Goblyn

Cam James's page

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I would be interested in this, although I don’t have much experience with either AP so I would be willing to play either.
As for 3pp, I would like to ask about the SoP ruleset. Specifically I am pretty partial towards the Whitesmith archetype for the Armorist and it’s ability to make it’s Enhancements on his worn/carried items semi-permanent. Things like Enchanting himself an Uber weapon, Animated Objects or maybe multiclass into an Incanter and create an equipment-focused caster?
But before I go too deep down that rabbit hole, your thoughts on using SoP? :)

Just did some rereading up on the Whitesmith and Enhancement Sphere and man… They sure hit my idea hard with the Nerf Bat… -__- I think it could still be doable but it would have a lot more limitations on it than what it used to have and I couldn’t be nearly as Overgeared as before… I can now only have 1 personal Enhancement effect remain continuously instead of the previous unlimited # so I can no longer have an entire set of Enhanced/Animated armor and weaponry :,(


Good luck, I took too long so have fun in my stead :)


Looks neato!
I am wondering if you could tell us a bit more about Zummabu, the local wizard?

Also languages, the way I understand it is that we basically replace Common with one of our own "racial Languages," which will probably be Untheric?
Also could you give me a bit more info on any other languages in the area? Even something as short as "XXX" language, spoken by the "YYYs." would help, for my second idea, which is basically a Wizard with a obsession for languages and ancient ruins.

Lastly, I dont know anything about Age of Worms or Forgotten Realms, just letting you know I might need help in the future :)

Now, for my 2 ideas, both are just concepts I will see if I can use.
The first one is an Orc survivalist, he is an Orc Fighter and utilizing the orc FCB (+2 negative hp) and the diehard feat to create a very tenacious fighter. Next I would focus on the survival aspect where he lives outside the city in a sort of nomadic, roaming style. He is local to the land and area, but not necessarily to the city itself, yet Zummabu is an important person for him, keeping him anchored to civilization, and the city (and why he stays with the party, I am looking for a survivalist not a loner)
Basically, tough fighter, bordering unkillable, excellent survival and local skills. The guy you go to when you want to know where something is and how to get there.
But orc (or even half-orc) would probably not work well. I will see if I can make him human and still work, maybe half-orc who is very, very human-like?
As for his second class, I am thinking of ranger to play up the wilderness survivor angle. Will have to think more.
What are some of the local animals or wildlife? I would rather take that for a favored enemy then human or outsider for instance.

The second idea is to create a wizard of some sort, give him a strong focus on languages and ancient lore. He is in Dalath with great interest in the ancient tombs that have been found in the surrounding hills and its his goal to explore and document as much of them as he can. Basically he views it as his lifes work and worth the risk of the city and its... Eccentric king.
Not sure on his second class, some thoughts, maybe Investigator (cuz more Int skills, and it fits, but it is very specialized), Mindchemists perfect recall would be fun but probably not. Maybe a bard of some sort, I know that there are some that could work (Archivist and Archaeologist come to mind immedeately) but I will have to look into it more :)
Edit: maybe lore oracle?
would Ancient History be a Knowledge skill or a Lore skill? I will have plenty of background skills already so I am not worried about that, I guess its a question of scope :)


Ya somebody suggested Inubrix for a fast feeling metal but I think I will stick with Silver or Mithril for my blade :)

I like Elysian Bronze, it has a really neat "Blade forged in the Dawn of Time" feel to it.


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IronDesk wrote:
Doesn't look like anyone's come to the table yet with a support character,..
Zayne Iwatani wrote:
Still need some melee oriented healers. Perhaps a warpreist, battle oracle, or melee focused cleric?

This happens a lot with these kinds of "Everyone play "X"" kind of games, and it is not a bad thing, it just requires the players and GM to play around the weaknesses/strengths. (Ex, Elf only game! Whos the tank?)

In this particular game everyone is encouraged to play a swordsman, which probably means we could be lacking in any of the arcane, healing or ranged categories, among others, and we are probably very heavy in the damage dealing category.
Thats fine, and we can come up with ways in game to make 5 berserk fighters work, if we cant, well the GM owns the world...
(And if you are one of those people who can create to fill any role, all the power to you. BUT if we dont have one of those people, then this can be a lot of unneeded pressure.

Basically, build what you want :) Party strenghts/weaknesses can be figured out afterward, and anything we cant fix, the GM can :)

Edit: my character is coming along, he is a fast human monk, but insomnia is a real creativity killer :(


Thanks for the answers! I have largely figured out what I am going to build. I am going to create a Human UMonk who wields a Temple Sword and follows the Way of the Wind, so a focus on speed and weather.

  • The Temple Sword is great! Its a monk weapon, Im proficent, I can use it one handed or two, it has a crit rating, and it has a decent enough damage die.
  • The Swords description will probably be something like this;
    The Wind Whisperer was forged for the Legendary fighter of old. The Legend was faster then a gazelle, chasing down the wind and with unseeable speed, vanish. And so the Wind Wisperer was forged to serve such a man, the sword would sing as it slid through the wind and was so keen that it could slice the very air itself.
    At least that is what the legends say... A great man might be able to make the blade sing its song as it slides through the air, but it would not respond for a lesser man, for it only sings for the swift.

The Wind Whisperer looks almost like a reverse scimitar with the exceptionally sharp cutting edge curving forward for just over two feet. Along the back of the blade there are holes drilled that catch the wind as it swings through the air creating an omnious, low hum that intensifies with the wind. While exceptionally balanced for one hand it does have an extended hand-and-a-half handle allowing for ease of switching hands or even two-handing the blade as needed.

Random bits about my character so far (unorganized):
As for my character, he will have 16 Str, Dex and Wis which will make him a bit above average and fairly well rounded by pathfinder standards, but he should still be a formidible opponent by E6 standards. I also geve him 10 Con. I like the idea of him having to rely on speed and non-standard defenses like deflect arrows to keep him alive. Most speedy types are not burly beefcakes :/

His feats will be Deflect Arrows, Dodge, Imp Unarmed Strike, Storm Lashed, Stunning Fist and either Power Attack/Stunning Fist Adept depending on how much power I think I'll need (default is Adept). (or maybe Roll With It if you would allow it)
Im also going to take the Heart of the Mountians racial trait and have him from a clan/dojo that exists high up in the mountians and along a ravine edge where the wind howls and they can train their tecnique.
I am thinking of taking the Storm Touched trait because it is the only decent storm based trait I could find, but its wording is not very clear. Whats your verdict on it?
"Benefit: You gain DR 1/— against creatures and attacks with the electricity type."

So the main idea with this guy is that he gets faster over time, at lvl 3 he gets +10 move speed, Ki strikes. Lvl 4 he gets Burst of Speed. Lvl 6 he gets wind stance.

A bit on how he will fight in combat;
So he has a few options. He can two-hand the [i]Wind Whisperer[/i'], or he can fight with 1 hand free so he can use stunning fist or deflect arrows, or even fight unarmed if needed. He wont have much in the way of ranged (maybe chakarams?)
But I can mix it up a bit :)

Weapon Wishlist.
Something Air/Wind/Speed based
Keen enchant (the sword is so fast and sharp it slices through the wind)
Made of Mithral material.
Oh, would I be able to buy a Mwk Tool: Wind Instruments and have it be a part of the sword?


Hia. Looks neat, I have not yet taken a look to see what would interest me so this is just a dot for now.
I seem to be in -8 time zone? I never did figure out how the system worked.
So Calgary, Canada, but my scedule is a fair bit later then most so I usually post between 6pm and ~3am.

GM Mort wrote:

Yes, I'm a snarky old goat, but my personal code states that all players must know what they signed up for, and there are no ambiguities. Thus, if I see anything that may seriously affect gameplay, it is my duty to point it out.

Its also in my interest that your characters are able to complete the entire scenario, since I'm trying to test out theories.

Works for me. I can do two spectrums quite well, riding the Rule of Cool where things are determined by the emotion in the moment, or go with an efficiency and logical approach. I simply have to switch into an analytical thinking mode.


Looks interesting :)
I havs a few ideas that I could choose from, but I have a few questions first.
About the sword.
do we get any say in its future enchantments? Or are they pre-set. Could I have a wishlist for the Calling enchant as an example?
Whats your thoughts on TWF? Just buy a second mwk weapon from our starting cash?
+1 Mwk, so a magic weapon correct? pretty sure yes, but just clarifying :)

Burnscar wrote:
But a month ago, the Sword of Kings was stolen from its hiding place, the two eldest of the swordsmen killed, and their blades bestowed on relative novices. The last ten years have been peaceful, and all seven of you have been given your blades in that time of relative peace.

