The Great War of Valoran, The Fractured Runeterra. (LoLfinder) (Interest Check)


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Musket Master Notes!:
Musket Training (Ex) wrote:

Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1.

This replaces gun training 1, 2, 3, and 4.

The archetype has a lot of things that are called musket this and musket that, but only the Rapid Reload bonus feat is actually musket exclusive : )

edit: adding spoiler from last post, since I think I might have drowned myself in my own spam otherwise ...

Stuff:
@Hat-Trick

How many levels are you planning on sticking with gunslinger?

This and thus archetype stacks and they seem (without having perfect insight in your vision) to be more helpful for your Yordle then the Gun Tank one.

The Musket Master, while fluffed for muskets mainly, really helps out with all two handed firearm use. It will let you reload much easier thanks to the Fast Musket deed at level 3. If you ask our GM nicely he might even let you switch that free Rapid Reload to a weapon you actually want to use!

The Siege Gunner's two deeds will be really helpful if you want to scattershot people. Targeted Blast is a bit expensive in use, but not that many options boost the damage of cone weapons. The Scattershot deed is free to use increase to your blast area - helpful to use once you want to clear a room but can be turned off to not toast friendly flankers. And it is free! Furthermore it changes Grit from Wis to Int (Yordle racial bonus) which might make things easier to piece together : )

Together, by third level, you would have one step faster reload from Fast Musket, maybe another if GM lets you swap Rapid Reload, +3 damage on one target with scattershot for your grit as well as 5' range on the cone and your grit runs on Int instead of Wis.

You would however lose out on the Gun Tank Armour training on level four as well as get a somewhat less useful bonus feat.

Just some random thoughts - your idea has proven to be quite the wellspring of those :P


Guns:
The Dragon Pistol can't be bought right now, but it CAN be bought very, very soon as it's an Early firearm and only costs 1,000g. That's why I mentioned it. The blunderbuss is perfectly serviceable in the immediate future.

As for gun training, 3 levels of Musket Master followed by levels of the Trench Fighter archetype gets you DEX-to-damage via Trench Fighter to whatever guns you want, and Musket Master lets you reload your firearms faster.

Without all the prone-related feats, you could (with 3 levels of Musket Master and 3 levels of Trench Fighter) carry and reload a Blunderbuss OR Culverin rather easily. For the Culverin, you might need a round to set up via putting down a big tripod or something. Though maybe you can simply have a tripod built into it?

Basically, your concept is VERY workable. You don't need all these feats he mentioned - all you really need is Musket Master 3 and Rapid Reload + Alchemical cartridges. Get a Culverin + a tripod / stool / something or use your blunderbuss. Get 3 levels of Trench Fighter to get Gun Training with your favorite weapon. Then... Have fun.

I vote Culverin, by the way. You can basically be the one-man mortar team within 3 levels:

M = Musketmaster, T = Trench Fighter.

M1 1) Point Blank Shot
M2 2)
M3 3) Precise Shot
T1 4) Rapid Reload (Culverin or Blunderbuss)
T2 5) Weapon Focus (Culverin or Blunderbuss), Rapid Shot
T3 6) DEX-to-damage with your big gun
M4 7) Deadly Aim, some bonus feat
T4 8) and another bonus feat

Seems pretty solid to me.

EDIT: Or nevermind, I didn't realize the 5th level of Musket Master did what you wanted. A 2 level fighter dip for feats still might not be bad though.


I had a full post, went to review it and found most of it moot. If the GM is willing to let the free Rapid Reload feat work on other two handed firearms, Fighter 1/Musket Master Siege Gunner Gunslinger 5/Fighter 14 is the build I want. Thanks everyone for the help!


Hat-Trick wrote:
I had a full post, went to review it and found most of it moot. If the GM is willing to let the free Rapid Reload feat work on other two handed firearms, Fighter 1/Musket Master Siege Gunner Gunslinger 5/Fighter 14 is the build I want. Thanks everyone for the help!

No problem! And I may even have a fix for your Rapid Reload issue, too...

Spoiler:
Quote:
Weapon Specialist (Ex) The fighter selects a number of combat feats that he knows equal to his weapon training bonus with the associated weapon group. The selected feats must be ones that require the fighter to choose a type of weapon (such as Weapon Focus and Weapon Specialization), and the fighter must have chosen weapons that belong to the associated fighter weapon group. The fighter is treated as having the selected feats for all the weapons in the associated weapon group that are legal choices for those feats. The fighter is also considered to have those feats with these weapons for the purpose of meeting prerequisites.

It's an Advanced Weapon Training. You can get it as a feat as soon as you get the Weapon Training class feature (level 5), or you can get it at Fighter level 9.

