The Jester

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Rest assured that I am dissuaded of my ambitious idea. You've all convinced me to work more within the system. I'll settle for relative speed, and use a homebrewed, specific free archetype.


I'm finna run a DBZ-inspired game, and aim to give PCs extra actions to represent the speed gap between them and others. I figured roughly 1/5 levels would be plenty, and many named NPCs will be similarly juiced.
I've only dipped into PF2e, but it seems like a perfect system for what I'm trying to do, from the actions, to Inner Radiance Torrent.

What sorts of whacky things can characters do with 4-7 actions per turn?
Does it inherently break any rules which would need fixing?


McDaygo wrote:
Question how did you get oathbound as a Antipaladin?

I pointed out to my GM that Antipaladin is not well-supported with content, and he agreed to let me take Paladin archetypes.


While redemption is fun in real life, our game doesn't have the vibe where that is the cool thing to do. This group is all about overkill and a healthy rivalry of optimizers. Plus, I've played redemption in another group. That was cool, but what I haven't ever done is play the villain from within the party, and this is his apex. So thanks for the ethics lesson I didn't ask for, but I already made my decision, and abstinence is not an option.


Garretmander wrote:
Agénor wrote:

Talk to your game master about it, he will know whether the other players would find fun in your proposal. What you describe feels like your character becoming an NPC but played like a PC for this session.

I've been on the receiving end of something similar once, it was nice because the game master and the player worked together and because we were grown ups.

This, but also split the party in an in town non-combat situation to deal with them one at a time from surprise.

How did I not think to split the party? I'll coordinate with my GM to find a reason to do that.


The GM has been allowing a little flexibility on code to keep from party infighting. A compromise here and there on how we do things is no consequence to my character's long-term goals of using the party to advance his position towards releasing his deity and bringing about the destruction of the corps which govern the world. Party is pro-corporation, and the last sessions of the arc are going to be about choosing a side on that matter. No more compromises.


Shock and surprise, my Antipaladin has been a bit clashy with the rest of the party. Most big decisions come down to a long debate between me and another player, with the more combat-focused players kinda bored. We're coming up on the end of a campaign arc, and our GM wants us to pick between two factions. Fundamental characteristics have my character and the aforementioned player on opposing sides (Pikachu.shock.jpg).

I think this is a good opportunity to write my character out. Dramatic as I am, I want to betray the party, defeating them each in unique ways like I had their weaknesses on file. Thing is, I don't want to be a total dick, so I'm trying to not kill them. Any other recommendations (besides abstinence) to make this betrayal less annoying to the players is welcome.

Resources:

- It's a modern/post-apoc campaign, and tech level is basically equivalent to the '90s. Guns from here and standard Pathfinder equipment. $10:1gp
- My levels are 3 Antipaladin w/ Oath of the People's Council (paladin), 2 Thug Rogue, 2 Cavalier w/ Order of the Cockatrice, and 1 Battle Herald.
- Also definitely not PFS, so go nuts.
- I took Leadership a few levels ago, and never got around to building my followers. I've got a leadership score of 17 in regards to followers. That's thirty lvl 1, two lvl 2, one lvl 3, & one lvl 4.
- Dazzling Display as a standard action, and the Thug Rogue variant to cause Frightened condition.
- Blade of Mercy trait, so I can deal non-lethal for Enforcer/Hurtful.
- A bunch of teamwork and Charisma stuff which can't really be used on the party as enemies...
- My cohort does fat DPS as a grenade-launching rogue/alchemist, but it's all lethal. Haven't finished her level up to 7. She's got a feat, and two 2nd lvl extracts. Her discoveries are Infusions, and Precise Bomb.
- I also have access to a feat via lvl 9. Was gonna take lvl 2 of Battle Herald, but that hardly seems pertinent now that I'm abandoning my party.
- Allies in powerful places, probably more loyal to the party than to my character in particular.
- 40,000gp, and half-price magic items. Probably should have lead with that..

Frienemies:

We are level 9, with the gold rating of level 12-13. Each of us is well-optimized in our field. Maybe them more than me.

We have two DPS characters which can one-shot me no problem, so they need to go down first and fast. The first is a melee size queen with the Superstitious rage power tree. A proper big dumb barbarian, he is rocking 7s and an 8 in mental stats, so if we can get one of those to 0, that would be ideal. Also has a 10 touch AC somehow, so I was thinking a few lvl 1 followers with wands of Ghoul Touch, or something?

The other DPS is a shooter that uses True Strike to Rapid Fire (each 5 over target AC equals another bullet hit, approximately 30 damage ea). I have Deflect Arrows, but that's only one bullet. His weakness seems to be Fort & Will saves, and a mediocre AC. He likes to "overwatch" and do tactics and sh*t.