So we all are the novices and we have all been training with them and each other the last 10 years?

What about spellcasting or partial spellcasting clases like the magus?

Traits? (aww heck) guns?

What happens if you dont get a full 7 players? (And thats a fair few)
Create the game with a smaller party?

Anyways thats it for now, now here are my ideas :)
Since swords are such a big thing, I was thinking on creating a bleed focused character. But I will have to figure out how to make one. Would you allow bleed effects to stack? I honestly have no idea how overpowered or underwhelming it would be.

Ditto an impaling sword. needs BAB +7 :(

Next idea was to create an Aasimar Paladin with about as much light packed into him as I can. Then play up the parts about being a noble and how great a breach for nobles to go adventuring and so he forces himself to wear a disguise to hide himself (another breach of conduct (and needs a trait :/)).
But since it is pretty obvious when he fights and the glowy bits start shining I wonder how long I can keep the guise up :)
He would also have the Radiant Charge feat for if that Big Evil Guy is being especially antagonizing.

Next idea is to create a Str based TWF Ranger. I was thinking like a Katana-Wakizashi combo :) except they are both exotic weapons? :(

Or some sort of Naginata wielding cleave fighter with broad strokes.

Edit: Ohh! Or a really fast monk with an eastern-equivilant monk weapon.
Edit: Temple Sword >:)
I will have to see if I can make this work.

Ill have to get thinking :)


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So 2 nights of imsomnia this weekend have killed my creativity and my ability to write stories (at least good ones :p)
I was actually quite pumped for this but alas, Im not going to get him finished in time :(
Ps, what does "o wo/" mean?


Fury of the Tempest wrote:
... Couldn't you have just had that in your profile, instead of a super big post that kinda clogs the recruitment?

Well... It is in my profile as well. But the point of it was to show a "where I am at" kind of post, as well as ask some questions that I am wondering about, and then after that I am creating discussion about my character and his/my aims with the intent of getting the GM interested in my idea*.

If you take out the Crunch spoiler you are left with;
Question, Thoughts on Question, Explanation of Character, more Questions.

That seems rather appropriate for a Recruitment thread :p If anything the worst part of it is that I asked them all at once.

*(I am a firm believer that a GM will be more "Invested" or "Interested" if there has been dialog back and forth during creation rather then a single post at the very end. I might be wrong, but that is my belief.)

But:
Why should I have to defend my question and discussion posts?


A not so quick question about my Casting tradition. I am trying to make it somewhat Wizardy and "excessive." The idea is that he is a wizard who relies on his magic excessively to do everything for him, and so it is either a large pool of magic or it is a deep pool.
So the standard Wizard tradition is Verbal Casting, Somatic Casting (2), Material Casting, and Prepared Caster. I am going to add in Focus Casting (wand, but not just any wand, a specific one) and Magical Signs, giving me 6 drawbacks. Then the two ideas I had was to either go;
+1, +1 bonus SP per 1.5 levels
Easy Focus
---or---
+1, +1 bonus SP per 3 levels
Deathful Magic
Empowered Abilities

The first one is him having a wide pool with many spell points to spend on anything that strikes his fancy and he can constantly have his magic doing something almost all the time. and with the second one he gets rewarded for using his abilities excessively and getting deeper into trouble.
Basically, if he has one foot in the grave and is down to his last SP, you can bet that last spell is going to be a doozy! :p Realistically he might get a +1 boost after half a days adventuring or if he takes a few good hits in combat (normally people heal between combats, especially squishy people), but if bad things do start stacking up then he gets stronger for it.
But if you are worried about the CL stacking I can go for the first one :)

Quick Summary
Here is a quick rundown of what I anticipate this character to be able to do (note that he has more talents and feats and such then he is supposed to and that it will be "trimmed" later) to give you a flavor of the mechanics for him.
You know those characters in animes and such that set up a zone around them and anyone that enters that zone is in "their territory" and then screwed? That is what this guy hopes to become/create. A small zone (about 30ft or so) around him in which he has mastery (but he wont extend much beyond that).
Within this zone he can do a few things. He can use Telekinesis idly on anything around him (creating supper, crafting, disabling traps) and has a pretty strong skillset base (about 10-12 on appraise, craft, DD, linguistics, spellcraft, UMD. And +8 to lots of K skills) that, if nothing else can be used to aid another. And can often be used at range.
Combat wise he has a pretty large array of options that he can use, but he doesnt do very much direct damage, and he also cannot yet lift most people (small size limitation). He is also generally limited to only doing 1 thing a round (curse you Action Economy, curse you!) :P
But some of the things that includes are; loads of Combat Maneuvers, >:) grappling or repositioning, or movement debuffers, or ranged damage or even flanking at a distance. He also has some Warp abilities that can create interesting advantages.
OoC he has some movement aids that could help the party move around, deal with traps, repair or work on weapons.

Incomplete Crunch:

Human Incanter/Archaeologist Sphere-Barf 3
HP: 27/27
Skills: 10+2/lvl
Str 10, Dex 13, Con 12, Int 18, Wis 14, Cha 14
Base Atk +2 CMB +3 Tele-CMB +5 CMD +13
Fort: 2, Ref: 4, Will: 5

CL: 3
Spell Pool: (10/10) (3 lvls, 4 Int, 3 Traditions)
Spell DC: 16 (TeleSphere), 15 (Warp)
Telekinesis Sphere
Warp Sphere

Combat:
He will have an approximate combat strength of:
Melee: +7 (1d4+2/x2)
Ranged: +7 (1d4+2/x2)
Mods: +2/+0 BAB, +4/+0 Int, +2/+0 Dex, -1/+2 Deadly Aim/PA,
Or he can just grab someone and whip them around >:D

Feats: 3: lvl, 1 human, 2 Incanter
Augur of Combat, Dilettante, Extradimensional Assembly, Improved Reposition, Skill Focus, Skillful Force, Tactical Reposition,
Potental: Cantrips, Disruptive Spell, Telekinetic Exoskeletoon
Bonus: Combat Expertise, Deadly Aim, Improved Unarmed Strike, Weapon Finesse
Traits: Bred for War, Brusing Intellect, Nimble Fingers, Keen Mind, Magical Klutz
Talents: 2 bonus, 5 Incanter, 3 Bard
TeleSphere (9/6)

Powerful Telekinesis
Whirlwind Assembly
Forceful Telekinesis
Finesse
Flair
Telekinetic Tools
Telekinetic Maneuver (bull rush, pull, reposition, trip, dirty maneuver, or grapple)
Acceleration
Dancing weapon

Warp Sphere (2/2)
Extradimentional Storage
Ranged Teleport
Teleport Beacon
Teleport Object

Skills: 10+2/lvl
Appraise +10 (1 Rank, +3 CS, +2 Mwk Tools, +4 Int)
Craft: Clockwork +12 (3 Ranks, +3 CS, +2 Mwk Tools, +4 Int)
Craft: Weapons +12 (3 Ranks, +3 CS, +2 Mwk Tools, +4 Int)
DD +13 (3 Ranks, +3 CS, +1 Trait, +2 Mwk Tools, +4 Int)
Fly +7 (3 Ranks, +3 CS, +1 Dex)
Intimidate +10 (3 Ranks, +3 CS, +4 Int)
K: Arcana +8 (1 Rank, +3 CS, +2 Dilettante, +4 Int)
K: Engineering +8 (1 Rank, +3 CS, +2 Dilettante, +4 Int)
K: Geo +8 (1 Rank, +3 CS, +2 Dilettante, +4 Int)
K: Hist +8 (1 Rank, +3 CS, +2 Dilettante, +4 Int)
K: Local +8 (1 Rank, +3 CS, +2 Dilettante, +4 Int)
K: Nobility +8 (1 Rank, +3 CS, +2 Dilettante, +4 Int)
K: Planes +8 (1 Rank, +3 CS, +2 Dilettante, +4 Int)
Linguistics +10 (3 Ranks, +3 CS, +4 Int)
Prof: Clockmaker +10 (1 Rank, +3 CS, +2 Mwk Tools, +4 Int)
Slight of Hand +7 (3 Ranks, +3 CS, +1 Dex)
Spellcraft +10(+12) (3 Ranks, +3 CS, +2 Mwk Tools, +4 Int)
UMD +12 (3 Ranks, +3 CS, +2 Mwk Tools, +4 Int)

Hmmm.. After getting that (for the most part) figured out, I realize that I have a few questions that I need to ask you about :/
first off, traits.
Archaeologist grants a luck bonus instead of bardic preformances. Then I found the Fates Favored trait which improves any luck bonuses you gain by 1. It seems incredibly cheesy to effectively double a main class feature with just a trait. I assume I cant take this cuz cheese?
The other one is the Bred for War Trait, which is the only trait that Increases your CMB. I am wondering if I can use this and reflavor it a bit, I can still be big, just not militarily.

