Two Headed Snake wrote:
It really just comes down to what you and your group enjoy, but frankly, there's always plenty of mandatory combat in APs. When my players try to talk through an encounter rather than fight it, not only is it more interesting and more enjoyable, it also means they're invested in the world you're putting before them, rather than just rolling attack dice at it. You should just take out the diplomacy aspects altogether if you'd rather just run it as a combat gauntlet. It was pretty easy for my group to beat these encounters. I find fights with a lot of 'rogue' elements tend to be pretty easy for a informed group to handle.
I'll keep it short and simple. Starting level 1. We will discuss what AP to run. Just post here if your interested or contact me via e-mail. eriktheradspin@gmail.com Will be considering the following APs. Please, please be honest about whether or not you've done it. Want it to be a fresh experience for all. List of adventure paths being considered: Kingmaker
At least 3 spots open right now, possibly more. Thanks for your time.
Eltacolibre wrote:
I think Stonelord works, but I'd probably prefer to make him a fighter, just because you can replicate some of his abilities well enough with feats without having to be LG (since he helped Arthas do some questionable things). Malfurion... yeah, he's pretty straight forward. You can even get that Elf ARchetype that lets you have a treant as your companion. If I did Druid thrall, I'd probably top it off with a two level fighter dip for the warhammer prof and also to represent that part of his life where he was a gladiator. Illidan... I do think Ranger is probably the best single class fit for him, or maybe Bloodrager.
I noticed there was a similar thread talking about converting WoW favorites, but what about the classic heroes? The original ones, the ones before WoW. Such as Turalyon, and Khadgar, and a bit closer to present, to talk about Thrall and Illidan (before going full demon). What would these characters be like as not demi-gods when they were still heroes, but not legendary? So with a level 13 cap, and using no more than a 20 point buy, I'd like to see some ideas. In regards to Thrall, thanks to the Advanced Class Guide, we now have a literal Shaman class, though unfortunately this class can't do chain lightning (but only wizards/sorcs/magus can). More than anything, I think the spiritual profile + the hammer would be a good start. I could see an argument for Fighter/Druid maybe? And Illidan. My friends had a long conversation trying to figure out what the hell he would be (again, pre-demon). Inquisitor? Sorcerer? Or just a multi-class nightmare in general? I think maybe Inquisitor or Sorcerer with high physical stats could work. Magus would work if not for Illidan's iconic dual-wielding. The third character I was considering might be arguably the easiest. Arthas, before Lich King. You could just blow through with him as a paladin and have it pretty nearly true. I could see a Magus as well, but overall, something combining melee and magic. Arthas Menethil
Summary: This is just a foundation, but I don't picture him as a high-wisdom type paladin. It'd even fit if you swapped out his channel at higher levels for Oath of Vengeance. You could pick the Divine Bond for a greatsword and call it "Frostmourne," though in the lore, his horse, Invincible, was supposed to be pretty formidable too. I'd definitely get Extra Lay On Hands eventually to perpetuate his healing ability, and his smiting one, if you get oath of vengeance. Aside from that, I'd likely put all of his ability points into STR save for one into CHA. He was intended to be fairly handsome and charming, despite becoming ends-justify-the-means at the end of his character arc. I'd love to see some other ideas and hear feedback!
My group is about to start up Iron Gods and since it's a pretty unique sounding adventure path, we're all kind of unsure what to play as. The way it sounds makes it seem like lots of constructs, androids, and aliens (possibly aberrant in nature and uncrittable?) It seems the last thing we really want to do is be a stealth-based/precision damage based party, which was our original plan until the DM told us which AP we were doing (Rogue, Vivisectionist, Swashbuckler, Snake-Bite Striker [Brawler with Sneak Attack]). We also don't have access to the Technology book (DM is still reading it) so we're not sure how good lasers and what not will be, and if that technologist feat is going to pay off. Does anyone have any tips or advice (that don't spoil the story) for a group about to go in? For example, I know in Rise of the Runelords (SPOILERS FOR RUNELORDS) if you're the only wizard in the group, you essentially collect more spellbooks than in any other adventure path and become spell-rich. Also, there's lots of giants..
I believe there were some past topics about a Solid Snake (aka David) character build, but I thought I'd reopen it. More or less, I think it would just be along the lines of an infiltration rogue with a high Dex/Int and above average Str/Con. He would also be an equipment junkie, carrying an item for most situations. Facing the reality of pathfinder scores, Charisma would likely be at the bottom of the list.
