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Ravingdork's Crazy Character Emporium


Advice

2,601 to 2,626 of 2,626 << first < prev | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | next > last >>

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Darigaaz the Igniter wrote:
Well I think brawlers count as fighters for feat prereqs, and the snakebite striker gets some sneak attack.

You're right. I totally forgot about the Brawler; I knew an archetype gave sneak attack, but thought it was only the strangler and that has conditions.

Brawler has some interesting possibilities to it. Snakebite stacks with Winding Path Renegade, which helps ranged a little, but one interesting aspect is the Mastery of Untwisting Iron. It allows a Brawler to treat all metal weapons as if made of adamantine, which could, theoretically, be combined with the Weapon Material Mastery feat; this allows the Brawler to completely ignore DR on critical hits made with metal weapons.

Brawler would also make for a passably decent switch hitter. I'm just not sure if it has enough feats to do it all in a reasonable timeframe. Also debatable over which route to take.

Warpriest is obviously the fastest route to the blessing, and comes with Weapon Focus and spellcasting for wands and stuff. However, blessing is limited use.

Divine Tracker Ranger gets blessings at 4th level, but unlike the Warpriest, has no limit on the uses per day. It also grants some Spellcasting, not as good as Warpriest though, and it gives access to some no pre-req feat choices.

[Edit] So in really looking at the options, I think the Warpriest damage progression just won't work out that well. The only ranged weapon that would really, potentially, benefit is the shortbow, and that's a lot of feats to give up for such a minor benefit.

By the way, dropping Natsu Yama down to a 4th level Weapon Master Fighter, and then taking a single level of Warpriest for the Air blessing might be a decent choice for her. Removes all of the range penalties for throwing shuriken, letting her attack foes from a far more distant range than one would expect.


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TOOL UPDATE

I've updated the Spellbook Cost Calculator to include some new columns for researching spells from scratch.

That way, if you don't have access to friendly wizards or captured spellbooks to look through, you can still use this tool to help you determine the costs of increasing your number of spells.

Note that you still need to make successful Knowledge (arcana) checks to avoid wasting time (though you don't appear to waste any resources).

The rules for spell research can be found in the Downtime Activities section of Ultimate Campaign (or in the official PRD here).

:D


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CHARACTER UPDATE

I've updated The Heart Collector (aka, Eibon the Ruthless). I've made some adjustments to his equipment and his esoteric magic spell choices, as well as to his character background.

Among other things, he can now do massive amounts of damage to any thinking creature(s) by comboing his amped-up ring of telekinesis with a pouch full of nodes of blasting pebbles. He can also remove his own level drain after death (or those of his clients). His clone, heart collection, original spellbook, and spare spell component pouches have all been hidden by sequester and shrink item spells.

Can you guys think of any other long-term spell buffs he should have up and running? He does have all Core wizard spells of 7th-level and lower, after all. Surely some of them can be of use, even if not cast on the same day he goes adventuring.


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G$& d+$n... That node of blasting spell... It's so bloody broken in the hands of a creative player who has prep time. I mean, you could cast that on bullets, load those into alchemical cartridges (so you aren't touching it when you reload a gun) and then shoot someone for essentially, an extra 6d6 typeless damage at no extra cost.

Or imagine casting it a bunch on grains of sand overtime and just walking around with a pouch full of sand to dump on someone. Pocket sand that literally blows your mind.

Seemingly innocent permanent wind wall that is full of head explodey pocket sand.

Undead/construct archers with quivers full of spelled arrows/bolts. Or even just slings and stones.

Make it a Preferred Spell and pick up Empowered Spell, at the end of every day, just turn all of your left over spells into explodey sand/rocks/bullets/arrows/diced carrots for the stew you're making for the mercenaries that have served their purpose...

Not sure about buff spells, maybe swapping out Deathwatch for Death Ward and regular applications of Arcane Sight/Greater. You've hit pretty much all of the good long duration ones.


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Was that an exclamation of shock, or frustration? I can't tell if you're surprised at it's power, or if you've merely encountered it before.


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Ravingdork wrote:
Was that an exclamation of shock, or frustration? I can't tell if you're surprised at it's power, or if you've merely encountered it before.

Exclamation of shock. I hadn't encountered it before, and I haven't seen anyone mention either.


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Tels wrote:
Ravingdork wrote:
Was that an exclamation of shock, or frustration? I can't tell if you're surprised at it's power, or if you've merely encountered it before.
Exclamation of shock. I hadn't encountered it before, and I haven't seen anyone mention either.

Yeah, I had much the same reaction when I found out about it. My mind went to many of the same ideas yours did. :P


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CHARACTER UPDATE

Sir Orrin Neville Smythe's mount has replaced the Endurance feat for the Nomad-Trained Horse feat (aka Al-Zabriti-Trained Horse) from the Adventurer's Guide.

