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Subparhiggins wrote:

Yuna from Final Fantasy X, and pretty much any Aeon.

Seriously I've been wanting to play a tabletop class like Summoner ever since I first saw the cutscene where Valefor is summoned for the first time.

I've got an Ixion based Eidolon for one of my sheets somewhere here. Gestlat Summoner/Favoured Soul for Yuna's unplanned white magic, boom.


Eltacolibre wrote:

would have made jak so much simpler than all this...

in a gestalt setting heh:

Male Half-Elf
crossblooded Bloodrager (Abyssal and Celestial for light and dark jak) 7//Driver (Rogue) 7

Why driver rogue? that's one thing that always been consistent with Jak, he is very good at racing. You will probably need a refresher on vehicles rules, check them out before taking the archetype in the gamemastery guide or on the pfsrd.

Since it is a Jak kind of setting, suppose guns are rather common which means everybody get proficiency with guns if not the case, take the alternate racial trait: Ancestral Arm to get proficiency with the morph gun.

And that's pretty much it, since bloodrager spells would cover any kind of tricks that Jak can do, jumping high, spinning around etc...

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.


I dunno if the GM will allow it, but I don't think you could do better than a converted Eberron Artificer for that.


FormerFiend wrote:

I'm a man of simple tastes.

Either a Fighter/barbarian 20 or fighter/brawler 20.

That would make punching daggers really, really fun to flurry with.


Summoner 20/3.5 Favoured Soul 20. In addition to the power of spontaneous divine spells, anyone see where this is going? If you said Yuna from Final Fantasy X, you're right and are creepily prescient, guessing that with no hints.


I'm a big fan of the Investigator's Sleuth, personally.


Lord Foul II wrote:

First is it possible to take 3.5 classes

If it is take swiftblade
Then gestalt
Go monk (martial artist) 20/summoner 3/barbarian 1/inquisitor or cleric with the travel domain 1/swiftblade 10/ageis 5

Take the astral suit option for ageis, spend as many points into the fast enhancement as you can, take the speed of thought feat
Then take the run feat

Then go elf for the monk favored class bonus
So 30 from base speed 60 from monk 20 from favored class bonus, 10 from barbarian, 10 from inquisitor or cleric, 30 and another standard action from swiftblade, 25 from ageis, 10 from speed of thought x5 from run

195x5+195 (extra standard action)=1170ft per round.
Of course if you can spend 2 levels for quickling that'd be even better

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
B: There will be no spells, potions, infusions, extracts, or the like put on him
C: The Fleet Feat is too little gain
D: Magic Items are completely acceptable and encouraged
E: Gestalting works for the purposes of more move rate
F: Any Feat besides Fleet is acceptable
G: The Monk is not Mythic
H: Racial choices are up to you
I: Ignore anything that doesn't pertain to movement rate on land. That is the only thing that matters. Not damage, not attack rolls, just land speed.

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:

Those boots are ridiculous.

Fast healing is my favorite ability in the game (after regeneration) as it lets me play each combat right to the death, and then do it again in ten minutes with no expenditure of resources.

Are there any other ways out there to get fast healing?

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:

Epic pillaging.

Like the ability to steal buffs, items, snag targetted advantageous spells as they're being cast by allies, etc.

.. and epic chaos.
His Noodly Apendage appearing to assist with flanking might be a good start... but that may be a bit more real world religion than your players would expect to see in a PF game.

-TimD

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:

Well, as I always say in these sorts of things gods aren't meant to be stated up or challenged in Pathfinder. They are dilberately not given stats because they are meant to be immeasurably more powerful than anything PCs can hope to achieve. The nearest thing that are stated are demi-gods.

Personally, I would make the encounter one of rp only, with the understanding that the player cannot win.

HOWEVER! I would say that Besmara would "like the cut of his jib" and offer him a position as one of her heralds or some such. Or the chance to pirate across the multiverse aboard her ship.

If you insist on stating out the gods, you shouldn't limit this to CR 40. I believe Demonlords and Demi-Gods are CR 40. True gods should probably be at least CR 60. They should definitely have 10 Mythic Tiers. Outside of that, I don't really know. Gods really shouldn't be capable of being beaten by PCs.

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:

So, if you take the Half Giant with Monstrous Physique and Lighten Weapon, and use the augmented Expansion, you get a Gargantuan character that can wield a weapon that would be the next size above Colossal (let's call it Colossal+1) normally. So he can wield a Colossal+1 Sunblade as if it were a light weapon. Which means he can wield a Colossal+3 Sunblade as a 2-handed weapon. Add in Lead Blades to make the damage equivalent to a Colossal+4 Sunblade. Add the Impact magic weapon ability and it deals damage equivalent to a Colossal+5 Sunblade.

So, a Medium Sunblade deals 1d10, so a Large deals 2d8, which means a Huge deals 3d8. The weapon size chart fails us here, but if we assume each size increase just adds another d8, then we have the following:

Huge->Gargantuan->Colossal->Colossal+1->Colossal+2->Colossal +3->Colossal+4->Colossal+5

would be

3d8->4d8->5d8->6d8->7d8->8d8->9d8->10d8

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:

Half Giant with Monstrous Physique, Lighten Weapon and Enlarge Person cast on them.

Monstrous Physique makes you Large, Enlarge Person makes you Huge. Powerful Build lets you wield a Gargantuan weapon and Lighten Weapon lets you wield a Colossal weapon.

If you are of the mind that Powerful Build and Lighten Weapon don't stack (although Powerful Build says it does stack with other things), use a Trox instead. Start out as Large, Monstrous Physique makes you Huge, Enlarge Person makes you Gargantuan and Lighten Weapon lets you wield a Colossal Weapon.

EDIT: Hm, Enlarge Person doesn't work on Trox. That's ok though. Go Psionic, use Expansion instead. You can augment it to increase your size twice. So, Trox starts Large, Monstrous Phsyique makes you Huge, and Expansion (augmented) takes you to Gargantuan then to Colossal. Now you need to invent a new size category for the size of the weapon that Lighten Weapon would let you use.

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!


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zergtitan wrote:
JBiggs78 wrote:
I don't know... I'd like to see Samuel L. Jackson run with this character
Nah, I disagree. Samuel L. Jackson is badass in the don't mess with me slamdown way. Quinn is more of a badass in a swave I'm going to wear you down until you destroy yourself, sort of way.

I was thinking, at least the voice, of Ron Glass.