Count Lucinean Galdana

Dagada's page

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Hello

I am designing a homebrew setting very much like the Iron Kingdoms campaign setting.

I was wondering what you all thought would make a Pathfinder equivalent to the Warmachine "Warjacks"?

Would this be best addressed as a Construct?
What other rule options exist?

Thanks


I tried to make an order on Saturday night for two Kyoudai Games pdfs. The website said it needed to be reloaded at one stage in the process. I was charged the $23.00 on my visa but was not given the pdfs. They still appear in my shopping cart.

Cant wait for customer service to open at 10am (what a great starting time) but thats still almost 3 hours for me.

(* this post is not an upset rant. I figure the web team would want to have examples of issues like this happening on this system. Im sure it will be worked out with customer service.)


Like it says in the title how would you run a kingmaker AP for an E6 or E8 campaign.

What are the very basic plot elements that need to take place that still foreshadow an evil fey creature trying to exert control over an area of untamed wilderness?

the world is not Golarion' but a Colonial North American rehash.


(Sorry for the incoherent mess below)

Greetings

Now that my girlfriend has bitten the BB bullet and run through several adventures with each of the classes its time for me to indulge in my dream AP/story arc. A kingmaker mash-up in a fantasy/North American backdrop; specifically the PCs will be from New France.

Go to New France

---
Intro:

The PCs are sent to the Pays d’en haut (the "back-country" of New France) as agents in the Company of New France (Fantasy version of "fur trading company") to consolidate power in this part of the continent.

-(They have a similar charter from the governor of New France like the PCs in the actual AP)

From Montreal/Quebec the PCs travel the Ottawa and Mattawa Rivers on through the French River and finally into Georgian Bay. Their destination is Fort Ste-Marie, a Jesuit Mission in Huronia, the homeland of the Huron Nation.

Huronia-Game Area

The PCs are greeted by Father Brebeuf and quickly informed of the 'bandit mess'.
A gang of British fur traders/trappers with Iroquois allies have been harassing the French post for several months.

- (From here the opening scene pretty much takes place like in the book)

Exploring the Greenbelt:
- Its assumed the PCs will use the Fort Ste-Marie as a home base like Olegs while exploring/mapping the wilderness (which basically happens to be by backyard growing up)

The British trappers/traders will have a camp like Thorn (?) in the AP and a much larger (but maybe not as big as the StagLords fort) base deeper in the interior.

Although its still definitely going to be a fantasy setting, I never liked the Mites as written in the First Book. I wanted to swap out the Mites/Kobolds for various Huron tribes/Village sites that are spread throughout the region.

Im taking topographic maps from the Township's GIS department (hosted free on their website) and drawing them out by hand right now and adding bigger elevations/hills, deeper/darker forests and tons of perfect places for other critters of the "stolen lands" to inhabit.

- I dont think I will be keeping it "by the book" for much longer than book 2 or 3 but I would like to hear from others about possible directions they would take it.

thanks for reading

EDIT: Woot, it seems I got the link to work on the first try. Went back in and added another image.


Greetings Folks!

I'm looking for a little bit of collaborative inspiration here. I yanked the following from the 1001 Campaign Seeds post.

Dream Atelier said way back in Oct of 2011... (For the comedy game) The world's supply of booze is going rotten before it ferments! Clearly this is the work of fell magic, and so the barkeeper at the heroes' favorite tavern threatens to call due their tabs if they don't get up off their lazy buttocks and do something about it.

This smacks of all kinds of awesomeness, partly because Beer is (of course) so near and dear to my heart and I can only fathom the panic attack I would have if the beer turned rotten before it ferments.

Im going to post this and get on with my errands for the day but I wanted to put the idea out to the community as a whole to see what kind of craziness we can come up with to STOP THIS EVIL PLOT.


Greetings all

I'v been inspired by a few posts in the last couple months mostly "Barbarian Druid Shifter. Does this sound effective?" by theishi and "Ravingdork's Crazy Character Emporium" by the Ravingdork himself.

http://thefoolscourt.zxq.net/other/meglin.pdf
> the character Ravingdork provided that helps illustrate the exact idea/build

The concept/fluff of a barbarian druid is awesome and something I would love to see used at my home table. I usually GM, rarely play but cant get the idea out of my head. I've stated up some it of it but never playing an actual druid before not sure how best to proceed.

I haven't messaged the Ravingdork directly, i know its his character that my build is based off but figure its best to have the input of the whole community on this little project.