The Cantrips feat. Do we all get this for "free" or do I spend a feat for it?
The Telekinetic Exoskeleton feat is also intresting, but seems to be extremely powerful. It grants you(me) 4 temp hps that I can refresh indefinitely, greatly increasing defenses :p Also overpowered?
Next up I just want to confirm what happens when I take 2 casting classes with different attributes.
The Incanter has: CL 3, Int+Lvl SP, and 5 Talents.
The Bard has : CL 2, Cha +Lvl Sp, and 2 Talents.
I also gain 2 bonus talents (but not 2+2)

As best that I can tell, I combine everything and use the better stat, so I would get CL 3, Int+Lvl Sp and 9 total Talents (5+2+2).
Is this how you want to do it? I can easily keep them separate where the Incanter side can only use the TeleSphere with Int based Casting, CL 3, and Int+Lvl SP and 5 Talents, and the Bard side can only use the Warp Sphere with Cha based Casting, CL 2, and Cha+Lvl SP and 2 Talents. (effectively 2 distinct sides and pools).
What do you think?

Now im going to bed -__-°°°


Yup, in gestalt whatever your idea may be you can probably tack on an Incanter and come out ahead.

Ive figured out the other class, I am going to go as a Archaeologist Bard with the Bard Spherecasting archetype to keep it cohesive.
I quite like the archetype as it trades out the Musician/Singer aspect of the class and gives it a lot more of a "physical" focus with things like traps, DD, perception and rogue talents. However, by the time you add on Archaeologist and Spherecasting it doesnt look much like a bard anymore!

So I am going to get a crunch summary up and then I will be working on trying to create a Persona for him.


Hia :)
Sounds interesting So would like to take a look and see what I can create.
My main idea is to create a Wizard equivalent Incanter who has a serious addiction to the Telekinesis sphere, and in general doing everything with magic instead of gasp! physical effort.
However I noticed that your 2 current players are both full casters, a witch and an Incanter (with good reason, bonus feats and high caster means you can make them do just about anything). I am wondering if making a "Wizard" is a bad idea because the party would be to magic heavy and it would step on too many toes.

Whats your preliminary thoughts?

If I do create him, he would be an older male human who uses a wand as his Focus Casting item and generally uses the TeleSphere to do everything around him. He can also do many different kinds of skills using his Telekinesis with the Finesse talent and the Skillful Force feat so I am going to pair him up with a class that has a lot of skills, and maybe the Improvisation human racial feats.

So whats your preliminary thoughts?
Is another caster doable? I can easily come up with something else :)


Haha this is a fun game that a group of us sometimes play in real life. I wonder how it would work in PbP?

One time we were playing this game and it got down to just us two werwolves and a villager (we were using werewolves), so we had the game won. However, to make it interesting, I had managed to convince the villager and me to lynch the other werewolf (he was shocked) with a 2-1 vote.
My "partner" dies then I eat the villager ^_^ getting a solo victory!
He was not impressed but it was the most memorable game ive had ^_^


Hi. Throwing up a dot and a roll re-reading that and it sounded sick :( and cattish >_>

Rolls:
4d6 - 2 ⇒ (2, 2, 2, 6) - 2 = 10
4d6 - 2 ⇒ (2, 3, 4, 2) - 2 = 9
4d6 - 1 ⇒ (4, 1, 4, 3) - 1 = 11
4d6 - 1 ⇒ (1, 6, 6, 6) - 1 = 18
4d6 - 3 ⇒ (4, 6, 3, 6) - 3 = 16
4d6 - 2 ⇒ (3, 3, 2, 5) - 2 = 11

9, 10, 11, 11, 16, 18
Woot! I got an 18. That might make one of my ideas below feasable :)
Actually, thats only a 27pb, just a very specialized one. (actually that almost screams Min-Maxed if that had been made with a pb >_>)
Anyways, innitial concepts include a Farmer turned Leshy Druid, a Halfling Fighter with an oversized glave and the cleave feat, a human fighter with a tower shield who is(was) a town guard, a Ghost Rider Cavalier who rides in on the wind?, or maybe a Gunslinger trick shooter with the express intrest on trying to make a high gold concept work in a low resourse world?
Anyways I am still in the researching phase and will have to read more :)

Quick Questions.
Will a farmer in town to sell his goods but gets "caught up" in affairs work?
Does the keep have a Heraldry of some sort? Any tennants/code of ethics?
Can I know more about the Castellian and how he runs things?
For that matter, can I be a local?
Predijuces against races?


Hia! Cam James is guy. And a Blockhead.
Ive met and played with girl gamers on this forum and honestly, if they dont say so, there are usually very little tells, especially when compared to the eccentricity of the rest of us here :S
I mean.... This?¿?

Generally when I create a character, it is done to a mathematical "T" even (often) going so far as to total up the weight of the individual burlap sacs he might be carrying.
Then in game I do my utmost to fly by the seat of my pants :)


Still working on my character :)
He is an old geezer Incanter focused on the Telepshere.
Tho I am finding that a lvl 1 character doesnt have many talents to work with...
Crunch (so far, its a wip) is in my main alias. I anticipate needing most of the week to finish it to a satisfactory level.
Now lets see if I cant beat those 1 in 10 odds >:)


Well I would like to throw in a last minute dot :)
I doubt I got much chance what with the sheer number of applications but what the heck, I would love the chance to create a spherecaster :)

So my submission will be some sort of old(ish), Incanter with a focus on the Telekinesis Sphere and some dabbling in the Warp Sphere and maybe a bit of healing. We will see where it goes from there.
His casting stat will be Int and I will be giving him the Brusing Intelect trait as he can be a bit crockety sometimes.


I probably wont get a chance to get a submission up in time, so I am probably out. But I do have a suggestion that you might be interested in :)
Its about the teamwork feats, why not use this system instead of giving everyone a few bonus feats?

Basically you give everyone a Teamwork Pool, which has a few points in it (and maybe bonus points for levels or a high attribute). Then, anyone can spend a Teamwork Point to gain the benefits of a teamwork feat for one round, Or/And they can spend 2 of their own points to grant an ally a teamwork feat for a round.
If you actually have the feat then you dont need to spend a point for yourself and you only have to spend 1 point for an ally.

That way "working as a team" is a lot more fluid and able to adapt to circumstance, but is not Free and Unlimited (and probably forgotten/unusable in the moment). It would also negate the feeling of picking a bad or too situational feat (but you can still use it this way from time to time!!)

This also doesnt disadvantage someone who actually has a teamwork feat since they still get a lot of millage out of their pool.

Optional: You are allowed to spend an additional Teamwork Point to grant an ally a feat that they dont qualify for but you do. Only you gain the benefit. (This makes some feats like Combat Medic actually usable (worthless feat grumble grumble) and same for feats like Cover Fire where your melee ally is unlikely to have PBS)

Optional: Since these are a bunch of Kobolds and Pirates to boot! Consider allowing this to work with Betrayal feats :)
The memories of times past betrayed are not easily forgotten >:D

You just have to decide on how large of a Pool everyone gets. An "every round of every combat" thing, or a "save these for that moment that it counts" kind of decision.

Enjoy! :)


@Me and Klara Meison. We are getting a bit off topic, so I will only answer a few, and as a reminder to everyone else as well as us;

Vidmaster7 wrote:

Keeping in entirely fantasy is there any character concepts that pathfinder has yet to have the rules and options to create it in other words can you think of a character that is not easily made by what Paizo has put out thus far? maybe something from a book or from history w/e

i'm not really trying to say that all concepts people will think of already exist with some rules play i just want to see some new ideas for character concepts... As far as doing anime stuff that's really outside the DnD genre i feel like but i'm not opposed to someone putting out an ANIME style rule book (it would probably be third party i would imagine)

Continuation with Klara Meison:
KM->You have managed to completely miss my point.

CJ->The point I am trying to make is that being a "McGyver" is largely a mindset and a product of the interaction between player and PC, not a function of the rules themselves per se.
KM->Which it shouldn't be. If my friend Johny the Uncreative Sod who couldn't put an ikea chair together with a team of engineers wants to play a McGyver character, what does he do?

