Kirhosk

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RPG Superstar 6 Season Star Voter, 7 Season Star Voter. Organized Play Member. 163 posts. No reviews. 1 list. 1 wishlist. 2 Organized Play characters.



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Excellent! Can't wait to get my copy. =)


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For the Shaman, I'm concerned about the loss of the necromancy spells from the cleric list. My Bones Shaman pretty much required access to those spells to fit, and the druid spell list is lacking in undead creation and necromantic abilities.


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I had begun writing a document for translating some of the upgrades from the Mega Man X series over to a format usable by the Machinesmith. In my extremely biased opinion, I think that they are worth looking into for a an official release.

It's a few pages long, and I'd rather not drop that much text into the thread, so that document and its ideas can be found here: Mega Man X Techniques and Gadgets for Machinesmith.


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While I don't have a name for you, specifically, this character makes me think of the protagonist in Secret of Evermore (http://en.wikipedia.org/wiki/Secret_of_Evermore), who would also be quoting (fake) real-life pop culture that confused both the NPCs and the player of the game.


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In the only game that I played that allowed Leadership (and Allied Cohort and Squire), any player that took the feat was in charge of giving the cohort his hand-me-downs and loot for equipping. The loot splitting was between the PCs, and cohorts were paid with the PC's cut.

Occasionally, if there was an item that no PC needed anymore, the cohort might get it instead of it going to the merchant.

*shrug* Worked for us. I don't see any reason to do otherwise.


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Completely on topic: I want to make a character that wields an algorithm dueling sword.

It seems that I don't have much to contribute at this point, other than agreeing with what has been said. The one-level dip into Magus feels a little off, particularly when there are other ways to get the EWP that you want without dipping Kensai. Personally, I would just stick with Fighter and eat the feats. Wearing any armor can ruin your ability to put up True Strike, and it eats your actions to get it cast.

If it fits your character, though, go for it. It's not a terrible idea overall.


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Hello everyone,

I'm currently in the process of designing a sadomasochistic vitalist (taking the soulthief method and sadist archetype), and I feel like having some kind of DR vs non-lethal (aka DR/lethal) would suit the character.

Are there any pre-existing traits, feats, or other mechanics that would fit this feeling?

Also, if there isn't, I'd like to know about designing a custom trait that gives DR/lethal. (I know I'm sort of crossing forums here, but it feels silly to split it into two threads.) Does DR 2/lethal seem like a good value for a custom trait, or should it be increased/decreased? Would something like DR 1/lethal per CL be too much?

Also, in case anyone is wondering, I don't believe that this would give me any mechanical advantage. Further, I don't believe that the non-lethal damage taken from using Transfer Wounds would be reduced by any sort of DR, including this DR. The trait is purely for fleshing out the character.


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Spoilers for the first book of the Xanth series:

Spoiler:
The main character's magical ability was to be completely protected from any magical harm, but by pure coincidence. Also, his ability tried to hide itself. For an example, someone was using magic to try and turn him into an animal that couldn't speak (to silence him), but a fly flew in the way and was changed instead. For another example, someone tried to poison him with poison gas, and he tripped over a root, avoiding the cloud.

This could be played as messing him up every time he provokes an AoO or is attacked, shoving him around the battlefield, knocking him over, and generally making it hard for him to do anything that puts himself in danger. It doesn't punish the player with death, but it does make things... interesting.


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My latest character has a flaw where he rolls a d12 for initiative.

Needless to say, he didn't bother to take Reactionary.


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Praying for a quick and complete recovery.


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This setting sounds absolutely fantastic. Can't wait to see it released and in my hands!


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I've been wanting to create a character that fit Mega Man for a while now, but Pathfinder (not being sci-fi based) didn't really have a class that felt right for it.

Now that the Machinesmith is out, though, I can see Mega Man's equipment as selectable machinesmith trick gadgets, and a limited weapon copying ability with the Arcane Analyzer. I am creating a document that will contain augmentations, gadgets, and techniques that fit the armor upgrades from the Mega Man X series.

Link to the document is here.

I'll be updating it as I have the time, but if anyone has any requests or suggestions, I'm open to them.

So far, I have Crush Helmet, Dash Boots (with Air Dash), Reactive Force Armor, and Weapon Pre-Charge.


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Mechanics:
On every even character level, players may choose one non-combat feat that they qualify for (referred to later as a 'roleplay feat'). They gain this feat, but they lose the feat's benefits during combat (bolded for emphasis, if you're skimming the post). Further, roleplay feats do not count as prerequisites for any non-roleplay feats.

Why?
My players' characters are very combat-oriented, although by backstory, they really shouldn't be. I have a bowyer who can craft, and would use crafting feats if they didn't reduce his combat ability. I have a researcher who puts his feats into grappling and tripping.

...and the next story arc of my campaign would benefit greatly if they had used more non-combat feats to flesh out their characters. It's more of a mystery/sneaking/political arc, and shooting everything in the face could get them killed. They will be notified of this as the arc begins.

Anyway, rather than punishing them for their focus on combat ability, I would like to offer them a way to flesh out their characters in a roleplay capacity without giving them further combat advantage. I expect the bowyer to take Master Craftsman and a few magic item creation feats. The researcher would get some knowledge boosts for gathering info (but not for identifying monsters, as the boost doesn't work in combat), as well as possibly going into something that interests him as a player, but would lower his combat ability if he took it in place of a regular feat.

Why post it?
I think it's a good idea for getting your players to flesh out their characters more than "he shoots his bow really good" without punishing them. It somewhat serves the same purpose as traits, except that a lot of traits benefit you in combat, which skews what my players picked. (Almost all of them picked the +2 initiative trait)

Let me know if you see any problems with this mechanic as I've stated it, and I'll see about revising it.