Ezren

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Goblin Squad Member. Organized Play Member. 23 posts. No reviews. No lists. No wishlists. 3 Organized Play characters. 2 aliases.




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For the duration of the Playtest I am going to run a game with a few friends and try to post feedback of the game on these forums (time permitting.)

The campaign will NOT be Doomsday Dawn, instead it will be a custom game that I am making for the purpose of this Playtest.

So I wrote up a few ideas and polished them a little and I wanted to present them here to see what particular parts of the new system people would be interested in us exploring for this Playtest. Each of the ideas stretches Pathfinder 2ed in different ways and some do it more than others.

Below the Synopsis of each "Adventure Path/Module" is a quick straw poll so anyone interested can vote for their favorite. I'm interested in what the people on this board want to hear about, especially the developers. In about a week, once I know what the people I play with want, I'll combine the votes here and the votes with my players to decide the game and start preparing.

Without further ado:

Stranded:

Description: You have been ship-wrecked! Now you must explore your environment, a bizarre unknown island, in order to survive. You must learn to craft your own supplies, equipment, and weaponry, scrounging for any useful material you can and then transforming them into powerful items.

As you explore the island, you will stumble upon strange mechanical and magical structures. Perhaps left behind by an ancient and powerful civilization?

Can you uncover the island’s secrets and make it out alive?

Player Restriction: 5
Alignment Restriction – No Evil/Chaotic Neutral: This campaign requires group cooperation for survival, which Evil/Chaotic Neutral characters can mess up.
Combat Difficulty – You can Breath(Medium)

Quirks
Survival: You will start out with little more than the clothes on your back. You will need to gather supplies and build shelters in order to survive.
Crafting: You will need to craft all of your gear, BUT don’t worry, there will be many resources to aid you.
Puzzles: You will need to solve strange foreign structures in order to progress.
Permanent Death: When you die, you do NOT make a new character. You can still be resurrected, but there is no guarantee you will be.

Try if you like: Myst, Minecraft

Frozen Burial:

Description: The town of Rimeavan is a paradise amognst the frozen wastes of the north. Protected by the weather-wards of the wizard Galicar, not ice nor snow can enter the prosperous town. You are a townee of Rimeavan and you are one of the talented few in this town to the far north, though you would prove yourself anywhere else, you are relegated to a life of peaceful work.

It is said that the frozen tundras north of Rimeavan contain caves in which abominations best unspoken of lurk. Some of these caves are lined with a strange metal, strong as adamantine, and light as mithril, that contains natural magical properties. Little of this metal has been found, but that which has, made the seller very rich, very quick. Any weapons made from this material has become the stuff of legends. It’s said the metal can even be used to make magic staves, ones that surpass even the Staff of Power.

But alas, you are just a simple citizen, but just how long can things stay the same?

Player Restriction: 4
Alignment Restriction – None
Combat Difficulty – Hard

Quirks
Firearms: Firearms from Original Pathfinder will be available.
It’s Fridig: Expect to deal with sub-zero temperatures.
Horror: This campaign may contain nasty surprises, and is not for the weak. You have been warned...

Try if you like: Bioshock, The Village of Hommlet

Sky Reach:

Description: Fortune favors the bold! You are part of a small guild: just you and your traveling companions; on a quest to find the abandoned Sky Citadels of the dwarves: colossal floating cities beyond the clouds.

After tracking down all other leads and spending much gold, you have exhausted all but one rumor:

Atop the sky-piercing Mountain Atolph, lies a giant metal chain tethering the mountain to the first of the Sky Citadels: Borogh Ma-gan. Though the winds toward and up the Atolph are hostile, and climbing the chain by hand is impossible, one may bring a sky-worthy vessel to the top of the mountain and couple it with the chain. Then one might reach the first of the many fabled cities.

Are you ready to make a fortune?

Player Restriction: 4
Alignment Restriction – Any non-Evil: You will be expected to cooperate with the group to beat deadly encounters, which Evil characters can often complicate.
Combat Difficulty – Hard

Quirks
Part of a Guild: You and the other player’s are tight, and you trust each-other with your lives. You all also want to make a boat-load of gold.
Skyships: You might be able to snag a ship that is worthy of the four mighty winds!
Acrophobia: Falling Damage is not your friend.

Try if you like: Morrowind

Dead Water:

Description: The last thing you remember is drowning. You awake in a wet, hazy stupor. Your clothes drenched, your steel rusty, spellbook covered in sludge, and the gods can’t hear you.

You are alone, it’s dark, and it is DANGEROUS.

Underneath unknown depths below the sea, You must trudge through ancient ruins of a lost civilization, where you may just find artifacts that rival the powers of gods. Though take care, for such artifacts are not without wielders that would rather not part with them.

Are you prepared to explore the ruins of the greatest civilization this world has ever known?

Player Restriction: 3
Alignment Restriction – None
Combat Difficulty – Insanity: The encounters in this campaign will be turned up to 11, prepare to die!

Quirks
Deathless: When you die, your character automatically respawns nearby. HOWEVER, you lose all experience points earned during your current level. // For Example: if you were level 3 and had 3,500 xp, you would go to 3,000 xp. //
Insta-Lore: You don’t need to identify magic items, you will learn their abilities and be told their related lore once acquired.
Brutal Beginnings: You will start with almost nothing, and work up from there. But awesome things come to those that earn them.