Look. Some things can be done that way, but others cannot :(
A weak human playing a strong barbarian character works just fine.
A stupid human (Sorry, VERY politically incorrect and rude :( but I need simplicity for arguments sake) can play a really smart wizard, and that wizard is very smart, however that wizards actual knowledge is still limited to what the player knows and what the GM tells the character.
It is easy to pretend to be strong, and it is easy to pretend to be very smart, however you cannot pretend to know many things and have that translate into actual knowledge.
Its the same idea with creativity. You can definitely create a creative or artistic character if you, yourself dont have a single creative or musical bone in your body. (Example: Your character finds a cupboard full of chemicals. He uses them to create a bomb. Full stop.) I have no idea how to create a bomb. But my character does. I just assume it uses chemicals :p
Another way to do this is skill checks. Roll a d20 for a Craft: Alchemy check. Success means you figured out how to create a moltov coctail. It does 1d4 fire damage.

KM-> If my other friend Sally the Rocket Engineer wants her character to make a rocket-propelled grenade and provides a detailed explanation of how that could be achieved with the materials her character has on hand(with 40 pages of calculations that prove that yes, it is in fact rather easy to do, they just need to follow this 3567 step manual), what do I make her roll so that it's not metagaming?
He rolls a skill check. GM sets the difficulty, if you fail, then that means it was possible, but your character couldnt figure it out. If you are asking how to seperate Player Knowledge from Character knowledge then this isnt really the right thread.

CJ-> coding (creating rules) how combat works is more achieveable then trying to code social interactions (beyond a d20 skill check).
Oops, That was supposed to include environmental interactions but even then it doesnt really get my point across :P

CJ->Besides, how would you even write rules for a concept that by its very nature functions outside the rules and is entirely situational based?

KM->How should I know? I am not a game designer. Combat is entirely situational based, and we have rules for that. My point is, pathfinder does not handle crafting things well, if at all. Stop pretending like it does, this game system isn't the second coming of Jesus, it has flaws.
Combat is also largely abstract. Roll a die. You swing. You hit. You miss.
The vast majority of combat like movement, positioning, footing, directional swing, environment and whatnot is ignored, or, if it does effect anything it simply adds a modifier to the abstract rolls.
The same thing with most social interactions (Bluff check for instance) and most skill checks (craft included).
But I do agree that the crafting system is flawed! See my later posts where I was bemoaning the time it takes to craft something. I have LOTS of problems with crafting :D pity as the concept of a Dwarf Crafter is one of my favorites :(

CJ-> Anyways, point is mundane crafting (like mundane healing) is expected to be slow and painful, thats why we have Magic!

MK-> So give me a magical blacksmith then, smartass. If I want to recreate that scene from Lord of the Rings where they reforge the sword and not waste three months on it, what class do I have to be? If I want my very own Forging Scene, what do I do? If my character's concept calls for them to become this and forge this or create this to defeat this or that.

At least I got called Smart I guess :p (Tongue firmly in cheek)
Soo... Are you hoping to be able to forge artifacts? Or create new artifacts?
Creating a McGyver and creating a Crafter/Forger are very different (versatility vs Specialization)
Hmmm. To start with crafting high level equipment you ideally want a high level spellcaster (I always hated how the dainty wizard could create better stuff then the Strong, Hardy Blacksmith >:( so probably a wizard. Next you want things that can reduce the time to craft stuff, OR boost your Craft skill to retardedly high levels.
Then you need gold. Stupid amounts of gold :p
Dwarf Wizard FCB, Arcane Builder, Forgemaster Cleric, Crafters Fortune, Bardic Inspire Competence, Engineers Workgloves... To name a few. With these (and more) you might even be able to get to the point where you can have a forge scene and not have it take too long.

MK-> am I supposed to use a different role-playing system, because this one just isn't up to the task of handling my incredibly unique(ha, you wish) character concept?

The problem isnt that the concept is too unique, the problem is that the concept is too Generic, too vague, and probably too Versatile.
If you are hoping to create the Swiss Army Superpower where 1 character can do just about everything, then ya, you might run into problems, especially since this system rewards specialization.
But there are things that will help with this. Again I refer to the human Improvisation feats so that no matter what you are faced with you can still do the skill checks with a bonus.
Use anything as a weapon, and however I want too? Improvised weapons.
Do any kind of skill? (including random craft checks to improvise whatever) Improvisation feats.
Know all the things? Mindchemist, Archivist,
Want to constantly have creative ideas? Investigator and its inspiration.

The problem with McGyver is that it tries to take any situation you are in and turn it to your advantage, usually with a long and overly complicated plan. And the problem with that problem is that it is all planning and taking advantage with what is around you :P Either a wizard or a fighter can do that, its not class dependant, or even race, or (somewhat)feat dependent.
But this is getting a fair bit off topic, so lets get back on, aye?


Arbane the Terrible wrote:
Tyinyk wrote:
Is it not enough that you can singlehandedly slaughter armies at level 20?
How do you go about doing that as a Fighter, given a finite number of hit points and the annoying tendency of enemies to roll 20s?
Tyinyk wrote:

So, 0-10 damage from 5% of the soldiers. Depending on the size of the army, that can be as few as about two soldiers, or as many as twenty soldiers hitting you every round. Much larger than that and we're talking legions.

(I'm assuming the smallest number of troops to classify as an army if 40 guys, and the highest is the aforementioned 2,000 guys.)

Well.. you dont really survive to lvl 20 by forgetting to leave the healing potions at home...

As for how he could go about fighting an army, I have two things to add. The first is how many guys could attack you at once. Shooting a lone character who is surrounded by your allies is a baaaaaad idea. This isnt accurately represented in pathfinder but most people dont like the idea of of being known as "The guy who shot his ally" when you miss, so significantly less ranged shots. As for melee, the absolute most amount of people that can attack you at a time is 8, and that is if they are all pressed chest to chest with the guy who is slaughtering dozens of your allies. (Or the rank and file have reach weapons, but then you have troubles with reach for the closest enemies, or they can have 2 weapons, swapping as they get closer but then you have issues with using actions to draw weapons and not attack. You get the gist :/)
An effect that usually happens in these situations (based off of ancient warfare and exceptional individuals) is either everyone rushes in to attack all at once (usually in waves) trying to overwhelm him or most people stand a distance apart waiting for someone else to initiate the fight (especially after seeing 10 of your buddies die).
As for how a pathfinder Fighter could do this efficiently, a fighter with the Great Cleave and Lunge Feats could do MASSIVE damage to an army really quickly, killing a half dozen to a dozen or more enemies in a turn (less when he rolls a
"1").
Still, it would be fun and iconic for the lone fighter standing amidst the sea of enemies and swinging his glave is large strokes cleaving countless foes before him :)


Guns everywhere and the GM ruling that all guns have the Brilliant Energy special ability by default and you have an empire wide Blaster.
In normal games an individual could build his own blaster given enough time and money (crafting a Brilliant pistol) and it would be a low tech version of it :)
Spaceship... well there is the Iron Gods campaign... and, I mean you could create something with an epic level Craft Construct/Animate Object... but this is the wrong setting for a "Space Travel via Science" trope.

Anyways, for myself, I keep trying to figure out how to make a bleed character work. even better if I can create someone who stabs a guy with 5 different blades, leaving them all in as he gushes out fountains of blood >:D
There are many bleed feats, but bleed doesnt stack, and there are feats that allow you to impale someone and leave the blade there but they all come online a fair bit later.
Heck, boar style lets you stick your hands in someone :p

And I keep trying to make an Steel Soul/Superstitious Dwarf Barbarian but it never seems to work.

A halfling wielding a human sized Bardiche with the lunge and cleave feats. Called her Gale and she fought by swinging a massively oversized weapon like a counterweight with large, sweeping strokes.

A barbarian/ranger or something who dual wields two two-handed Greataxes .

A Dwarf Creator. (or at least how I see it.) A dwarf who can create great structures like buildings or cannons, and who can create giant golems and senteries, but also one who fights with a hammer and is mainly melee focused (a dwarf dont "shoot from afar." Wheres the honor in that???) and also wore a stone golem like a suit of armor (via Construct Armor). Oh ya, with the Deep Earth bloodline.
It was possible, it just never seemed to come out right and it seemed to have too many varied parts :P
Dunno, might try to create him again :)


Ok. I am pretty sure I have answers for some of these. See if I can help :) (my luck, fuel to the fire, and I get burnt -__-)

kyrt-ryder wrote:
Bandw2 wrote:
kyrt-ryder wrote:
A fighter or cavalier cutting a new pass into the mountains with one swing of his sword.

you can do this fine... just roleplay your wizard character as a fighter.

When he casts fireball he actually moves so fast that he heats up his sword and does fire damage.

Doesn't count.

(Also doesn't work. The spell your looking for is disintegrate.)

