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Ok! Any other things? AS for the low con, I am rather aware of that. I am going to try to play this guy as more of an opportunistic support character that goes around debuffing the enemy. One reason for considering Knight of the Sepulcher is that I will be able to heal myself with cruelties.

As for doing one thing well? Locking something down will then be the focus along with damage. Basically the logic of - if it can't hurt or hit me, I live and it dies. Ive thought of running dodge and osyluth guile as well for the CHA bonus to AC.

I plan on eventually getting mithril full plate for armor to take advantage of the high dex.


For once I am not Dungeonmastering and am instead playing the role of a player. I have decided to do something a little oddball. The current plot revolves around a cult, and most of the party I am joining is neutral and/or Chaotic in some manner. A Rogue, A Barbarian/Sorcerer, and a Fighter are in their ranks. While I have most of this character worked out, I am at a slight impasse on two regards. The first one being a part of my feat selection, while the other is which branch of antipaladin I want to be.

In regards to the feats, I have already decided to focus on critical hits, using the Katana as a base. Improved Critical, Exotic weapon proficiency, Combat Expertise, and things like Staggering and Stunning Critical are in the build (Though I have also had my eye on Exhausting, tiring, blinding, and bleeding. Not sure if any of those will be more optimal or not.) What I am at an impasse about are whether to mix Tripping or Shield bashing into the build. Which would be more effective? On one hand, tripping will help with party support and the whole 'fighting dirty' vibe of the antipaladin, while the shield bashing also gives a bit of a warrior feel.

The stat branch I have right now is the following (And is 20 point buy)
STR 16, DEX 14, CON 7 INT 12 WIS 7 CHA 17 (15+2)

This meets all the prerequisites of the tripping build, but will also require a single point hit in CHA if I want Dex 15 to qualify for Two weapon fighting. The feat selections I am looking at for each are the follows.

Trip - Power Attack, Improved Trip, Felling Smash, and Tripping Strike

Shield Bash - Improved Shield Bash, Shield Slam, Shield Master, and Bashing Finish.

I am also wondering if I should also consider Critical Focus as well - or is it not as required?

I'm primarily aiming for this character to be a duellist of sorts - being able to lock down and kill a single opponent with impunity. Being able to disrupt multiple targets would be a bonus as well, but is secondary. I am still looking into things that grant intimidate checks. (Gory finish seems quite entertaining!)

As for the other dilemma? It's a matter of Vanilla antipaladin or Knight of the Sepulchre. The demonic minion of the vanilla paladin or being able to imbue a weapon with extra effects factors in another slight problem.

AS for the stats? Yeah, I know they are sub-optimal, but I'm trying to create something a little offbeat, more fun, and more memorable than usual. I might take a hit in strength to lessen penalties, but I'm not sure yet. Also going to be looking for a way to turn this guy into an undead or fiend at some point too if he lasts long enough. I have spoken to the DM about him possibly becoming an antagonist at some crucial point during or after the main plot - and if not I can always use him for something else later on.


GM Jeff wrote:

Here's an example that's been coming up a lot in my games.

Rogue: I listen at the door.
GM: Make a Perception check.
Rogue: 24.
GM: You hear nothing on the other side.

Everything is fine. Players open the door. But...

Rogue: I listen at the door.
GM: Make a Perception check.
Rogue: Uh-oh... 7.
GM: You hear nothing on the other side.
Monk: Watch out. I listen at the door.

So, the monk listens at the door only when the rogue rolls badly. And if the Monk rolls badly, then the next character steps up and makes a roll. Repeat, until someone gets a good roll or we run out of PCs.

I try to hint at it.

GM: Rogue, you just listened at the door and heard nothing. The Monk doesn't trust you and you are a little bit insulted.
Rogue: Whatever, he's helping me.
GM: He didn't help you before...

This is just one of the many things that happens. A player flubs a roll and another player runs up to try and get a better roll.

I don't know. Maybe this is a minor issue that annoys me a bit and I should just let it go and expect everyone to make a Perception check at every door, every time.

I've started awarding bonus XP for Roleplay related things. This has resulted in interesting turns of events and a sort of chain reaction of the party when one started significantly pulling ahead.

Fail check? Know it was a poor roll and failed (OOCly but not ICly) but continue anyways? BONUS 500!


Herpaderp. Just realized that the main thread was moved to here. Don't know if this one can be deleted or locked?

