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DominusMegadeus wrote:

I recently got the three Shadowrun videogames on Steam (Returns, Dragonfall, Hong Kong). It's a really cool world and it must be nice to draw cyborg samurai troll bankrobbers for a living. Your cover looks great, btw.

Very much inspiring me to try the tabletop game.

Thank you! I'm glad you like it. ^_^ And it really is, though sometimes the descriptors of the images I have to paint can be pleasantly nanners. >D


Thank you to everyone that participated! You all made fantastic creations, and at lightning speed. ^_^

And so, I had the player look over the builds, and choose a winner. and ANDREWW, they chose your half-orc toppling meta-magic wielder! The attention to detail, full character inventory, and unique concept of, of all things, a half-orc for a race choice, made the build stand out to them. Congrats!

Thanks again to everyone who came to our aid tonight!

Andreww, send me a private message with the following info on the character you'd like sketched:
-race
-class
-weapon
-armor
-face
-body build (lithe and short, tall and muscular, ect.)

andreww wrote:

This is similar to my PFS sorcerer with a few tweaks. Caster level 9 magic missile, toppling rod for trip shenanigans, lots of spells for versatility and orc bloodline for extra damage.

** spoiler omitted **...


Hey folks, I'm one of the Shadow run cover artists (google Shadow run Hard Targets to see my work) and I dm'ing a 5th level game tonight and have a player joining who wants to play a magic missile focused sorceror. Unfortunately, they are completely new to pathfinder, and have no idea how to build a 5th level character, and I am completey crushed for time. So I present this: if anyone can be our hero tonight and whip together an easy to pick up, super magic missile spamming 5th level sorceror by 5:30/6 central time, I will sketch their pathfinder character for them. I'll pick the winner in a kind of "first in, best dressed" sort of manner Sound good? Ready, go!


Drahliana Moonrunner wrote:
Rocs are not dragons, and for that matter, Druids can't tame those either.

Hence the class.

Do you have any advice regarding building a Dragonrider? All pretenses aside, I really am in a bind for time.


Drahliana Moonrunner wrote:
You get to turn the iconic monster of D+D into a mere class feature.. that should give you a feel for their power level.

Yes, but in an intelligently designed and fairly balanced manner. In line with Roc Druids and the like, and designed by an industry pro.


I have a player showing up to join our game tonight (I'm the GM) who asked me if I could build a lvl 5 Drow Dragonrider (Red Dragon) for her so that she can jump in right away. I agreed, but the class has me a bit frazzled: I have no idea how to properly build this. The class can seemingly do everything, though I know that's not inherently true.

I feel like I should focus on dex primarily, with int second? Would they need mounted combat and the various mounted combat feats if their focus makes attacking from the mount a secondary thought? IS attacking from the mount a secondary thought? What are the basic tactics for a Dragonrider in combat? >_<

As you can see, I'm in a bit of a tizzy, and the time pressure isn't helping. Any help here wold be much appreciated!

Thank you!

-Clockwork

*DISCLAIMER: I really like the Dragonrider class, and have researched it on many forums to get a feel for their power level, I just haven't built one before.


Wow, these are all fantastic suggestions, amd I will endeavor to research them all to the fullest. Thank you!

Also, one of my friends suggested a reach Warpriest, and I was curious if that was a contender for Oracle? It seems like warpriest is more melee, with memorized spells, and the oracle is more spells, with spontaneous access? (I've never played an oracle, so I have no frame of reference)

Is there a reason to go oracle over bard?
I've also heard that reach bloodragers can get pretty control-y, but haven't really dabbled in any form of barbarism, class wise.


Hail and well met adventurers! XD

I'm looking for advice on what class would mechanically benefit the party I'm joining. It's going to be a three man group, with the other two players playing a tiefling melee unchained rogue, and a human shield specialist fighter (who uses antagonize to great effect). They are third level.

I'm thinking bard, magus, or 3rd party "Machinesmith" class from NeoExodus (our GM allows 3rd party as long as it is well reviewed).

I would prefer to stay in melee (not a fan of natural and unarmed attacks though for style reasons), hence I'd rather not go straight wizard (I have the most fun describing my attacks in combat). I know they're missing magical versatility but too much book-keeping and powers checking makes my head spin, and I'll tend to start missing points or forgetting how many add-ons I have equipped or modifiers to count (hence I'm not automatically playing as a wizard or summoner. Even the alchemist might be too much).

