Javell DeLeon |
Makes sense. I have used them once(maybe twice?) but only because they happen to fit the pc. Which is rare. Overall, though, I don't use 'em because they just don't work for me. But I was curious just in case.
Sounds good!
I think this is going to be an interesting crew.
Did you ever manage to snag 2 more players?
I know of a player that's real solid as one(I mean, I know several but I've asked them for other games and their plates are full). Obviously I won't know until I ask, but outside of that, let me know and I'll pm you who I'm talking about just to make sure it's okay with you. I sure as heck wouldn't want to pm somebody to play in this game and find out that you both are like mortal enemies or something crazy like that. Boy that would be awkward. :P
Grumbaki |
Just got the invite. Hi!
Skimming the thread and we have how many half-orcs? Because if everyone else is, then I’ll have one as well. The idea of an entire party of half-orcs fills me with joy.
At the moment thinking a slayer. Trap finding at lvl2, 1d10 HP, full BaB, studied target and sneak attack. Because nothing says half-orc rogue like a Str18 power attack to the face.
GM_DBH |
We have a Bloodrager, Skald and a Slayer as possible's.
I do like the Slayer class. With Rogue trapfinding at 2nd level, the Accomplished sneak attacker feat and taking the Ranger combat styles when you get Slayer talents. You end up with a combat monster that also adds some extra damage.
I'll drop a hint or two. The first two books are heavy on urban and dungeon crawling.
The whole AP is heavy on using the Knowledges. Understandable as you are working for the Pathfinders and digging up history.
My live group was a Tiefling Bloodrager, Human Cleric, Half-orc Rogue/Barbarian & Human Arcanist. They handled things well. With a few deaths on the way. :)
The Bloodrager & the Rogue/Barbarian took Outflank together and were murder in melee.
Javell DeLeon |
Just got the invite. Hi!
Skimming the thread and we have how many half-orcs? Because if everyone else is, then I’ll have one as well. The idea of an entire party of half-orcs fills me with joy.
At the moment thinking a slayer. Trap finding at lvl2, 1d10 HP, full BaB, studied target and sneak attack. Because nothing says half-orc rogue like a Str18 power attack to the face.
Lol!!! "...power attack to the face." I love it. :)
Hello! Well, you got two out of three rolling with half-orcs.
@DBH: Don't forget Androste! He's rolling with a sorcerer.
Hey that's kinda cool. That's 3 out of 4 pc's with arcane magic. That could prove to be an interesting combination.
Javell DeLeon |
The Bloodrager & the Rogue/Barbarian took Outflank together and were murder in melee.
Outflank is an ABSOLUTE must when available. I am not a teamwork feat fan because I feel like most of them aren't very good, but that one is AWESOME.
And then you've got a Skald slapping some rage power on them? Really? Say what? Boom! Man that's gonna be cool! :)
Gul gra-Dushnikh |
”Be very quiet while I...SNEAK ATTACK!”
——-
If a PC has craft armor as a trained skill and smith tools, can they save some gold by making their own armor? Looking to get her ACP down as fast as possible. :)
Also...a half-orc Skald, Bloodrager and Slayer? Pure awesome. Do we have one more, or is there still someone who needs to be invited?
Gul gra-Dushnikh |
Missed the cutoff for editing. But I finished up Gul's build, and it's funny how much she changes at lvls 6 and 10.
Lvl 6: Shield Master. This means that spending any gold on magic weapons up until lvl 6 is a waste. So instead the plan is for her to make a bashing liquid steel heavy shield (with MW it's 1d8+1 damage, similar to a +1 enchantment bonus) to bide her over until then.
Lvl 10 and 12: Heavy armor proficiency, with built in armor training. At 12, a suit of MW plate armor would have ACP of -3 with +3 max dex bonus. Throw on comfort to make it -2 and she'll be good to go. Perhaps a steelbone frame to make it 0 ACP if the gold is available.