Try if you like: Dark Souls

Straw Poll


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I'm going to be in a kingmaker game my friend is running soon and I wanted to play a martial character that would eventually take the role of Ruler. I know that Bard/Sorcerer/Oracle are the go to choices for this, but I really wanted to have a warlord feel to my character, sadly pathfinder doesn't take to kindly to the idea of Charisma martials that aren't Paladins.

After too many hours of research this is what I came up with:

Build So Far:

Order of the Cockatrice Half-Orc Cavalier
(20-pt Buy): Str - 17 (15 + 2), Dex - 12, Con - 13, Int - 12, Wis - 11, Cha - 14

lvl - Feats
1 - Persuasive, Outflank (Tactician)
2 - Dazzling Display (Order)
3 - Power Attack
4 -
5 - Mounted Combat
6 - Ride-By-Attack (Bonus)
7 - Leadership

Traits - Bastard (Kingmaker Player's Guide), Courageous (Combat)

Skills - Bluff, Diplomacy, Intimidate, Sense Motive, and split rest between Ride and Handle Animal

It still feels too lackluster. Maybe it's just the power-gamer in me, but I feel like this character won't be able to hold their own, especially at higher levels. So I'm in need of build advice, I'm willing to change what I must, but with a few caveats:

Core Concepts - Things I Can't Change

  • Is a Half-Orc: Being a Half-Orc Warlord sounds awesome to me and my DM has made a few concessions in the campaign to make this work, so I'm hesitant to change it. I could be willing to make a Human with Orc heritage however (Such as from the Arcane Heritage Feat), as my character is more of a 1/4th-Orc than 1/2-Orc
  • Cannot be a Good Alignment: This is a campaign rule, our DM wanted us to be on the "Selfish" part of the alignment spectrum. I'm leaning towards NE, personally.
  • Can give a bard a run for her money on Bluff, Diplomacy, Intimidate, and Sense Motive: I want to get really into the political intrigue aspect of running an empire, so this seems mandatory.
  • Is a Martial Character: This is just the character I want to play, so any class that gets 6th or 9th level spells are out.
    Sidenote: I'd rather not play a Skald. I dunno, the whole musician king just feels off to me, which is why I don't want to play a bard. I'd also like to stray from Anti-Paladin, as it lacks the same nuance in judgement calls the Paladin does that is often required of a Ruler.
  • Has at least a 14 Charisma: I can't dump this stat or divert skills away from it, I want to be the Ruler so this is sadly a mandatory stat.
  • No 3rd party material: Though I think I could finagle my DM into using old versions of classes/feats

Bonus: I'd rather not min-max on traits, as I feel those should really be used to define a character instead, but if I have to change them to make it work, then I will.

I'm open to anything else, at other points I was into Ranger but they lacked the necessary social skills (and I wan't too keen on the Dandy Archetype), I also toyed with the idea of a Rogue that goes into Noble Scion, but that seemed meh as well. Swashbuckler was a consideration at one point too, but that's just a bad class...


Greetings Travelers,

I've been trying to make a Divine Crafter of Brigh for my friend's Iron gods campaign and have essential hit a point in building this character where it feels like I'm just ramming my head into a wall.

This is less about making an optimized cleric and more about bringing a specific character concept into the game.

For the character I wanted him to be a human(kellid) that weild's a gear headed large hammer. His primary mission to Brigh is in the retrieval and protection of lost technology. I also wanted him to craft items(first magical then technological.)

Originally I had planned a Warpriest(forgepriest) to fit the concept, but it seemed a bit weak at levels 6+. Then I looked at Iron Priest(cleric archetype) but that seemed too feat and skill starved. Then I looked at a Metal Seeker Oracle, which is the best in terms of raw power, but I would much rather play a prepared caster.

- General character Concept (I'm willing to change any of these so long as it fits the character concept)-
Cleric(or follower) of Brigh
Spells and/or abilities that affect constructs
Reasonably good in combat (not necessarily the best, but good enough)
Uses a large 2h weapon in the form of a hammer (I'm willing to reskin similiar items to fit this description, right now I'm using an Earth Breaker for a base)
no reach cleric (though I am aware of this builds power)
Skills: Disable Device, Knowledge (engineering), and Spellcraft
Feats: Technologist, Craft Magic Arms and Armor, Craft Wondrous
Preferably a prepared divine caster

Any input would be appreciated, the crazier the better (not so crazy also works) and before anyone asks it's 20 point buy.


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Greetings everyone!

I just finished typing up this guide and wanted to put it up here to see if anyone could find some use out of it. As of right now the only books used in the guide are Core and ACG. I want to keep improving this guide going into the future so any comments (constructive or otherwise) would be greatly appreciated.

Link to the Guide!


This is a thread specifically for cataloging idea's to help each of the new classes feel and play differently from their parent classes. The hope of this is to create a resource that is invaluable to developers.

Please use the following format in posts

Class
Idea:

Please constrain your post to solutions to problems and not complaints.

Mine is

Shaman
Hexing: This is too close to the witch ability. I think a spirit point reservoir in it's stead will help set the class apart. Or perhaps simply renaming hex to Charm or Jinx, to help it Feel different.

The points could be used to make your spirit companion corporeal for a few rounds or make your self ethereal for a few rounds could help a lot.

I think the Shaman needs to become "Flirtier" with the spirit realm to truly become it's own. Maybe Having a number of spirit guides that can help shamans find a path or retell a forgot part of history might help.

All in all keep up the good work, and I'm sorry if I'm recreating a thread that was made and I missed it.