Dannorn's page

Organized Play Member. 114 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




Trying to decide on a mounted martial character for a Kingmaker Campaign I'm joining and I'm torn between these two. I like the bonuses and flavour of the Cavalier (especial Wild Shape your mount for Order of the Beast) but can't help but feel with the number of feats I need to make mounted combat effective he won't be very good off his horse.

So looking for recommendations straight Cavalier or Dragoon 16(15)/Cavalier 4(5) for the Mount, Expert Trainer, and Horse Master (possibly Banner).


So after re-watching some Dragonball Z I had an urge to try and make Namekians and Saiyans using the Advanced Race Guide, while still in progress I also got the idea of trying to make a class that's able to pull off some of the same feel of the show. Made some progress just looking for some fresh eyes to see if things look balanced not just among the class options but against other classes as well. Any comments or suggestions are appreciated.


Writing up a character for a game and I want, eventually, to use Firearms, and I'm wondering what the most efficient way of doing it is. Right now I'm thinking my options are taking a level of Gunslinger, and potentially missing out on the capstone, or taking Exotic Weapon Proficiency (Pistol or what have you) and buying a firearm. Now it's going to be a while before I can afford a gun so I'm thinking Gunslinger is my best route. Also is Gunsmithing required to Craft and Repair firearms? Because there's no Normal listing under the feat, but it specifically mentions that with the feat you don't have to make a Craft check to create or repair firearms and ammunition. So without the feat can I make a Craft check to do it, or do I need the feat and it just says you don't need to make a check so there wasn't a skill tax of Craft (Firearms) for everyone who wants to use firearms.


I'm looking to start a game with a group of all new players and I need some suggestions. While I normally like to run stuff I come up with on my own I just don't have the time so I'm gonna run an Adventure Path.

Which would you guys say are the kindest to new comers?

Thanks in advance,

Dan


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Ok so I'm starting up a game in the next month or so and I got the idea to have a reoccurring villain, but rather than have him constantly escape I want him to die, and come back. Now current plan is making him a Clone Master Alchemist who prepares a clone of himself as needed and leaves it at his base, along with his best equipment. Now aside from this requiring him to be lvl 8 at least, is there a more efficient means of creating this kind of villain, someone who the players can kill, have a moment of accomplishment, and then later run into them again.


Working on character generation for a new campaign and I need some help on this (admittedly sub-optimal) build. Long story short the character was a slave of some privilege (for a slave) and was regularly assaulted by other slaves, not allowed to carry weapons they got skilled with hand-to-hand and improvised weaponry.

So my question is are there any traits, tricks, or archetypes that would let me get both Improved Unarmed Strike and Catch off Guard at 1st level as an Elf?

Stats at the moment are (after modifiers):
STR - 16
DEX - 14
CON - 14
INT - 18
WIS - 8
CHA - 7

Thinking of dropping Str down to bump up Wis, but I do like the idea of the character's upbringing negatively impacting their perceptions.


Rolling up an Alchemist for a new campaign and thinking of going Master Chymist later. Just wondering if an Enlarge Person extract or spell would stack with the Growth Mutagen ability to make my character Huge? I know multiple castings of Enlarge Person don't stack but since Growth Mutagen is a supernatural ability as opposed to spell-like would it work, or is it just up to the GM?

Might never reach the level where it could come up just curious.


So I'm working on my own setting for a campaign and I've decided to go with the idea that magic can't be learned, it's something you're either born with or gain through dealings with extraplanar entities. Basically this amounts to there being no Wizards or Magi, and heavier restrictions on multi-classing.

After some consideration I've decided to keep the Alchemist class but tweak it so that they aren't casters using magic to enhance Alchemy, but regular people using science to mimic magic. The trade off being the Alchemist loses access to some extracts (anything that can't be described through a physical change in the body ie. Shield)and some discoveries (Dispelling Bombs at least) as well as Spellcraft as a class skill (thinking Knowledge (Engineering)). In return they gain the bonus that all their extracts, bombs, and mutagens work even in antimagic fields.

Will add a complete list of extracts and discoveries I'll be cutting out but just looking for opinions on whether I'm crippling the Alchemist too much or not enough.