But yeah...building her out and it has become clear that as she levels up she'll become more and more of a tank. Which is hilarious, as she'll also get better at stealth, disabling traps and sneak attacking.
Javell DeLeon |
Ah, yeah, an Orc bloodline sorcerer would have been too much probably XD
What heresy is this? Too much Orc? What are you, a dwarf?!
But seriously, arcane sorcerer is quite solid and the character concept fits the campaign. Look forward to seeing the build
Lol!
But seriously, I'm waiting to see what the 5th player wants to play, because I am equally happy playing a divine caster.
That's because you are da bomb, Andostre. (People still say that, right? I mean, it's still cool? Yeah I thought as much. Yep... I still got it. *acts all cool-like but unbeknownst to him is only embarrassing himself* You know you people can't touch this so don't even try).
Javell DeLeon |
Lol!!! Oh man that is so wrong. Pretty close to accurate but soooo wrong.
Javell will roll with the skald, yeah? He needs to sing this...
Noooooo, no one is singing that. That's just flat out TERR-I-BULL. :) I'm thinking more along these LINES. Definitely much more fitting. Can you even see a half-orc busting out with that dance?! Right in the middle of battle?! And the next thing you know, they're on the ground dying! Lol! :)
Javell DeLeon |
I know exactly what you mean because I play an Orc Shaman in World of Warcraft XD
LOL! THAT'S IT! That is so awesome! Oh my gosh that is fantastic. I cannot believe that actually exist. I swear, if you can think it, it's probably on Youtube. :P
Gul gra-Dushnikh |
Decided to do something...switched Vanilla Slayer to Ankou's Shadow.
Slayer
* Studied Target: +1 Hit and Damage, as well as Bluff, Knowledge, Perception, Sense Motive, and Survival. Increases up to +5. At lvl 7 is a swift action.
* Stalker: Studied target to disguise, intimidate, stealth.
Ankou's Shadow Archetype
* Shadow Double: At-will mirror image. Move action for 1 image at lvl 1, goes up to 5. A swift action at lvl 7. Can use shadows to do things like flank and attack for me instead of giving mirror image.
* Instead of Stalker gains see invisibility for minutes/lvl
Giving up hit/damage bonuses hurts! But for a character who is a pathfinder and the party rogue, it felt appropriate. Also, I liked the idea of leaning even heavier on the defensive role, given how much Grom is going on offense. I see the shadow being a byproduct of her time as a shaman's apprentice.
It is usually thought that half orcs are born from tragedy. Gul is an exception to this rule. Her father was of the shoanti, and in his younger years had been an adventurer. His many wanderings had in turn led him to join the pathfinders, which then took him into the hold of Belkzen. It was there that he met Gul's mother, an orc shaman and a guide for the pathfinder team. While their story proved to be long, and no doubt interesting, what is most relevant here is that Gul was produced from their love. Gul's early years were in Belkzen, before her parents moved to the Cinderlands to be with her father's people. This had the effect of causing her to not quite feel like an orc, nor a human. Rather, she was a production of both worlds, something which took many years to embrace. But embrace it she did.
Over the years, Gul has been many things. A (failed) shaman's apprentice to her mother. A huntress. A blacksmith. And most recently, a pathfinder. Both her parents recognized her desire to leave the Cinderlands and to find herself, much in the same way that her father left when he was her age, and of how her mother likewise left her homeland. Rather than set her adrift to wander aimlessly, her parents used their connections to get her into the pathfinder society. Armed with their training, she has been sent to Magnimar on her first mission. Wide eyed, and full of all of the social etiquette of Belkzen and the Cinderlands, Gul, daughter of Dushnikh, is ready to prove herself!
Andostre |
Andostre wrote:If I go divine, I'm leaning towards a gnome oracle with the Time mystery.So I can hurl you among our enemies! Superb idea!
