Aghash

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That's a good idea, for now I'm looking more at the Dervish Dancer maybe as either a sylph or suli.

Something I'd particularly like to do though with this concept is use the sand and wind either for concealment or blinding.


I've been poking around the SRD for a fair time now, and I just can't seem to find what I want. I'm looking for a fairly simple build for a swordfighter that can manipulate wind.

We might be going to the desert in our next game and I just want someone whose kicking up whirlwinds of sand while they slash, basically I want to play a djinn. Looking at Sylph right now for flavor but it's not exactly a good race to work with lol.

So far I've picked through the monk, rogue and bard archetypes (and lots of others) with no real eureka moments.

Totally willing to multiclass as well. I'm really building this one around flavor so literally anything about sand, wind, djinns etc. Thanks in advance!!


Samasboy1 wrote:
Since she is Pestilence, how about a Fast Plague Zombie Unicorn mount. Or even a Fast Plague Zombie Lord Unicorn mount.

I can't say I've heard of that but it sounds amazing.

Also in the meantime, i might just have a sedan chair crafted and make my wight minions carry me around. It won't be practical, but it will be excellent.


Actually someone else in the party has a Nightmare already and...well he hasn't been playing long and he's SUPER excited for his evil character so I don't wanna take his idea on him. We're also doing a sort of horsemen of the apocalypse theme;
Orc Barbarian riding a worg = War (named Farod)
Cleric Necromancer on a nightmare = Death (named Fear)
Elf, Wight Antipaladin = Pestilence (named Plague)

So I guess I'm looking for the most thematically appropriate mount I can get because the other two really fit the bill for their themes.

The Lamia might be actually perfect, I was thinking of trying to find a centaur princess of renowned beauty, but that works too.

Thanks for the answers guys!

Spell storing on the rope is possible, but I don't think the character would want to rely on someone else to store the spell for her. Even if casters would always be available, she's pretty independant.


Bumping and bringing up a new question:

Just how difficult IS it to make an undead monster? We just found a dire lion and I would love to make it undead so my channel could heal both of us.

(sorry if bumping after only a week is bad..)

Net question:

So there is another character in another game that uses a net and trident for her fighting and i wanted to craft her something that would augment the netting part. We're making her a trident with returning, but I thought maybe a net enchanted with "Animate rope" might up the dc to break out, or save her the time of untangling a target in the middle of combat.

Or any other ideas, damage dealt by the net etc. Any suggestions?


So I have an undead (wight template) antipaladin in an evil campaign and everyone has their own special projects to do during group downtime and I just don't want to take over the world with this one, so she's going on a quest to find a special mount. I'm just looking for some suggestions.

Thematically she's a beautiful elf that died spreading a deadly virus to human cities (intentionally, she's a horrible person)Everything about her is sort of beautiful but decayed. Or the perversion of beauty and goodness. With that in mind I was thinking she could kill a unicorn and have it raised as undead by the Lich NPC my GM invented, but ideally i'd rather not have help. Are there any already undead things that would make awesome mounts?

Or I might find and kill a centaur because any humanoid killed by the wight becomes a wight and takes orders from the sire.

Mechanical limitations aren't a HUGE problem because this Lich character is basically handwavium incarnate, just hoping to avoid the Antipaladin whining to her boss for help.

I will update this shortly with my Net question, running out of time right now.


As someone whose first and main character is still only level 6 I can say that 2000gp doesn't seem like something I'd blow on an upgrade like this. Really if we're calling it a +1 enchant I imagine I'd sooner go with probably half of the other +1s on almost any character over the wand insert at that price.

Though it's true, 2000gp isn't breaking my bank either.

I think we should look at the other types of weapon upgrades on this table because a hollowed pommel or false-bottomed scabbard seems more inline with what the weaponwand actually is.

Sure it should probably cost a fair ammount more than a hollowed pommel given that the wand needs to be safe inside the weapon, but it's much closer to what we're trying to do here than an enchant, in my opinion.

Edit to add: Are makes a good point too, it depends on how the weapon wand performs as an item. If a regular attack can simultaneously fire off a spell that should probably be a +1, but if it's an upgrade that allows you to hold the item and then choose to use a standard action on either the wand or an attack it should be cheap.


Yeah my group has never really regulated that actually, though I think I'm the only divine caster with a full printed list from the SRD. I think as long as I don't take forever to choose and subsequently look up my spells at the time of use, no one really cares. There's been some debate about how evil a spell is just because our Paly is a little domineering (anyone surprised?) but for the most part my cleric takes weather based spells and normal healer spells and it's never been a problem.

