Hayato

Drizheim's page

Organized Play Member. 29 posts. No reviews. No lists. No wishlists. 6 Organized Play characters.




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
Serpent's Skull
Carrion Crown
Jade Regent
Wrath of the Righteous
Skull & Shackles
Reign of Winter
Mummy's Mask
Giantslayer
Hell's Rebels
Iron Gods

At least 3 spots open right now, possibly more.

Thanks for your time.


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
Level 1 Paladin
STR 18 (+2 to STR)
DEX 10
CON 14
INT 12
WIS 10
CHA 13
Weapon: Warhammer +4 (1d8+6)
AC: 15 (Scale Mail, something heavier if you had the rich parents trait likely)
Feats: Power Attack, Toughness (Bonus Feat)
Alternate Racial Traits: Dual-Talented? Possibly add the +2 to DEX or CHA?

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.
Assuming Human of course, I think it would be good to swap the bonus feat for focused study (starting with stealth), eventually get a repeating crossbow or put a single level in gunslinger. I considered full gunslinger, but it's almost like you're Revolver Ocelot at that point. You'd also have to possibly get Improved Unarmed Strike to compensate for his hand-to-hand skill.
As for Ocelot, full gunslinger with quick draw, rapid reload, pretty straight forward.
Big Boss would more or less be the same as Snake except maybe different alignment and more priority on charisma/leadership (despite them being clones, I was just thinking about the charisma when you consider the different paths of their lives). Assuming the much older Big Boss. The other characters I'd be interested on hearing opinions for are Raiden and possibly Liquid or Solidus.

Solid Snake scores (rolled up using 4d6, drop lowest)
Str 15
Dex 18 (Human +2)
Con 13
Int 16
Wis 12
Cha 12


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).


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.
I have placed skill points for roleplay reasons and picked leadership for a roleplay reason as well (role-wise, there's likely at least a dozen other feats I should've gotten). Considering getting Iron Will at 11th due to a lot of Will saves in our campaign. Last session alone had me make at least four. Scores at 1st level (in order): 18, 17, 17, 14, 14, 12. I know, even the DM shat himself basically and said it was the best he ever saw with 3d6. Click the link for more detailed info than what I've shown here.
Thanks for your time guys!

Ajax Harvey, "The Dragon"
Male CG Human Brawler, Level 9, Init +6, HP 55/125, Speed 30
AC 26, Touch 19, Flat-footed 19, CMD 34, Fort +13, Ref +12, Will +6, CMB +15/+10, Base Attack Bonus 9/4
+1 Unarmed +16/11 or +14/14/9/9 (1d10+10 (PA: +19), X2)
Javelin (X4) +14/9 (1d6+6, 19-20)
Sling (X20 (10lb)) +14/9 (1d4+6, X2)
+2 Mithril Chain Shirt (+6 Armor, +5 Dex, +2 Natural, +1 Deflect)
Abilities Str 22, Dex 20, Con 22, Int 14, Wis 14, Cha 12
Condition None
(4th lvl ability point [DEX]; 8th lvl ability point [CON])
+2 saves vs. Paralysis, Sleep, Stun effects
+5 CMB/CMD for grappling
+1 CMB/CMD for tripping
+1 attack rolls in surprise round


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.


I think there might've been an old thread about this, but I wanted to bring it up again.
Batman as a pathfinder character. Let me rephrase
A batman-inspired character, but essentially the dark knight.
I think it would be egregious to not have at least one level in monk since it reflects overall physical and mental conditioning, something that he definitely has, and as well as training in hand-to-hand martial arts, especially shurikens. After that, I'm open to ideas.

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
Human (of course)
At least level 1 Monk
Only use Core Rulebook, Adv. Player's guide, Adv. Race guide, Ultimate Combat.
I strongly believe in at least 1 level in rogue, if not more, but I am definitely open to suggestions (DM is anti-ninjas and samurai, so none of those allowed).
Ability score list (what I rolled using dice pool system [24d6])

17, 17, 15, 16, 13, 14
(Before +2 human attribute bonus)

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.
Now, as to the gadgets, since this is dark knight inspired Batman, I am taking a build-simple-ones approach and acquire the others. In fact, a bard in our group is taking ranks in alchemy and he can definitely make smokesticks, thunderstones, etc., so try to put the Batman-who-crafts-complex-gadgets from the comics to the back of your mind :P
So it mostly comes down to the combat and skills. Would also love to hear skill suggestions. Whole builds based on these guidelines I would be very, very interested in too.

To those who read this whole post, thanks for your time and can't wait to hear feedback!


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!