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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.


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.


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.


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!