"But Goku can punch a planet to pieces, so why cant I? And whaadya mean I cant do it at lvl 3?"

:P Lvl 20 cant do that, Mythic cant do that. You need to go a lot higher up to do things like that. Look at The Genius Guide to Horrifically Overpowered Mythic Feats for a starting point. In there you can at least shoot the moon :p

Kahel Stormbender wrote:

A grilled cheese sandwich. Let's face it, PDFs are neither a griddle nor a fuel source. It's kind of difficult to make a grilled cheese sandwich using PF rules.

Especially at level 1 when you roll a nat 1 on your cooking skill check.

:)

Have you tried PDFs? Burning computers can generate enough heat to get a decent stove going :p Laptops are even flat enough to put a pan on!

D@rK-SePHiRoTH- wrote:

Zoro from One Piece:

A non magic user wielding three different nonmagical swords, one of which in his mouth, attacking with all of them at once

There is a bard archetype called the Juggler that should enable you to do exactly that :)

Now Zoro wasnt much of a singer, but you might be able to find a different archetype that is compatible with it that eliminates it. Dervish of Dawn would be good but they both replace Bardic Knowledge and Loremaster. Then Gestalt with fighter and there you go :)

Arbane the Terrible wrote:
Grond wrote:
A life draining martial character in heavy armor that will get back in health a certain amount of the damage it inflicts. It is the classic Shadowknight/Dark Knight class or abilities you see in so many other games. I would pay them to make a class like this.

I was going to suggest Hungry Ghost Monk, but heavy armor precludes that.

Magus, maybe? Vampiric Touch is on the Magus spell list.

I am pretty sure a bad touch Cleric of some kind could pull it off. There are spells that drain a target and then give you temp hps on the lists (I dont know any off by heart but they should be findable)

Otherwise a magus of some type should probably be able to do it? (never played a magus but it would seem a good place to start)
Also if you can get the Energy Drain ability somehow, maybe with a template?
Paizo is generally wary of unlimited healing due to its ability to trivialize multiple combats stretched throughout a day.
Edit: Annnd found the Souleater Prestige class that gets the ability :)

HyperMissingno wrote:
It's not something I can't make but it's something I can't do, and that's use my fly speed to just f*%#ing ram into the enemy and do damage to them. I don't care what recoil I take, it's a cool as s+!& mental image. BRAVE BIRD EVERYTHING!

You can still do a charge attack while flying. You can also do an "Unarmed Strike" (which absolutely does not have to be a fist) at the end of the charge using your head. Add in Vicious weapon enchantment and/or Bull Rush, Rideby attack, Flyby attack, overrun... Taking it as far as you want.

But I get the feeling ;)

Klara Meison wrote:
Cam James wrote:
...things...

Only first and fourth one have anything to do with mcgyvering, and even that is questionable. More importantly-no matter what you do, you still can't craft something on the spot. It takes days to make anything, no matter how small or how good you are at making things. For example, to make a single flask of alchemist fire in a day, you would need to roll 70 on your craft check. 70. To make something which is, pretty much, a molotov cocktail. To make it that fast, RAW, you would need to roll 33600.

You know that scene in the movies when main hero has been captured by the villain and brought to his base, but escapes his cell, finds a broom closet, combines a couple innoculous household chemicals and makes some handcrafted grenades?

Yeah. Completely impossible within Pathfinder ruleset.

Well... yes and no :(

Using Improvised weapons and Dirty trick together could quite possibly be you taking a sack of potatoes and beating someone over the head with it before jamming it over their head to blind them.
Or it could be using a broomstick and sticking it between someones legs to trip them up, then using the sharpened end to pick a lock (using the improvisational Equipment trait).
If there is a keg of gunpowder in a room, you dont need a special skill to balance it on top of a door and set it off with spark when someone comes through the door.
The point I am trying to make is that being a "McGyver" is largely a mindset and a product of the interaction between player and PC, not a function of the rules themselves per se. Same way you can make a left handed swordmaster without rules outlining the benefits/drawbacks.
There ARE rules and abilities that make it easier or more focused, but they are largely focused on combat due to the nature of Pathfinder being focused on that and the fact that coding (creating rules) how combat works is more achieveable then trying to code social interactions (beyond a d20 skill check).
Besides, how would you even write rules for a concept that by its very nature functions outside the rules and is entirely situational based?

As for Alchemy, Alchemists have an ability called Instant Alchemy that makes items as a full round action, but it is gained at a very high level.
Master Alchemist also helps a fair bit but remember that this is a system that assumes it takes an average (NPC) blacksmith 3-4 days to make a simple longsword and weeks to make a decent, Mwk sword that every fighter is assumed to have by lvl 2.
How do you stay in business at that rate? Anyways, point is mundane crafting (like mundane healing) is expected to be slow and painful, thats why we have Magic!


Hi. This looks interesting so I would like to show my interest and bring forth an interesting idea. Cause im interested :)

Anyways! I had the idea of creating a terrified little halfling who is all alone in the big, scary world. sniff :,(
So a Halfling with the Craven racial ability and then to really play up the fear and sanity rules. Honestly I realy have no idea how quickly he might devolve into an unplayable gibbering wreak mostly because I havent read through the system yet, but we can cross that bridge when we get there. (or if he gets unexpecetedly lucky with his paranoia keeping him the most sane of the group :p)
Is there a specific gibbering horror, or a generic type of monster that I can be especially afraid of? I am thinking of having it promise to eat me, and thinking of using the Oracle as my class (yay curses!) and its power coming from that creature.
Something like; It promised with a malviolent smile that it WILL eat me someday but first it wanted to wait while I ripened, and it laughed hidiously while I fled in terror. When I woke, I could not remember for the life of me, and indeed my life depends on it, what it was but I remember with crystal clarity that laugh and I trust whole hardedly that it will keep its promises. I must flee. It might catch up with me at any moment. I must flee! Faster! I must flee, Imustflee Imustflee Imustflee Imustflee.. mustflee... flee...
:p

I also had another idea, this time a human caveman(ish) using the True Primitive Barbarian archtype with this snipet in mind;
Isolated and xenophobic tribes that dwell in areas untouched by civilization often see anything from cities and organized settlements as strange, dangerous, and decadent.
And using the amnesia aspect to gloss over how he came to be at our location, be it slavery or exotic pet or teleportation or something.
The basic premise is that of how a prehistoric man would react differently then that of a modern man. Where we would find something very unsettling because of our knowledge of the world around us, he would simply brush it off as "something strange, just like the rest of the big, strange world out there," yet sometimes even basic, everyday things in life are a wonder and a danger for him. Like a toaster :P (there are still many things that man fears regardless of the years apart, and it would allow me some fun leeway on passed/failed fear and wisdom checks) Plus I intend to make him very superstisious and distrusting of many things >:D
I figure he will fight with a stone spear, or three, wear hide armor, high Will save and distrusting of magic (so he will survive the sanity strain better then most), speak giberish half the time (and have common as a learnt language via linguistics. Maybe with a very brittish accent gained via magic :p)
Thinking of Power Attack and Iron Will for his feats, Giant Ancestry and Tribalistic racial traits to represent his hulking, brutish nature and tribal background (even though they probably wont be that useful).

Well thats my starting point, thoughts?


Interested as well, however I reconize that I have a lot of reading to do beforehand before I am close to being ready :)
So waiting for Mr Cave.


Klara Meison wrote:
Plausible Pseudonym wrote:
Klara Meison wrote:
Plausible Pseudonym wrote:
There's a McGyver feat in Ultimate Intrigue.
I am not familiar with that one. What does it do?
You can pull any mundane item you want out of your pack (up to some GP limit) once per day. It's supposed to be because you're always prepared with just the right tool for the job. Works best with cheap alchemical items, I imagine.
Doesn't really a McGyver make, now does it.

Well Prepared: draw any item, 1/day.

Improvisation: +2 to all untrained skills.
Imp Improvisation: additional +2 to all untrained skills.
Improvisational Equipment: Trait. Use anything for anything else at only a -2 penalty :p (tongue in cheek)
Dilettante: +2 to knowledge checks you have ranks in.
Breadth of Experience: +2 to all Knowledge and Profession checks.
*Just a note, but a dwarf or something with both these feats, 14 Int and 1 skill point has a +10 modifier in every Knowledge catagory he puts a point in :p
Mindchemist: double Int to knowledge checks.
Display of Wisdom (Mythic): this combined with Breadth of Experience can make a dwarf incredibly knowledgable in non-combat situations. If it can be worked as a job, you are an expert in it.
This Might Just Work (Mythic Trickster): The defining ability of the McGyver :p
Halflings can also take the adaptable luck and Resourseful Racial traits to good effect.
Travelers Anytool: the Anytool :p

There are plenty of builds that focus on using improvised weapons out there that you can use alongside the above, and you obviously cant use all of them, but it is enough to show that a McGyver character is possible, and the rest is up to your imagination in game :) (which is the whole point of it!)


