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Yeah I'm actually a big fan of teamwork feats, but I have trouble finding room for them in many builds. I could see many of them being useful to this pair, such as:
The problem comes in with trying to fit them into the Little Guy's feat slots. He'll be much more feat-starved than the Big Guy.
Perhaps I should consider giving my Titan Fighter a few levels of Cavalier so that I can grant Teamwork feats to the Little Guy? Let's see... one level of Luring Cavalier will give my Tactician once per day, and then I'd have to probably use a few feats on Practiced Tactician
Ok, so after getting my subscription PDF of Giant Hunter's Handbook, I'm thinking of prepping the ultimate pair of characters for me and my buddy to use in GiantSlayer when it comes out. I'll spoiler all the specific stuff I want to use at the bottom of the post so that those of you who haven't gotten the book yet can see what I'm talking about.
I'm thinking a Groot-Rocket type pair of characters, one who is huge, hulking, and uses giant-sized weapons, and the other who is tiny, dodge-y, and uses sneak dice and such. Here are my thoughts:
Human, max out Str and Con, dump Cha and Wis
Level 1: Titan Fighter 1 - Gain Giant Weapon Wielder and use a Large greatsword
Level 2: Oracle - Gain the Rock Throwing revelation. This is partially for theme and partially to give him a good ranged option to draw giants close
Levels 3-X: Titan Fighter, take all the feats to increase damage and accuracy with his big 'ol sword.
Wayang (for Small size and no penalty to Strength), max out Dex and focus on Int and Cha
My plan for this build is to focus on coating a melee weapon with a splash weapon in concert with sneak attack by climbing the Big Guy and using the new Hide Behind Creatures ability for the Stealth skill. I could then move from the Big Guy to another giant-type creature with a Climb check, thanks to Limb-Climber. Adding the alchemical splash weapons to attacks will let me spoil the regeneration abilities of some giants as well.
Level 1: Vivisectionist/Grenadier Alchemist 1 - Add Int mod to splash weapon damage, focus mostly on using the splash weapons at range for this level, use sneak attack with melee weapons when flanking. These two levels of Alchemist will also give me a few uses of reduce person per day, adding to my AC and letting me use many of the Vexing Dodger abilities on creatures as small as Medium size. Also gives me a few uses of Mutagen for increasing Dex even more.
Level 2: Alchemist 2 - Coat a melee weapon with an alchemical splash weapon. Now I get to add sneak attack dice AND the alchemical weapon to the damage of the melee weapon.
Level 3-X: Vexing Dodger Rogue - Gain more sneak dice, and gain the ability to climb the Big Guy and use him to hide until he gets into melee with a giant. Then I jump across, getting Sneak dice. Once I get Underfoot Trickster at 6th character level, I can also make the creature blinded for a round or more as a Swift action, letting me get sneak with subsequent attacks the same round.
Hide Behind Creatures (Stealth):
Large bodies that break your opponent’s line of sight can be just as useful as a dark shadow for hiding your position. Special: Normally the soft cover provided by other creatures is not sufficient to allow you to attempt a Stealth check. Soft cover provided by creatures at least one size category larger than you does allow you to attempt Stealth checks against other creatures not already aware of your presence at a –10 penalty. If the creature providing the cover knows which square you occupy and is trying to
avoid concealing you, this penalty increases to –20.
You can also hide from a creature by staying under its own body if it is at least two size categories larger than you and you are in its space. Such attempts also take a –10 penalty, which increases to a –20 penalty if the creature is aware you are in the area. If the creature moves away from you, you are automatically revealed, unless you have
readied an action to move with it.
Vexing Dodger ability, LImb-Climber:
Limb-Climber (Ex): When adjacent to or in the space of a corporeal creature at least one size category larger than herself, a vexing dodger can climb that creature’s body with a successful Climb check against a DC equal to the target creature’s CMD. Although the vexing dodger is holding on to the creature, this action isn’t a grapple; it doesn’t provoke attacks of opportunity from the creature, and neither the vexing dodger nor the creature she climbs gains the grappled condition. While the vexing dodger is on the climbed creature, the creature takes a penalty on attack rolls against the vexing dodger equal to the number of sneak attack dice the dodger possesses. This ability replaces trapfinding.
Vexing Dodger ability, Underfoot Trickster:
Underfoot Trickster (Ex): At 4th level, a vexing dodger can move through the space of a creature two size categories larger than herself without needing to attempt an Acrobatics check. She would still need to succeed at Acrobatics checks to avoid attacks of opportunity provoked by leaving a threatened space; this ability covers only the ability to move. Additionally, whenever the vexing dodger hits a larger foe with a melee sneak attack, she can choose to forgo the sneak attack bonus damage and instead attempt make a dirty trick combat maneuver as a swift action. This ability replaces uncanny dodge.
Ok, so does anyone have any other suggestions on making this combination of fighters work? Teamwork feats are obvious choices, if I can afford to use the feat slots on the Little Guy.
Just to update people with the current stats...
I'm currently showing 19 people interested in getting at least one Plunder Die, with five of those interested in getting more than 1. I think that will solidly put us into the range of ordering 30 dice. If we make it to 40, we'll actually order 50, because the price per die comes down by $1 each, making the total price of the order exactly the same for 40 or 50 dice.
If you're interested in getting one of these awesome dice for $8, please fill out the form!
Ok so I think we should give people the rest of December to put in their orders. Right after I return from New Year's break, I'll e-mail each of the people on the list and ask them how many dice they want for $8 each. They can then PayPal me the amount. I think we should be able to support as many as 5 dice per person, if they so desire that many. I personally just want 1 for myself.
