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STR: 3d6 ⇒ (5, 1, 3) = 9
Taya is an Aasimar Shaman with the Lore Spirit, who makes extensive use the the Wandering Hex ability to give herself the ability to cast whatever Wizard spells she needs on a day-to-day basis. Just don't ask her to go on the front line. She can take a hit or two, but it's not her strong suit.
Then maybe crossblood it with the Celestial Bloodline, which is basically the Paladin Bloodline for Bloodragers. Or multiclass with both classes: Paladins for the holy stuff and Bloodrager for the Draconic Stuff. They both want Strength and Charisma and both are Full BAB classes with a d10 hit die, so it should work out okay.
Race 1: 1d100 ⇒ 38 = Grippli
Tarugar Lake sits right smack dab in the middle of a large forest. Fed by waters from a nearby mountain spring, the lake is known mostly because of the ruins that sit at its bottom, ruins known as the Sunken City of Tarugar. Long ago, the city (the known as the Floating City of Tarugar) was a centerpiece of a magnificent human empire, powerful magic allowing massive stone towers and statues to float on the water. However, a long ago cataclysm destroyed the empire, and the magic that kept the city afloat was broken. Over the course of one night, the city sank below the waters of the lake.
Today, the ruins are inhabited by a few descendants of the once-proud city. The cataclysm's magic mutated them, allowing them to breathe underwater. However, they've lost much of the magic that their ancestors had, only the preponderance of arcane bloodline sorcerers and bloodragers hinting at the magical prowess that they once had.
Some of the other human survivors managed to make out of the city, where they were set upon by a clan of werewolves. The survivors managed to fight the wolves off, but their children always had a hint of wolfishness about them. There is some distrust between the Gillmen and Shifter communities, but they get on well enough to trade with each other. The shifters also get on well with the various sasquatch tribes of the forest, who helped them fight off the werewolves and who taught them how to survive in the nearby forests after the destruction of their home.
The largest racial group, though, are the grippli. Originally frogs who were magically raised to sentience by the mages of the floating city as an experiment, the grippli were uniquely suited to the new post-cataclysm environment. There are two major ethnic groups of grippli; the Lakesiders and the Treehoppers. The Lakesiders live in various towns along the edge of the lake, scavenging the ruins of the city for treasure and trading with the Gillmen and Shifters. Meanwhile, the Treehoppers live in nomadic groups that wander the forests. They tend to be more brightly colored, aggressively struggling with the Sasquatches and the Shifters over resources, and occasionally warring with their Lakesider counterparts if a Treehopper chief can command the loyalty of enough grippli.
Hm... here's another one.
This chaotic evil goblin* enchanter likes to take control of other evil creatures, buff them up, and then set them against his enemies, though his control is sometimes not as complete as he believes it is. His current goal is to bind a powerful djinni to his command, but again he probably underestimates how much control he will actually have.
* Well, he kind of looks like a goblin anyway.
How about this one:
This Venerable Lawful Evil Sage Bloodline Sorcerer has just about reached the peak of his power. If he needs to, he'll battle opponents by casting Transformation and wail on them with his Brilliant Energy Longsword. However, he prefers to fight with magic, his favorite spells being Telekinesis and Stormbolts. When he has his enemies at his mercy, he tortures them using the Merciful Metamagic so as to prolong their suffering.
Personally, I prefer using using NPCs for my sheets.
Of course, Racial Heritage's fluff suggests that you have an unusual ancestor in your family tree (a kobold, in this case). Why is one of your ancestors a kobold? I dunno, probably evil magic or a drunk wizard or something.
But because of that ancestry, your human character has a tail (probably a weird mutation of some kind) that he/she can attack with. Is your character going to be treated like a freak by most of the other humans in the world? Probably! But the thing about common sense is that it often isn't common.
One person's flavor violation is another person's Quasimodo.
You can't dual-wield any two-handed weapons; just two Earthbreakers. You can't use the feat to treat Greatswords as one-handed weapons, so you couldn't dual-wield Greatswords.
And yeah, I'm not saying that dual-wielding two Earthbreakers is a particularly smart thing to do. But it can be done if someone wanted to, say, play an Orcish berserker who fights with two over-sized slegehammers.
I did read the rest of the thread. Just because I disagree with you does not mean that I lack to ability to comprehend words on the internet.