So here's what you do: "waste" another feat on Rapid Reload at first, meaning you have two rapid reload feats. Then at Fighter level 5 you can retrain that feat to Advanced Weapon Training (Weapon Specialist), letting you apply things like Rapid Reload, Weapon Focus, Weapon Specialization, etc. to ALL your two-handed firearms. That makes you super versatile.


I do have the issue of having to decide which firearm my DEX to Damage applies to, but that's a few levels off and I hopefully will have settled into using one kind primarily by then. The Advanced Weapon Training does fix things as well, just not the Gun Training one.


Yeah. If you're not attached to Armor Training the Trench Fighter can broaden what your DEX-to-damage applies to. But that is a legitimate concern.

Scarab Sages

Ok, I'm still working on my character, promise. Life has interfered somewhat on my time, but he's getting there. :)


I am very attached to Armor Training, unfortunately. To facilitate a less frustrating start to the game for me, my character won't be the Bandle City Dreadnought I've envisioned just yet. They'll be armed with a musket and wearing a chain shirt to evolve slowly into the armored cannon yordle in a few levels.


No problem!

Also, I'm going to bring up the Musket Training quote again and mention that it applies to two handed firearms. That is two handed firearms in general - you don't have to choose : )


Rereading it again, it does seem to work for all two handed firearms. Usually Gun Training has you choose. Thanks again!


Glorious Evolutionite
I do have this guy;

Claptrap:

CL4P-TP General Purpose Robots, more commonly known as Claptraps are built and manufactured by Hyperion as manual labour work robots. Due to little maintenance, constant abuse and a hazardous environment Claptraps have developed all sorts of personality quirks and Eccentric personas. Programed to be helpful most Claptraps will generally seek to aid those around them with almost constant cheery atitudes and be as annoyingly helpful as possible. This consideration rarely goes both ways as most other races on the planet see them as little more than scrap metal to be kicked and abused if not outright eaten. Claptraps have a special animosity towards the roaming bandits as they often use them for target practice or dismantle/destroy them in some other humorous fashion.
Alignment: Claptraps are generally lawful neutral as they dutifully follow their programming with little care for anything else though some can take a moral stance. Occasionally a Claptrap will go "Rogue" completely abandoning their programming and have a very radical shift in alignment. These rogue Claptraps will often attempt to join the nearest bandit camp or risk being dismantled by those who see them as 'faulty.' Attempting to align with the bandits is hazardous and rarely successful as they are often seen as just another target to shoot.

Classes: Most Claptraps tend to be manual labourers and never rise above the status of commoner but of those that do rise from the dregs often become paladins or rangers, helping out those around them and healing those that they can. Rogues, fighters and gunslingers are also seen as they take up whatever means of weaponry they have available to them. There are a few rare CL4P-TPs that take up alchemy, creating different oils and lubricants and lobbing grenades at those deemed a threat, or wizardry, creating technological effects so powerful as to be called spellcraft. Of the Claptraps that go rogue, they often take up the mantle of an inquisitor, rogue, anti-paladin or even assassin as a way of enforcing their own ideals on the world. There is even a CL4P-TP Ninja out there...
You will probably never see a Claptrap Cavalier.

Standard Racial Traits

Ability Score Racial Traits: CL4P-TPs are small and weak but their circuitry allows for quick processing and reactions. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.
Type: CL4P-TPs are humanoids with the robotic subtype.
Size: CL4P-TPs are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: CL4P-TPs are fast for their size, and have a base speed of 30 feet.
Languages: CL4P-TPs begin play speaking Common. CL4P-TPs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defence racial Traits
_________________________________________________________
Blind Panic: Whenever a CL4P-TP is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), CL4P-TPs count as both humanoids and constructs. CL4P-TPs gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. CL4P-TPs can never gain morale bonuses, and are immune to all emotion-based effects except fear effects.

Feat and Skill Racial Traits
_________________________________________________________
Eccentric: CL4P-TPs have been known to have any of a number of bizare personality quirks. Choose one Perform skill. Gain +2 racial bonus to that skill.
Emotionless: CL4P-TPs have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Wheeled: Jumping is quite difficult when you only have 1 wheel and no legs! CL4P-TPs take a -4 penalty to all acrobatics checks made to jump and do not have a feet slot.
Master Tinker: CL4P-TPs have a natural affinity with robotics and machinery. They gain a +1 bonus on Disable Device and Knowledge (engineering) checks and are also treated as proficient with any weapon they have personally crafted.

Senses Racial Traits
_________________________________________________________
Darkvision: CL4P-TPs see perfectly in the dark up to 60 feet.

