From Ruin Rebuilt (Inactive)

Game Master Scavion

Initiative for Current Combat:

Ghast: 24
Hoenn: 20
Armand: 19
Kristeva: 11
Ghouls: 6
Waldorf: 5

Waldorf's turn.


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Male Goblin Vivisectionist Trap Breaker 10

Discussion page activate!


Male Human Dungeon Master 10/ Munchkin 10

Hadouken!


.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Dot, post, etc.


Male Human Dungeon Master 10/ Munchkin 10

Any house rules?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

What's the setting like? Gods, cultures. etc.


Male Goblin Vivisectionist Trap Breaker 10

We can discuss houserules. I'm pretty open to all suggestions.

The setting is Golarion. The Gods have relatively pulled out though small patches of faith remain. They view Golarion as a bit of a lost cause now and divine casters pretty much retain their power because the good deities would feel guilty otherwise and the evil gods still have stakes on the material plane. Pharasma hasn't given up on scourging the undead out as well.

What cultures before have relatively maintained themselves, though most folks are incredibly xenophobic to outsiders of their community.

Intelligent Undead more or less rule whats left of the world and powerful ones own territories. Urgathoa's(She whose name must not be said) blessing has rendered Undead permanent without sustenance though many eat for pleasure and the zombies who spread the disease are compelled to spread it. These zombies are generally concentrated at assaulting bastions though it's possible to find them in other undead's territories searching for mortals. They're given special permission and due to their powerful stature in the hierarchy of the dead, most lower creatures tend to leave them alone. Mortals are often kept as cattle and slaves.

If you have a question I can answer it.


I think I found you in skype scavion.


Male Human

Hello, I am new to this and will do my best to digest the proper etiquettes and play styles for your viewing pleasures.


Male Goblin Vivisectionist Trap Breaker 10

This is my brother.

We'll be using Lemmy's Character Advancement houserules.


I wanted to build a syaler in heavy armor in Lemmy's build htread, but Im finding myselfnot very impresed by the class :/


Male Goblin Vivisectionist Trap Breaker 10
Nicos wrote:
I wanted to build a syaler in heavy armor in Lemmy's build htread, but Im finding myselfnot very impresed by the class :/

To be fair, the Slayer is more of a medium armor class.


Scavion wrote:
Nicos wrote:
I wanted to build a syaler in heavy armor in Lemmy's build htread, but Im finding myselfnot very impresed by the class :/
To be fair, the Slayer is more of a medium armor class.

yes, but my issue is the amount of new stuff. The class can be strong but it is not much interesting, just stuff from other classes.


Male Goblin Vivisectionist Trap Breaker 10

Ah well that'd have to do with the premise of the ACG itself. In the beginning the Devs said that they were going to add as little new mechanics as possible and the book was to be more about blending existing class features to create new synergy and concepts.

You may prefer one of the archetypes then since they tend to create new features. I like the Cleaner, Cutthroat and Bounty Hunter.


How flexible are you wiht the paladin code?


Male Human Dungeon Master 10/ Munchkin 10
Scavion wrote:
We can discuss houserules. I'm pretty open to all suggestions.

Well... Obviously I like my own houserules, especially the class*, feat and magic sessions, but I'm extremely biased.

*(I wouldn't allow Clerics to use Channel Energy on both living and non-living creatures, though, as that might be a tad overpowered in an undead-centric campaign).

Anyway, whatever house rules you use, I suggest you create a googledoc with them. This gives you the freedom to change stuff if/when necessary and not worry about the original houserule document (if any) being modified.

e.g.: You say you'll use my rules for character progression, which is cool, I like those rules (obviously), but if I decide to change them at some point in the future, it could cause some confusion in the campaign ("Wait, do I get a +1 or a +3 bonus to AC?").


Male Goblin Vivisectionist Trap Breaker 10

Making a google doc sounds like a good idea. Ill work on that when I get back from work game night.


Not sure if keeping the Pally/oracle or change her into inquisitor


Male Goblin Vivisectionist Trap Breaker 10

So any requests for particular houserules? I liked Lemmy's free skill rank in any Perform, Craft, or Profession.


Well, I would like 4 skill points per level for paladins ;)


Male Goblin Vivisectionist Trap Breaker 10
Nicos wrote:
Well, I would like 4 skill points per level for paladins ;)

I'm cool with non-int based classes having a minimum of 4+Int Skill ranks.

I never answered your question on the Paladin's Code did I?