Any suggestions would be great! Thank you in advance!


Wow, Thanks everyone! That was super fast, unanimous, and numerous! I'll link him to the page, and that should help alleviate any further confusion or doubts he had. Thanks again!


So my friend wants to play a pure pyromancer ranged blaster, (think chandra from mtg) and is have a bit of analysis paralysis in regards to what would be a more optimized choice in terms of ranged damage dealing. I informed him of the problems pure fire typed damage will have at later levels, but he really loves the concept.

Does anyone have any suggested builds or advice as far as one class over the other?

He's planning on being human, if it helps.


Also, is it more worth it to shield bash with a shield boss splash weapon, or just have the shield formula and use ranged weaponry with raining arrows and the explosive missle discovery? Pros/Cons?


Is there a melee weapon variant of the explosive missile discovery? It lets you infuse a piece of ammunition with a bomb, and then use a ranged weapon to deliver the attack.


My stats are (in order) 17, 16, 17, 17,14, 9. I rolled LIKE A BOSS.


Here's the race:

Half-dwarf
Medium humanoid (dwarf, human)
Speed 30 ft.
+2 to any ability
Languages Common, Dwarven
Craftsman (Ex) +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Greed (Ex) +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred (one type, -Choose-) (Ex) +1 bonus to attacks vs chosen type/subtype.
Resistant (Ex) +2 to save vs poison and mind-affecting effects.
Stability (Ex) Gain +4 bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning (Ex) +2 bonus to Perception vs unusual stonework. Free check within 10 feet.


It should be mentioned that we will be adventuring mostly in the deep jungle, and we will be tracking heat exhaustion from armor and such, so I'd prefer to stay away from heavy armor.


I'm looking for advice on the viability of a Grenadier Alchemist tank. My DM came up with a fantastic half-dwarf race build, and has house-ruled the martial weapon proficiency to also include shield proficiency if I select the heavy shield with the grenadier's free martial proficiency.

I not only love the flavor of a half-dwarf with a heavy shield bashing away with an alchemically charged shield, but I looked into a shield attachment called a shield boss, and one of the varieties of shield boss, the breakaway boss, lets you attach an alchemical vial to the shield, so that when you bash with it, the vial also detonates, dealing direct hit damage.

This seems like an open invitation to alchemy damage stacking.

Thoughts?


Thanks for all the amazing advice, everyone! I think I'm going to Grenadier Alchemist, and debating on a swashbuckler musketeer dip for firearms to alchemize and opportune parry and riposte (which I LOVE). In the end, I ended up rolling my stats like a fiend and got (in order) 17,17,16,17,14,9!! Taking Student of Philosophy to use int for diplomacy and bluff, and feeling pretty great about it. XD

Thanks again!


How about a dex based, TWF Mantis Zealot Wapriest, who deserted the Crimson Mantis when they killed his father for something, and now he's on the run from them while also trying to find out why they were hired to kill his archeologist father.

Maybe dip into swashbuckler if cha roll allows?


Any suggestions or builds that fit the new parameters? >_<


UPDATE: The plot thickens.
So my DM has informed me that character creation will be done in his own custom way: we get one 17 and one 9, and may place those scores wherever we like. However, all additional stats are to be randomly rolled IN ORDER at the table!

Needless to say, this severly puts the kibosh on planning any class that's more than one ability score dependent. Of which most of our suggestions seem to be.

So....hells. -_-


Mr. Shiny wrote:
ClockworkWraith wrote:
On the Skald: wouldn't raging song in a party of this many casters hurt their spell casting effectiveness?

Wouldn't hurt them - each target gets to choose if they are affected by raging song.

Something to keep in mind - for this AP, I'd suggest against a build that's relying on medium or heavy armor. Full Plate doesn't do well in the jungle!

Ah, I didn't think about that, thank you! Well, there goes warpriest. XD


On the Skald: wouldn't raging song in a party of this many casters hurt their spell casting effectiveness?


UPDATE: Looks like the DM has suggested I be something that has decent social skills, so now I'm thinking Mysterious Avenger Swashbuckler, since I believe they are cha based, and would fit the theme well?


