Thanks for this guys. I'll stick with It for now and see how we find it, as we're playing mythic I'm going to have a bunch of other abilities to make use of that may help bridge the gap. If we really start to struggle, I will definitely point my DM in the directions you guys have outlined here :) In the mean time, I have 2 feats to pick for my drake and have no idea where to even start! Any ideas?
Name Violation wrote:
Thanks for the feedback guys. I did look into a lot of discussions on the class and know it has a lot to be desired, but I'm going to go ahead with it anyway. While sword and shield isn't a great fit for this class either it's a fighting style I've really wanted to employ in a character for ages, and with 2nd edition coming this might be my last chance. Overall, this isn't going to win any character building prizes, but the theme and idea for the character is one I'm really happy with and want to pursue. While I hope I will contribute a net gain to the party (scary to hear one party found the character to be a drain!) I don't mind if it's smaller than the rest and I'm a bit under par. That said, no need to hamstring myself! I've never built any sort of monstrous character before, actually I have never had a character companion at all, so am a bit out of my depth. The drake is going to start of at small rather than tiny, so I will get to ride it at 9th if that makes a difference. What feats should I be looking for for a drake companion?
So I'm actually playing a drake rider in our new campaign, and have no idea what feats I should be looking at for him. Anyone got any good suggestions? We're playing a mythic campaign, and my cavalier will be fighting with a Longsword and shield. He's order of the Sword, so will get bonuses for riding the drake, which will eventually fly. I'm always a fan of flavour of optimisation, but if I can get both then that would be ace!
Thanks guys! Yes I am referring to the Unchained version of the monk, which doesn't seem to prohibit then. I'm not sure there are many situations you'd need to attack with multiple ends of a monks spade in the same attack, but hypotheticals like this help me get me head around new rules. Just re-reading double weapons and the rules state you can only wield one end of a double weapon two handed (The character can also choose to use a double weapon two-handed, attacking with only one end of it) but does the FoB ability, allowing a monk to attack with multiple weapons without penalty override this? My thinking is could you interpret using each end of a double weapon as being a separate weapon and therefore choose to use each end 2 hands, or do the double weapon rules still apply and you can only use one ed regardless if you are wielding it 2 handed?
Hi guys, I have a Hypothetical situation I'd like advice on to make sure my understanding is correct. FoB states that there is no penalty for attacking with multiple weapons, nor can I see any restriction on using a weapon 2 handed, so could a Monk wielding a Monks spade use flurry of blows to attack with multiple ends of the spade as part of the same action AND APPLY strength and a half to damage for each end by wielding the weapon with 2 hands?
My brother said something similar. We we're chatting about it last night at Dinner and we managed to narrow down this thing's potential class to... 5 :P So we're making progress! So how about this for a 15pt sorceror build with starting stat boosts from standard as +2 STR, +2 CHA and -2 WIS that will be making use of the automatic bonus progression system: Str: 14 (+2 size, +2 Racial)
Yes your right, if I ever actually play this the fast healing will be the first thing dropped. I mistyped above, I meant I was trying to go for a faithful recreation of the race rather than a playable build. As the fast healing option was there I couldn't resist building him to match the warhammer description as closely as possible. How would you guys build a Tzeentch sorceror? What class would you use?
Yes, I would love to play the character rather than NPC it, but this is a bit hypothetical at the moment anyway. I considered whether Outsider may be more appropriate than Monstrous Humanoid, but as they are the same RP and the Ogroid is not described as a daemon in AoS I decided to go with MH. I hadn't considered Bloodrager as I'd been looking at primarily caster classes but it could work. I'd need to check the class abilities and spell lists later. I have been looking into the Oracle and the mysteries and curses like a nice fit, particularly the Fire, Outer Rifts and Intrigue mysteries. Does the race build look OK? I'm not trying to go for a faithful recreation the creature rather than build an optimised, powerful race.
I should say that I'm not married to to the start boosts from the standard stat bar, they could be moved around. The origin of the Ogroid is not mentioned in any lore, but I like to think of them as Minotaurs that Tzeentch has literally broken down and reformed into intelligent, cunning spellcasters while maintaining their physical strength. I tried to represent this in it's boosts but there's no reason the physical boost couldn't go into Con and mental boost into Charisma. It gets strength boosted for being large so the 'Changer of Ways' wouldn't really have need this boosted any further, and while I find Charisma as a stat odd for this creature if Tzeentch wanted it to be a better sorceror why couldn't his gifts come in the form of a boost to this? The negative could be moved into Wisdom (as worshipers of Chaos can hardly be called wise or sensible) or Dexterity instead. Again, any feedback and thoughts would be really appreciated! This is the most ambitious I have ever been with a character build; I tend to stick to basic races and single classes and am finding this a bit daunting.
Hi peeps, first time poster here and I need your advice! Ever since Games Workshop released the new Tzeentch range I have been obsessed with the beautiful Ogroid Thaumaturge model, and have been looking for a way to play him in a game of Pathfinder. I've created a racial template for it using the race building rules from the Advanced Race Guide, basing it on the Age of Sigmar warscroll. I've included it below, let me know what you think. What I'm really struggling with is which class to build him as? A follower of Tzeentch would make more sense as a sorceror than a wizard, but there's a disconnect in my head with this bestial model having a high charisma. Magus makes sense, especially if you go Staff Magus so he can actually wield his big stick, but wouldn't you expect a Tzeentch sorceror to be cast high level spells? Perhaps an Arcanist or Oracle? though I'm not familiar with either. I'd love to know how the rest of you would build him! Race: Ogroid Thaumaturge
In Age of Sigmar, the Ogroid does bonus damage on a charge which I have represented with Powerful Charge and Relentless abilities. It also heals 1 wound of the start of each turn, so while expensive Fast healing was a fairly easy conversion for this. It does have another ability that once it has suffered more than half it's wounds or more it gets -1 to cast but +1 to hit. I couldn't find an ability to represent this but as he's an expensive build already I thought this could be achieved through roleplay; charging it in to attack with his staff and natural attacks once it is bloodied in combat. What do you think? |