This reduces Handle Animal checks to get Lancer to perform tricks, or to teach Lancer new tricks, by 5. It also allows Lancer to know 6 additional tricks.

I also wanted to give Sir Orrin the Armored Rider, as well as Horse Whisperer and Improved Horse Whisperer feats (from the same book), but I couldn't find anything worth giving up for them. Therefore, I recommend these feats if you wish to make Sir Orrin higher level.


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CHARACTER UPDATE

Kujo, the Butcher, has a new 25-lb. "butcher axe" from the Adventurer's Armory 2. It's almost like they wrote it into the game with the Butcher in mind. :D


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NEW TOOL!

Introducing the new Armor Modifications Comparison Table!

Finding the right suit of armor for your character has never been easier! :D

CHARACTER UPDATES!

Allisar, the Giantess (half-orc she-warrior), now wields an orc hornbow instead of a composite longbow. This raises her ranged damage output, but reduces her overall firing range.

Jorkane al-Lowell Hedessa, elf brightness seeker, now wields a sunsilver heavy mace, rather than a platinum-shod cane.

Meredith Nerissa, landbound merfolk explorer, has replaced one of her Improved Natural Armor feats for the Child of Two Worlds feat, which allows her to walk on land at will.


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MORE CHARACTER UPDATES!

Grimm the Bear, now Grimm Shark, has been rebuilt nearly from the ground up, with changes to his ability scores, class abilities, equipment, and skills. Instead of being a generic barbarian thug who hugs people to death, he is now a marine salvager, treasure hunter, and sea reaver who specializes in crushing and asphyxiating his enemies.

Grimm Shark's Combat Tactics:

When fighting singular targets, Grimm grapples whenever possible, using rage and his potions of enlarge person, to take on larger threats as necessary. He then uses his various abilities to secure a hold and begin asphyxiating his foe (either via drowning in nearby water or in a pocket of dead air created by one of his dead air vials). Fond of shredding his enemies while he crushes the air out of them, Grimm may also set an origami swarm loose upon his chosen target as a particularly violent distraction. His flaming armor spikes (steaming when underwater) also distract his foes, often cause his victims to gasp or cry out in pain, forcing them to give up the precious little oxygen they have left in their lungs.

If there are only one or two foes, Grimm attempts to disable the most dangerous-looking threat, using his strength surge rage power to add a +9 bonus to his initial grapple attempt. He then uses his move actions to maintain the grapple and deal damage twice each round, while biting at his foe with his animal fury rage power (which further allow him to maintain his hold). Two grapple attacks and two bite attacks each round, when combined with his breathtaker rage power, ensures that the target of his wrath dies that much more quickly (losing as many as 38 rounds of breath holding each round of combat).

If fighting many enemies alone, Grimm may forego grappling altogether and resort to traditional attacks with his greataxe and armor spikes so as to avoid putting himself in a vulnerable position. Whenever possible, he will lead such threats into detrimental terrain, such as falling back into a shallow bog or kicking over a pale of soap suds on a ship's deck to create a slippery surface--as he is immune to such impediments.

If fighting alongside allies, Grimm resumes his traditional grappling tactics as the situation allows, relying on his allies to keep other foes off of him while he dispatches his chosen targets one at a time. In such circumstances, he may forego dropping a dead air vial so as to avoid suffocating his allies.

When fighting spellcasters that rely on breathing, Grimm always begins the battle by rushing the spellcasters and opening one of his dead air vials, in order to prevent them from getting most of their spells off for lack of oxygen.

Whether underwater, or amidst dead air, Grimm relies on his strong lungs and pressurized air tanks to breathe, giving him enough oxygen to last for 126.5 minutes.

The forest warden, Taur Thelyn, has had his +1 dueling club upgraded with the "brutally weighted" modification from Adventurer's Armory 2. A creature hit with a brutally weighted weapon takes a –2 penalty to its CMD against bull rush, reposition, and trip combat maneuvers until the end of its next turn or until after it is subject to such a maneuver (whichever comes first). This combos well with Taur's penchant for using combat maneuvers to harass his foes from behind dense thickets created by plant growth power.

The Master of Chains, Gudruun, has even more chain weapons, including the ability to dual-wield reach weapons in the form of his new flying talons. He also has a chain coat from Adventurer's Armory 2, which doubles as both a thematically-appropriate suit of armor armor as well as a pair of locked gauntlets for his spiked chains (which also become one-handed weapons when so attached).

The gunslinger, Mister Owl, now has a larger knife that does more damage as well as a cloak of resistance which doubles as muleback cords.

