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I think they could have made an archetype that got the Plant line and one that got the Monster line as bonus feats. I can see the Monster one for Monster hunters or primitives. and i can see the plant ones for Downtime etc.

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Monstrous Crafter,Grisly Ornament, Harvest Parts,Inscribe Magical Tattoo,Inscribe Rune,Cultivate Magic Plants,Grow Plant Creature,Craft Shadow Piercing,Craft Poppet,Craft Ooze

Are any of these worth the effort? Any tips to make them work?
I wanted to build a investigator with Cultivate Magic plants (3feat investment) and/or Monsterous crafter (4 feat investment)But not seeing how they are effective at all. But i like the theme of having a Greenhouse for the plants in town, and carving up a monster in the field. but not sure its worth the feats. Any items guilds or builds?

Thanks

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I was thinking along the same line. Basic king building with explore/build small settlement. The Caravan rules I have not really dived into but from what I read it works kinda like a moving villiage. I figured the ship or fleet would work in the same basic way. It also got me thinking about stuff like tracking an animal on the water for whaling, or the like. As kind of a one off adventure. Also with the Caravan rules you could set up trade routes etc which a new book on merchants is coming out. The caravan could move from point a to point B. get loaded on ships, set great distance, off load more travel explore etc.
I like this idea instead of saving the world every other week, or things like that. This seems like something you could base a lot of RP time on. really develop a story driven adventure or campaign.

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Please forgive the spelling I used talk to text on my phone

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Tween the downtime rules Caravan rules and the vehicle rules is a set of rules that allows for at Sea Adventures or campaigns based around traveling to a new land and setting up a settlement think Christopher Columbus New World my question is these rules as they are currently or not perfect we suited for this kind of campaign is there a rule set full when I'm looking for an app Sea Adventure maybe wailing as down time or something I don't know or does anyone have creative ideas on how to combined these three systems to make a working rule system

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So if i have Master tinker does that mean i can start taking the whip, net, feat chains because as long as i make them i i can use them. ?

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Now because I like to use ultimate cheese and really stupid ways I'm going to take being a master of all weapons that I create and I'm going to use Shadow weapon

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I have found the catch all of cheese. Racal heritage gnome racial trait Master tinker. It makes you proficient with any weapon that you personally build that means I'm a master of everything

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Has anyone made a character that uses Grappling hook as both main weapon and tool.

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I agree. I was also wondering if anyone used primitive weapons with the fragile ability or condition. splintering weapon, and Disposable weapon feats?

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So the reason for this is there are a lot of weapons that are under used because they cant be optimized. I am not looking for major advantages here but lets see if we can make use of some of these weapons. Using class, archetypes, feats, etc.

The First weapon I would like to see what can be done with is a Lasso.
Yes it is exotic so it cost a feat. Then I would use Equipment Trick to get other abilities with the rope.

With the [whip] you can use a 10ft section of rope like a whip with no penalty. Not sure if they means that Disarm, and trip can be used or not and if you have the feat chains for whip/ disarm / trip would they would for rope to then?

That would be a fun build using something different.

Torches would be another piece of equipment that could be a main weapon using, Torch Fighter, turns torches into light weapons that deal mace damage. Torch handling is another good feat, makes them simple weapons, and you get a couple other befits using the torch.

Kusarigama - is a weapon that I would love to know how to make it work well.

So what are some other unused equipment or weapons that never get used and how can we best use them.

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You have been lots of help thanks

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After looking at this build i don't think Magus can work.
Currently i am looking at Battle Herald. Likely going 4 Cavalier Strategist,standard bearer/1 bard Battle herald.

Magus is my favor class and I think he would make a great arcane paladin i just can't find a way to make it work.

But weapons would be lasso, torch, Swordbreaker dagger is not really needed just looks cool.

At level 6 the goal is to do a quest or something to earn my knighthood. No real idea after level 6 what to do with him. Which is why i am looking at the Battle Herald, but there is not a way for a Magus to get it.

This character is not an NPC, but is based off being a NPC. from the squire or recruit feat. meaning at level 7 or so i would take leadership and gain my own squire etc.

For combat i am mostly looking for no (-) on the roll but that is it. I don't mind not having any bonuses. I was looking to play Support warrior/Support combat healer. just cant get the pieces to work

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These seems like a though build or people are busy. I will keep you posted on what i come up with.

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i have been looking at building a Squire character. I am linking Magus arcane paladin type. Useing Believers boon( unknown domain), Believers hands, and Extra lay of hands.

This character is to be a squire till about level 6. I want to be the one to set up camp, see to animals, go first with torch,

I am thinking Lasso, Torch, as main combat weapons. Using swordbreaker dagger modifed hollow hilt to be survival knife style.

