Eltacolibre wrote:
Well, aren't you effective? That's a very good build overall, characterwise, and it looks pretty solid in-game thanks to Bloodrager hit dice and general combat ability. Thank you, this is exactly what I was looking for!
Allow me to start from the beginning. My GM is going to be running a tech adventure using the new rules. We've houseruled that that Floating Disk spell can be used as a hoverboard for the caster at their standard move rate, and we've developed a magic item that functions as a constant Floating Disk spell when activated. As a fan of the Jak and Daxter series, I immediately latched onto the idea of playing Jak himself in the world. We've already worked out a system for the Morph Gun and all the mods for it from the third game, but what we're missing is, what would Jak actually be? He's got the long ears of the typical elf but lacks their traits, so I'd imagine he's a Half Elf, but I'm open to ideas. Secondly, there's the matter of his Light and Dark sides, and further, his classes. My GM allows Gestalting, so what seems fitting for his classes at, say, 7th level? He'd have essentially 14 class levels to spend thanks to the Gestalt rules. I'm thinking a form of unarmed Bloodrager/tech weapon focused Fighter, but I'd love to hear what you all have to say. Additionally, if this belongs in the Advice section, my apologies for putting it here and thank you for the correction.
Ciaran Barnes wrote: Being such a thematic spell, MM can be a worthy specialty. However, I think this class would be done a great service if greater emphasis was also given to other force spells. That's the Argent Savant class, I do believe. The Force Missile Mage prestige class is purely built around Magic Missile and nothing else. Well, Shield too, but that's one half of the Magic Missile portfolio. The Argent Savant (I might have the name wrong) was the pure force caster.
Lord Foul II wrote:
Thank you. I've looked about the responses, and I believe yours to be the winner. Yes, 3.5 classes are acceptable. The rest all had great ideas, and I particularly liked the pointing out of the Bloodrager's lack of alignment restriction for a monk, but overall, I've decided to take your suggestion. Thank you.
Me again. I return with another overly gimmicky build needed. This time, I'm trying to make a Monk reach the maximum possible movement rate I can get to. Assume: A: The Monk is 20th level
Thank you all for the assistance.
cartmanbeck wrote: That sounds amazing. Make sure to post the results when it finally happens. :) I intend to! Suthainn wrote: I'd suggest instead of being annihilated, the loser perhaps has to serve the winner? That way she actually has something to gain from all this, a powerful, dedicated herald/servant. Otherwise, when she's all about keeping treasure and taking what others have... why risk giving up all she has for no gain? That doesn't seem very in keeping with her goals and domains. But tricking a powerful mortal into challenging her to a fight he can't win, to get him as a servant? That sounds exactly like her! I'd say she'd challenge him just to show him how outclassed he is. I'm going to send him along the First Treasure supplement found in From Hell's Heart, so he'd have many hundreds of thousands of ancient treasures stored away in a vault, and she'd claim it as her own if he was destroyed in addition to his magic items, magic ship, and so forth. That said, I like the idea!
Zedorland wrote:
A number of feats and spells work for that, and I do believe there's Mythic ways to get it.
SunsetPsychosis wrote: You could also consider "gestalting" the mythic stuff. If you're already stacking classes, why not stack paths? Let her grab abilities from Champion, Trickster, and Hierophant. Give her a massive (or unlimited) pool of mythic power. Thanks to Claxon, I've thought of an excellent way to settle this. She'll release her godhood and somehow store it in a chest in the Seawraith's captain's quarters and take him on in the form of an Elder Water Elemental but as a Rogue 20/Swashbuckler 20/Inner Seas Pirate 10, with Mythic 10 in the Trickster path, a limitless supply of Mythic Power points, and the Impossible Piracy ability mentioned above, on top of being able to cast Summon Monster VI and up regarding sea beasts. The winner of the duel receives the chest, the loser is completely annihilated. This way, she's still beyond most mortals and powerful enough to probably stab you in the feelings, but it's within possibility to slay her. After all, she is said to have started as a water spirit of some kind.
SunsetPsychosis wrote: Make her Mythic, perhaps. Possibly gestalt, as well. I could see Besmara as, like, gestalt cleric/swashbuckler 20, mythic tier 10. Maybe slap on a few templates or something. But considering that PCs at that level are pretty much demigods in themselves, it should be a decent approximation. That's a good plan. Since it'll only be the one character fighting, he's already a gestalt Marksman/Rogue with an emphasis on sneak attacks from a distance. It'd make sense for him to come against a character equally skilled, perhaps even with three effective 20th level classes like Swashbuckler/Cleric without preparing spells/Rogue or some other mixture of holy power and piratical traits. Oh, and, Mythic for sure. TimD wrote:
As much as I love the Spaghetti Monster, Ra-men, I'll go towards your epic pillaging idea. Probably call it Impossible Piracy, and let her steal one buff from him, one item, or one power or spell that he's concentrating on per round. Claxon wrote:
I don't know why so many people are adverse to the idea of taking on a god in an adventure in Pathfinder. He's going to be specifically trying to kill her and I think that if he can outpirate her he'd get her job. I view gods as beings of great power, but the power is a mantle that comes with the title, and if someone better comes along, they can lose it. ...Claxon, you're brilliant, my typing this response to you just gave me an idea on how to handle this!
I'm loath to post multiple threads on a forum in one day, but this came up. I'll be running a Skull and Shackles campaign soon for a single player (who has been aptly buffed up to be as powerful as three players and given an assistant) and he loves the idea of becoming the undisputable master of pirates. I've already scheduled him through past From Hell's Heart, past even the First Treasure supplemental idea. Then past that into becoming an interplanar pirate. At the end, he wants to be able to challenge Besmara to a race around Golarion in their magical ships, then through the planes, then finally to a climactic pirate's duel onboard the Seawraith. What I'm asking is, what would be good ideas for Besmara's combat capabilities? Putting her at no more than CR 40, what sort of trickery, weapons, and powers would be best to give her? I'd of course be using the Epic 3.5 rules, modified to fit with Pathfinder better, and possibly the Mythic rules or Divine rules from the SRD. I'm mostly just asking what kind of abilities she should have beside weather control and ship to ship combat.
RaizielDragon wrote:
That's stupendous for damage, but I'm looking for actual size of the weapon. I want the character looking completely idiotic but still somehow upright with the weapon. Accuracy and damage are nice, but not the focus. That said... yeesh. Nobody needs that much damage on a basic attack. There's hurting the enemy's body but that thing would do enough damage to physically hurt their feelings.
RaizielDragon wrote:
I was thinking Supermassive sized. But, yeah, that all sounds great. Thanks, you and the others managed to get these answers in much faster than I'd have ever imagined. Now, next question- what should the range on a Supermassive greatsword be? I was thinking it'd be long enough to practically act as a line attack.
In essence, I'm looking for the ideal combination of feats, class, race, etc. from both Pathfinder and 3.5E for a character to wield the biggest weapons he possibly could. Attack accuracy, DPR, all that is irrelevant. All that matters is the sheer ridiculousness of weapon size he can reach. Specifically, though, I'd like the following: A Greatsword to be the weapon of choice, with the Monstrous Physique feat from Rite Publishing. 3rd party stuff is okay, as are most things from Pathfinder/3.5E compatible books. Any race would work but preferably one no larger than Huge that'd make a valid PC. It doesn't even matter if the feats or abilities even stack, as I'll houserule them in for additional attack penalties. We're intentionally looking for stupidly oversized, overcompensationtastic, impractical weapons sizes on a character, and the ability to use them normally, if not accurately. Thank you for any help!
zergtitan wrote:
I was thinking, at least the voice, of Ron Glass. |