The Aldori Swordlord, Heathcliff, now has burnished his armor, giving it such a sheen that it can blind his enemies when in bright light. He also has a new pair of jaunt boots, which allow him a 15-foot step 3/day.

The 1st-level bounty hunter, Manny the Mancatcher, has given up his human bonus feat for the Military Tradition alternate racial trait from Inner Sea Races. This allows him proficiency in two weapons, freeing up his one of his feats for Point Blank Shot. He also has new traits, which expand his skills.

The bodyguard, Theen Feeda, likewise has Military Tradition now, which doesn't currently effect much in her case.

The guardian knight, James Mycen, modified his dagger so that it can benefit from his close weapons weapon training. As a result, his secondary weapon attacks are much stronger. No longer needing weapon training in thrown weapons, he now has an additional advanced weapon training, giving him max ranks in Stealth and Sense Motive. He also has the Reckless trait, rather than World Traveler, since his new advanced weapon training made Stealth a class skill.

The half-orc giantess, Allisar, a +1 orc hornbow, rather than her old longbow.

The merfolk explorer, Meredith, now has the Child of Two Worlds feat from Aquatic Adventures, allowing her to transform her tail into legs at will. Her fins to feet spell has been replaced with audiovisual hallucination, from Ultimate Intrigue, furthering her abilities to mess with people's minds.

Meredith's Backstory in Brief:
Though statistically a merfolk, Meredith also happens to be half human. Her father was a deep sea explorer who braved the dangers of the depths in order to be with his ture love, a merfolk princess. The two gave birth to Meredith, who possesses her mother's beauty and psychic powers, and her father's inquisitive, restless personality. When she was old enough to do so, Meredith set out from her home below the ocean waves to explore the lands of her father. She secretly hopes that, like her father before her, she too might find true love in a strange new land full of adventures.

The sun seeker elf, Jorkane al-Lowell Hedessa, now possesses a sunsilver heavy mace (from Aquatic Adventures) instead of a platinum-shod cane. This makes it immune to rust, bypasses DR as though it were silver, and is generally more thematic to the character overall.


Would Child of Two Worlds be a good swap out for Rina Lhorn? Not sure what she'd give up for it though...


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Probably, but I want don't want to make the cross-breed mermaid into a tired, cookie-cutter concept.

If that's a path you'd like to take the character in your own games, I'd recommend switching out either Extra Wild Talent or Kinetic Invocation. You lose a little versatility, but that's a small price to pay for basic mobility.


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I've switched the character portraits for Meredith Nerissa and Rina Lhorn. It just made sense to me that the half-human merfolk with legs should probably be the one with the more human looking portrait.

I've also adjusted some of Meredith's skills and gear (I suspect they may have been off before), and Rina's racial traits (to make her into more of an alien "deep sea mermaid."


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CHARACTER UPDATE

The dread pirate, Noka Muun, has done away with his brawling armor (since errata put its price out of reach) and his pair of butterfly knives. Instead, his daggers have all been modified to be treated as close weapons, which increases their damage and makes them martial weapons. Though he is not proficient in martial weapons, he is proficient in close weapons, allowing him to free up his Martial Weapon Proficiency feat for Dirty Fighting. I have also added a great deal of explanatory text better detailing his various cybernetic components and have fixed a number of apparent numerical errors.


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Character Update

Milerna "Milly" Nanneel is now not only a fearsome, if aloof, warrior, but also a master chef specializing in utilizing improvised weapons and items from her kitchen during combat. With pot on head and skillet in hand, she's ready to teach villainy a thing or two. :D


AA2 pretty much everyone is getting the remake, huh. ;)


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It does have some neat toys to play with. :D


I'm asking this here and a few other places to see if there is anything wrong with it.

Skald wrote:
A raging song counts as the bard’s bardic performance special ability for any effect that affects bardic performances.

Totemic Skald with the Bull Animal Focus.

Totemic Skald wrote:
Song of the Beast (Su): The totemic skald grants the animal focus abilities of his totem animal (as the hunter’s animal focus ability) to all allies affected by his raging song. He treats his skald level as his hunter level for determining the abilities of the animal focus (such as the improvements gained at 8th and 15th level).

Feats:

Master Performer

Grand Master Performer

Skald's Vigor

Greater Skald's Vigor

So, I'm just trying to see if I understand these abilities correctly. In the build above, whenever an ally accepts the Skald's raging song, it gains a strength bonus (via Song of the Beast). This means that the Skald's Vigor feats will always be in affect whenever the Skald uses raging song. Since raging song is affected by feats or effects that affect Bardic Performance, this means Master Performer and Grand Master Performer also affect raging song bonuses. In this case, this would means that the Skald always provides at least a +6 enhancement bonus to strength whenever he uses raging song.