So what i need help with is knightly order, feats at level, maybe a differnt class. He will also play a lute.

let us see what we can build. The idea is to be a squire to someone who has the recruit feat.

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I love the MoMS. if I monk dip it is always for this. I like using Panther style and Snake Style so broken with high wisdom mod. You move they get AoO if they take it bang, panther style lets you hit first for wisdom mod of unarm attracts. then if they miss their AoO you get to use snake style for two more hits. Snake style makes your hands do P damage which means if you want to be Kano you can. With the critical hit feats you can impale them with a P damage weapon. Cause a lot of feats but to impale my enemies with my hands I will take it.

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I like bards over all i will have to look at the animal speaker Bard. I like the idea of Summon Natures ally being the focus.

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The Cavalier archetype Hunt Master, gets whips and nets. It is in the animal companion book. I figured Magic or firearms made to do non-lethal damage was going to be the best way to capture creatures. Then use Handle animal to train tame it. IT is very Pokemon'ish but someone is training all the animals like hunting cats and war elephant, and the like. I am just trying to make a character who that is where he shines, don't want to be useless in combat but i am ok with not having any combat feats or bonus damage in general to better perfect I skill of Handle animal and Survival. I don't believe we can use the physic stuff but i will look into it. might be the way to go.

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Hello,
okay let me state I am building this character to be very good at what he does and okay in combat. If not okay have something to do in combat at least.

I am trying to build a Animal tamer/trainer/breeder. Any book for pathfinder is likely okay for a source. please no 3 party stuff. Skills i will be working with

Handle Animal,Stealth,Survival,Ride, Knowledge (Nature), Perception,

Feats - Beast Hunter looks nice but...

Now The RP side of things I will being hunting, capturing/killing, Taming, breeding of animals, magical beast, and other exotic creatures. In this setting we are using The Ultimate Campaign rules. So i am hoping to open a stable, shop. maybe as the city grows a zoo.

20 point buy system.
Right now i have no idea what class i want, what combat skills/weapons. The problem I run into is i am not sure best way to take down bigger animals. I was thinking maybe be a wizard or bard, or maybe a trapper ranger. Regular combat will likely send in beast or do little to know damage maybe whip or net for control?

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Update on this character: i am going Ranger Trophy hunter/Trapper may duel class later. May create a new thread to help with the build.

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Hello,
I have not played in about 2 years. Getting back in it. The character concept i am going for some one that hunts, captures or kills, tames and breeds beast.

1. What is a good charcter build for this?
2. Try to keep it non-3rd party stuff.
3. How would i go about how would i go about the hunting,capture and transportation, taming,training,qnd breeding of beast?
4. I feel like the advanced rifle,whip, nets might be good weapons for this but not sure the best way to make this happen. 5. I have once see the rules some one came upwith for whaling. Surely someone can help me here.

Open to all classes just trying to get a hold of this character. I know he will be support and downtime type charcter. But lets see what we can come up with. I really just want him good at what he does.

Thanks in advance

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Don't get me wrong I can see how it could be abused too. But I really like some abilities. I would love some ninja tricks, with magus and unarmed combat of a monk. You can use spells to mimic rage, and beast form. But trying to do it all with out super muilt classing. Quivering palm is sweet and will have to look at lawful evil assassin builds using it.

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From the way it reads, they work like archtype being you can only have one secondary class because it would mesh with the others. I would like to make a ala carte type character by being able to select any 3level power at rd and any 3or7th level power at 7th etc. Giving lots more options. Would this work? Would it be op?

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I have been trying to do a New class or a Magus arch type call shinobi. Bring in that second edition skills and power type ninja to the table. We need a class that is int and wis based for all ability. A little ki, a little arcane pool sword skill, and some unarmed combat that doesn't suck at high levels. I have a post with my early creation still needs some work. But I am in the same boat, I do like some of the shadow dancer abilities for a ninja.

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I think plays are to use to video game the see the world in look and exp nothing more this moral compass thread was to help open up my ideas to new ideas and hopefully find a way to bring lawful good character as into my world. Maybe even paladins but most avoid them like the plague.

Thanks Everyone

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See your right on the money party's of players never ask the right questions if you have a raiding party of goblins raid a village you slay everyone in the cave yeah hero's , but wait there was a two different clans in those cave and you killed them all. How many times as players or Dm did you make sure this cave was home to those goblin you killed in town?

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One I am driving at does a lawful good Magus who torture for information become lawful netral or does no one act say this character is good or bad.

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So how can lawful good characters going goblin caves uninvited kill all goblins and take the loot and still be good characters?

The point to the three is to gain perspective on lawful good so I don't assume all lawful good characters are paadins.