I mean, if you have a player using the full list and that is a problem somehow you could also ban them from leaving their spell slots available for preparation later. Sure they have a ton of options for spells every day, but unless they can predict the future they just may not prep weapons against evil before going against a hoard of undead with DR 5 / -


He could actually take levels in Alchemist as well. I mean, it's easy enough to just spend skill points on the Craft but the Grenadier archetype allows the alchemist to apply an alchemical weapon to another weapon (OR AMMUNITION) and for a two level dip in Grenadier he should find himself with two discoveries (one to choose, the other is Precise Bombs. I would suggest Explosive bomb to go with it.

Now he's a gunslinger with alchemical fire on his bullets and when people get too close he can lob a bomb at them with a 10 foot splash radius, even if allies are in there. Course with only 2 levels in Grenadier the bomb damage is only 1d6, 1 more level and it'd be 2d6 but a three level dip is a lot of effort for a few tricks. He'd have Mutagens and Elixers too though, cause some minor magic effects on yourself (one of the first level elixers is deadeye shot - auto +20 on an attack roll)

Maybe it's not exactly an optimized dip but it does bring some more possibility to the character while staying fairly close to the Gunslinger flavor.


Yes I did mean to say that! Twas a flub. thanks Majuba :) Fixed.

And yeah GreyWolfLord, I made the Dwarf Cleric crafting archetype and he's going to probably put points in everything. He was only conceived because our group dug in somewhere and apparently we're building a town so we need mundane crafts as well as magical.


I found myself needing the thing so I made it, then I thought I might as well share it if anyone else can use it. Wasn't sure where to share it though so I'm posting here.

Crafting Skill Sheet!


"Compassion and peace are her greatest virtues, and if enemies of the faith can be redeemed, they should be. Yet there are those who have no interest in redemption, who glory in slaughter and death. From the remorseless evil of the undead and fiends to the cruelties born in the hearts of mortals, Sarenrae's doctrines preach swift justice delivered by the scimitar's edge. To this end, she expects her faithful to be skilled at swordplay, both as a form of martial art promoting centering of mind and body, and so that when they do enter battle, their foes do not suffer any longer than necessary."
From http://pathfinder.wikia.com/wiki/Sarenrae

I think try to reflect this little blurb while you're playing and you should be fine.

Sure war is usually pretty "anything goes" but Sarenrae is pretty clear about offering a chance at redemption. Mercy is a BIG focus, even on the lost causes. I'm sure a mortal could certainly fail to uphold these ideals, but if it's all in the name of Sarenrae she or her servants might take issue.

Love the idea of the BBEG though! I hope the party sides with him in the end :P Our gm is great for injecting moments of moral ambiguity, I think he just worships chaos and loves watching us lose our sense of morality in this fantasy world he created.


So my Cav is already 5th level and her mount is a Tiger.

Basically what we do is charge in, the tiger has combat reflexes and he automatically "grab"s after a successful attack. So he can pin 2 enemies (one claw, and his bite) with a paw free for AoO or open attacks on the pinned enemies. Meanwhile the Aasimar astride the tiger does her lance charge attacks or picks off the pinned enemies.

So I thought it might be nice to supplement her a little with some spells or literally ANYTHING that might give her a little more oomph, she's being outshined by her tiger :P. Not that I'm complaining, the tiger wouldn't be this awesome if I hadn't used up most of the character's awesomeness on him at creation.

Forgot to say! Camel copter sounds amazing! We actually just introduced an epic crafter to the group come to thing of it so with wands, potions and wonderous items the Cav might just seem a little less dry soon anyway.

And no worries, I'm the person who will ask 20 people for ideas and suggestions and still go with my original idea. I'm simply a terrible person to try and help :D


Is it just me or is the Cavalier a little dry? I mean I'm still a "new" player and all I guess I've just been spoiled by awesome caster characters.

Is it worth it to go Battle Herald? I was considering a level of Bard anyway because I have an 18 Cha and my mount is easy the best feature of the character so I wanted to heal it.

But I don't yet have the ability to look at a prestige class and see if it's awesome or "meh"

I'm open for just about anything though, what are some fun things you've tried or watched someone else try with a cavalier?

For me the most fun *I* can imagine having with a Cav is making the Man of LaMancha, giving him a cohort named Sancho, and having him travel the lands saving "damsels" and tilting at windmills.


Awesome! Thanks for the quick and succinct reply, I suspected as much but I just wanted to make sure there wasn't an application for a character who is a bit of a show off when they fight.


So I'm building a fighter and I have everything squared away except I could totally take Gladiator as well since it only replaces Bravery and the armor that I won't be using anyway.

However after reading the chapter on Performance Fighting I'm....less than convinced I'll find an excuse to use it.

I'd love to gather a crowd for a drunken barfight, but she has no charisma (-1 actually) and I don't know if any of the performance abilities would really benefit her in a non-planned combat anyway.