Solid Snake scores (rolled up using 4d6, drop lowest)
TimD wrote:
We've done something similar to the last of the great clan as dwarves, but all good ideas with story themes that can drive a campaign.
I'm looking for some good idea for group themes. Our group did a campaign with an all dwarf theme, inspired by The Hobbit, and now we're talking about emulating super heroes (Batman, Green Arrow, Wolverine so far). Anyone have any other good/cool theme ideas? Anyone who suggests Smurfs, Samurai Pizza Cats, or Carebears can kindly leave the universe (though in the event, dibs on papa smurf).
Trogdar wrote: Granting the class some spell likes for each color type would be a great addition to the class in general actually. Very flavorful. If you keep it at 3/4 bab you might grant it the half dragon template over the class level progression. There is actually a lot of options if you think about dragons and dragon related features that already exist within the system. Yes, I started looking over some of the other dragons, it really does add a strong theme. Blue dragon types get illusion SLAs and the like, I think that would be a perfect addition to bring it on par with other pathfinder classes before changing anything else. I was thinking maybe every 3? or 4 levels, they get a new SLA at will. Right now, I'm at this: A. More Skills (4 or 6)
Any feedback by anyone reading is appreciated, just brainstorming/building right now.
Zathyr wrote:
I think it would be better if it's something that coincided with the dragon color you picked, preferably not something energy related since the class already has to worry about creatures immune to its breath weapon, but to begin figuring out what those would be, I would also alter a lot of the at will powers and possibly the skills gained by dragon type. Honestly, I think the whole what-you-get-by-dragon-type needs to be overhauled, especially for pathfinder, other than the energy type for each dragon. However, based on what we have, for a level 20 ability, let's say you picked the red dragon as your totem. Maybe for level 20, you could get a permanent +2 STR, discern location and find the path at will. This may be too weak or powerful - just brain storming right now. Overall, I would integrate each dragon's unique spell-like abilities more into the class, make you -more- like that dragon color rather than "here's two unique skills, one spell-like ability at will, and a energy breath weapon" as the only difference. Maybe instead of at will, give them more SLA's and give them a point pool similar to grit - by level 20, here's all of a red dragon's unique spell like abilities (total of 6) and they're usable a number of times, in any combination, equal to your CON modifier (since that's what breath weapon also uses, so keep it CON for class synergy).
I might agree, but I think the key difference between Dragon Shaman and Dragon Discipline originally is DS is more front-line with auras, armor, and (at the time) a much better version of Lay on Hands where as Dragon Discipline supplemented a sorcerer's survivability, gave him some neat dragon themed abilities, but altogether somewhat weak too.
http://dndtools.eu/classes/dragon-shaman/ First of all, there's a lot of consensus that the class has some shortcomings. In converting them to pathfinder, I think there's an argument to give them d12's first of all (as dragon disciples get) and also to argue for some abilities to come at earlier levels, such as wings, when compared to the sorcerer bloodline. But if you do that much of a conversion, rather than just a straight take over, what would you argue for their 20th level finale feature to be? Just interested in hearing opinions on how to convert this class. I like the idea and theme of the class, but some of the mechanics and features are a bit disappointing. Most famously, in the book (PHB2) they didn't have Knowledge (Arcana), but I think it was ret-conned; being a dragon anything without any knowledge of dragons would be a bit stupid.
I'd just like to hear input on my character as he stands. Criticism, compliments, or questions are all welcome. My group consists of a brawler (me), gunslinger, slayer, and a bard/rogue/arcane trickster. We have fairly good teamwork most of the time, I'm essentially the tank due to my hit points as of now.
Ajax Harvey, "The Dragon"
Bardess wrote: What about Investigator? I only recently read through that class and I'd be interested in hearing opinions on a mostly or full investigator build. I think there's a strong argument for it, more so if you consider Batman when he teams up with other heroes - usually compared against superman and others with super strength/abilities, Batman is the problem-solver, the know-it-all, the detective, and the plan maker. Even though the original post stated I was mostly interested in a Dark Knight Trilogy interpretation of Batman (largely combat oriented), as I said, I would definitely be interested in feed back on an investigator build. Also, to the earlier posts about the Advanced Class Guide, my DM wouldn't allow it at first because he prefers to thoroughly read everything before he green lights it and he's fine with using the whole book now. I only told him about it, rather than showing it to him, at first.
