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I'm getting ready to start a new campaign, and I have the concept of a deadly gambler. I'm having trouble deciding between the Cartomancer's ability to not destroy and get returning the cards she throws, or the Card Caster's ability to switch up the enchantments he places on the cards on the fly.

Suggestions, opinions?

Many thanks in advance

Edit: We're starting at level 2, and I'm not sure how long we'll be playing.


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In a campaign coming up I'll be playing a swashbuckler type character, and I want to have him be as lucky as possible. Sure I can describe a bunch of successes as being lucky instead of actual ranks in a skill, but where's the fun in that. We'll be starting at level 1, so this guy can get built from the ground up.

Fate's Favored: +1 bonus to any luck effect you are currently under.

I'm already looking at Half-Orc with the Sacred Tattoo alternate feature (+1 luck to all saves)

I plan on getting the Jingasa of the Fortunate Soldier (+1 luck to AC), and when I can eventually afford it picking up a luck stone (this would cover skills and ability checks (saves are covered by the Tattoo)).

I know I could have a bunch of custom magic items created, but I was wondering what else was already out there.

Items, Feats, Prestige classes?

Thanks in advance.

*I would like to keep it as Pathfinder centered as possible, any 3.5 material will be met on a case by case basis. I've done a little poking around in the Complete Scoundrel (3.5) and most of those luck feats give you a reroll instead of a bonus.


So, the other day I found the Barbarian rage power: Body Bludgeon, as well as the Abyssal Blood powers that increase the Barbarian by 1 size category while raging.

I started wondering what the best way to go about optimizing this ability would be.

Multiclassing into Brawler would grant access to the Grabbing style, Grabbing master lets you grab 2 opponents at once.

Greater Grapple lets you make two grapple checks each round (so you can grab and pin in the same round).

Obviously starting as a 1/2 giant, you can be considered large for CMB checks. Raging w/ Abyssal Blood lets you count as huge for those CMBs.

Toss in the Throw anything feat and you can start throwing the enemies you pin (because they now count as improvised weapons).

What I'm seeing is by Barbarian 10/ Brawler 8, you could dual wield enemies and pitch them in 5 ft increments.

Can we refine this further? Maybe be able to start using the enemies as weapons before lvl 10?


What are your thoughts about mixing the Freebooter & Skirmisher archetypes of Ranger?

Looking at the piratey themed ones, but I suppose I could always reflavor ones that mechanically favor what I'm trying to do.


There's no guarantee that this will be an entirely aquatic campaign so I don't want to lock him into that from the get go. Chances are we'll be fighting other humanoids mostly (whaling would be his profession before starting adventuring). I'd like to keep him as martial as possible, I'm less skilled at playing casters.

*Marks down Two-Handed Thrower

mechaPoet: That is a pretty slick harpoon, unfortunately starting at Lvl 1, it's a bit out of my price range.

SmiloDan: Warlord is a Pathfinder base class in the Path of War book (Their version of Tome of Battle): http://www.d20pfsrd.com/path-of-war/classes/warlord
I was also looking at some of the magic tattoos for later in the game.

He's probably going to be fighting melee mostly, but should he need to stab somebody across the room it's good to have the option to do so.


I'm looking to build a front-liner who fights with a harpoon. The character idea is someone who is larger than life, the kind of guy who would start folk tales about himself. Personality-wise he would be like a brutish swashbuckler (Strength fighter w/ flair). He'll probably be the party's secondary face.

I'm looking at a 1/2 Orc Warlord for his base class, but considering a fighter dip, for extra feats & weapon spec. I'm not set on the race, but would like to avoid anything too bizarre.

Thought so far:
1/2 Orc (reflavored as a regional human), Warlord 1
Stat importance: STR, CHA, DEX/CON, Int/Wis

I'll trade out Ferocity for Sacred Tattoo (+1 luck bonus to all saves!)

Feats:
L1: Power Atk, Iron Hide?
Warlord 1: Exotic Weapon Proficiency (Harpoon)

Key Skills:
Acrobatics
Diplomacy
Perception
Sense Motive

Gear: Armored Coat & Harpoon

We'll be starting at L1 so he'll have to be playable from the beginning.
I'm set on the harpoon (Might try to talk the GM into letting me use the 3.5 version that lets me attempt a grapple if I deal damage).

Looking for advice on feat trees, maneuvers, possible alternate race, and future class dips or prestige classes worth aiming for.

Thanks.