I've actually used a similar tactic! We tied a rope to our gnome (he was an oracle, in fact) to get at something across a pit. It took numerous tosses, to be honest. The gnome wasn't happy, but his player thought it was hilarious.
As for healing, you know you can always burn 2 feats and use the Healer's Hands combo, right?
Never heard of that combo. What is it?
Gul gra-Dushnikh |
I'm gonna guess it is this... (because I'm running a similar character in a different campaign, though less optimized for the heal skill)
Race Human
* Bonus Feat
* Focused Study (Skill Focus Heal)
Traits
* Battlefield Surgeon: Heal is a class skill for you, and you can use the treat deadly wounds aspect of Heal 1 additional time per creature per day.
* Something for the campaign
Feats
* Bonus Feat - Healer's Hands: You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy. You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes).
* Lvl 1 - Clockwork Surgeon: Thanks to your medical innovations, you can perform especially comprehensive or speedy surgeries. You begin play with a special healer’s kit at no cost and can fully restock your kit by expending materials worth 10 gp and spending 8 hours assembling medical devices. When using this healer’s kit to treat deadly wounds, you can either halve the time required to perform the action or add your Intelligence modifier to the number of hit points healed.
* Lvl 3 - ???
* Lvl 5 - Skill Lock Heal
* Lvl 7 - Trepanation: Gives occult faith healing unlocked
------------
Takes up all of your feats, but by lvl 5 this kind of character has more healing than a cleric. And as the levels go up, the healing gets better and better. It doesn't need the 7 feats, but it helps.
This kind of build works great on characters that either don't care about their feats too much, or fighters who are swimming in combat feats. A wizard with high intelligence would work great, in that clockwork surgeon with Int added to healing would mean insane numbers, or a Lore Warden Fighter. Enough combat feats that you can happily spend your level feats on healing people and because he gets more skills, allowing you to push up heal, knowledge planes and still have 2 left over for your choice.
But yeah. A build like this allows any character to be the party healer. Fun for casters who don't want to invest any spells into healing!
Jereru |
Well, you should only need Healer's Hands and Skill Unlock. Ideally, you take Incredible Healer at 5th and Skill Unlock at 9th or 11th, but that's 3 feats and you might not have that much room. Other feats are somewhat meh, and the trait is not always necessary. Gauntlets of the Healer (or whatever the name) for a +5 to Heal and you're mostly done.
GM_DBH |
My live group recently replayed Rise of the Runelords, then Shattered Star as preparation for Return of the Runelords.
I ran a Shaman in Rise, Life spirit for healing and then a 4th level you pick up your wandering spirit. You can change this daily and pick the spirit that gives you the spells for whatever problems you might be facing.
Add in a few Hexes and Shaman is a good healer and a versatile caster.
She singlehandedly wiped out a room full of Vampires with one Mass-heal :).
I really can't understand the dislike people have for Clerics? Nearly every recruitment has Clerics as the least popular.
The player running a Cleric through Shattered star is pissing the GM off seriously. He's muttering warnings about banning the Liberation domain from our games. Especially the Freedom's call ability you pick up at 8th level. :)
I had a point in there somewhere?
Grumbaki |
I’m not a fan of clerics because divine spells tend not to be as fun as arcane ones, and their main deal is channeling. Which is ok...but requires a feat to use in combat (selective) and even then isn’t that much. Add in 2 skill points and they feel underwhelming. Also...people tend to see them as heal bots, which has a bad connotation
Andostre |
Grumbaki: I wasn't trying to sound defensive. I was just busy and my sentences were clipped.
DBH: Any word on that 5th player?
DBH part 2: Don't get me wrong; I love clerics. I love all of the classic classes except bards. I love taking the classic tropes surrounding them and seeing what fun rp shenanigans I can do with them. It's just that I don't recall playing an oracle (or favored soul) before, so if I go divine, that's what I'm going to do. And it's been a long time since I played a sorcerer, so that's what I'll do if I go arcane.