Daji

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11 posts. Alias of Kenshan.




Thank you first and foremost for reading this.. any constructive feedback would be appreciated!
So right off the bat I would like to establish the situation around my party. We are a varied group that has some members prioritizing min maxing and smashing while others are more concerned with role playing. Myself personally, I like to do a little of both, meaning that I find a great character concept I will roll with it, but why not make them the best they can be no? Overall yes, I know the Arcane Trickster is not by any means an overpowered class, but I would like to be the best AT I can be never the less.

OPTIONAL Character Background:

Imagine a future parallel to our own in which magic was an actual thing of the past. However for reasons unknown to us magic has continually waned until now only being a thing of myth and legend. Some individuals of wealth and museums hold artifacts from that distant past, even those have lost their power completely. Now only the social elites have but a few tarnished rings of prestidigitation that are used but once a year.
My character works for one of these social elites whose mission is to prove the myths and legends and validate that magic did and still does exist. Much effort and wasted time had been spent on the project to no avail, but once an attempted teleportation device was created to help facilitate transport from facility to facility. However after their first successful attempt the item went a few hundred feet away and caused nearby magical sensors to spike at that moment as well.
Upon investigation what appeared as teleportation was really time travel. The item had moved through its own time line to appear at that location. In addition the spike of magic that appeared was magic released from that moment of time being opened. Through theory and continued research it is speculated that magic has faded from the myths we equate it to due to a large scale magical event from the past that is somehow siphoning magic from the future to fuel the effects. This is why magic erupted out of the warp in time they created.
Magic however is a fickle thing, highly equated to radiation in a sort. It is highly volatile and wants to react. One of the scientists in the room the were the first warp in time was created started to show changes resembling that of an elf, and has lived into his mid 80's physically unchanged from that point. Theory suggests that unlike radiation magic reacts in a very systematic known fashion, thus the changes in race and abilities to control it. This means that dwarfs, elfs, and all the other races aren't gone but there just isn't any magic interacting with them to make these changes.
Just how there are those who work to unveil magic there are those that try to extinguish it. The more progress towards uncovering magics nature the more a simple protest group against magic turned into hostile terrorist unit bent on destroy all of the research and facilities dedicated to progressing magic.
The latest development was that people would be sent back in time between various points in time that were registering as large scale magical events, however just how magic is similar to radiation due to certain world events it is very difficult know the exact strength of events so far back. Therefore the participants sent back in time would be sent with a radioactive agents that they can expose to intensify the feedback from that event for us to find out the exact event and then try to change it. Before this plan could be enacted, the hostile anti-magic group struck the facility, my character attempted to escape the assault by going ahead with the plan and traveling in time.
Now my character is simply trying to search out and large scale magical events to activate the radiation unit once he finds the actual event siphoning magic to it. This in turn is his only chance at saving himself to, because if in the future there wasn't 20 locations but 3 then maybe just MAYBE he could change that he wouldn't be at that facility that day or that time. This also accounts for why he is a rogue, having knowledge from the future, this accounts for why he is a tiefling now that he is exposed to magic his true lineage is coming to light, this also explains how he starts to acquire his magical power, he always had an affinity for it but there was no magic to manipulate prior.

Starting off, I will be at lvl 5, 25 points buy, Tiefling, I'm thinking of using natural attacks to avoid the expenses of weapons, plus rogues are more about the sneak attack damage meaning more hits=good.

Unchained Rogue seems like a good start plus I'm unsure if I can select natural weapon when I reach 3rd level with Weapon Finesse, if not the Knifemaster archetype seems interesting.

Spheres of Power starting with the Incanter class having Sorcerer Blood line of Raksasha and Sphere specialization of divination to get Forewarned. In general I would focus most of my magic into telekinesis, illusion, and warp.

For telekinesis, I would take Deflect, Parry, and Quick Catch so that theoretically I could block any melee or ranged attack as an immediate action for a spell point. Getting some of the other talents like Flair or Finesse would be idea but I'm unsure how those would work in conjunction with abilities granted the AT class.

For warp, I would get the emergency teleport.

For illusion, I got Invisibility, this aids for the rogue to ensure their SA as well as all other mischief.

Feats from Protokinesis tree like Force shield, Counterweight, and Gravativic Anomaly are some fun feats I'm thinking about for mischief and flavorful fun.

Overall, I want assistance with feats, talents, and archetypes but mostly how to integrate the AT class into a sphere based caster. Anything else you wish to comment on as long feel free, I appreciate the help in making this idea come to life!