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Bandw2 wrote:

I also just listened to Kung fu panda 3's sound track

which made me remember Kai.

so yeah, howed you do Kai.

to be clear, he can capture people's Ki and then make it fight for him, and uses Ki attacks in melee to great effect, also he has Jade chain sword things. :P

he definitely feels like a wizard of some kind but also GREAT at melee.

This got me thinking. For starters you would go with a Titan Mauler barbarian to get the Jotungrip ability to wield a 2-handed weapon in one hand. The rage fits in with his revenge issues. Then maybe multiclass into Ranger with the 2-weapon combat style to gain Str based TWF, also Favored terrain: Spirit Plane.

You can now TWF with 2 large weapons using Str so next up is the weapons themselves.
Using a pair of Dwarven Dorn Dergars (that have been slightly adjusted to deal slashing/piercing damage instead of bludgeoning) with the Darting Viper, Lunge and maybe Shield of Swings or some cleave feats. Make them out of Living Steel for that nice green look and enchant them with Impact (for bigger blades), Throwing/Called (for increased range), Mighty Cleaving and/or Speed.

And Volia! You now have the martial aspect of Kai :)
If you want to create the Furry aspect of him you will need to use racebuilder and that is not covered here. Also remember, he was the BBEG of the entire movie and so if you want him to do ALL of the things seen in the movie he would probably be high leveled and gestalt.
Trap the Soul or a Soul Bind spell can capture the targets soul in a gem. There are also spells that can create constructs and animate them so some type of sorcerer as a secondary role might be an answer.
Also check out the Souleater prestige class for ideas :)


Hi again. Looks like I just simply wont have time to finish up a character by the deadline tomorrow, so I am going to have to drop out :(
Ah well, my invisible gnome illusionist will have to live another day :)
Good luck peeps!


Well I have the core of my idea in my head, I am just trying to get it to work out mechanically. Then I have to figure out what I am going to pair it with.

Well here is the idea :)
I am trying to create a Gnome Illusionist with a twist, he has the Alchemically Invisible template.
Sometime when he was younger he got in a fight with a magical Fey creature (need to look up invisible Fey creatures. Or a Flail Snail) and attempted to cast illusion magic at it. The spell backfired, rebounding back to my Gnome, knocking him out. The party gets killed, my Gnome survives because the rebounded spell rendered him permantly invisible (and therefore the Fey creature didnt find/kill him).
More time later and my Gnome comes to realize that being invisible is... inconvenient. Try buying a meal while invisible, or simply talking to people while they aimlessly talk back (its unnerving), or the strain on his sanity that comes with the fact that no one knows you exist. Heck, even putting on a disguise doesnt work since as soon as he wears it it dissapears. Since then my Gnome has figured out some illusion tricks to mimic his appearance (as best as he can remember anyways...) to give others something to focus on, and he has gotten quite good at keeping the illusion up. (He still messes up often, with the illusion going "static" or drifting the wrong way)

Mechanically he is a Gnome Wizard with the Effortless Trickery feat and a wand of Silent Image (750gp) as his Arcane Bond.
The idea is that I am going to cast silent image and keep it going with my swift actions (unless/until something wreaks my concentration, or I just want/need to be invis) but not be too careful with it, I can make it do whatever :p
I also have no idea how long a wand with 50 charges will last... Should be fine! ^_^

The problem is the drawbacks.
Invisibility comes with a built in DC 15 will save or be confused, so I will need a decent-to-good Will save, and therefore Wisdom. Otherwise I might waste half of my actions :p
Iron Will and a trait could go a very long ways here (using up both my 2 feats).
And to offset the 2CR template I could either take the Young template or the shackled template. The young template is honestly almost a boon (-4 Con, +4 Dex), I just dont want to be tiny :p
Shackled fits very well thematically with the rebounded spell/Fey curse but -2 Int (with no racial bonus) is really rough for a wizard, and -2 Wis (-1 Will) compounds with the Invisibility drawback quite painfully.
I think I will go with the Shackled Template anyways (dont want to be tiny) but I will have to try hard to be more than "Invisibily Useless."

Next problem. What to pair it with :p
I could go with 2 casting classes and try and aim for diversity through multiple spell lists. However, trying to use 2 different caster stats with -2 to each AND -1 class level might prove impossible :/
Or I could go something like URogue (something Dex based) since that would sinergise well with invisibility...
Or look up some Sphere classes now that I realize that that is an option :)

Anyways, thats the start of what I am looking at!
Would you be open to the idea of an Invisible Gnome Illusionist with a semi-constant illusion of himself?


Hi, throwing in a quick dot for now (its 3 dots in the morning -__-) but I do have a few quick questions.
No idea what i will go yet.

you mentioned templates, are they still ok at 1 CR = 1 level on 1/2 the gestalt?
Edit: templates with varying CR? (Ex: Celestial Creature)

Shackled drawback still usable?:
Attention: After some thought - and mostly because of the lack of Minus CR templates - I'm willing to accept a substitution for the Young Template: Reduce your ability scores and your Natural Armor by 2 points each (so they all start from 8 instead of 10). If the Template you're using ordinarily grants a bonus of 6 or more to an ability score, halve that as well. This power-reduction will be known as the "Shackled" Template, both for plot reasons and because you probably don't want something like "Weakened" in your profile. You may play the theme however you wish - a curse from a deity, an effort of will that's actually weakened your body (perhaps out of concern for being shunned if you were too strong in comparison to those around you), an arcane seal imposed on you as part of a deal with some fey (willingly or not)... the point is that your power and potential is somehow locked away. ^^ You are not required to use the Shackled Template - it's only an option, and you can still go for a Young creature or work together with me on a reduced version of the normal template.

The Harrowing. Are you doing that for us as well? (I havent really figured out what this is yet)

Unchained classes? Expected/optional?

Aside from that, i have not played this module before but I have read the players guide. Can I get a quick blurb about our starting area or something? Or should I just leave my current location unspecified.

No idea what I will go yet...


Sounds interesting, I have not read the document yet but a quick dot saying I would be up for learning it.
Also, Kingdom.
Very good read!


Hia :)

Not RP stuff:

Hello. There was another recruitment that was similar to this one that I was unable to get into (got busy, didnt get my character complete in time :/) however I have a lot of his basic ideas set up, I just have to upgrade him to 6th (and read the mojo stuff).
His basic crunch is going to be a human Incanter/Rogue (Swindler archetype). I will go unchained if I can.
As for his Incanter side his spells will be keyed to his Cha and he will be mostly focused on the Warp sphere with a secondary, support focus on the Alteration sphere. If you feel we need healing I can take a dip into the Life sphere (but see below).
As for his casting Tradition I am going to take the Focus Casting with his black hat being the focus (think of a black Indiana Jones hat (apparently called a Fedora)). To cast his spheres he has to touch his hat or tip it or hold it. If I could get your OK on this that would be great :)
I am also debating on going with the Wild Magic Drawback to gain the Deathful Magic boon, both centered around his "Luck." The more injured he gets, the greater the chance for a "Lucky" effect (Deathful Magic) but his spells always seem to have an element of randomness (Wild Magic). Anyways, undecided on this.

His rogue side will have the Swindler archetype and this is where a lot of his roguish flavor will come from, especially his Let Fate Decide ability where I can leave some of his decision making up to Fickle Fate :)
Beyond that, I have two ways I can build him, the first is to take the Card Sharp talent and turn him into a ranged sharpshooter, or use the warp sphere to make an effective flanker with sneak attacks.

Flavor Wise;
He will be a really sly character with a sharp wit and faster fingers. He always seems to be fiddling with a card or a coin in his hands as he leans easily against the wall. He is quite capable of slipping unnoticed when he feels the need, or simply the thrill. Somehow he manages to get to seemingly impossible places or even directly behind you unnoticed. How he does so is anyones guess but when he passes by, so too does your coin.
While he seems to get rich (so easily it cant be legal) so too does his money pass, for he is a man addicted to the gamble, and the thrill of living on the edge. Indeed he claims its Skill, yet says its all Lady Luck. You will never get a straight answer out of him, as he smiles and politely tips his hat. And vanishes....