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Lawful Good
Justice is all. Honor is my armor. He who commits a crime will pay. Without law and truth, there is only chaos. I am the light, I am the sword of righteousness. My enemy shall pay in the end. Right is might. My soul is pure. My word is truth.

Of paizo website for alignment

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A magus has no alignment restrictions which is why I choice it as the center of the questions.

So breaking into someone someone house killing everyone and taking everything of vaule evil?

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When faced with a impossible choice is the lesser of two evils still evil? Does one act of evil make one evil? Does the evil wizard who on a whim safes a child make him good by his one act of kindness?

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Remember he is a magus and may not talk to any god. He is not a holy or divne character only a lawful good one

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So braking a kindoms law because you are lawful good, by game standard would not make your character evil. So killing guard who are defending there homes, which happen to be where a evil wizard lives is OK even if said gards are lawful good by game standard?

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Yes you are correct so then how can someone be a lawful good character? If lawful and good are different

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If killing is evil,
And evil done to evil people is evil,
Then how can any combatic character be lawful good? Sooner or later your actions will cause someone's death you killing the goblin or not killing him and he kills your party.

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True but I am looking for more of a moral compass. Lawful good does not mean holy. A lawful good character who obeys the laws of the land and does good to further the land and its laws is lawful good. But that doesn't mean he is holy or should be held to religious rules of lawful good

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Does being ordered to commit evil alleviate your moral responsibility to the crime.
Example
The king orders no survivers kill every man woman and child. E

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OK so same group kills all assassin in the battle. Town guards arest the party to stand trail, the party wants to make a brake for it , would the Lawful good Magus have to stay behind and go to trail or would he go with the party?

Also what if torture in this kingdom is legal then could the magus do it?

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The magus does not have to be the one doing the torturing but if he allows it is it still evil

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So if torture even for just reasons to save other people etc find the person trying to kill you ect is still evil?

So evil done to evil people still evil?

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First I don't think there is a right answer per say but I want to see what people think of Lawful Good.

A group of assassins try to kill the party. One or more of them are captured in they failed assassination. Can the Lawful Good Magus take party in torture to get answers out of the attackers?

The Lawful Good Magus has a military background and Served in the Kingdoms army.

If you think he can or cant please list rules and or your opinions that support your view. Thank you.

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Also I should point out that When I use the Term Shinobi I am basing it mostly off the second edition Ninja handbook. Shinobi where non-Ninja classes that were part of the clan, and learn some ninja arts. The wizard shinobi could use throwing stars and Ninja-to. I believe they also go hide in shadows and move silently but I may be wrong on that. I will double check. Either way they are classes that are not Ninja class. but learn Ninja ability's and weapons. Still working on a Rework going to try and have it up by Saturday night.

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The biggest thing is I don't think the Ninja should be Charisma base. I think it should be Int or Wis. KI is a Wisdom based thing. The reason to have Charisma KI makes no sense to me.

The factotum stuff was mostly to try and fill out higher levels. The rules for creating classes say you should get something at each level or two things in most cases.

I have come up with a Cab level 20 ability I want to called inception. When the Shinobi kills a target using this ability they take the form of the person they kill. This means if you kill the Halfling you can become the Halfling. You stay in this form to you dismiss the ability or use the ability again.

The reason for Inception as the name... You would be role playing a person inside of your role playing of your character lol

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This archetype is pretty good let me do some. Rework and I will get back to you

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Does the unarmed combat damage increase or can we give him still mind so he can take Monastic Legacy.

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Oh and yes theme is off the video game, naruto, mortal kombat ninjas etc. Ninja with spells and special sword skills

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I am wanting a magus/ with ninja tricks and unarmed combat. The rest is pretty much trying to balance it. This started as an archtype but with something that didn't work. The idea with this class is it is the ninja clans anwser to magic. Ninjas are OK by them self but they could not get in or out of any wizard made building and at high levels ninjas don't scale well. So I made this.

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Iaijutsu Focus (wis)

(Oriental Adventures variant, p. 58)
Description
Use this skill to gather your personal energy (ki) in an iaijutsu duel.
Check
If you attack a flat-footed opponent immediately after drawing a melee weapon, you can deal extra damage, based on the result of an Iaijutsu Focus check. In addition, if you and your opponent both agree to participate in a formal iaijutsu duel, your Iaijutsu Focus check replaces your initiative check for the ensuing combat. In an iaijutsu duel (see Chapter 6), you and your opponent make opposed Iaijutsu Focus checks, and the winner accumulates extra damage dice according to the accompanying table. You can also use Iaijutsu Focus in preparation for striking an inanimate object, assuming no distractions. Your extra damage is halved, just like your ordinary damage. This is the technique martial artists use to shatter objects.
Check Result Extra Damage
10—14 +1d6
15—19 +2d6
20—24 +3d6
25—29 +4d6
30—34 +5d6
35—39 +6d6
40—44 +7d6
45—49 +8d6
50+ +9d6 (maximum)

The Exchange

Hello,
This is my first attempt at creating a custom class and it is lacking after level 15 and might be to heavy upfront. Would really like some help putting this together.

