DM. |
- 10th level
- Same character creation than in Ambervale
- No unchained or occult. Summoner only if you promise to be gentle with the DM sanity.
- Since you have free bonuses to save and AC, the starting wealth is 40k gp.
- I would love to include guns, but Pf rules suck hard in that regard. If you have a 3pp about it and want to use it, we can talk about it.
- I'm inclined for core + aasimar and Tieflin races only.
- Don't make your build around a magic item, I'll be far less stingy with treasure compared to ambervale
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The lore of the setting would be
- Astengard is an L isolated small (but high fantasy kingdom) in the remote and frozen south. 35 years ago there was a big war with the invasor from a mechanically advanced construct using empire from the north. Astengard won. The enemy never returned, until now.
- I want a thematic kingdom. Instead of the usal menagerie of races, I'm thinking about Astengard being a kingdom of Human+Aasimar(or an elemental race). I think it would increment the Us Vs Them atmosphere.
- AS you are level 10th, you might someone with socially recognized if you desire. Perhaps with a military job.
- The Gods are long gone, and asmodeus was never a god. Archidevil, Demon lords, and the like are the ones that grant clerical powers. Astengard religion is based around angels and Archons of Mount Celestia.
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Of course, Everything can change (except for the no unchained or occult) if you don't like it.
Storm Dragon |
Eh, maybe, but none of the race mentioned seems to be appropriated for the freezed southpole.
Eh. About as appropriate as Aasimar and Tiefling, they do have fur after all. Maybe not lizardfolk.
We could do Humans+Planetouched instead though if you like. I'm not super picky.
Just thought having a party of beast people and/or skinwalkers would be cool.
Scavion |
I'm thinking a Rangeresque character with bane, bardic features and some spellcasting. Havent decided whether I want Warpriest casting or Ranger spells.
He'll be an acclaimed monster hunter. Well-known for hunting rare beasts and bringing back valuable materials.
DM. |
As for character concept, I'm thinking a Witch sort of character, but more a classic "brews potions and stuff" sort of witch. I'm thinking Alchemist casting, 3/4 BaB, and Hexes with some stuff added on. Primarily a debuffer, but can scrap in melee if need be.
Sound like Vraljyiya but with a higher BAB.
DM. |
There is always more space for warleaders in the middle of a war. Though I'm somewhat surprised a monk or natural weapon user.
IN any case, please don't get caught in paralysis by analysis. The simplest way is to just model your character after one standard class and just exchange some features for others.
Idiot Cube |
Almost done!
I almost forget. I think the most abusable part of FFCS is choosing what mental stat affect your abilities. Having full arcane casting + a wis based Divine grace, for example, is quite strong. Lets stay with the standard stat for the abilities you choose.
...Never mind. I have some retooling to do.
Idiot Cube |
For the arcane pool: Yes, but I was hoping to get the one from the Esoteric archetype. It has abilities that are more useful for unarmed strikes. Since I'm doing that, I can't take any cha-based arcane pool from other archetypes.
For the ki pool: I just found the Scaled Fist monk archetype, which changes all Wis-based class features to be based on Cha. But that feature doesn't replace anything, so idk how many points it would cost.
DM. |
Now I'm thinking about getting the Conversion Inquisition, so I can be a wise party face. Do I need to choose a deity for that?
There are no deities in the setting, just outsiders. In astengard people worship the Archon and angel lords.
You can just choose a theme (Like: Justice, Duty, Compassion, Love, Temperance, Freedom, ...) and that's it. I gave example of virtues for good characters, but ou can come up with a theme for whatever alignment you want to be.
Storm Dragon |
I mostly just haven't had time to make anything. I think the most fun idea sounds like the warleader sort so far. High charisma, abilities like the Cavalier's Challenge and such, maybe with things that grant Teamwork Feats as well (especially useful for multiple archers if you want to be ranged anyway Scavion) or Solo Tactics if not.
Idiot Cube |
Here's what I've got now.
Name: TBD
Race: Tiefling (Oni-Spawn)
Backstory, Description, etc: TBD
1) +2 Str, +1 Con, +1 Wis
5) +2 Str, +1 Con, +1 Wis
9) +2 Str, +1 Con, +1 Wis
Full BAB - 6
d10 HD - 3
Two good saves (Fort, Ref) - 3
4+int skills - 1
Weapon suite: Simple majority - 1
Monk Physical Package - 5
Arcane Pool (Esoteric) - 3
Martial Flexibility (Brawler) - 3
Feat: Power Attack (free)
Level 2 (5 available)
Rage (Barbarian) - 5
Level 3 (5)
Invulnerability (Invulnerable Rager) - 3
Feat: Endurance (free)
Level 4 (7)
Fast Movement (Monk) - 3
Ki Pool (Monk) - 3
Level 5 (6)
Conversion Inquisition (Inquisitor) - 3
Feat: Diehard (free)
Feat: Extra Rage Power: Intimidating Glare - 2
Level 6 (6)
Rage Power: Animal Fury - 2
Feat: Extra Rage Power: Dragon Totem (gold) - 2
Level 7 (7)
Wholeness of Body (Monk) - 3
Feat: Pummeling Style (free)
Feat: Extra Rage Power: Superstition - 2
Level 8 (7)
Ki Arcana (Esoteric) - 3
Rage Power: Dragon Totem Resilience - 2
Feat: Extra Rage Power: Witch Hunter - 2
Level 9 (5)
Feat: Pummeling Charge (free)
Feat: Extra Rage Power: Spell Sunder - 2
Combat Trick: Improved Initiative - 2
Level 10 (6)
Brawler's Cunning - 1
Rage Power: Dragon Totem Wings - 2
Feat: Combat Expertise - 2
Idiot Cube |
I thought the "+2 to any stat, +1 to two others, every 4 levels" starts at 1st level, but maybe I was reading it wrong?
Originally, Pummeling Style had you make your attack rolls for a full-attack or flurry and combine them into a single mega-powerful attack. If you landed a crit on any ONE of those rolls, the ENTIRE attack would get the critical damage.
Now, it's simply a normal full-attack or flurry where you add up the damage from every successful attack before applying DR. And you can only use it with unarmed strikes.
DM. |
I thought the "+2 to any stat, +1 to two others, every 4 levels" starts at 1st level, but maybe I was reading it wrong?
Uhm, Well, did we use it that way for Ambervale?, I thought the stat bonuses are at level 4, 8, 12, 16 and 20.
Originally, Pummeling Style had you make your attack rolls for a full-attack or flurry and combine them into a single mega-powerful attack. If you landed a crit on any ONE of those rolls, the ENTIRE attack would get the critical damage.
Now, it's simply a normal full-attack or flurry where you add up the damage from every successful attack before applying DR. And you can only use it with unarmed strikes.
Gotcha.