While this is a Wizards Tournament (just saw that we are champions), and this character would be more stealthy/Dextrious skills based, he will still be an full Incanter and capable of powerful casting, it will just be more focused on less tangable stuff then direct damage. If he absolutely needs to he should still be able to grab a guy and launch him directly up if needed :p or, you know, stab his eyes out X(

Life Sphere

Spoiler:
If I do go with this I was wondering if you would let me take the Special Delivery normally used for the Enhancement sphere. The idea is that instead of me healing someone directly, I instead pull out this incredably suspect and totally illegal (probably) pill out of my pocket as I promise it wont kill you (probably) and that this miracle pill will cure all your aches and pains! (Most likely...)


Just wanted to get my dot in now rather then later :)


Hia :)
Not sure what I am going to create at this point, but I wanted to throw down a dot for now. Maybe something fast?


To start with, and for myself, I have played with the ABP system and found it neat, but ultimately unnoticable. Either you get it at an early level (1-3) and it having about zero effect, or realy realy high levels and things get confusing (no experence in the middle ground ^_^).
Do with it as you wish but I would do something else entirely. Since this game is also going P6, you will only gain 2 bonuses that you care about, the enhancement to weapons/armors and the physical/mental stat increase.
Why not just get rid of the ABP and give everyone the enhancements/stats for free at levels 3 and 6? Or as part of a quest, or something at that level?

I would also suggest (as an option) to go with a re-written crafting system and for low magic, item wise. I dont have the time to flesh it out here, and I can absolutely help to design it, but I dont have the time tonight.
As it is, mundane crafting takes years, and magic items are just sold to buy that one item you actually want.

I have not seen nor used the backgrounds and occupations rules. Should be a fun read :)

Classes: I am a big fan of Psionics. I have always liked their stuff. My two defaults seem to be humans and psionics if I can.
But if I cant, thats perfectly fine. I find that going as limited as core only is restrictive, but including Core, Base and Hybird you have plenty of freedom to work with (No idea about occultics).
I would say that whatever 3pp that you let in that you first go over it with a fine toothed comb together with its intended build first.

As for races, I am generally fine with human, so im easy.
As for which races to use, I am not sure right now. I will have to give it some more thought, but for now how is this idea?

o: 2 or 3 races have a special relationship with each other that is odd or unusual. Maybe emnity, strong bonds or something.
Examples;
o: there is a large social gulf, magic defines a persons social value, and the elves have all the magic and the dwarves have none. The elves gain spell penetration as a bonus feat and dwarves get steel soul as a bonus feat.
o: Kobolds are the main labor force in the cities. Most construction crews are manned by kobolds as have most buildings been built by them. Humans and kobolds work shoulder to shoulder. The kobolds lose their racial hatred but retain their draconic connections as a tribal identity and as a status symbol, setting them apart.
o: the Grippli and the Tengu have nearly unshakable bonds and are insepperatable. This comes about from their social standing and profession. Both tengu and grippli fish, one from the sky and the other from under the water. Together they share this lifestyle and together they sell to the great human cities as a vital role in keeping them fed. Yet together they are despised as low class citizens by the humans.
Indeed a wandering grippli would instantly come to a complete strangers aid if it was a tengu, no explaination needed.

Also, look at the lifespans of some of the races, especially some of the longer ones. I dunno, I always saw gnomes as these hyperfast, high energy creatures, and the reason being that they only lived a short 25 years and had so much to do in that short period of time :)


mdt wrote:
Ah, considered a gunslinger, but firearms at emerging as implemented are nearly impossible to play unless you do a dual wielding pistolero.

No... They may be nearly impossible to compete in the DPR Olympics unless you do a duel wielding pistolero.

But they are far from unusable.

Quick example, looking for pure damage.
Musket Master, using a Double Hackbut.
Add in Vital Strike.
Go 1 level in barbarian (or 6 in this case), get Furious Finish (get so angry you SHOOT HARDAR!)
Heck, go Urban Rager for more dex.
Heck, heck. Get large size somehow (permenancy?)
As best as I can tell 2d12 becomes 6d6? Ill go with that.
Furious finish a shot and it becomes 12d6 maximized (+ static bonuses) or a flat 72 damage before things like Dex or deadly aim are added in. Heck, add flaming enchant for an extra 6 fire damage (it gets maximized too).

Then you have free action reloads, touch attacks, rage cycling, rage powers... you have enough to be usable.

Dont like Furious Finish cheese?
Then try something else. Like;

Go half-giant (psionics) with a permenant enlarge person cast on you and carry around a huge culverin and act like you are carrying a cannon.

Go Gunslinger/Alchemist with the Explosive Missile and shoot literal bombs through your gun.
Heck. Shoot friggen Missiles at people!

Or go Gunslinger/Spellslinger Wizard and shoot spells at people. I am sure that there must be some combinations that are good...

Or find some obscure or unusual feat and work from that. Hamatula Strike Oddly works with ranged attacks, so create a build that shoots people and then teleports them into your hands (if you grapple a creature further then 5ft away from you, RAW you move them beside you. Screw reposition!). Create a shooting/grappling hybird :/
Edit: except BAB +7. Still, you get the point.

And many more besides those.
Look, my point is that the only "impossibility" for a non-pistol gunslinger is in the DPR Olympics, and even that I would dispute (as the above Barb-Slinger), ESPECIALLY with the options granted in this campaign, such as gestalt or psionics or spheres.

Final point: Gunslingers have ample oppertunity to create a usable build, especially in this kind of campaign.


So here is the basis on which I would like to build him.
A human Gunslinger/Rogue with the Driver archtype. Would it be alright to have the Driver archtype affect naval ships? (IE drive checks=sailing checks)
He is starting to shape up to be a helmsman with a gun, steering (although not nessesarily a captian) a ship through the waves.
He probably wont even get close to a wheel for quite a long time, but he can dream :)


GM Grog wrote:
Green Smashomancer wrote:


...and I really want to try kobold tank anyway. Ah well, that's how it is.
.....I will allow Kobold Tank, as its probably the least minmax tank I have ever heard of!

Until you realize that the Kobolds get +1 size bonus to AC, and +1 NA, and +2 Dex gives you another one.

Then add in the Defender of the society trait and some good heavy armor and vola! You have a very good start to being tanky :)
Small size and a str penalty means you wont do much damage, but they are naturally hard to hit.

As for me, I am thinking of a human gunslinger of sorts. Not sure of the other class yet, probably something mobile. Ill go for a rope swinging, guns blazing pirate :)
But I just realized a big problem... You said that there wont be much in the way for support for a gunslinger (and thats fair) but what about his initial gun? Do I get to keep it despite the early gang press? Can I find one early into the campaign on the ship? Can I craft one from some piping and spare powder that is laying around?
That could seriously crimp a budding gunsmith :(


GM Pox wrote:

...Build Info

12th Level, Mythic Teir 4
25 point buy
2 traits, 1 must be campaign

Lol. I reread the original post at least 4 times and still completely failed to see this :P

Ok, Ima get brainstorming :)


Looks interesting. I HIGHLY doubt I will get something done by tomorrow, but I will still give it a shot.
Mythic?
Also I have never played Mummys Mask, so I dont know any of the lore or anything, but I should be able to find something online.


Ok. So it looks like another one of my campaigns is struggling. Might be on a timer (I really hope not).
So I am going to focus on my Angel and Summoner.
See if I can get him up in time :)
Summoner HP: 2d8 + 8 + 3 ⇒ (8, 7) + 8 + 3 = 26
Eidolon HP: 3d10 + 3 ⇒ (6, 3, 5) + 3 = 17 (Eidolons roll for all hit dice, right?)
And my Eidolon has crap hp >_>

Edit: oh ya, I went with a 20pb. Those rolls also sucked :'(


Well I already have a character in here (and lets face it, the Friar will never die...) but I am going about creating a backup character who is an Incanter.
He will be going with the Weather Specialization if only for the +1 CL. CL 7 is HUGE for the weather sphere so that felt almost essential, the abilities themselves arent that great.
He will also be an Elementalist with the Geomancer archetype for more naturey goodness :)
Elementalist HP: 5d8 + 8 ⇒ (3, 2, 5, 8, 3) + 8 = 29


Not that the Friar is EVER going to die but I am already thinking of what the next guy will look like -__-
I am thinking of using the spheres of power to create a prophet controlling the weather and nature. Think of an old, weather worn man with a long white beard and a staff in hand who shouts to the wind and earth to do his bidding.

So in that vein he will be a human Incanter/Elementalist (Geomancer archetype).
The Incanter will give him a strong base for his abilities, and where his weather talents will come from.
The Geomancer will be focused on nature abilities like earth control or summoning trees to bash people with.
If I have talents left over, I might go with something from the Fate, Light or Life sphere?