We also have a grappling brawler. He should be taken care of by Dazzling Display, but one bad roll and the DC increases. I think he only needs a full round to hog tie me. I'm worried about Martial Flexibility getting him out of anything. He's a lizard man luchadore, and is clearly the wild card.

Lastly, the psychic Investigator. He's not so useful in combat unless he lands a Mental Block. Between fat Antipaladin saves, and Rite of Centered Mind loaded up as a spell-like 1/day, I'm not hugely concerned. Still, a funny, and unique way to take him down would be cool. His character is group lawyer, with bland suits.


Derklord wrote:
Which brings me to another point - you say you're "hoping to put those extra arms to use by holding a reach weapon", are you talking about wielding a reach weapon and a non-reach weapon at the same time? Because otherwise, you wouldn't profit from the extra arms.

For sure. Went Shield Champion, so I've got a shield in one, and an heirloom (grapple) Dan Bong in the other. Gonna do some Whirlwind Attack trips. I might consider a composite bow to accompany my reach weapon; Keep a nice perimiter for some light sniping.


Talonhawke wrote:
1.I would assume that you are not proficient flat out by looking at the cleric line for weapon mods.

My interpretation is that it prevents abilities with specific weapons, not weapon groupings. Additionally, given the preceding sentence, I suspect that the last sentence is referring to weapons of the new "modified" weapon tier beyond the "exotic" category, and not weapons that have been modified.

Derklord wrote:
No one knows for sure (confer this thread), but everyone plays it so it's like Flurry of Blows.

That link will make a good citation if my GM contests. In it, you pointed out that there is no designated primary/off-hand. Is this true for Kasatha? Their text reads, "Multi-Armed: A kasatha has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands."


Looking to build a (slightly nerfed, but still fully 4-armed) Kasatha Brawler in an upcoming game, and I'm hoping to put those extra arms to use by holding a reach weapon. Funny enough, the close weapon group doesn't have any of those, but I found the Versatile weapon mod. When I went to run the numbers, I realized there isn't any ruling on two-weapon fighting with a two-handed weapon. Found some forum answers, but of course none of them touched on the Brawler's unique flurry, because close weapons don't tend to require two hands.

1. Does making a martial reach weapon exotic (the penalty for Weapon Mods) exclude it from proficiency with weapons of the Close fighter group? I read the last sentence on weapon mods as referring to exotic weapons upgraded to require the Modified Weapon Proficiency feat. Using a martial Boarding Pike would be thematic to the campaign, but I'd rather get the disarm quality of the Ranseur.

2. What penalties am I looking at for using a two-handed weapon in a Brawler's Flurry? I can hold a light weapon in an off-hand, but would rather be able to do the full flurry with the two-handed weapon.

2a. Would trip, disarm, or sunder maneuvers made during a Brawler's Flurry with a two-handed weapon be subject to the same penalties?
2b. Throwing Maneuver Master into the mix, would the free maneuver granted on a full attack be affected by those penalties, or any other penalties from the Brawler's Flurry?

3. Is Power Attack damage on the second attack reduced by 50% for being "off-hand," even though the weapon is wielded in the same hands as the first attack?


Well, that is upsetting. I suppose that leaves me with only question 1.


Lelomenia wrote:
For 2, you need to meet all the prereqs to gain Demonic Slaughter through MoMS. The rest you will probably see disagreements about how it would work.

Master of Many Styles specifically states that the prerequisites to style feats do not need to be met when picking the bonus feats gained at lvl 1 & 2.


Working on a Master of Many Styles build, and came across a few uncertain hopes.

1. With True Strike cast on the previous round, my character with Smashing Style makes a successful sunder attack. Smashing Style says my character would then make a bullrush or trip attempt at the same bonus. Does this mean they retain the +20 from True Strike?

2. If my character obtained Demonic Slaughter as a MoMS bonus feat, do they need to have Great Cleave to gain benefit from Demonic Slaughter?

3. Say my character is using Smashing Style and Demonic Style, with Demonic Slaughter. Since sunder is an attack replacement, they would be able to use Smashing Style to sunder>bullrush a foe. Would that attack still count as being part of a charge, since no action usage has occured?

3a. If yes to 3, would that allow the character to continue bullrushing enemies around, making cleave attacks to as many enemies as they could reach?


Looking to crank out max damage on a Cavalier build, and doubling Power Attack (with Wild Flanking) seems like a good way to do that if I'm using Spirited Charge and a lance. The only problem is dealing that much damage to my allies. 1x is manageable, but 3x-5x Power Attack is way too much.

Does the bonus damage to my allies from Wild Flanking get multiplied by Spirited Charge/Lance/Critical hit?