Anyways the main one is here.
http://paizo.com/forums/dmtz5zbv?Making-an-alternate-Samurai-Feedback-and#4


Oh woah! The sword saing! What book is that in? I find that quite interesting. And the Kensai? It's kinda close but not exact but it does spark further ideas I may use! Already thinking of a few new orders I can make.

As for what I am looking to create? I was looking to create something nifty myself - making the class feel less like a cavalier and more unique.


Hello! I had initially posted this in the advice forum and then was directed here. I do hope you guys can be of some help. The following may be a little haphazard and wordy and I apologize for that.

I have been thinking that the samurai was a little too close to the Cavalier in some ways – then I got a crazy idea.... though it may also be a horrible one. I remembered something - I remembered hearing something about a completed weapon being made by a smith considered a living thing. I also liked the aspect of the dashio set that the samurai got in oriental adventures back in DnD 3.5. I have also looked at the Black Blade Magus, and the monk for balance as well. (though I hear the monk is basically bottom tier in classes which is a shame.)

First of all I am removing the mount from the samurai, the banners, and possibly the bonus feats as well to make way for the idea I got in mind. Aside from all that the samurai is largely unchanged save for the gimmick. Listed below are the primary deviations and scatterbrained ideas. Still a few holes left to fill in.

-WHAT I HAVE HERE IS A VERY ROUGH DRAFT-

1st level - The samurai will receive a masterwork weapon in place of the mount - and will also likely have the unbreakable property as the black blade does.

4th level - The samurai gains alertness if he holds the weapon. The weapon also increases to a +1 and becomes a semi intelligent item.

5th Level- The Samurai gains the ability to spend resolve to 'boost' his weapon in a certain manner dependant upon which 'element' he has chosen. This will also only work on the weapon they started with. Examples - Light - Attacks blind the target unless they make a fortitude save. Fire - Attacks ignite targets unless they make a reflex save. Earth - Attacks allow a free bull rush or trip?
-The weapon gains 1d6 damage of a chosen element or a few other options. Examples - Light - 1d6 damage to undead and dazzles targets hit (Even if living). Fire - 1d6 damage. Earth - The weapon counts as adamantine.

Other ideas I want to include but am unsure of where to place. All of these will require a point of resolve to execute.

Other enchantments for the blade dependant on 'element' and 'spirit'. Totals an additional +4 to bring it to 10 at level 20. MIGHT be able to go over that limit though.

Something like a passive buff dependant on the weapon-spirit. So far I plan for only one to be selected.
-The ability to fly into a rage as a barbarian (will not improve and has a few more limitations).
-The ability to shroud themselves in a barrier that provides an AC boost or Damage reduction against certain things.

A mild offensive 'spell' from unleashing the spirit in the blade. Damage is equal to the weapon they have +1d6 +1 per level of samurai they have. Requires a point of Resolve. Ranges, Damage, and Area of Effect can be altered.

-Nova- 20 foot burst centred on caster.
-Blast- 10 foot blast on target point within 40.
-Beam- 60 foot line.
-Wave- 15 wide by 30 long in front of the samurai.
-Pillars- Four 5 foot blasts within 40.
-Chain- The samurai makes X touch attacks on targets within 30. (Think this one is interesting but am unsure as how to limit it or if it would be overpowered. Was thinking to have it as if the samurai was making a full attack split however they wanted or just to give them 7-10 attacks instead.)

Summoning a manifestation of the blade to help fight alongside the samurai for a few rounds.

At first I had an idea that properties would be determined by a prefix and suffix for the name, but I don't think that would quite fit. Looking over things I then had another idea - they would be able to choose an element, and the 'shape' of the spirit inside the weapon. The abilities mentioned earlier would be dependant upon element and spirit shape. For example the Rage ability would only be able to be taken by those with a Fire or lightening element - Or a weapon with a Bear or Dragon spirit. Same would go for the 'offensive spell' effects. I was also thinking of letting the player have free reign of whatever weapon they may wish to use - though that may be a little out of place. I am a fairly leniant DM and would allow something like a sorcerer giving up proficiency in all weapons for the ability to use a two handed sword if they wanted.

Pondering the replacing resolve and/or the ability to issue challanges to require Ki instead. Will scale with charisma most likely.

Also pondering the ability to trade the ability to wear heavy armor for a dodge bonus to AC or something based off wis or cha.