Thoughts? I guess I'd just like to rule it out now so I can stop thinking about it :P


I hate to sound this simple but you could just go with the teifling side and take fire resistance.

It's also useful against arguably the most popular elemental damage spells.


Sleet Storm wrote:


No problem actually. You won't get the rakes but you can get constrict instead.

You get pounce ,claws and a bite. Hamatula Strike allows you to initiate a grapple attempt whenever you deal damage with your bite and Anacondas Coils grant the Constrict ability dealing 1d6 +strenght modifier damage on every sucessful grapple check(even the one from Hamatula Strike itself). It also grants a +2 enhancement bonus to strenght, great item for grapplers.

SOooo.... could I throw armor spikes on there and get more damage out of it? Or are they mentioned somewhere that I didn't see? This looks like a fun build to play :D


Wow yeah that'd be a nice one to have haha.

I now can't quite decide if I should use that trait for Read Magic or if I should take Touch of Fatigue since my character is an awakened undead paladin who is "Pestilence" in a 4 horsemen themed evil campaign...

Umbranus if you remember that trait, let me know! Thanks for your input guys!


Dotting, not to contribute later, just to steal ideas XD

I was actually trying to figure out a way to emulate in a character the glory that is my special tiger mount who bites and claws and then automatically grapples its target.


http://www.d20pfsrd.com/traits/race-traits/arcane-dabbler-elf-racial-trait

Quote:
Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.

So I'm playing an elf antipaladin and would LOVE to have Read Magic twice per day, would I be allowed to choose the same level 0 spell again with my Elf Trait?


I'm totally the wrong person to give you advice and I guarentee more capable people will probably answer you shortly, but I would suggest giving a few more details (if any) about what you're hoping to acheive.

So you're a Dwarf Magus, you've chosen this class because you wanted to try something new, does that mean you want to cast a lot with it? Have you considered just going straight up caster? A cleric is a laugh and a half as a caster and if you just can't keep yourself off the front line, they don't have to worry about spell failure in armor.

I don't think playing a magus necessarily means you need meta magic to be effective and when to get it sometimes depends on how high of a level spell you need to use for the one you want. If you're up front and melee you may find other feats more necessary early on. Any ideas, yet, about WHICH meta magic you want?

So yeah, before looking for too much feat advice, you should tell us what you want to be doing with the character. Does he have a backstory yet? :)


Definitely think that Aragorn (or Strider) is your best inspiration for a loner-made-leader. I don't see any reason for the two to be mutually exclusive. A loner personality can ultimately just be the general desire to do a lot of things alone, it doesn't mean unwilling to work with others and it certainly doesn't make someone a bad leader.

If anything, leadership IS a very lonely job.

Have none of you forever gms out there ever noticed the dynamic of your friendship with the other group members subtly change as they start to see you a little bit as an authority figure? (I have exactly one reason for developing this theory so maybe my group is just weird)

Anyway, I don't see any reason to worry about picking an appropriate class for a "loner" character but perhaps since this was based on a personality test you could take it a step further and choose a class you most closely identify with. (HINT - I bet there's a test for that!)

Finally I do have one proper suggestion for you, if you guys are doing traits and drawbacks there IS one for Loners. http://www.d20pfsrd.com/traits/drawbacks/loner


It's clearly not the same thing but I read a lot on the "Awaken" spell page when I put a Collar of Awakening on my celestial tiger mount (don't ask, there was some handwavium going on there). Now, it bumped his intelligence up (higher than his rider's in fact) but the outline of their personalities might be helpful.

Mostly the page reitterates what a lot of other posters have said, but you might make the large war stallion a little self centered or a bit of a braggard, unless he's being cowed by the "herd leader". His experience of the world is fairly limited and being battle trained and supposedly pretty badass I bet he's pretty pleased with himself.


Yeah, I tried to edit my original post before the forums broke a second ago there.

Unfortunately the class is definitely going to be Antipaladin for story purposes. I've just worked with the GM to figure out a more story-oriented role in the group so I can help him shepperd the others (it's a homebrew). So the class and backstory are pretty well settled.

Items too though, always looking for items. I found the Apollyon Ring but since the character is going to be an awakened undead I guess that doesn't work haha.

Thanks though, Grizzley! I was thinking hard about the plaguebringer.


Literally anything.

We're doing an evil game and one player has latched onto the idea of playing a Teifling Cleric (the archetype) and being the mortal embodiment of Death (of the 4 horsemen fame). I was making a new character to put in and realized another character embodies War pretty perfectly.

Then looking at the Antipaladin I saw the "Plaguebringer" feature and now i'm sold on it.

So I'm taking the Wight undead template, will likely choose elf for the race, with Antipaladin as the class.