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So I'm a new player to the tabletop gaming scene and was looking for some advice. I have always enjoyed super heroes, and one of the main reasons I enjoy role playing is the re-creation of iconic heroes as well as making new ones with my own design!

Overall, I have been trying to soak up as much info as I could, because I feel like every new feat or archetype I learn about is a small tweak I can make to fit the characters back story just right. Right now though I'm at a loss, and new your HELP!!!

I was thinking about Thor, in general the feats I have seen so far are lack luster for bludgeoning weapons or hammers. In addition lighting also feels like the non-preferred damage type, even though IMO it has so much potential for flavor and raw damage. I recently saw the storm kindler and storm druid that seem interesting, are there any other fun obscure class like such, more for flavor then min maxing here?

IF YOU ONLY WANT THE QUESTION READ BELOW
Goals being not min maxed but respectable character
1) Electric Blaster (I like the flavor of electric)
2) Melee Proficient (Hammer use would be a +)
3) Utility (A guy that wants to do it himself, doesn't have to be well)


Hi there! I'm a newer player and I don't need to be min/maxing here but I want to make sure that whatever build I'm planning is still bringing something to the table, so all help is appreciated.

Ok so lets get into it! I want to play a Kineticist, the reason is I love the Flash, so we will go with an air focus. I want the utility that air provides, also I have the idea of using "ride the wave" with "air's reach" to do a Flash like super speed ;)

Another idea I was thinking of going with is "kinetic blade" and doing 2 weapon fighting with this. OVERALL this doesn't need to be the Flash but bonus points the closer you get. If we can make a build that is viable using the kinetic blade, then all the better!

So with a 20 point buy, starting at level 5 what sorta race, stats, feats should I be looking at? How will this build look in further levels?

Once again THANK YOU


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As the title implies I'm on a quest to find the highest DC save we can get for the sleep spell. However since we all know this spell falls off rather abruptly we can only work with the witch with the slumber hex or the bard archetype sandman. These both allow for unlimited HD AMAZING!

Things to focus on are traits, races, feats, how do we krank up to the highest DC saves?

Also which class is better, the witch that can evil eye to lower the saves or the bard that can lullaby? Or should we think about how the witch can only do the slumber hex once per day/person and the bard is only restricted by their # of rounds of bardic music? In your opinion which is best?

If any more info on other classes that can compete are known of please feel free to list them, overall just provide links and sound thought process here thanks!


So lets call this endeavor making a Symbiote?

Essentially as the title lends, I'm looking for help altering the synthesist class. The player would like to go FULL monster and wants to lose all spell casting ability, and just have the Eidolon he is fused with (Insert Venom reference)

Needless to say it only makes sense that if something is lost, then something is gained?

So...upon losing spell casting do we get more
-feats
-evolution points
-skills
-????

p.s.
ideal time to try and balance this class too


Well a new game is about to start and the daunting task of what to be is before me. Luckily that is not the question I have, I know that I would like to try this new wizard I thought up. He is most akin to Green Lantern due to the creation school he is coming from

Create Gear (Su): At 1st level, you can create any object that weighs no more than 1 pound per wizard level you possess. Creating an object in this way is a standard action. The item remains for 1 minute before fading away, although it disappears after one round if it leaves your possession. Creating an item to an exact specification might require a Craft skill check, subject to GM discretion. The object must be made of simple materials, such as wood, stone, glass, or metal, and cannot contain any moving parts. You could use this ability to create a dagger, but not a vial of alchemist's fire. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Creator's Will (Sp): At 8th level, you can cast minor creation as a spell-like ability. You can have no more than one minor creation active at a time. If you cast the spell again, the previous casting immediately ends. At 12th level, this ability improves to major creation. You can use this ability a number of times per day equal to 1/2 your wizard level.

those being the main powers my first thought was to use create gear and basically be a fighter using whatever weapon is best for the job. Along with that I'd use Creators will to save the day and close off the tunnel funneling goblins or hold the collapsing ceiling up. However after I thought about it I would be the absolute worst melee fighter in history. I don't need that raw damage or optimization but I do want something that at least works. So with that said my question is how would this wizard fight using his main abilities? I'm leaning towards a chain user who encases people or confines them. A self defense method would be to encase myself in a crystal pocket then continue to cast magic at my foes? I don't know how it would work or if that is even viable so I'm wondering if anyone has any other methods of combat or rules that pertain to how his combat works, like would it be a reflex save to avoid the created chains/manacles/shackles? Also common manacles are 2 lbs. so then if I made * pounds of hefty manacles with create gear how hard would it be to break? Any help or thoughts would be appreciated
Thanks