Oh no! Don't feel bad at all! 3.5 had a lot of crazy silly stuff, and decided where the limits are is totally the DM's perogative. With all of the books you gave us we still have a crazy big number of options, and really I just wanted like 4 feats from various (legal) books. Besides, frenzied berzerker wasn't going to kick in until way down the road.
Darnit! Uhh... crap. Well then I think I will be taking you advice and dropping one of the feats I took as a prereq for that class. Though now that I reread the frenzy upon taking damage part I understand why. Time to rethink a little... Is it okay if I rebuild a little? (still barbarian, just tweaking some stuff)
Works for me. Barbarian brothers? Sounds like a recipe for awesome! I went with the lion spirit totem variant from complete champion that gives up fast movement for pounce. I'm going for frenzied berzerker charger build, though I almost went for a mage killer build. I would love to have some melee backup, let's shred some faces!
Oh arcane heirophant! I had forgotten how awesome that class is. If I hadn't already started RPing my character I would so be playing that. Especially considering earth spell and heighten are in the currently available books, so early entry is a possibility (baring DM hammer). Oh well, I'm very happy with my barbarian. He's sweet now and should be pretty devastating by level 7.
Hey, half elf bards with a nice variety of feats and spell compendium to choose magic from are no freaking joke! I remember we had a friend who used charisma to hit, damage, and in addition could empower his performances somehow. I don't remember any of the details because I never played a bard, but I'm sure there are some cool tricks. Also you can never run out of performance rounds like you can in pathfinder.
*insert corny joke about buffing*
This game sounds delightful! I am not going to submit anything yet, because I need to familiarize myself with the setting and look through the player's guide, but this sounds like some fodder for really good RP.
I really have an idea for a character who is involved in research and development and has been trying really hard to snag a position with the RHC in order to get access to their labs for his research. He is more of a CSI/ Q branch type who investigates, processes evidence, and gets a little flustered in the field.
I was looking at an alchemist, or if it is allowed an artificer from Adamant Entertainment.
Hope that sounds like something that could fit in this campaign.
Yeah... Emerging firearms is usually standard. If your doing advanced firearms (other than giving dexter's character a revolver or something) that really changes the game a lot. I'd say allowing s revolver or something to ease reloading a bit, but not make advanced firearms standard.
This sounds like a really fun concept. If appropriate I would love to play a Tiefling paladin, trying to work against his cursed nature to stem the tide against the overwhelming undead. Sound okay? I can have they character ready in a day or maybe two.
@Belltrap- I'm working in a character who is a Tiefling who fled to the Inn to escape his "mother"'s cult and has been working there in exchange for protection ever since. He is looking for a cure to his connection with the abyss and is terrified of ever falling into her clutches.
Yeah, the Race building options seem much more balanced than template. DM's discretion of course. But looking at a lot of the templates they can easily add a size category, or elemental immunity, or +8 strength, and it seems like a lot of those would be kinda unbalanced.
Wow, those classes are definitely 3.5 material. Favored enemy or rage, and +3 attack and damage bonus, and/or the ability to pounce at 6th level? I mean, if that's how we're doing it it certainly fits the epic theme, but a character who has 6 levels in those classes is way more powerful than an equivalent CRB +APG character in Pathfinder.
I would like to express interest. This sounds like a wonderfully exciting concept, and I love sandbox type games. I agree with lord Viper on the 6-10 spectrum, leaning a little more to the 10 side.
I also agree with Pathfinder, but could do 3.5 without much issue.
I know! They're so fun and have crazy good utility, without being too powerful at any one thing. Also, they actually get crafting feats for free, so no one else has to burn feats on them. They can also do healing really well. Though my favorite device my friend ever made was the "Growamatic 9000" it could make you bigger or stronger, depending on which level was jiggled and he kept getting them mixed up(it had bull's strength and enlarge person and he had a poor UMD at the time).
I can have a fighter ready to go this evening if you will tell me one thing, what is the ability generation method? I saw a character with 17,12,13,12,12,14 or so, so I figure it's either high point buy or rolling. Also does it have to be a fighter class specifically? If not, then I can have a character ready to go in an hour with a barbarian.
Oh man, I have a level 3 alchemist character that I would love to try out! He was the subject of weird experimentation and I would just need to tweak his background a bit for custom setting.
He's basically fighting with himself and worried that he will turn into an abomination(setting up for master chemist Hyde style later)
Given that it is a small party I am working up a gnome summoner character. He can be the buffing/control/arcane character, as well as also be the face and his eidolon will be a secondary tank/ situational skill monkey. He would go really well with some sort of divine character( paladin/cleric/oracle/inquisitor) and some sort of ranged character.
Background would be that he was an up and coming arcane student who was thrown out of his program for making a pact with an unknown outsider for power (hence the summoner). If summoner is frowned upon then I would be happy to put together a classic Ranger character, focusing on skills for survival and exploration. I will start work on the gnome today.
I'm not sure if you've got enough submissions yet, but I'd love to play a down on his luck Korvosan shopkeeper (alchemist) who is trying to score a shipment of thileu for export, but joins up to Clean up the streets and track down the gang that robbed him of his path to riches. My character would be the son of halfling merchants drawn to Korvosa by House Leroung as part of their merchant vessel crews.
Very much profession: merchant, business connections, and very social, but with a few nasty tricks up his sleeve in a pinch.
(if halfling won't work I can modify the background to human, it just seemed like a nice local flavor).
Rogue, Alchemist, Bard (performance: mime), Ranger, add sorcerer/oracle if you need some full casting support. 4 man band that has a ludicrous number of skils, can cover all of rolls, and when combined with a little bit of gear (and with use of the spell Silence), should be able to Ninja it's way into most places.
Fun combo for bypassing/going through a castle the other way: silence + spiderclimb + shatter/demolition bombs = cliimb up the side of the castle and blow your way into the boss's chamber silently. Then dispatch them and fight your way down the tower, avoiding most of the traps and ambushes by virtue of coming from the other way.
Hope that is mostly in line with what you were looking for.
So I did a quick search on here and a lot of people seem to really not like using bombs. I've never played an alchemist and am looking to do so in my next game, so I am trying to figure out how to make bombs useful. Before level 8 the best thing to do seems to be maximize intelligence with both a stat and a cognatogen to boost DCs, and then get stink bomb, force bomb, tanglefoot bomb, and maybe adhesive bomb. That way you can hit a variety of saves and have options for doing damage different ways. Am I missing something? With 1 bomb a round until level 8 it seems like debuffing/control is the way to go. With feats I would pick up PBS, precise shot, rapid shot (around 8), and then get the bombs with larger cloud effects/different elemental damage.
Would this work? Any suggestions appreciated. Also, I have read Ogre's guide, it just hasn't been updated and I was wondering if the new options have significantly changed things.
Gordrun Silverkin: is my submission. An orc alchemist who was raised in the wilderness, and then left his family for the city to pursue his experiments. He has traveled the land and seen many horrors. He changes his form to a beastly wretch in order to forget the things from his past. (backstory to be expanded later).
I'll have a alias with the relevant info later.
Alchemical cartridges. They reduce the reloading speed by another increment (so move goes to free action), at the cost of being a lot more expensive and a larger misfire chance (IIRC). Now you can reload as many times as you need to in a round to take all of your attacks.