Rynjin wrote:
What would you pick for Slayer talents? Assuming the build you made earlier.
I'd like to get peoples opinions their idea of a leader character. Emphasis on CHARACTER. I know being a leader at the table usually translated to being the leader of the group from personal experience, but let's ignore that for a minute and talk about a leader character. The obvious choices, in my opinion, are bard, cavalier, and paladin. These are classes that all provide support, bonuses, and some sort of team synergy to the entire party. Really, their leadership styles are quite different, but it could be argued Bard is the most... cunning leader. While you could play a Order of the Cockatrice Cavalier and be the "do whatever it takes to fulfill my ambition," the bard can do many things through guile and trickery that a cavalier cannot while inspiring his followers to great feats. So the question I've kind of been walking around is what are the options on being a leader in character? Paladin, Bard, Cavalier, and pick your preferred Archetype/prestige class off of them? I'd be really happy to hear builds based on 1st to 13th level, assume one feat is spent on leadership, with the scores (rolled by me with my DM using 4d6 system): 17, 18, 13, 14, 14, 16. And if you really can't get away from the leader at the table thing, I'm asking because I've kind of assumed that role in my group since I have the most experience, so I was just wanting to think of ways to possibly just play the leader/social character.
Rynjin wrote:
what would the slayer build look like then? Deadmanwalking:
Maybe something like Brawler 6/Alchemist 1/Barbarian 1.
N. Jolly wrote:
I'm open to any ideas or options, so sure.
So my DM has allowed the Brawler class, but no other class in that pdf. It's a long story, so just accept that for what it is x.x
Rynjin wrote:
Where would you suggest putting the two ability points for level 8? And is combat style master really necessary since he has Fuse Styles? And since I brought this up to my friends, we were all kind of talking about a mixture hero/villain omage kind of thing. My buddy is going to emulate green arrow, which is quite a bit simpler, but I had another question about a different conversion. I'm unsure of how familiar you are with Batman, but how would you do a Bane? Dark knight Rises, non-venom version. I sort of imagine a pure brawler (Fighter Archetype, not class since I don't know the class) with grapple and greater grapple, since he was a wrestler, and a huge emphasis on Str/Con.
Rynjin wrote:
I picture him as more of a technical and controlled hand to hand combatant, with some secondary priority on stealth takedowns or intimidation. If not takedowns or intimidation, then someone who can handle a group of enemies well.
Rynjin wrote:
Brawler is allowed as it's in Ultimate Combat. What would you then suggest for Feats and Ability Score placement?Would you only get the first dragon style and snake style feat?
I think there might've been an old thread about this, but I wanted to bring it up again.
My batman-inspired character is named Edwin Locke and since there are so many versions of Batman, I decided to go with the Dark Knight Trilogy version simply because he was the most human of them all in my opinion and the easiest to build in a pathfinder build. That being said, here's the limitations, since this is for an ongoing campaign. Level 8
17, 17, 15, 16, 13, 14
I would also love to hear opinions on feats. Assuming one level in monk, I would think maybe Weapon Focus (unarmed) if we stay thematic? Or possibly combat expertise, since that's supposed to reflect intelligent/ defensive fighting.
To those who read this whole post, thanks for your time and can't wait to hear feedback!
Thanks! In reference to Kingmaker, I thought the concept sounded incredibly fitting considering my group, it would be a concept they would really enjoy. I had a question about the role things. One player is supposed to be the "Ruler" and each player fills the other roles accordingly based on their scores, right? Is it significant that the ruler have a high Cha or is it passable either way?
I would like some relatively spoiler-free advice on some of the adventure paths available. Now, when I say advice, I mean mechanic/player advice. I don't want to hear about the stories if possible, but for example: what are some of the most common types of enemies? What class would really shine, if any? What class might be cumbersome, if any? Is it exploration heavy, roleplaying heavy, combat heavy, or none of the above? Any other information that might help us from the get go. I realize the free player guides answer some of these questions, but I'd like to hear from people who've read or played the modules, again spoiler free if possible, and get some more detailed feedback. These are the adventure paths in question: Kingmaker, Reign of Winter, Rise of the Runelords, Second Darkness, Skull and Shackles, Serpent's Skull, Curse of the Crimson Throne, Shattered Star. If anybody can help, I'd appreciate it! |