The feat doesn't explicitly say you can use two Earthbreakers, no. I does say you can wield an Earthbreaker in one hand, however. The original fluff intent might be that this is only possible when wielding a Klar, but the feat doesn't include any clauses that prevent you from pairing a one-handed Earthbreaker with any other weapon or shield (including, yes, another Earthbreaker.
And the feat would represent the character learning how not to hurt himself while wield two Earthbreakers. Sure, the image might be a little to "anime" or "Monster Hunter" for you, but just say that you object on that point, not on rules text that isn't actually there.
Thunder and Fang wrote:
I'm not disputing that the original fluff text indicates that Earthbreakers and Klars are meant to be used together, but the way the feat is written allows for Dual-Wielding Earthbreakers as well.
You just add your own fluff instead.
"My character has created a variation of the Thunder and Fang style that uses two Earthbreakers."
Darksol the Painbringer wrote:
This example seems less about inducing paranoia and more about being mean-spirited. I would be more angry than paranoid, at any rate.
94.) Are you sure you don't want to buy a 10-foot pole? They're on a discount in the local general store...
95.) You suddenly notice that the corpses of those orcs you just killed are no longer there.
Why wouldn't the GM refluff the +5 katana as a +5 flamberge? That's what I'd do if the player really liked the flamberge flavor.
I respectfully disagree. Working with poisons doesn't mean that Bards are barred from using other chemicals. The difference between poison and medicine is often just how large a dose of the substance you are using.
Although now that I think about it, what if you used a modded Investigator as an Athasian bard? Investigators are all about the subtle skill use that is the hallmark of Athasian Bards, with the mutagens and bombs stripped away.
Maybe make an archetype that gives Investigators Bardic Performance instead of Studied Combat and a few other substitutions here and there, and I think it could work.
Chess Pwn wrote:
So the point I think he's getting at, that I agree with, is that the name of the class has "nothing" to do with the character in the game. That if I play a WIZARD class, that my character could view himself as a rogue, not a ROGUE that has sneak attack and rogue tricks, but as a rogue as any rogue in the real world. That my WIZARD could be a thief, a warrior, knight, scholar, entertainer, illusionist, etc. That the FIGHTER in my example could very well call himself a monk, even though he has no levels in MONK. He's in no way referring to the MONK class when he says he's a monk, I believe he doesn't know the existence of the MONK class, he just knows of people that have ki pools and the other abilities of the MONK class. Thus "reskinning" our FIGHTER and introducing him as a monk or "reskinning" our SAMURAI as a knight just means that his character has the mechanics of the SAMURAI class, but is anything he wants to be in the game. Now there are some restrictions, my FIGHTER could be a non-lawful monk, and thus probably not fit in so well with all the MONKS which must be lawful that are also at his monastery. So this is what we mean by reskinning, no mechanical changes, just changing the fluff or stereotype that is for a class.
Incidentally, the above example could be an example as to why your character is adventuring. He was a bit too undisciplined for training in manipulating ki, and let because he felt the monks were stifling his potential.
Nonetheless, he thinks of himself as a monk, and fights primarily with wuxia-styled martial arts (unarmed strikes) that ki-using monks employ. Maybe his armor training class feature is nothing but him using a few of the lessons the monks taught him to lighten his body, rather than any sort of actual military experience.
Player Companion: Undead Slayers Handbook wrote:
Is it possible the use the above feat to switch the damage type of bows? It doesn't forbid using ranged weapons, so could one use weapon versatility to have the arrows shot from a longbow deal bludgeoning or slashing damage?
Divination, actually. His abs can identify the enchantment on any item.
He's not a fighter-spellcaster. He merely casts all of his spells by flexing at the opposition.
Steve Geddes wrote:
"Earthbreaker or Klar" might also imply that you're only good with one weapon and not the other.
If I built a wizard with higher strength than normal, and flavored all of his somatic spell components as different kinds of flexing, have I min-maxed?
Would you agree that in such a case the lions share of the work in making the reskin fit should fall on the player who wants to specifically include excluded material?
I'm pretty sure no one has disputed this. Players are supposed to be making characters who fit the theme of a campaign anyway. This thread just concerns taking classes which have default fluff that doesn't fit said campaign and changing it to fit that theme.
Like, say, if a GM wants to run a chivalric middle-ages type game, taking a samurai and changing its fluff to a knight whose faith in God (or supreme discipline, or powerful self-confidence) allows him to ignore conditions that would otherwise incapacitate him.