N. Jolly wrote:
Tiefling alchemist, easy. As long as your GM isn't going to make you count vials and such (which they shouldn't), you'd be a great fit for everyone else, a solid buffer, and nice damage as well. I'd say go melee myself, since your ninja could always use more people mixing it up in close to go for damage, beastmorph vivi could be fun to stack sneak attack damage since a lot of things in SS should be SA vulnerable too.

Actually, a swashbuckler/alchemiat could be fun as hell. Maybe grenadier or viv? Go inspired blade to be less MAD?


Does divine matter so little in serpent's skull?


Maybe a swashbuckler to dex-front line and fit the ap theme?


Hello Adventurers,

My DM invited me to his customized Serpent's Skull campaign, and due to my late entry, all the other players already have their classes picked.

I'm looking for advice as to what class woyld help out this group the most in a pulp jungle adventure like Serpent's Skull, while also not stepping on anyone's toes.

Here is the party list:
Halfing Ninja
Slyph Sky druid
Ratling Conjurer
Tiefling Archer

I'm thinking they could use a divine tank, like a Warpriest, or maybe backup skills and trap finding in the form of an investigator? Thoughts?


Hello all,
I'm about to hand over Thornkeep to a friend of mine to run at his store, and when he asked me for a player's guide to help his group of newbies build their characters, It occurred to me that for a module of this size, I have found very little in the means of player support.

I want to be able to hand over a decent handful of player aid, and would very much appreciate any suggestions the community might have!

Now then, to begin.
It seems that this module was built with a particular focus on rogues, outlaws, and mercenaries as player characters, and that rogues, rangers (with goblinoid favored enemy), and at later dungeon levels, wizards, all seem to be in focus. A cleric would get some good use early on and later in the arc, but not as essential as in other modules? (I could be missing something about that one, though). There's also a lot of npc interaction and lot of knowledge local rolls.

Any other suggestions?


the issue being that he could buff his familiar with negative energy abilities and the like. Making your familiar skeletal has immediate mechanical differences.

"A skeleton loses the base creature's defensive abilities and gains DR 5/bludgeoning and immunity to cold. It also gains all of the standard immunities and traits possessed by undead creatures."

He would be adding the "skeletal" template to it, and I wanted to see if there is a rules-legal way to do this as a wizard of first level.


Like the title says, just trying to work with him on how to do this. He's pretty set on it, so like a good GM, I'd like to find a way to make it work for him. Any advice?


...And then maybe fit Furious focus in there to offset the low BAB+ Power Attack...Maybe Improved Initiative to set up?

Actually, While we're talking exotic chain reach weapons for AoO, why not the Flying blade? Your primary attack would be at a painful-2, but any AoOs would be at a +2. Also, d12 damage and x3 crit is nothing to scoff at (though you can only 2 hand it, and can't switch to strike adjacent).

The Meteor Hammer in fortress mode would also work, as then you're essentially getting a light shield for free (+1 to AC while in fortress mode).


Undone wrote:
Kudaku wrote:
Undone wrote:
Quicken blessing is mandatory even in absence of summons.
I wouldn't call it mandatory, there are several blessings that do not at all benefit from Quicken Blessing. Liberation, Madness and Strength, for example.

If you pick two weaker blessings yes you can avoid using it. All of the really good blessings are standard or move actions.

Quote:
How well might Death from Above tie in w/Air Blessing's +level in Electricity to damage and flight?

Poorly. You're likely to be charging laterally (height wise) or upward.

Quote:
What about a dorn durgar build? You can use the weapon as a reach weapon or normal range while also at later levels either dual wielding them or using one with a shield for added AC.

That is more or less a reach build just with slightly different feats. Again my build is to create generalist builds which can be modifier as desired. The reach build is highly versatile because the core is just Combat reflexes, power attack, and pushing assault.

Quote:
On the subject of Horn of the Criosphinx, well, since I am partial to the 2 monk dip, I took quicken blessing as my 13th level feat, and Horn of the Criosphinx as my 11th, but yes, you are broadly correct about the higher requirements for it.
A fair point. I did add it to the list I just didn't think about it at first.

