, great rewards await you.
So - would you say both readings are okay, or should I stick to the second one, and should I try to make it less, well, obvious?
I would have her distracted by finding a ransacked farm (or even thorp), which was completely devastated by an orge attack. Since the farm was on the road to Sandpoint, she would want to check how long ago it happened, where the ogres were coming from and where they were heading to, in order to ensure they are not planning anything near Sandpoint and they didn´t have anything to do with the goblin attack.
She either had to retreat due to being spotted or she was able to determine they were not going to Sandpoint and had to report the attack to whatever settlement or garrison was close to the farm, so she was delayed.
Make it enough that it is believable, but not enough that the party starts chasing ogres... just yet.
Most DMs I play with (and players I DM for) simply house rule out the Lawful part of the alignment code, so you can play a paladin who is "any good" which opens up more character options.
This sounds like a good idea, particularly as there are books giving you the codes for all faiths, so you have a place to start.
"The physicality of the race makes their minds to warp and become chaotic and unable to follow leadership."
As far as I am aware, unless your DM is playing with some very weird custom rules, only outsiders are bound to their alignment, and even that can change in extreme cases (i.e. fallen angels). Pulling that on a paladin who is being reincarnated sounds like major BS. Did your character at least get a save to avoid this?
Normally, the atonement spell can be used to regain paladin mojo, but I think in many cases a mini-quest or another show of repentence is much more appropriate. However, what the heck does your character have to atone for?
If you are okay with this, either go for a short quest or ask if there are any paladin variants your DM - since s/he is already quite deeply into houseruling - can think of. If neither, play a new character or a different campaign.
"My GM/DM conciters any kind of race change (recantation or not) to be a serious chaotic action"
I am pretty sure something you neither play an active part into nor have control over cannot be considered an action you have taken. Seriously, stuff like this is why a lot of players hate the entire alignment system with a passion.
Ehhmm, there is a barbarian archetype that works pretty well conceptually for slayers (Savage Barbarian - gets bonuses while unarmored, but can use shield) but I find it somewhat weak mechanically. You could I guess be an ex-monk (or a martial artist) for a wisdom bonus to your AC, as I have a hard time seeing Slayers as lawful types :) . I would not bother with fighter levels.
For a weapon combo, I am partial to the good old greataxe, although both two weapons or even a weapon and a shield are doable, if maybe a bit inferioer.
As a fan of the old 3.5 Binder, I was quite interested in the Medium class from Occult Adventures, and I am thinking of either running or playing this path. I am a bit worried that it might be a bit of a spotlight hog, especially in the first adventure. Has anyone either played as a medium, or had one in their games?
That sounds a lot like the soulknife/soulbolt and the soul archer PrC imo. The soulknife was a 3.5 psionic class, which Dreamscarred Press updated for Pathfinder. Many DMs approve of Dreamscarred material, and the soulknife doesn´t actually use psionic powers apart from the whole "summoning a weapon" schtick.
I stopped following Bleach a long time ago, but I think the guy with the bow did not show any other powers, so I can definitely see him as a soulbolt.
Hmm, as long as you cover the bases I think you are quite okay. My choice would be something like:
- Cleric (or oracle or warpriest), preferably of Pharasma: there will be plenty of work for them, and Ustalav is Pharasma country
As for races, go with whatever works with your concept, but keep in mind Ustalav is fairly xenophobic and non-human races are not typical (and often disliked). A possible party would be:
- Alchemist (elf or tiefling, possibly vivisectionist)