My goal is a wild-shaping druid with the benefits of the Barbarian Rage.I want a PC/NPC (since I might as well prep for both) that can spend all day in animal farm but if the need arises, RAGE and put it an end to any troublemakers

Barbarian4/Druid6 is the goal for now.

I would think the character started as a Barbarian, allowing for the longspear (and hopefully Combat Reflexes) and d12 HP. I spent awhile looking over the Rage Power list. Ravingdoor chose Lesser Beast Totem, for the claws and Guarded Life and these seem to be the best of the best. Can anyone suggest any other low level rage powers that compliment the melee build at this point?

as theishi started off his post the Shaping Focus feat (+4 to druid level for the purposes of wild shape) needs to be utilized during the druid portion.

I was thinking Combat reflexes and power attack for the barbarian portion of the build. Not sure how the rest should look. Any ideas?


Originally presented in "Adventuring classes: A fistful of denarii"

Go to [url= http://www.d20pfsrd.com/classes/3rd-party-classes/tripod-machine/beastmaster] d20pfsrd

- I like this class. Ive always tried to seek out some way to have a barbarian type PC (minus rage of course but it still screams part barbarian to me) with a bad a$$ animal companion.

On the d20 page though there seems to be alot of negative reactions to this class, that its overpowered, cheesy etc.

I was wondering what you all thought? My standby option is a mounted fury barbarian itself.

AP is kingmaker
20 point buy
all books allowed


I am making an NPC from the Wolf Shifter base class in Wayfinder 11. For my game I changed the wolf to a bear.

Like it says in the subject line, I need some advice for feats/rage powers for levels 10 and beyond.

Level 1 Bear Shifter: Hybrid transformation, Bear transformation, Racial feat (Weapon Focus Greatsword), feat (Power Attack)
Level 2 Bear Shifter: Rage power (Low light vision), shifting resistance,
Level 3 Bear Shifter: Bear empathy, feat (Furious Focus)
Level 4 Bear Shifter: Rage power (Beast Totem, Lesser), +1 Str
Level 5 Bear Shifter: Favoured Terrain +1, feat (Extra Rage)
Level 6 Bear Shifter: Rage power (Beast Totem)
Level 7 Bear Shifter: Fast transformation, feat (Raging Vitality)
Level 8 Bear Shifter: Rage power (Reckless Abandon),
Level 9 Bear Shifter: Favoured Terrain +2, feat ( )
Level 10 Bear Shifter: Rage power (Beast Totem, Greater)

Level 11 Bear Shifter: Greater transformation, feat ( )
Level 12 Bear Shifter: Rage power ( )
Level 13 Bear Shifter: Favoured Terrain +3
Level 14 Bear Shifter: Rage power ( )
Level 15 Bear Shifter: Improved fast transformation
Level 16 Bear Shifter: Rage power ( )
Level 17 Bear Shifter: Favoured Terrain +4, tireless transformation
Level 18 Bear Shifter: Rage power ( )
Level 19 Bear Shifter: Shifting forms
Level 20 Bear Shifter: Mighty transformation, Rage power ( )


This is a build for an NPC, home brewed Kingmaker. Its based off the wolf-shifter in Wayfinder 11.Now of course its known that the Bear is not optimized but that's not what Im going for, going for flavor. I still hes going to be pretty bada$$.

I need suggestions for some of the later Rage Powers as well as feats that would compliment the build.

The original base class had a +1 bonus to perception, stealth while under the moonlight. I have replaced that with Favoured terrain, which scales from +1 up to +4 (while in his FT) at level 17.

Concept- the NPC will mostly be a raging bear-man hybrid, wielding a greatsword.

Dagada Bear Shifter

HP d12

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4+ Int modifier.

Human

Level 1 Bear Shifter: Hybrid transformation, Bear transformation, Racial feat (Weapon Focus Greatsword), feat (Power Attack)

Level 2 Bear Shifter: Rage power (Moment of Clarity), shifting resistance,

Level 3 Bear Shifter: Bear empathy, feat (Raging Vitality)
Level 4 Bear Shifter: Rage power (Beast Totem, Lesser), +1 Str
Level 5 Bear Shifter: Favoured Terrain +1, feat (Extra Rage)
Level 6 Bear Shifter: Rage power (Beast Totem)
Level 7 Bear Shifter: Fast transformation, feat ( )
Level 8 Bear Shifter: Rage power (Reckless Abandon),
Level 9 Bear Shifter: Favoured Terrain +2, feat ( )
Level 10 Bear Shifter: Rage power (Beast Totem, Greater)
Level 11 Bear Shifter: Greater transformation, feat ( )
Level 12 Bear Shifter: Rage power ( )
Level 13 Bear Shifter: Favoured Terrain +3
Level 14 Bear Shifter: Rage power ( )
Level 15 Bear Shifter: Improved fast transformation
Level 16 Bear Shifter: Rage power ( )
Level 17 Bear Shifter: Favoured Terrain +4, tireless transformation
Level 18 Bear Shifter: Rage power ( )
Level 19 Bear Shifter: Shifting forms
Level 20 Bear Shifter: Mighty transformation, Rage power ( )


Im sure this will get bumped to Homebrew shortly but that sub-forum doesn't seem to move as quickly as it does here in Advice.