Feedback, critisism, and comments are appreciated! I could also post more categories for elements and spells but I would like to see what people think of this so far. I don't want to create a martial class that outshines all the others.


Hello! I have lurked around the forums for a bit before making this first post! The following may be a little haphazard and I am unsure if this may even be the right place - but if there is another section where this might also be suited that would be appreciated. Anyways I apologize for the wordyness but here is what I got so far!

I have been thinking that the samurai was a little too close to the Cavalier in some ways – then I got a crazy idea.... though it may also be a horrible one. I remembered something - I remembered hearing something about a completed weapon being made by a smith considered a living thing. I also liked the aspect of the dashio set that the samurai got in oriental adventures back in DnD 3.5. I have also looked at the Black Blade Magus, and the monk for balance as well. (though I hear the monk is basically bottom tier in classes which is a shame.)

First of all I am removing the mount from the samurai, the banners, and possibly the bonus feats as well to make way for the idea I got in mind. Aside from all that the samurai is largely unchanged save for the gimmick. Listed below are the primary deviations and scatterbrained ideas. Still a few holes left to fill in.

-WHAT I HAVE HERE IS A VERY ROUGH DRAFT-

1st level - The samurai will receive a masterwork weapon in place of the mount - and will also likely have the unbreakable property as the black blade does.

4th level - The samurai gains alertness if he holds the weapon. The weapon also increases to a +1 and becomes a semi intelligent item.

5th Level- The Samurai gains the ability to spend resolve to 'boost' his weapon in a certain manner dependant upon which 'element' he has chosen. This will also only work on the weapon they started with. Examples - Light - Attacks blind the target unless they make a fortitude save. Fire - Attacks ignite targets unless they make a reflex save. Earth - Attacks allow a free bull rush or trip?
-The weapon gains 1d6 damage of a chosen element or a few other options. Examples - Light - 1d6 damage to undead and dazzles targets hit (Even if living). Fire - 1d6 damage. Earth - The weapon counts as adamantine.

Other ideas I want to include but am unsure of where to place. All of these will require a point of resolve to execute.

Other enchantments for the blade dependant on 'element' and 'spirit'. Totals an additional +4 to bring it to 10 at level 20. MIGHT be able to go over that limit though.

Something like a passive buff dependant on the weapon-spirit. So far I plan for only one to be selected.
-The ability to fly into a rage as a barbarian (will not improve and has a few more limitations).
-The ability to shroud themselves in a barrier that provides an AC boost or Damage reduction against certain things.

A mild offensive 'spell' from unleashing the spirit in the blade. Damage is equal to the weapon they have +1d6 +1 per level of samurai they have. Requires a point of Resolve. Ranges, Damage, and Area of Effect can be altered.

-Nova- 20 foot burst centred on caster.
-Blast- 10 foot blast on target point within 40.
-Beam- 60 foot line.
-Wave- 15 wide by 30 long in front of the samurai.
-Pillars- Four 5 foot blasts within 40.
-Chain- The samurai makes X touch attacks on targets within 30. (Think this one is interesting but am unsure as how to limit it or if it would be overpowered. Was thinking to have it as if the samurai was making a full attack split however they wanted or just to give them 7-10 attacks instead.)

Summoning a manifestation of the blade to help fight alongside the samurai for a few rounds.

At first I had an idea that properties would be determined by a prefix and suffix for the name, but I don't think that would quite fit. Looking over things I then had another idea - they would be able to choose an element, and the 'shape' of the spirit inside the weapon. The abilities mentioned earlier would be dependant upon element and spirit shape. For example the Rage ability would only be able to be taken by those with a Fire or lightening element - Or a weapon with a Bear or Dragon spirit. Same would go for the 'offensive spell' effects. I was also thinking of letting the player have free reign of whatever weapon they may wish to use - though that may be a little out of place. I am a fairly leniant DM and would allow something like a sorcerer giving up proficiency in all weapons for the ability to use a two handed sword if they wanted.

Pondering the replacing resolve and/or the ability to issue challanges to require Ki instead. Will scale with charisma most likely.

Also pondering the ability to trade the ability to wear heavy armor for a dodge bonus to AC or something based off wis or cha.

Feedback, critisism, and comments are appreciated! I could also post more categories for elements and spells but I would like to see what people think of this so far. I don't want to create a martial class that outshines all the others.