Alright, I think I will put together a mesmerist ninja to be a super-spy type. Not really sure about the status of this game, but making a level 1 character isn't too much work.
Alrighty, I'm running this campaign, but I would love to play it too. If you're okay with the meta/not knowing meta! I always wanted to play that Savage Technonologist Barbarian archetype.
1d30 ⇒ 30 Pick any of the list, or come up with something else with GM approval.
1d30 ⇒ 21 You can be from somewhere else in the Inner Sea region than the countries normally allowed.
First one, SCORE!
Second one, eh... not sure what to do with that. Whatever, getting to cherry pick something is awesome enough.
Hmm, what do the *'s indicate? never mind, found it.
Is any 1st-party material allowed as long as it's a core class? I'm thinking of an Eldritch Knight Fighter that'll draw heavily from the Familiar Folio and Weapon Master's Handbook. Probably going to be a throwing build with a shortspear (yes, this is actually entirely viable now!!! its exciting!!!).
1st party material? You mean 3rd? Only Paizo allowed.
I think Arachnofiend meant if non-core paizo material was allowed. I also wanted to ask that. Anyway, have a dwarf unbreakable fighter that I would like to submit after I get him levelled up properly.
So you say race builder ideas might be acceptable. How about a plant type pod person with shapechanging abilities? Invasion of the Bodysnatchers inspired... What would the RP limit be?
Are you allowing the Extra Craftsman's Technique feat? And do I need the Improved Familiar feat to give my homonculus the Valet archetype? I'm a bit confused by that bit (and share spells does me no good, since I'm not building a caster). Sorry to be a pest. It's a lot of work to build this...
Wondering how your house ruled spell dc's would simplify things. Wouldn't you have to retro every bestiary creature with spells? And it seems like, at least how you wrote it, save dc's would be so low as to make spells with saves irrelevant. Half level + ability mod would be dc 8 or 9 at best, or are we adding the normal 10 to that.
So tweaky question about skill unlocks. The Snare Setter archetype is allowed to use Craft(Traps) to disarm traps in place of Disable Device. But the skill unlocks for Craft are less appealing right now than the ones for Disable Device, so could I choose that as my signature skill and apply its benefits when using Craft(Traps) to disarm a trap, as long as I had the appropriate ranks in DD? I plan on filling that one up anyway, since I still need it for sabotage and lock-picking and such.
Alright, gonna drop Doc Kelpbeard tomorrow. Dwarf warpriest/ranger(freebooter archetype). He's a medic, a quartermaster, and an excellent voice of Neutral reason on a pirate crew.
If you plan to pick it up, I highly encourage funding the Kickstarter. It's less-expensive this way, and the more funding they get, the better the product will be. ^^
I'm still working on it. The bar is set pretty high and the competition is fierce, so I'm taking extra time to make sure I put together something worthy of it.