Barbarian

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So last night I ran a short session 1 of RotRL for my playtest group. Didn't get the chance to finish the initial fighting, but had one goblin nearly crit on the gnome druid and another actually crit on the human sorcerer.

Because it's THAT kind of group, the goblin crit was described as running forehead first into the sorcerer, at crotch level.

The druid's response to his splitting headache was to shout "HEY MOE!" while using shocking grasp to do a 3 Stooges eye-poke. He missed, so followed up with a Gibbs Smack.

The third goblin was trying to catch swallowtail butterflies with its mouth. He succeeded as his head went flying from the fighter's crit with a greatsword.

The barbarian spent the entire fight enraptured by the bonfire in the center of the square. The GOBLIN barbarian.

During the festival games, the barbarian developed a new game for the festival: Throw the Goblin. Six competitors partook, chucking the barbarian off the cliff as far into the water as they could. The winner was the blacksmith.

To top it all off, after the PCs become named the Heroes of Sandpoint next session, the sorcerer has a meeting with Amieko to discuss a brew he developed that he calls Horny Horse and has a unicorn on the label. The characer's accent makes it sound like he's saying "Horny Whores".


I have a question regarding the Aegis.

Its main ability is basically an armor version of the mind blade that the soulknife uses, and comes in 3 varieties: Skin (various Dex related bonuses and doesn't count as armor), Armor (starts as masterwork chainmail mechanically and is later upgraded to masterwork breastplate), and Juggernaut (heavy armor and your basic tank form).

Anyway my question is how do these effect buoyancy? Is Armor treated as seashell and Juggernaut as coral?


In a new setting I am working on for my group, I've greatly tweaked the basic assumptions regarding magic. Four of the Core magic using classes (Cleric, Druid, Paladin, and Wizard) are unavailable to PCs, one (Ranger) is only available as a non-spellcasting variant, and I'm planning on Summoner and Witch being available, but with some minor adjustments.

The only change that I know for sure that I want is that the casting time for all of their actual spells to be doubled. I'm hoping for a focus more onto magical abilities and less on traditional spell-casting. The problem is I have no idea what to change in order to keep the classes balanced. Can anyone help?


Where are Cornugon Smash and Antagonize? I found Charlatan easily and it fits in perfectly with what I was looking for, but I'm having a hard time finding the ones for the fighter. Are they feats or something else?


I have 2 character concepts that I want to try out but aren't sure how to go about making them.

The first one is heavily based off of Tyrion Lannister from A Game of Thrones, or in his own words: "I'm not good at violence, but I'm quite good at getting others to be violent for me." Essentially a character without magical abilities or martial skill but still able to kick ass and take names by mere choice words.

The second character is for want of a better analogy a mix of Daredevil and Batman. Again non-magic using, but this time a close-combat specialist who uses fear and terror as a weapon and also happens to be blind.

High charisma for the first, maxed out Intimidate ranks and the Skill Focus (Perception) and Blind Fight feats along with permanent blindness for the second one are obvious, but any other suggestions?


Little Red Goblin Games wrote:
I'd suggest deciding where/if magic has a place in your setting.

No magic, just science. A friend who I'm collaborating with gave me advice on a "Technician" class:

Hit Dice: d6
Skill pts: 6+Int mod per level
Weapon Proficiency: Simple (which in this campaign will be pistols, submachine guns, and basic melee weapons like knives)
Armor Proficiency: Light

Level 1: Field of Expertise, Wrist-Computer
Field of Expertise: A technician must choose an field that he specializes in. Available choices are: Chemist, Demolitionist, Engineer, Hacker, Holo-Tech.
Wrist-Computer: Every technician has a personal computer on their forearms (typically mounted on the arm of a suit of power-armor that disconnects with the rest of the suit) optimized to their skill set. As their career advances the custom modifications that the technician makes provides them with greater abilities.


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I'm working on a sci-fi version of the pathfinder rules for my group, due to a personal dislike of the class/occupation system of D20 Modern/Future, and wanted to see if anyone would be interested in assisting me in this project.

The setting that I'm making this for is a pre-First Contact one so humans only, but there are four "races" to choose from based on what kind of world you grew up in. There's one each for heavy (+2 Str, -2 Dex, +2 Int), normal (unchanged), and low gravity (-2 Str, +2 Dex, +2 Wis) worlds and then a fourth for characters who've lived on starships their entire lives (no ability score modifiers but the free bonus feat has been replaced with the Zero-G Training feat and +2 Repair).

The classes is where I'm having trouble. Fighter and Rogue are obviously in with minor modifications (adjusting the class skill list and weapon proficiencies), the Barbarian I'm modifying to be enhanced with cybernetics (temporarily calling it the Cyber-Rager). The Expert NPC class would work well for those who want to be more tech-oriented (hackers, engineers, etc.) but I'm currently out of ideas on what to do for the rest.

The setting is fairly hard science, no psionics, no mystical powers, nothing like that. Hypothetically I'd be able to fit in the Wizard as a tech character if it had something like an omni-tool from Mass Effect, but unfortunately the setting that I'm using doesn't have anything like those.

Could I also get some advice on equipment? Specifically power-armor, guns (no lasers, still projectile based), cybernetics, etc.