I really like the Wolf Shifter class presented in Wayfinder 11, Excellent publication. Check out the free download if you haven't yet.

Here is one of the abilities:
Lunar Link (Ex): At 5th level, the wolf shifter gains a +1 insight bonus on Perception, Stealth, and Survival checks while under direct moon light and during the entire day of the full moon, including the two days before and after the full moon (during this phase, the wolf shifter gains the bonus during night and day, regardless of being under moonlight). This bonus increases by +1 every four levels beyond 5th.

My question is: Would it be broken/unfair to replace this ability with something like Favored Terrain?

Favoured Terrain (Ex): At 5th level, the bear shifter gains a +1 insight bonus on Perception, Stealth, and Survival checks while he is in this selected environment. This bonus increases by +1 every four levels beyond 5th.

Edit: As he advances in levels hes not going to pick additional FT, the bonus is going to scale up to a max of +4


Never really noticed this one on the Ranger spell list before but it caught my eye this morning.

On the surface it looks sweet, a never ending quiver of arrows for my switch hitting lvl 1 ranger. Now there are tons of other useful options like longstrider, keen senses, entangle etc. but im wondering how Abundant Ammo stacks up in comparison.

Abundant Ammunition
School conjuration (summoning); Level bard 1, cleric 1, ranger 1, sorcerer/wizard 1

CASTING
Casting Time 1 standard action
Components V, S, M/DF (a single piece of ammunition)

EFFECT
Target one container touched
Duration 1 minute/level
Saving Throw none; Spell Resistance no

DESCRIPTION
When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including masterwork ammunition or shuriken), at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell.


If a Pc took Barbarian for his first level, then Oracle with Nature Mystery for his second character level would this result in him having a Int 6 Bonded Mount?

All other levels would be Barbarian.


Looking at making a Barbarian/Oracle PC.

What appeals to me about Oracle dip:

i) Rage cycle of Lame curse. Question? When would be the best point to take the Oracle Level? For the 5th PC level, or 1st or 2nd.
ii) Nature Mystery, can give you a Int 6 bonded mount at level one.

In a melee Barbarian/Oracle is is neccessary to take any more than one level. Are there any pearks to going for a couple more levels?


Inspriation for PC: Based on Brotherhood of the Wolf a 2001 French historical drama film.

Summary: http://en.wikipedia.org/wiki/Brotherhood_of_the_Wolf
Beast: http://en.wikipedia.org/wiki/Beast_of_G%C3%A9vaudan
Trailer: http://www.youtube.com/watch?v=Feh8Eqh4nWU

This film is loosely based on a real-life series of killings that took place in France in the 18th century and the famous legend around the Beast of Gévaudan. In the mid 1760s when a mysterious beast terrorized the province of Gévaudan and nearby lands.
Grégoire de Fronsac was a knight and the royal taxidermist of King Louis XV of France, and his Iroquois companion Mani, arrive to capture the beast.

The movie is amazing, Ive probably seen it 20 times.

To the meat of the post, How best to recreate the hero Grégoire de Fronsac with PFRPG???
I love the royal taxermist/gardener aspect and want to make sure this is included. Maybe a dip in Alcvhemist could compare of a few skill points. Or Brew (potion)/(posion)??

The campaign setting is not going to be Golarion but Atlas Games Northern Crown (the 3.0 Northern American setting)
Dagada Orden will be (PC) in the service of Louis de Baude Governor of Count Frontenac (ie, the head cheeze in charge of New France at the time) He has been dispatched with a group to settle a new fur trade fort in Western Algonkia. Its going to be a big Kingmaker rewrite but will be custom material after book 4.

For the melee aspect: Fighter?? Ranger ?? Cavalier??, Paladin?
In the movie climax de Fronsac, is pretty proficient with a dual wielding hunter knives/short swords and acrobatics (jumping and flipping around). Myself, Id rather do a two handed weapon build that I can quickdraw out with a ranged weapon.

20 point buy, race: Human.

