Guard Captain Blacklock

Derrik Grunsweld's page

9 posts. Alias of Endoralis.


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Well too bad I have senority as the ranged Alch but I have to figure out whether I want Champion Or Trickster


Derrik was still here Ranged Alch with skills and staying power, If you want to pick him up thats fine if not.. also fine.

Let me adjust him

HP: 3d8 ⇒ (3, 2, 3) = 8

guess PFS, doesnt matter tho


Not surprised but to be fair, I did not try as hard.. The Alchemist was less enjoyable than the cavalier I was gunna do.


More power to people.


Was finally deciding on how to make this campaign attach well. Derrik will basically be done in a few moments.


Lol Worms... I love that game; and Monty Python of course.


Well thats obvious.. I have played Pathfinder for a long time sure they are resistant but few are immune and for the ones that are that is why I stack intelligence so High.. so that it does not matter; My Bombs wont be ignored. Things like Holy and Force bombs are a given. I guarantee you will need new pants when you see him fully act in or out of combat. The damage will be there and arrows will rain as needed.


Such heals, many melee, wow.

On a serious note, I would really recommend that every martial pick up a ranged option period. Sure my one hits shall be devastating to say the least but overall a character should be able to change enough so that they are not useless outside their specialization.

Artillery wise a standard attack from Derrik would be at about +8/+4 from cover and strike for 1d8+3 base.. or 1d8+7 with Focused Shot. That is however augmented by his bombs/alchemical items. A Demon would catch a holy water on top of that for an additional 2d4+5; While any non-Demon could catch a combination of something like alchemical Ice and a bomb dealing 2d6+5 fire damage/1d6+5 ice damage and and Aoe of 7 fire to everything within 10 ft around it (excluding allies of course) and have them catch on fire. This is also good against swarms something currently that the party has no way of dealing with even WITH a caster unless someone packs some evocation.

Most of this I can also apply to my melee strikes however. Point is that everything needs to melee its just what else they bring with it. So far every character I have seen here brings something different along with their ability to melee. Whips are melee at range which opens up Combat maneuvers from safety as well as extended threat, let alone TWF so a multitude of attacks. The Paladin archer and Halfling paladin bring reliable save characters who focus in their field enough
so that you have some leeway in tactical choice. On top of that they are paladins so small amounts of healing as well. This is what I mean.
/shrug.


Not Fully Done but has his general Idea and backstory, I have to adjust it at the end for this particular game and give him traits and whatnot but overall its the same, his basic Idea is to debilitate and weaken mass of enemies and provided knowledge, ranged support and tanking if needed. He is no slump in melee or ranged, mutigen to dex for +4 ac and +2 hit or Str for +2 hit and damage and +2 Ac. He will basically be a howitzer or artillery attaching alchemical items and bombs to his strikes. He has precise bombs to no chance of allies being hurt. Trickster is most likely his path, maybe Archmage as well.