Favoured Class Options
________________________________________________________
Alchemist: Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Bard: Add 1 to the CL4P-TPs total number of bardic performance rounds a day.
Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Paladin: Add +1/2 hp to the paladin's lay on hands ability (whether using it to heal or harm).
Ranger: Add +1 hit point to the ranger's animal companion. If the CL4P-TP ever replaces his animal companion, the new animal companion gains these bonus hit points.
Rogue: The rogue gains +1/6 of a new rogue talent.
Wizard: Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.

Spoiler:

Race Points: CL4P-TP
Constructed: 2rp
Emotionless: -1rp
Small: 0rp
Normal movement: 0rp
Standard Abilities: 0rp (+2 dex, +2 int, -2 str)
Linguist: 1rp
Cornered Fury: 4rp
Eccentric: 1rp
Master Tinker: 2rp
Darkvision: 2rp
Penalty to Jump: -1rp
Total: 10rp

What do you think? I purposefully made them about the strength of the core races as they arnt meant to be super powerful, instead just a small robot, about as strong as the average human.
The constructed type was taken from the Android monster listing and seems more powerful than half-construct while being cheaper but gets a lot closer to the feel I was looking for. If needed you can up the race points associated with it. I also slightly modified it so that they can be afraid, as that happens a lot in the game :) Some other ideas you might like is to give it natural armour/improved to represent its metal shell or deathless spirit further setting it apart as a construct.
Also note that while it is a *robot*, it still needs to eat oil, enter sleep cycles and feed oxygen into it motors. It also bleeds oil and its sofisticated design acts more like an organic body then a piece of machinery.

The CL4P-TP series was one of the last created by the Dahl Corporation and the series was known for its tendencies to malfunction or otherwise become exceedingly eccentric. Programed to serve and repair they were created to be maintainence bots or to do other manual labour and this they do well and with cheery attitudes.
A CL4P-TP stands just over 2 feet high with a slim build supported by a single wheel, and have two spindly arms ending in a pair of surprisingly dextrous pincers. At the top-center of the chassis lies a single lens that acts as their eye to the world and their front pannel hinges open to reveal a compartment used to store whatever odds and ends they collect.
While they are always ready to help out with a cheery attitude or to offer advice, they tend to come off as annoying more than anything else and due to their extensive memory banks they can be known for being know-it-alls. Often in attempts to cheer others up or simply to while away the time a few have been known to take to singing or dancing, further cementing their annoying image yet dispite these outbursts of "personality" they are usually content with remaining in the background supporting and fixing out of the spotlight.


It is obviously a missmatch but you might be able to mine it for ideas or insperation :)

As for creating the Glorious Evolutionite, I have a few ideas for you to shift through, for starters its creature type;

Creature Types:

Construct Type (20rp) wrote:

A construct race is a group of animated objects or artificially created creatures.

A construct race has the following features:

*Constructs have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
*Constructs have the low-light vision racial trait.
*Constructs have the darkvision 60 feet racial trait.
*Constructs are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
*Constructs cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the construct's racial abilities) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
*Constructs are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
*Constructs are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
*Constructs do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer.
*Constructs cannot be raised or resurrected.
*Constructs are hard to destroy, and gain bonus hit points based on their size, as shown on the following table:
Tiny—Small--10
Medium--20
Large--30
*Constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.

Half Construct (7rp) wrote:

A half-construct race is a group of creatures that are artificially enhanced or have parts replaced by constructed mechanisms, be they magical or mechanical.

A half-construct race has the following features:

*Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
*Half-constructs cannot be raised or resurrected.
*Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.

Constructed (2rp) wrote:

For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.

Full Construct is out. It is way too many points and too powerful. Half Construct is neat, but is probably still too many points. The Constructed trait is probably the best, if undercosted, however, using this you will basically create a "Human with metal bits stuck to him" rather then anything truely robotic since you still need to eat, breathe, bleed ect. You will probably also not hit your 5rp goal with that..

Neat idea! after you have created the Glorious Evolutionites why not create a template for them? Think of a Litch template but instead of becoming an undead the ultimate goal is to become the Perfect Construct? Could be a fun end-goal :)

Some more ideas that I have for you;
-----------------------------
*Why not give them a form of the Cyber Solders Improved Implantation? Doing so would give them an affinity to cyber implants, which would also give them no benefit early game but increased benefit later on.
Hextech Implantation
A Glorious Evolutionite has mastery of Hextech implantation and can exceed her normal limitations with such cybernetic craft. Her brain and body slots each accommodate one more piece of cybertech than normal. In addition, her limit on implantation points increases by 1/2 her character level. She can allocate these points between her Intelligence and Constitution scores as she chooses.