I'm a full proponent of Any Good Paladins, so as long as you put doing good first, we're cool. I'm not going to force you to do anything silly or punish you in a morally ambiguous situation either.

House Rules so far


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Are we starting at 1st level?


3rd. It is in the campaing info.


Male Human Dungeon Master 10/ Munchkin 10

Still have no idea what to play... How is everyone else doing?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I haven't had a ton of time to think about it. Been working from 4-11:30pm most days this week and it's hard to use someone else' computer for making characters anyway.

I've been tossing some ideas around though.

1.) Daring Champion Cavalier. Maybe with some Chevalier mixed in later.

2.) As above, but with some MoMS mixed in for a Dex based Monk type of guy.

3.) Blade Adept Arcanist/Something else (Fighter?) into Eldritch Knight. Could be neat.

4.) Shield Champion Brawler.

5.) Card Caster Magus.

Actually kind of leaning towards one of the last two since I've never played a Thrown weapon character, though 3 is tempting as well because I've never played an Arcane caster for very long, and it still lets me get my martial jollies.


Male Human Dungeon Master 10/ Munchkin 10

I'm between Magus, Inquisitor and Summoner, actually...

A non-broken version of Synthesist could be awesome. :P


Male Human

Im a witch cartomancer archetype. I throw cards to deliver touch attacks and hex it up. I was thinking for my character concept instead of witches cackle he shuffles his spell deck all magic like there by resetting the fate of those hes hexed.


Male Human Dungeon Master 10/ Munchkin 10

Hey, Scavion. How do you feel about using my house-rules for spontaneous casters' spell progression?

Also, what would you say about a homebrew Inquisitor archetype that trades medium armor proficiency, solo tactics and teamwork feats for (revised) Rogue Talents?

:)


Male Goblin Vivisectionist Trap Breaker 10
Lemmy wrote:

Hey, Scavion. How do you feel about using my house-rules for spontaneous casters' spell progression?

Also, what would you say about a homebrew Inquisitor archetype that trades medium armor proficiency, solo tactics and teamwork feats for (revised) Rogue Talents?

:)

The first sounds fine.

The second sounds like an unequal tradeoff in your favor. =P


Male Human Dungeon Master 10/ Munchkin 10

Well... Not my fault if teamwork feats suck and are mostly boring as f!~#. ><'

I do want to try some of those Rogue talents... But I really don't want to play a Rogue. Not very inclined to play a Bard or Alchemist either.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

So try a Slayer, perhaps.

Or a Ninja.


Male Human Dungeon Master 10/ Munchkin 10

Nope. Never again I'm playing a non-caster.

I'll play this game the way Paizo obviously wants me to play it.

(And Ninjas aren't much better than Rogues).


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Sanctified Slayer gets Slayer Talents. Eventually.


Male Human Dungeon Master 10/ Munchkin 10

Hmm... Just looked it up... But getting talents only at 8th, 16th, 17th and 20th level is too little. (Also, what's up with the bizarre Talent Progression? Why not every 5 levels or something like that?)

Getting 1 talent every 3 levels instead of Teamwork feats would be fun...

BTW, why do Inquisitors get Teamwork feats? It has nothing to do with the class fluff. They seem much more like a "lone wolf", "solitary hunter" or "mysterious assassin" type of character than a guy who focus on team effort. Combat Feats would make sense, but Teamwork feats? Why?

I believe Paizo just wanted to have more people using Teamwork feats, so they shoehorned them into the Inquisitor.


Male Goblin Vivisectionist Trap Breaker 10
Lemmy wrote:
BTW, why do Inquisitors get Teamwork feats? It has nothing to do with the class fluff. They seem much more like a "lone wolf", "solitary hunter" or "mysterious assassin" type of character than a guy who focus on team effort. Combat Feats would make sense, but Teamwork feats? Why?

That would be why they also get Solo Tactics.


Male Human Dungeon Master 10/ Munchkin 10
Scavion wrote:
Lemmy wrote:
BTW, why do Inquisitors get Teamwork feats? It has nothing to do with the class fluff. They seem much more like a "lone wolf", "solitary hunter" or "mysterious assassin" type of character than a guy who focus on team effort. Combat Feats would make sense, but Teamwork feats? Why?
That would be why they also get Solo Tactics.

That means they are even more focused on working with others. They are so good at it, that they can work as a team even when their partners don't.

seems out of place for the class, but whatever.


