Swordpriest

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So I was toying with the idea of using a Clone Master Alchemist as my BBEG for a home campaign I may run (depending if this works out like I would like).

In brief, the BBEG will produce clones and/or simulacrum to branch his influence out. To fund all this (and his clones/simulacrum) I was going to take the Master of the Ledger feat.

So in essence I could create huge amounts of BBEG copies and branch them out into multiple countries to invest a la MotL feat to give myself near infinite funds to continue to create clones and carry out my nefarious plots. Party will be able to continuesly kill me until finding my true lair (probably via betrayel by one of my clones/simulacrum).

My questions are thus:
Is there a set amount of simulacrum and/or clones one can create? I know there is no telepathic link but that's easily done by messenger and many other means to give commands.

Is this over reaching in regards to cloneing and the MotL feat?

Does this not sound as awesome as it does in my head?


So when making Advanced templets of undead (Skeleton and Zombie)it's noted you can make advanced zombies by casting certain spells while casting Animate Dead, Haste or Remove Paralysis to make a Fast Zombie or Contagion to make a Plague Zombie.

I haven't been able to find anything similar for Skeletons. It says there are Bloody Skeleton and Burning Skeleton variants. But it doesnt have additonal spells or anything like that to suggest how to get those variants.

I was originally thinking Regenerate for the Bloody variant but that's a huge gap in spell levels by comparison to the zombie variant suggestions.

What is a good alternative to make a Bloody Skelly or a Burning?

This is for a Cleric btw.


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So Ive seen the Hulk and Cap builds and suggestions for a Synth Summoner for Iron Man, but I haven't seen much for Thor.

So what I've come up with so far was

Human
Invulnerable Rager Barbarian (To emulate his ability to soak damage)
(I also put all my favored class bonus into +1hp)

Traits wise I don't know what would work best.

Str: 18 (+2)
Dex: 14
Con: 14
Int: 10
Wis: 12
Cha: 12

Feats:
Bonus: Deadly Aim
1: Power Attack
3: Opening Volley
5: Weapon Focus Warhammer
7: Vital Strike
9: Furious Finish

Rage Powers:
2: Reckless Abandon
4: Renewed Vigor
6: Ground Breaker
8: Increased Damage Reduction
10: Powerful Blow

For Mjolnir - I had a +4 Adamantine Shocking Burst Throwing Warhammer
with a Greater Belt of Mighty Hurling to give it the Returning property and a +4 Str bonus to boot.

And that's kind of as far as I've gotten.

I know I want to get Come and Get Me when I get the chance.
I've also been thinking of Close-Quarters Thrower but don't know if it's worth the feat chain.

Any suggestions on any of it?


So occasionally my group does one shots here and there to try out new characters. The next one shot we're doing is at lvl 7.

So far the party consists of me, playing a Kensai Magus, wife, playing a straight Bard, and one other who may be playing a Barbarian.

Here are our gear guide lines.

* one +2 item or equivalent
* one +1 item or equivalent
* one special item you deem appropriate to your character
* Non-magical weapons and armor are free
* 600gp of extras, non-magical supplies

So we've never geared out a Magus or Bard before. So I'm wondering, given the guidelines, what items would be best for the Kensai Magus and Bard?

Some character basics:

Kensai Magus - Str build, Psudodragon familiar, looking at a Keen Katana

Bard - More spell focused build, high Chr and decent Dex, more a controller buffer/debuffer build, took Spell Focus Enchantment.

So what +2, +1, special item (which our GM is very good about letting us get awesome things if we can give a good RP reason), and basic supplies (other than obvious) would you suggest for each?


So a player of mine wants to make Ash from Evil Dead/Army of Darkness.

I'm a big fan of those movies so I'm totally on board.
But thats a fairly rough concept to bring to play.

Should he start as a Gunslinger (Musket arch)? Or Fighter with a dip or feats for Gunslinger?

My initial thought was Fighter with GS feats. But then he pointed out he was looking at the Musket arch, and planned to be mostly ranged. Which if thats how he intends to play works for me.

The other issue is the cut off hand. He's good with not getting a chainsaw, for obvious reasons. So we've been looking at a locking gauntlet with a longsword. Any other suggestions that may work better?

Any build advice would be a super big help!


So I have 3 regular players. All fairly seasoned. Know how to play and take GM direction well.

I'm planning on having them them play a "Holy" campaign. Where they play only divine casters. I also plan on making them play different roles than normal. My usual healer I'm going to have play a combat focused Pally. My usual DD Im going to have to play a support Cleric. And my usual support guy I'm going to have play a dd Inquisitor.

Now normally this could cause issues but I've been playing with these folks for like 10+ years and they like when I shake things up a bit.

Now the part I could use some help with is the setting. Are ther any good Undead heavy APs (3p not off limits)? Preferably starting between levels 1-5. Slightly on the difficult side. Want them to have some good fear in them. Horror themed is pretty good too.

In all honestly doesn't have to be an AP could just be some good source materials or suggestions.


So building a Catfolk Ninja and was looking at going with natural claws instead of taking a weapon. Am I gimping myself with this?
Basic setup I have going so far

STR: 12
DEX: 20
CON: 14
INT: 12
WIS: 8
CHA: 19

Took the Cats Claws (gives 2 natural weapon attacks at a d4 each) and Scent Racials

Feats wise

1: Weapon Finesse

2: Vicious Claws (makes sneak damage d8 instead of d6 if I use cats claws)

3: Cat Exemplar Sharp Claws (makes them a d6 instead of d4s)

4: Vanishing Trick

Thats what I have so far. Should I change those? Should I use Wakizashi instead of Natural Claws? What should my feat advancement be from here?

I was thinking of taking Nimble Striker (no -2 when cleave, lunge or charge) at 5 in prep for Claw Pounce (full claw attacks when charging) at 14. Is that too early to take Nimble Striker?


So I was looking at all the Super Hero conversion conversations and I was wondering what would be the optimal "Incredible Hulk" build?

It looks like Ragealchemist is the way to go. Suggestions or builds appreciated.


So building a Dhampir Inquisitor with a Curved Blade, Elven.

Dhampir get a +2 Dex bonus.

Starting lvl 4.
Should I take the first two feats as:
Exotic Wep Prof - CB, E
Weapon Finess

Then 3rd as:
Weapon Focus

Or should I say forget Wep Finess and go Power Attack and forget the Dex build?


So I want to make an Inquisitor of the Castlevania persuasion.
Specifically from the Lords of Shadow game.

So I was looking for help on the build (being a whip/spike chain user) and most specifically the Combat Cross.

What feats should I take? Should I go more Dex or Str based?

Should I build the Combat Cross like a whip or spike chain? Or is there a way to make a type of hybrid?

I'm new to the Pathfinder rules so don't super know how to get it done.

Any help would be amazing!


So I'm new to Pathfinder. I'll be joining a group that runs Pathfinder. After looking around and doing some reading. I was looking at making Dhampir Samurai. I know Dhampirs aren't the best choice for the Samurai class (-2 Con is definitely terribad).

But I wanted to do an Order of Tajiya Sam. I figured it could work as a fighting fire with fire kind of back story. Adopt and teach him so he can hunt down all manner of evil creatures (a la Vamp Hunter D).

I was wondering how terrible is this going to be?
Should I ditch standard Sam play and go for Sword Saint?
It seems mounted combat for Sam isn't all it's cracked up to be.

SO, basically, I was looking for any advice at all on this concept.
Build ideas, play style, etc.

Thank you!!