Furthermore, whenever the Skald uses inspired rage, affected allies gain an additional bonus to strength, but it's a morale bonus, and, that means it stacks with the enhancement bonus from Song of the Beast! Just to sweeten the deal, Skald's Vigor grants fast healing equal to the provided strength bonus from raging song. An inspired rage, in this case, would therefore provide fast healing 6 or fast healing 12 (when taken at the minimum level required to pull this all off). Just to sweeten the pot, it also grants a +6 morale bonus to constitution.

This means the Skald turns any affected allies Wolverine-esque beefcakes. They gain incredible strength, incredible constitution, and regenerate hit points at a ridiculous rate.

To further make it even crazier, a Tuned Bowstring should let the Skald do this without using his rounds of performance.

Am I understanding this all correctly? Is this all rules legal? It feels like one of those, "If it sounds too good to be true, it probably is," situations.


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CHARACTER UPDATE

Foerth, the fey-raised bandit hunter, has had his breastplate switched out for nimble agile breastplate, increasing his AC. Some of his other gear and skills have changed as well.


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CHARACTER UPDATE

Changed Grimm Shark's greataxe to a trident-like lance. It does slightly less damage, but is more thematic, works much better underwater, and gives him some nifty reach capabilities (which work well with his armor spikes allowing him to threaten at both 5 and 10 feet).

I considered giving him a traditional trident, but it was just too weak in comparison for my liking.

I've also given him a garrote for when detection is a potential concern.

What's more, I replaced both his ranks in Intimidate (for Stealth) and his Intimidating Glare rage power for Savage Maw. Not only does the latter setup better fit his marine savage theme, it also grants him the grab ability with his bite attacks and an additional +4 bonus to grapple checks. I've replaced Acute Darkvision for Dragon Sight, which boosts his darkvision from 90 feet to 120 feet, giving him a distinct edge when it comes to sneaking around creatures underwater.

If you take him to higher levels, I recommend the Bloody Bite rage power to further demoralize his foes and, quite possibly, to lure in some distracting sharks.

Assuming an enemy comes to him (provoking from the lance along the way), he can now potentially begin a round with rage (free action), lance twice (full round action), 5-foot step (free action), bite (continuing full round action), grab/grapple (free action) with strength surge (swift action).

Alternatively, he could forgo the lance attacks, and instead rely solely on his bite, which leaves him with a better chance at grappling and giving himself a move action to make a second grapple check: rage (free action), bite (standard action), grab/grapple (free action), grapple for damage (move action), bonus bite attack (non-action).

In later rounds it might look like this: maintain for automatic bite damage (per grab) and armor spike damage, plus bonus bite attack; make second grapple check for automatic bite damage, armor spike damage, and a bonus bite attack.

Can't wait to try this at an actual table.


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I went ahead and turned the post I made above into an actual NPC.

Astrid Halgradottir is a shield maiden and defender of her people. She blesses all those who fight at her side with the strength and endurance of the gods, and each of those so blessed find their wounds rapidly healing as they shine with the radiance of the sun.

The above is possible because of the +12 strength bonus, and +6 con bonus she gives to those that accept her inspired rage. They also gain fast healing 12, and each ally who accepts her song sprouts a halo that shines "as if it were daylight" while simultaneously acting as an [i]invisibility purge[/it] spell within their space and all adjacent squares.

Just picture her standing in the midst of an army of soliders, all sporting gleaming halos that shin like the sun, all of whom heal faster than trolls, and each one capable of snapping tree with their bare hands. She is a force to be reckoned with.


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Tels wrote:

I went ahead and turned the post I made above into an actual NPC.

Astrid Halgradottir is a shield maiden and defender of her people. She blesses all those who fight at her side with the strength and endurance of the gods, and each of those so blessed find their wounds rapidly healing as they shine with the radiance of the sun.

The above is possible because of the +12 strength bonus, and +6 con bonus she gives to those that accept her inspired rage. They also gain fast healing 12, and each ally who accepts her song sprouts a halo that shines "as if it were daylight" while simultaneously acting as an invisibility purge spell within their space and all adjacent squares.

Just picture her standing in the midst of an army of soliders, all sporting gleaming halos that shin like the sun, all of whom heal faster than trolls, and each one capable of snapping tree with their bare hands. She is a force to be reckoned with.

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Could you tell me where I may find the image of Father Grigori?


Wasum wrote:
Could you tell me where I may find the image of Father Grigori?

Reverse image search reveals the file name is "Wizard by Keun Chul Jang." I couldn't find a deviantart page or anything like that for him, but I did find this website that features a number of his works on them, including the sought after image. Scroll down to find it.


Great, thank you - I didnt manage to extract the image from the PDF!

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