I was actually just thinking of building a Castlevania inspired warpriest, and trying to convince myself to take the ewp and weapon focus for the dwarven dorn dergar for specifically this kind of build (reach tank). By interesting qualities, you mean the reach to adjacent move action switch? Any help or suggestion with this sort of build would be amazing, as right now i'm having trouble nailing it, our group could really use a reach tank, and I reeeeaaally want to justify a chain weapon like the dorn dergar. Would a spiked chain with lunge be better for an off-tank reach build that keeps the chain motif?

This issue is compounded by the fact that my dm says I have to stick to Sarenrae, so i can't pick a diety based on weapon prof. So if i'm 6th level, that's EWP at 3rd, chain flail master at 6 for a 1d10 one-handed reach weapon with a shield. Then I'm assuming quick draw or Darting viper as a bonus feat at 6th? I might be incorrect about my feat progressions. Then I'd imagine Quickened Blessing, Power Attack, and Combat Reflexes, provided you're human?


Sweep? Like a magic version of cleave?


Or perhaps model it more after Burning Arc and reduce the damage to d4s instead of d6s? Though that's more added math than I'd prefer...


Alternatley, bumping it up to d6's for a second level multi-target spell is still in line with the designing spells rules, however, this might be overpowered due to it being force damage and therefor hitting incorporeal creatures (albeit from within precarious charging range, and dealing only 3d6 damage at the level in which the wizard would first acquire it).


I actually am allowed to make use of the designing spells rules, So at present I like the idea of essentially changing burning hand's fire damage to force damage, and upping the spell level to 2. However, would this spell still be a decent choice at second level, if all it does is change the damage type, or should I change it up further? (Say, increase the damage but lower the damage cap by a level? Maybe have the caster roll all the damage dice and allow them to allocate them to creatures hit, minimum one die per creature hit? Something to better differentiate it, and/or keep it relevant, I mean.)


Just a quick question; I'm digging through the SRD looking for a (preferably 3rd level or below) spell that functions similarly to Diablo III's Spectral Blades spell (never mind the audio or runes/skill abilities).
Really what I'm looking for is a close range blade spell, preferably that hits multiple opponents in close burst or "shotgun blast'. I've considered refluffing burning hands to be flaming sword slashes and the like, but if I can find a force (or specifically swords-ish) spell that functions similarly, that would be ideal.

Thoughts?

3rd party is okay, though I'd prefer to stick to Paizo.


Just a quick question; I'm digging through the SRD looking for a (preferably 3rd level or below) spell that functions similarly to Diablo III's Spectral Blades spell (never mind the audio or runes/skill abilities).
Really what I'm looking for is a close range blade spell, preferably that hits multiple opponents in close burst or "shotgun blast'. I've considered refluffing burning hands to be flaming sword slashes and the like, but if I can find a force (or specifically swords-ish) spell that functions similarly, that would be ideal.

Thoughts?

3rd party is okay, though I'd prefer to stick to Paizo.


Bandw2 wrote:
i like how different the rogue human is from the rest of the party. give that guy a medal.

Hahaha, agreed. XD


Thanks everyone, for your great suggestions. I'm noticing a lot of divine casters in the list; are divine casters better than arcane for this ap, or is that simply a matter of having no primary healer?

One of my friends also suggested a Court Bard or Warpriest, as apparently the bard can do a bit of everything, and court bard debuffing would increase the chance of our straight damage dealers, and Warpriest can frontline and heal (though as I understand it, to a much lesser degree than the standard cleric).


We're playing Rise of the Runelords and lost some characters in the misgivings. The survivors are headed into Magnimar now, and it's a pretty good time to introduce new party members. As such, I'm looking for some advice on what kind of character to bring into the new mix. We now have a changeling stygian slayer, a tiefling mysterious stranger gunslinger, and a human rogue. I'm curious as to what would, in your opinion, be a good fourth man in terms of party balance?


We've got a party of a human rogue, a tiefling gunslinger, a changeling slayer, and this new character. Is bard going to actually help at all, or just step on other character's toes? We're running through book 2 of Runelords right now, and have just finished the misgivings...


Also, I'm trying to decide between dhampir, human, and fetchling for the starting race. Human has the obvious versatility and the free feat, while dhampir has +2 dex and Cha, and "Manipulative" (+2 bluff and perception), all of which rocks for a bard (though detect undead is rather meh for me). They also have to deal with negative energy affinity, though.