Or choose to go with integrated Hextech Weaponry
Integrated Hextech Weaponry
A Glorious Evolutionite does not wield weapons. A Glorious Evolutionite is the weapon. A Glorious Evolutionite can integrate a single light melee weapon or one-handed firearm into each arm in a process that takes 4 hours followed by a DC 20 Knowledge (Engineering) or Heal check. Failure resets the process. Once integrated melee weapons extend or retract as a swift action while ranged weapons fire through a port on the palm or back of the wrist. Either type of weapon has statistics identical to its normal form. Firearms reload through a breach in the arm, increasing the reloading time of the weapon to a full-round action, or doubling reloading times that already take a full round or longer. Implanted weapons are well concealed; detecting one requires a thorough search (Perception DC 25). Implanted weaponry can be damaged or destroyed by sundering, but cannot be disarmed.

Or, simply using some pre-existing race builder rules;
Static Bonus Feat (Technologist) (2rp)
Glorious Evolutionites are paragons of Hextech and have an intuitive understanding of advanced tecnology. They gain the Technologist feat at lvl 1.
I think that this should be a given ;)

Machine Spirit (3 RP)
Glorious Evolutionites gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Deathless Spirit for machines

Dual-Minded (1 RP)
Glorious Evolutionites gain a +2 bonus on all Will saving throws due to their half-human, half-machine natures.

Plate Armor (2 RP)
Glorious Evolutionites are often covered in metal plates and therefore gain a +1 natural armor bonus to their Armor Class.

Darkvision 60 Feet (2 RP)
Glorious Evolutionites can see in the dark up to 60 feet.

-------
However I know nothing of their lore so I cannot help you with that :)


I would think Constructed, only with the "Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. "

Replaced with:

"Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue"

That would reduce the highly undercosted thing, given all the things Androids are resistant to.

~~

I'd also like to mention that Cybertech is overcosted to twice what it should be worth, at least on augmentations, because of a x2 "slotless" modifier. I'd advise halving the cost of all augmentations, but making them incompatible with magic gear in the same slot.

Given that you can always enchant a piece of gear to inhabit the same slot by paying x1.5 on the smaller enchantment, paying x2 on the whole shebang for slotless is kinda a horrible deal.


All interesting and wonderful questions and suggestions. I will do my best to get some replies and stuff with official rulings soon, but I'm having a bit of computer problems. Thank you for your input, and feel free to pm me individual questions about your build.

I hope to post recruitment on Friday or Monday at the latest


Will we be getting more information today? I know you said Monday at the latest, but if it's taking longer than expected, I won't hold it against you. You've got a lot of homebrew stuff to do, and it'll be better for everyone if you don't rush it.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

I'm still weighing my various options. I initially thought a spell-slinging gun-wielder would be cool, but now I'm considering a member of Ashe's tribe in the Frejlord - an Eldritch Archer magus, inspired by the true queen's style of frost archery.


I'm still here! had an unexpected change of situation, and I'm starting a new job Monday. As soon as my schedule smooths out, and I get WiFi in my new place, I can post the recruitment. Shouldn't be more than a week.

Scarab Sages

Good to know you're still here! :) I'm working on my submission slowly but surely. Meaning I had stopped but I shall now resume.


Hooray! I was hoping you'd still be around.


Just dotting for an update :)


Got my Internet working. Working on the recruitment Post now. Anything you guys think I should ask in the recruitment out of the usual stuff?

I'm excited to get back on track!

Scarab Sages

Not really. I have discovered a build that's less cheese and more out of the box though. An archer barbarian that just might be effective! In building that instead, meethinks!


this site's always slow on weekends. I'm gonna wait till monday or tuesday to post it


I just realized I can make a decent tribute/rip-off to both Poppy and Aatrox by grabbing the Bladebound magus archetype. Now to decide if the idea is as good as I think it is or not ... : )


Hey, its ok, my character is like a cross between Evelyn and Ahri. Its amazing what randomly falls into place when you are thinking of neat concepts.


With how many champions there are, it's surprisingly hard to get a concept not already covered without specifically going out of your way.


Oh my main hesitation is that I'm not sure if I want to 'use up' a bladebound character here. I was tinkering with an Shelyn magi using the new-ish bladed brush feat to grab an black blade glaive* - which feel very in sync with the goddess herself. But the same also works right here right now. So I'm trying to decide which character would be the nicest to play (yordle-aatrox here or shelyn magi elsewhere) : )

*By raw, it should work as long as you wield the glaive on level up :P


I am happy to say that my concept includes the words "wolf motorcycle", and can't possibly be a ripoff of an existing champ.


Pfft, just a legendary WW skin


I did It! I finally got my arse in gear an posted the recruitment!!!!!!

Here is the promised land all ye faithful! Go forth and make characters!


Woho!

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