The idea is to create a Magus who can use ninja weapons, Ninja tricks, and some unarmed combat damage, etc from the monk. Making a character based on INT and WIS.

To give this class options when you select this class you must decide if you want standard Magus weapon Proficiency or Ninja Weapon Proficiency.

The shinobi has the Magus spell list, and spell progression.

Also all ninja tricks used by the Shinobi are Wisdom based.

The shinobi can learn all languages including Druidic, and other secret languages.

Bonus spells ability: at level 1 and every three levels after shinobi receive a bonus spell in every level of spell they can cast. This bonus spell can be from any spell list.
example: at level 20 you would have 6 level 0, 6 level 1, 5 level 2, 4 level 3, 2 level 5, and 1 level 6 bonus spells that can be from all spell list.

When the shinobi receives Light armor at level 4 it is the same as the magus ability at level one. This light armor also does not cancel the Ki abilities received from level 3. So you can wear light armor still get your wis AC bonus and use ki pool to increase your movement by 10 or gain an extra attack.

:

Shinobi:
8d
6+int skill points
BAB Fort Ref Will Abilities
1 0 0 2 2 AC bonus,Unarmed Combat,Arcane,pool,Fast Move
2 1 0 3 3 Spellstrike, Spell combat
3 2 1 3 3 Ki-pool, arcana, Brains of Brawn
4 3 1 4 4 Light Armor, ninja trick, Iaijusta skill
5 3 1 4 4 Spell Recall, light step, cunning knowledge
6 4 2 5 5 Poison use, Ninja Trick, Arcana
7 5 2 5 5 Defect arrow, Evasion, slow fall 20
8 6/1 2 6 6 High jump, Ninja trick
9 6/1 3 6 6 uncanny dodge, high in plain sight, slow fall30
10 7/2 3 7 7 arcana , Snatch arrow,
11 8/3 3 7 7 improved evasion, Bonus feat slow fall 40
12 9/4 4 8 8 Master Trick, Cunning breach
13 9/4 4 8 8 improved uncanny dodge slow fall 50
14 10/5 4 9 9 arcana Master Trick
15 11/6/1 5 9 9 Bonus feat slow fall 60
16 12/7/2 5 10 10
17 12/7/2 5 10 10 slow fall 70
18 13/8/3 6 11 11
19 14/9/4 6 11 11 slow fall 80
20 15/10/5 6 12 12

Fast Movement as a Monk,
Ki pool same abilities as a monk can get one extra attack even without flurry or unarmed attack.

Brains of Brawn: is from the factotum and all str, and dex skill now get your INT mod instead of str or dex

Cunning knowledge: is from factotum
(Ex): When making a check involving a skill in which you have at least 1 rank, you can spend 1 arcane point to gain a bonus on the check equal to your shinobi level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills

Cunning Breach is from Factotum
Cunning Breach (Su): Starting at 11th level, your broad knowledge allows you to study an opponent and gain a brief flash of insight to breach her defenses. By spending 2 arcane points as a free action, you can ignore a single target’s spell resistance and damage reduction for 1 round. The target automatically fails any spell resistance check that she attempts to avoid your spell.

I still need some major work on it but let me know what you think.

The Exchange

Hello,
First I would like to define some terms then open it up for advice on how to make players/characters with different play styles Mesh better.

Power Gaming - Seeking to be the most Powerful regard less of character development, story, or Game.

optimizing- Using the rules to Max the Math system, to get the most advantages out of a character inside rule system

Roll playing - Lack of story telling it is all numbers. Examples I see of this ("I hit the guy, Roll dice, did X damage")

Role Playing - Usually in character talking - making sometimes game slowing decisions because that is what your character would do.

theatrical game Play - Some where between Roll play and Roleplaying. Example - With a raging Battle cry , Feeling the Rage take hold I swing my great sword with all my furry focus on the enemy in front of me. Then Roll Dice, I hit for X damage etc.

Now I have been at some point one or all of theses. I once even built a useless character and tried to carry him on Theatrical play only not math to back it up, he died in glories battle on the end of a goblins spear.

So my question is what are some ways to better mesh players styles so everyone feel they are getting to do what they enjoy without the party falling into disarray.