As a reminder, here's the link to the Google Form: Plunder Dice order form
I'd also like to point out that for right now, we should limit this to one dice per person until we figure out how many people want to go in on this. If we only get 12 people ordering dice, then some of those 12 could get more than 1, because I do plan to order a minimum of 20. If we get 20 or more people interested, we might have to limit each person to 1. Remember that this has to stay as a community project... no large-scale production, and no one can profit or this becomes a much different enterprise.
Ok guys, here is my plan. Once we get the design finalized with the company, I will put in an order for 20 dice. They will be shipped to my house here in the USA. Then I'll distribute dice to the US and Canada from here. I'll send Myfly all the dice that are to be distributed in Europe, and he can send them out from there. Does that all sound reasonable?
I'm going to start a sign-up sheet for those who want one of these dice. Please go here and fill out the information. You do NOT need to put your full name if you don't want to, but you need to put your forum handle, your e-mail address, and what country you are from.
Those look excellent, Myfly! If you can send me high-resolution versions of those, I'll e-mail them to the company and we'll get started. Can you send them to me at firstname.lastname@example.org please? :)
The guy actually got back to me saying that ordering 20 of these dice gives you a discount, so I might end up doing that and then have extras for when people ask "ooh, where did you get those?" LOL.
If you look at their examples, I don't have any doubt that they can make much more detailed images than what I'm proposing be used. I agree that simpler is better but we also don't want the symbols to be unrecognizable.
I e-mailed the company to get the ball rolling, so we'll see what they say about the images and how easy it would be to put them on there. I think this will work out very well. :)
I'm thinking black dice with white pictures would be the best way to go just because I can almost guarantee the colors won't match if we try to get blue to match the dice in the box, and that would be more annoying than having one that is totally differently-colored. Do others agree on that?
It looks like I'll probably put in an order for 10 custom dice, and anyone who wants to contribute and get one in the mail can PM me with their shipping address and I'll PM you with my Paypal account. For those of you in far-away lands, I might ask for a bit more contribution on shipping, but I am more than willing to take a few dollars' hit for a few of them to make this a reality.
Should I add the word "Plunder" above the question mark on the "choose" side of the dice? Or is it best to just leave it as only pictures?
Ok I was able to find some perfect vector graphics that are available for use under Creative Commons, so as long as we're not producing them to be sold en masse, we're golden.
Here's the Dropbox link to the images I'm planning to use:
Let me know what you guys think.
I'm absolutely in. I would be willing to make the order, have them delivered here (US-Maryland), and then ship them around to you guys in envelopes. You could each PayPal me for them.
I have no experience with designing stuff, so if someone would be willing to make some simple silhouette images for the 6 sides, that'd be awesome. I'm thinking:
Any takers on that part?
The unlocked stone door opens to a large room. The dragon's banging on the door, however, has attracted a creature, and as soon as the door falls, the Huge-sized giant slug attacks!
tongue: 1d20 + 15 ⇒ (17) + 15 = 32
Init: 1d20 - 4 ⇒ (20) - 4 = 16
Ranged Tactics Toolbox isn't all archery. In fact, I found that much of the book is filled with ways to let characters OTHER than archery-focused ones have more ranged options. Definitely check out the book if you haven't yet. :)
I would be behind a few parcels, but that's not a huge deal. We get 4PP per level, and the parcels cost 2 each, so I could buy Property Broker and one parcel as soon as we get our second sheet, then catch up with two parcels the following sheet. As long as people make good use of their extra PP, I have no problem sacrificing a bit for the group.
Lukas Stariha wrote:
Ugh, you're right, even worse than I thought. Well, at least the phantom is dealing decent damage in corporeal form right now, so I'm not going to complain too much. I just need to buy more scrolls with the money I get at the end of this session for my Spiritualist so that he has more to do in combat other than cheer on his phantom. LOL
Update on my Spiritualist playtest!
-Once I made the phantom go corporeal, she became a serious beast. The anger spirit abilities are very nice, having two slam attacks is really good, and the DR 5/slashing makes her pretty impenetrable against things that don't have claws. She one-round-killed a zombie, which made me happy.
-My actual spiritualist is finding that he doesn't have anything to do at all right now, because his known spells are mage armor which he already used on the phantom, and inflict light wounds which isn't useful against undead things. It happens, though, and I think as I play around with the class more, I'll find ways to be more useful in combat.
-The phantom's scouting ability is EXCELLENT and probably the best thing about the class at early levels. PLEASE DON'T CHANGE IT!! :)
-Overall, I am intrigued by the Spiritualist, but not as excited as I am about the Occultist and the Medium.
Update on my Occultist playtest!
-We've concluded the combat portion of the Confirmation, and I really enjoyed using my occultist for this game. Thanks to being able to have an Agile blade at 1st level, she really did decent damage and I really enjoy the general "feel" of the class.
-Using different implements really makes for a dynamic character if you want it, but you can also stick with one implement and just be a very focused character, which is what I did for the playtest.
-I didn't spend mental focus points much, since I find the resonant abilities to be extremely useful. I did spend one point from my evocation implement to toss a ray of acid at a zombie, and rolled a crit on my ranged touch (though I didn't confirm :-S ). I think that the number of mental focus points available seems about right, and I'm sure I could have come up with more creative uses of them if I wasn't so invested in keeping Agile on my rapier.
-Overall, I'm a huge fan of the Occultist as written, and I'm sure I'll like it even more when the final version comes out.
All it would really involve is some light HTML work, some copy-pasting, and just enough knowledge of Pathfinder to give some suggestions on what might be good combinations of abilities. I would absolutely be available to answer questions/give suggestions, I just don't have the time to mess with the editing/copying/pasting part anymore.
I appreciate your kind words about my guides. Those were the first real "official" things I wrote for Pathfinder, and now I'm an actual freelancer for Paizo! :-D