Fetchling have the same ability bonuses + elec and cold resistance 5, a miss chance in dim light, and Disguise self as a spell-like (gotta meet that noble jerk or the king? Disguise self as nobility and bluff your way through for maximum laughs). The penalty to wisdom could suck, due to low perception rolls, and a wand of disguise self isn't all that expense.

Thoughts?


Is the swashbuckler supposed to be a straight dex/cha dps build class, or do are they more in line with the magus styled crit-based builds? It seems like they innately lean towards Rapier use almost to the extent that the gunslinger focuses on guns. 0_0


Hawktitan wrote:
A Morningstar would work for Swashbuckler abilities. Neither a Mace nor a Morningstar are the most ideal of weapons to use, but if you wanted them for flavor then sure.

Right, Piercing weapons! Forgot about the morningstar.


RumpinRufus wrote:
ClockworkWraith wrote:

Isn't martial versatility Fighter lvl 4 only?

and yes, I'm rather counting on the free finesse. >}

At 4th level, Swashbucklers can count their swash levels for Fighter levels for the purposes of feat prereqs.

0_0 THAT ABSOLUTELY ROCKS. Hmm..though that means I'd have to go swashbuckler 4, court bard 1, which would hurt spell progression pretty bad? Though the jester would be a much more deft melee combatant.


pennywit wrote:

Are you looking for optimization or flavor?

Assuming you're looking for a little flavor in the mix ... how about this? Court Bard and Swashbuckler, of course. Max out ranks in Bluff (or Perform [comedy] for the versatile performance). Carry no obvious weapons with you. Instead, your main "weapon" is a jester's head on a stick with a blade concealed inside -- a flavorful adaptation of a sword cane, which lets you use your weapon finesse.

In combat, you draw the sword cane from inside the jester head on a stick, but you continue holding the stick in your off-hand. When you use your bardic abilities on an opponent, or when you feint or demoralize in combat (and you should constantly feint or demoralize), talk to your opponent through the head on a stick.

Name the head on a stick Binky.

You: "Hello, Mister Orc. Binky here says that you smell like a goblin's undershorts."

"Binky" (actually you with a funny voice): "Yeah, but even a goblin baby's got more in those shorts than Mister Orc does!!"

Then both you a Binky laugh as you whack the orc with the sword bit of your sword cane.

Everything about that is BLOODY FANTASTIC! XD Ahahahahaaa!

I almost wish i could disguise a mace as a jester's head and use it for Swashbuckler's Riposte.
"NICE SWING! BONK! *crushes opponents face in* AHAHAHA"
BOINK.


RumpinRufus wrote:

Well, for Dex to damage the Slashing Grace + Martial Versatility combo works, if you're going human.

Also, you realize that Swashbucklers essentially get free Weapon Finesse, right?

Isn't martial versatility Fighter lvl 4 only?

and yes, I'm rather counting on the free finesse. >}


So I'm thinking ability priority should be DEX, CHA, CON, INT, WIS, STR, with weapon finesse to add dex to attack rolls. Is there a way to be able to add character levels instead of just swashbuckler levels to damage with the Precise Strike deed? Or Dex to damage other than Dervish Dance (I think the Dervish Dancer feat chain with Slashing grace would be too many feats to be plausible)?


Rhatahema wrote:

The aasimar favored class bonus would be pretty handy for improving Satire. Unlike Inspire Courage, the penalties on Satire aren't capped, so you could reach a -5 penalty at bard level 16.

The Steel Falcon PrC grants Heroic Speech at 2nd level, which functions like the inspire courage aspect of bardic performance, using your steel faclon level + bard levels as your effective bard level for the ability.

Assuming heroic speech works in all ways like bardic performance, you'd need the virtuoso performance or shadow bard spell to pull off both at once, but the combined penalties and bonuses to attack would help you pull off those parries. The master performer and grand master performer feats can boost inspire by +1 each, but again, that assumes heroic speech is treated like a bardic performance. If not, then I'm not sure how to handle the ability.

Just an idea!

Hmm...very cool synergy, but i'm not sure aasimar fits the "creepy jester assassin" idea. I didn't even notice that about Satire! Nice!

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