Male Goblin Vivisectionist Trap Breaker 10
Lemmy wrote:
Scavion wrote:
Lemmy wrote:
BTW, why do Inquisitors get Teamwork feats? It has nothing to do with the class fluff. They seem much more like a "lone wolf", "solitary hunter" or "mysterious assassin" type of character than a guy who focus on team effort. Combat Feats would make sense, but Teamwork feats? Why?
That would be why they also get Solo Tactics.

That means they are even more focused on working with others. They are so good at it, that they can work as a team even when their partners don't.

seems out of place for the class, but whatever.

I'm just slightly concerned about power level. The Inquisitor is already an incredibly solid class and the Revised Rogue Talents are glorious.

Lets see what the rest of the party makeup is and I'll make a decision then.


Male Human Dungeon Master 10/ Munchkin 10

Haha! Relax, man! I'm not asking you to reconsider your decision.

I just went on a tangent because... Well, I always do when I think about Teamwork feats and Inquisitors. ^^

Inquisitors getting Teamwork feats, to me, feels like... I dunno... Swashbucklers getting an Animal Companion or Rage... Sure it's useful, but it seems out of place.


Male Goblin Vivisectionist Trap Breaker 10
Lemmy wrote:

Haha! Relax, man! I'm not asking you to reconsider your decision.

I just went on a tangent because... Well, I always do when I think about Teamwork feats and Inquisitors. ^^

Yeah I hate Teamwork feats with a passion as well. Have you seen the Preacher archetype? Someone mentioned it to me a long time ago and I've been fairly pleased by it.


Male Human Dungeon Master 10/ Munchkin 10

Preacher archetype is pretty good for a ranged Inquisitor... Not so much for a melee one (unless you have no other melee combatant in your party). But at least it matches the class' fluff better than Teamwork feats.

Although, to be fair, I don't really care about "official" fluff. I prefer classes that are allow for a variety of character concepts... Inquisitor is one of those.


Male Human Dungeon Master 10/ Munchkin 10

Oh! Oh! What about an Oracle that gets Rogue Talents instead of Revelations?

Revelations are pretty powerful... In fact some of my revised Rogue talents were inspired/balanced around them. ^^

(That's assuming Nicos will Play an Inquisitor or Paladins instead of an Oracle that dips Pally).


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Preacher is the s&!+. Especially if you also take the War (Tactics) Domain.

Team support and versatility hawaaaay!


Male Human Dungeon Master 10/ Munchkin 10

If I go Inquisitor, I think I'll go with Conversion Inquisition, though.


Male Goblin Vivisectionist Trap Breaker 10
Lemmy wrote:

Oh! Oh! What about an Oracle that gets Rogue Talents instead of Revelations?

Revelations are pretty powerful... In fact some of my revised Rogue talents were inspired/balanced around them. ^^

(That's assuming Nicos will Play an Inquisitor or Paladins instead of an Oracle that dips Pally).

Revised Rogue Talents and 9th level casting?! What power game munchkinery is this?

I'm cool with it.


Male Human Dungeon Master 10/ Munchkin 10
Scavion wrote:
Revised Rogue Talents and 9th level casting?! What power game munchkinery is this?

the kind that is inspired by Paizo disappointing me one too many times. There is no point fighting the tide of caster-dominance, so I might as well join them. :P

Scavion wrote:
I'm cool with it.

Awesome! That'll be character concept#1, then. ^^

Anyway, I gotta go to bed. Good night, everyone.

PS: Rynjin, roll your Perception/Heal/Whatever else skill check on OSB, then I'll post what you guys notice on the body.


Male Human Dungeon Master 10/ Munchkin 10

So... Is there any reason to play a Barbarian now? The Bloodrager does everything it does, but better. oO


I'm not sure. The sheer amount of rage powers is point for barbarians. Besides the barbarian are considerably less MAD, and that matters for things like raging vitality, and you need raging vitality. I have been buliding bloodrages and I do not think they are superior.


Male Human Dungeon Master 10/ Munchkin 10

With Primalist, you can grab rage Powers as well... And really, starting with Cha 12 is more than enough.

So far the only advantage I see for Barbarians is DR (if you're an Invulnerable Rager) and the ability to dump Cha.

Other than that, Bloodragers got all their cool toys and added spell casting on top! (And let's not forget that Skalds make everyone a Barbarian).

IMHO, it seems Barbarians and Sorcerers will be joining Rogues and Fighters on the "Why Bother Playing This?" club.


I doubt it. But, feel free to prove me wrong n your build thread :)


The rage pwoer stuff was a bad idea though, I do not liek how the ACG start giving every class teh stuff from the other classes.

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