Automaton Master Mold

Dobreev's page

Organized Play Member. 14 posts (44 including aliases). No reviews. No lists. No wishlists. 8 Organized Play characters. 1 alias.


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Roll 1:

Spoiler:
1d20 ⇒ 4

Roll 2:
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1d20 ⇒ 14

Roll 3:
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1d20 ⇒ 14

Roll 4:
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1d20 ⇒ 6

Roll 5:
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1d20 ⇒ 16


Quote:
Dobreev - Is your alchemist going to handle traps? (Skill/Rogue?)

The alchemist will likely have some ranks in Disable Device, but not Trapfinding. I've been a little underwhelmed by the archetypes that provide trapfinding. They're not exactly the themes I've been shooting for.

Besides, it feels like every trap I've ever attempted to disarm in almost any game I've ever played even with a character built to disarm traps has always just gone off anyway. lol


The concept I'm working on is a NG Human Alchemist with a strong acid theme. Some of the elements of his backstory are up in the air and definitely down to tie some together with others. His role in the party will be more toward control/support than outright damage, with discoveries that'll be geared toward hindering enemies than damaging them. That said, he'll still be able to bring the pain when needed.


I've looked over the locations and still stand by Ravengro as my first pick. Tied for second will be Pezzack and Eleder. I like the idea of a game that can truly go off the beaten path yet still have some elements to what would make Pezzack fun, as we're still technically in Cheliax.

Solku and Falcon's Hollow come in just behind them.


Talalmackk Chirronna wrote:
Anything specific about these locations that draws you to them?

Won't lie - for me Ravengro + the horror mention just made me think Ravenloft. And I loved Ravenloft. Reading more about the setting, it has a very Barovia kinda feel and all of Ustalav seems like a massive Dreadlord Domain like Darkon.

This seems like it would be great for a deep roleplay game that doesn't involve a ton of political intrigue. Besides, if we get tired of the doom & gloom, we can always head out. Since we're starting at 5th level, we won't exactly be strapped for resources.

The Cheliax idea sounds fun as well - much easier to change up the pace of that kinda game now and then.


I would adore Ravengro - it fits the theme of the character I had in mind quite well.

Ranked a little behind Ravengro would be Solku. Never really had gnolls as an enemy before. Sounds fun.

Lastly, but not bad sounding by any stretch, would be Falcon's Hollow. While I *love* Kobolds, Lycanthropes aren't my favorite. Love me some good old Wererats... then a GM sprung Were-Velociraptor on me. Decided that was a good point to start hating them. :)


Absolutely agreed. Heroes sounds good. Connections to each other can be more of a personal nature.


DOBREEV WANT GAME.

Except not be Dobreev dis game. No... Dobreev go last.


Lanitril wrote:

Moment of silence for all the class features that now have to wait till level 7 to pounce. R.I.P. Until level 7. Then RIP YOUR FOES TO SHREDS.

Or Mobile Fighters. Any Dervish Archetype. There's like a million of em. A bunch of Animal Companions. A Magus with that one spell, all mythic martials. Anybody with a words of power caster in their party with the Accelerate word. Or Mythic Haste. Somebody with a Hero Point?

But yes. Rest in peace all other pouncing options spread across a variety of classes and options and situations, because the ability to pounce at level 12 at -6AC is here to invalidate you.

This comes across really snarky, but I mean no harm. Just sort of listing off Pounce-like options. It started with a Summoner joke, and then I think accidentally got mean. But no. There's a lot of options all around. Some banned at certain tables, understandably, and some obscure. This is a good option, but it hardly breaks things.

You're a bit of a dick, but point taken.


Rynjin wrote:
Dobreev wrote:
Quote:
Barbs have had lv10 pounce for a long time, and yet there are still other martials.
Didn't know that, but the point still stands. Expanding the list of classes that get Pounce tacked on without really considering the martials that are getting left out in a cold, doomed to only swing only once if they have to move while Barbarians and Vigilantes put out 4x their damage in the same situation, is going to start to suck for them eventually.
It's sucked for them since the game released. It not sucking for some classes anymore doesn't change that.

At least it sucked relatively evenly for most melee.

Quote:
I'm thinking you don't deal with Pounce that often if you think all 4 attacks are gonna hit.

I've run with enough pre-Unchained eidolons to know that all the attacks don't really need to hit... just most.


Quote:
Barbs have had lv10 pounce for a long time, and yet there are still other martials.

Didn't know that, but the point still stands. Expanding the list of classes that get Pounce tacked on without really considering the martials that are getting left out in a cold, doomed to only swing only once if they have to move while Barbarians and Vigilantes put out 4x their damage in the same situation, is going to start to suck for them eventually.


"Mad Rush (Ex): Whenever the avenger vigilante charges,
he can make a full attack. Whenever he uses this ability, he
takes a –4 penalty to his AC until the start of his next turn
(in addition to the AC penalty for charging). An avenger
vigilante must be at least 12th level to select this talent."

That's insane. This talent will single-handedly kill any other melee-based martial build, doubly so for dual-wielding after level 12.

I'll be the first to say, martial melee characters *all* need easy access to a pounce-type feature to even begin to compete with archers... but if you give it to one while withholding it from others, there's no point in any other melee-character even showing up to the table.


Hey all,

I'm still fairly new to society play. My first character just hit level 3, so I'm looking to make a second character that's viable for level 1-2. I'd like to do something a little odd-ball with this one, as my first character is a fairly generic, pretty optimized meathead 2-hander Paladin.

I'd like to try something a little crazy if not a bit silly this go around - a boomerang based build. Unfortunately, I can't seem to find any good synergies that might make this build viable - it seems Archery just so far outclasses it by doing more damage, requiring less feats (as Exotic Weapon Prof + Quick Draw are must-haves), has 3-4x the range, requires far less gold (enchanting 4-6 boomerangs over a single bow),

Is there anything out there that can make a PFS legal Boomerang-using build that isn't awful, or is this sort of concept going to result in a gimp character that will essentially be a waste of a spot at the table?


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You run First Steps as a Medic/Support and see your teammates are running a Melee Rogue without Weapon Finesse, A Gnome Investigator with 9 Con, 5 strength armed with a Short Bow... and a Sorcerer with nothing but melee touch spells.

(True story... and it ended how you'd expect).