I know there wasnt a AC in the movie but if my PC had an animal companion that would rock. Thanks in advance for any and all of the advice to come.


Hello all!

Looking for some adivce on my recent inquisitor build.

Things Im thinking about, I wouldnt mind weapon focus in there some where but I wanted to ensure I got the archery feats in there.
I have never played a class that specified a deity. The campaign setting is not going to be Golarion but Atlas Games Northern Crown (the 3.0 Northern American setting) so although the Pathfinder gods wont be there Im still allowed the Perferred Weapon.

Ther Elk AC is pure fluff. Its going to be perfect for the setting and Im not likely to swap it out. Im more interested in the PC build

thanks in advance

Dagada Orden
Race: Human
Point Buy: 20
Level: 1

Domain: Animal (Feather)

Traits:

Stats: Str 16 (14 base, +2 Race)
Dex 14
Con 13
Int 10
Wis 14
Cha 10

Deity: ???
Equipment: Studded Leather, Longbow/crossbow??, GreatSword

Level 1: Domain Animal (Feather), judgment 1/day, monster lore, orisons, stern gaze, FEAT (Power Attack), FEAT (Quick Draw)
lvl 0 = Light, Detect Magic, Create Water, Daze.
lvl 1 = Expeditious Retreat, Shield of faith,

Level 2: Cunning initiative, detect alignment, track
lvl 0 = Light, Detect Magic, Create Water, Daze, Guidance
lvl 1 = Expeditious Retreat, shield of faith, Wrath

Level 3: Solo tactics, teamwork feat (outflank), FEAT (Rapid Reload)
lvl 0 = Light, Detect Magic, Create Water, Daze, Guidance, Read Magic
lvl 1 = Expeditious Retreat, shield of faith, Wrath, Disguise Self

Level 4: Judgment 2/day,STR +1
Animal Companion - Elk
lvl 0 = Light, Detect Magic, Create Water, Daze, Guidance, Read Magic
lvl 1 = Expeditious Retreat, shield of faith, Wrath, Disguise Self
2 = lvl 2

Level 5: Bane, discern lies, FEAT (Boon Companion)
lvl 0 = Light, Detect Magic, Create Water, Daze, Guidance, Read Magic
lvl 1 = Expeditious Retreat, shield of faith, Wrath, Disguise Self
3 = lvl 3

Level 6: TW feat (Swap Places)
lvl 0 = Light, Detect Magic, Create Water, Daze, Guidance, Read Magic
lvl 1 = Expeditious Retreat, shield of faith, Wrath, Disguise Self
4 = lvl 3

Level 7: Judgment 3/day, FEAT (Point Blank Shot)
5 = lvl 1, 2 = lvl 3

Level 8: Second judgment, WIS +1
Level 9: TW feat, FEAT (??)
Level 10: Judgment 4/day
Level 11: Stalwart, FEAT (??)
Level 12: Greater bane, TW feat, Ability increase
Level 13: Judgement 5/day


Hey all. Was really interested in play a bear shamnan and was toying with the idea of a Barbarian dip (2 lvls). The basis of this was to get Rage and one rage power by 2 (Extra Rage). My thinking was that this dip not only would give me the rage ability for my bear forms but also +1 BAB early on and Fast movement.

Now as I started charting the character progression and it seems lackluster that this build is going to take until Character lvl 8 (druid lvl 6) for me to get access to wildshape, and thus the build to come together.

Any suggetions. Race Human, no ability stats have been rolled, this is just therorycraft as they say. Is there a better way to do this? Will only a 1 lvl dip of barb and just the basic rage still pack a punch or should it be scraped?

I also read about a possible lvl 1 monk dip for the AC Bonus (Ex). Any advice from builds that have done this? Could this be a better option then the barb?

(1st) Lvl 1 - Druid (Bear Shamnan): Nature bond, nature sense, orisons, wild empathy Human Feat: Starting Feat:

(2nd) Lvl 1 - Barbarian: Fast movement, rage

(3rd) Lvl 2 - Druid (Bear Shamnan): Woodland stride, Totem transformation, Feat

(4th) Lvl 2 - Barbarian: Rage power, uncanny dodge, Ability point

(5th) Lvl 3 - Druid (Bear Shamnan) Feat

(6th) Lvl 4 - Druid (Bear Shamnan) Resist nature’s lure,

(7th) Lvl 5 - Druid (Bear Shamnan) Totemic Summons, Feat

(8th) Lvl 6 - Druid (Bear Shamnan) Wild Shape (1day)

(9th) Lvl 7 - Druid (Bear Shamnan) Bonus feat

Thanks in advance.