Anyways, I was thinking of using these Casting Traditions for my weathered prophet. What do you think?

Focus Casting The prophet carries a staff, and that staff is what he uses to focus his power, and what he casts his powers through.

Verbal Casting the Prophet calls out with loud voice and firey sermons as he casts his spells. With a loud voice he splits the heavens and Commands the trees to uproot.

Easy Focus the Prophet can keep a storm brewing while he does other things.

And maybe;
Somatic Casting where the prophet cannot wear armor, were instead he wears robes made from the hides of wild animals. Yet his spells have Overwhelming Power against those he chooses to use it on.

What do you think?


It gives you Damage Reduction and CMD but does not count as armor.
OR you can boost the AC of some armor you are already wearing by 2.

You still wear armor as normal.


Hello :)
Its really late right now (to the point of early) but I did want to put up a dot.

The idea was to create a young human Alchemist. He is very hands on and crafty, building this, and experimenting on that. Later on (at lvl 2) he will take a 1 level dip into gunslinger as he has managed to create this "new" invention and uses that. Then he would go back to Alchemist.

Gyro If I did get in, same with you, then I could be a partner of yours of some sort, and someone who can repair you when needed.

Ammon I like what you did with the Monk and trying to make a fast character. I have also tried to make a character like that, one who ran here and there really fast while taking a flurry of attacks at them while they did so.
Here is something that you might like that might help you with that.
Panther Style lets you run past someone and then get a free attack if they try and attack you. (basically you provoke, they take the AoO and that gives you one back).
Panther Claw lets you do it a good few more times.
Which means you can run around the field as much as you want and take random attacks at different targets. You can also do this from lvl 1 if you are a human and pour the feats into it.
Might be fun to look into :)


I think I have managed to figure out the chassis for the character I am going to be applying with.
He is going to be a Human USummoner.
On the human side he is going to be a young lad, full of curiosity and bright ideas. He often has something to say about everything, and is always eager to help out (his Ma taught him well!). He will either be CG or NG, he generally tries to be a good person, and he has a very good mentor (see his eidolon) but he can, and does at times fail to temtation or an "easy way out." However he is usually remorseful after the fact (if for no other reason then his mentor quizzing him about it) and will often try to make up for it.
He is Chaotic in the sense of freedom and desire to explore, yet completely capable of following rules and plans (again, his mentor has a say in it). He is NOT Chaotic in the sense of Chaos and the need to create as much of it as he can.
IE he is good natured yet failable, and free spirited but not uncontrollable.

Mechanically, he will have the Fast Learner and Improvisation feats. Other then that, somethings from the following list;
Improved Improvisation (feat), Dilettante (feat), Comprehensive Education (Racial Trait), Improvisational Equipment (trait), Helpful (race trait, via adopted), or another trait to shore up a missing class skill, or that just looks cool.

This would mean that He would be at least passable on a very wide range of skills, and if anyone else were to attempt a skill check, I would just Aid them instead.
In combat I would rely on some summoner buffs and genetally supporting others (at least for the summoner, the eidolon is capable in combat), and would probably use Aid Another in combat to bolster the others.

-----------------
The Eidolon
The Eidolon will have the Angel base and be lawful good.
He will look like an angel and have feathered wings (no fly speed) and a large sword in one hand (blunt, its his slam attack).He is the Summoners Guardian Angel and guide. He has been tasked (or created for. I dunno) with keeping the boy safe and guiding his spiritual growth, keeping him on the path or correcting him as needed. While he is LG, his main goal is to correct and advize, not to condem and destroy. He isnt here to purge and utterly anahilate evil (there are other angels that do that) but to slowly foster the growth of the summoner, to encourage him to choose the right path, with his choices being of paramount. However he is also his potent bodyguard and will defend him earnestly.
As for others (such as the party), they can converse with him just as easily as another human (with a strong Good bent) and can do things normally, just dont ask him to do something directly evil.

Mechanically

He will probably have 3 of the following Evolution Points; Improved Damage (bigger sword), Imp Natural Armor (in the shape of a suit of armor), Skilled (Religion) Cuz Angel), Skilled (Deplomacy), Skilled (Acrobatics) representing the vestigive wings).
I would probably go Imp Damage and Skilled (K: Religion, Deplo/Acro).

His first feat would be Power Attack but I am undecided on his second one.
Combat Advice would be cool, and fit his advisory role well, anc I am not going to be doing full-attacks anytime soon. Revered Guidance keyed to humans would be really cool, especially considering he is an angel whos come to guide people (as for the Aasimar requirement, an Angel is basically ≥ then an Aasimar. Would you allow it?). Or Nature Magic (Aka Divine Magic) to gain a little bit of magic.
Any thoughts or advice?

As for his role during play, he can handle himself well in combat, and as a flanksteak when needed. Elsewise he might be able to give advice (and +2 to hit), or be a very potent orator.
Or just simply be talkative, annoying and fat :)


So I have been trying to decide what to build with my character (the skill sets are both kinda crumby), as well as how I could fill in something that was missing from the party (for some reason I am fixated on improvisation and skills :/ ).
one idea i had was to go with the Improvisation line of human feats (maybe even Imp Improvisation) and be capable of doing almost any kind of skill, however it is very feat intensive, so whatever else I do go, it would have to require 0 or 1 feat.

So, still thinking :)


I have been reading through it and have been thinking a lot about my old ColdLord that I had made, and it was beginning to make me feel nostalgic, so I started thinking about what it would take to rebuild him here :)

My general conclusion was that if I made him a general Weather Master who could affect and control the environment that he would be an INSANELY potent force on the battlefield, as a whole. As in over the course of days and multiple fights and the time between... He would be powerful.

Think of it this way, you target one side of the battlefield (and generally your forces are unaffected) with intense drought. The sun is searing hot and some people are getting heat stroke. Next day they are covered with a massive blizzard. Frostbite is a problem and people are freezing to death. Next day its a blazing heatwave, then back again.
Shock is starting to kill lots of people now from the massive temperature shifts. Now we have a tropical storm that is anchored DIRECTLY above your embankments and its pouring there all day long, with lightning strike after lighting strike every few seconds. Finally that recedes only to leave a massive blanket of fog completely obscuring vision... Well, except for that strike team that is coming in who have clear blue skies (but JUST around them...) and the easiest fight of their lives...

And an Incanter with the Weather domain could do basically that at this level, and he could get it to affect an area about 1300 radius around him (or a point within 600ft of him, like the other guys trenches >_>) for a few hours at a time.
Fun times ^_^

However
He would be significantly less "potent" in small skirmishes and fights. Some of his stuff takes a good few rounds to ramp up, and it is can be very indiscriminate about friend and foe -_-

Still, I think it could be fun to try and create a "Weather Prophet" who fights, supports and debuffs with the power of the elements. I think I am going to try and see what it would look like if I actually built him up :)


Looks interesting. Mind if I ask why the Soulknife is the only Psionic class allowed?

No idea yet what i would want to go, but consider this a dot and a stat roll.

Set 1:
Str: 3d6 ⇒ (6, 4, 3) = 13
Dex: 3d6 ⇒ (2, 3, 3) = 8
Con: 3d6 ⇒ (6, 2, 6) = 14
Int: 3d6 ⇒ (1, 2, 5) = 8
Wis: 3d6 ⇒ (4, 6, 5) = 15
Cha: 3d6 ⇒ (6, 4, 6) = 16


Set 2:
Str: 4d6 - 2 ⇒ (2, 5, 4, 5) - 2 = 14
Dex: 4d6 - 1 ⇒ (6, 6, 1, 2) - 1 = 14
Con: 4d6 - 1 ⇒ (4, 2, 2, 1) - 1 = 8
Int: 4d6 - 2 ⇒ (5, 3, 3, 2) - 2 = 11
Wis: 4d6 - 2 ⇒ (2, 5, 3, 3) - 2 = 11
Cha: 4d6 - 2 ⇒ (2, 5, 3, 5) - 2 = 13

You mention Alchemists crafting, so that makes me wonder. Are we allowed to craft? Precrafting?
Oh ya, do we get reduced starting gold because of ABP? Just clarifying :)

Another question, do we start out captured yet fully decked out in combat gear?


What spheres are you going for?
The last time I went with that system I went for a Nature/Weather Incanter with a very specific focus on cold and snow. He was only about lvl 2 but he was a load of fun!
Also, that spheres wiki was a lot more comprehensive since the last time I looked at it :)


Ya its not one of the uber builds!
And I found out I can emulate it well enough with a Sorcerer using Shapechange or simply using a druid with the quick Wild shape feat.
Still, this is closer to home so I will try to build that first :)

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