Bottom Line (tl:dr) What I'm looking for is any material that thematically suits the concept of Pestilence for the 4 horsemen of the apocalypse - particularly feats and traits.

Sorry I've been making so many build advice threads, I swear I'll stop soon! :P


Yeah, +1 to most of the suggestions. We always just sorta scribble out what we want while other players are taking their turn to RP in the town, and then on our turn we list off what we need and GM says yay or nay. But that's only if we need something mid session, otherwise we typically write up our shopping lists between sessions as others have said.

But only the other members of your group know the dynamic like you do, you ought to ask them if they feel like this is even a problem before taking corrective action.

Maybe they like it, and maybe that means you get a nice little break mid session because you don't have to stress about the flow of the game ^^


Excellent! And I noticed that about the Champion actually, it's nothing i can incorporate with current characters but hot damn i might have to make one for it :P


Yeah...I'm probably wasting my time but there isn't much to do at work and I'm already started.

I'm not making commentary on any of them really, just wanted a faster way to find applicable prestige classes for a specific (already made) character. So it'll be colour coded for arcane, divine, melee and range based. Or something like that. I'll do colours at the end.

Once it's done though I'd love to add a column for commentary, especially if any you know of are particularly awesome or particularly terrible, or broken for some reason.


Williamoak i can send you the link if you'd like to see it so far.


Nice!

I think I will continue making mine because the spreadsheet is a little easier to read, but this is awesome for right now! Plus good to know it's covered so I won't worry about making mine public haha

Thanks :)


So I've started compiling a quick guide to the Prestige Classes for myself and my friends to use, but it just ocurred to me that such a thing might already exist.

Not looking for one that necessarilly assesses the quality of the class, just something that lists the prereqs and basic theme of each one for quick perusal without having to guess what its name means.

Has anyone ever seen something like that?

If not I can make mine public once it's finished. And in that case, if someone wanted to help (IE someone who isn't new to Pathfinder like I am) I'd be delighted.


Unfortunately this is largely looking for mechanics that fit a concept vs vice versa. It's hopefully going to be a pretty loyal recreation of a book character so human is necessary.

But I do have a dwarf crafter cleric who just might run out of crafting feats next time he levels and uses a longhammer so that list you made will be looked at
again haha


Ah. That is a lot better than i thought. I'm not used to playing characters that get buffed very much (we're a "weird party" according to the GM) so reading that didn't trigger the same response for me haha.


Thematically similar, but completely different. If you're not completely attached to the staff you could beat people down with your scrolls as a Scrollmaster.

Then you can prestige into Cyphermage to get a bit more customizability with your scroll attacks.

Otherwise though, I love this idea and hope barb turns up in the build so you can rage when you staff people.


Imbicatus wrote:
If your DM is using wealth by level rules, you can't put more than half of your WBL into any one item. And unless you are going to be fighting a LOT of undead, a simple +2 is going to be better than a +1 undead bane.

Blast it all, I forgot that haha.

Yeah, I just thought the bane would be fun to build up a little story as to why he'd have it. Incidentally, he was planned long ago as a possible cohort and put on the back burner, but he's getting called up to the majors and I'm throwing him into the world. The main group is off on a time consuming adventure and a few of us are using alts to deal with a persisting Necromancer storyline around our homebase. So the bane would not go astray.

But you're right, I can barely afford it, but with those rules I'm not allowed to spend that much on it anyway. So it's moot.

Also Anzyr, what's so fantasic about Courageous weapons? Bonus to saves against fear are part of so many classes and such and it just seems so expensive in light of the other things you could pursue for an enhancement..am I missing something? Forgive me, I'm mostly still a newb.


To be honest with you, I've never been less sure of Power Attack. I'm more or less resigned to just do what I'm told when I try to use it and not question.

I just discovered the Maneuver Master/Lore Warden thing by searching around the forum. But rather than starting to look at ANY other classes I'm just going to stick with what I've got going, 2 level Rager dip and one of the fighter archetypes. Probably Corsair since it makes the most story sense.

I can still use feats toward at least better combat maneuvers. I just have a tiger mount for my Cavalier and when it attacks it automatically grapples its target and holy hell is it ever badass, so I thought a PC tarpit like that would be beautiful, but then again Humans<Tigers for a reason. It's just too much to try and stuff into one PC anyway.

Thanks so much for all the clarity!


If I understand correctly, the Corsair CAN choose Pirate Weapons but is not obligated to. You lose out on Armor Training in favor of acrobatics and swim checks, other than that you cleave without penalty which I think looks pretty sweet.

As for the 2 Handed Fighter, oddly enough, our two gms used the Power Attack rules they remembered from 3.5 (or something) and the 2-handed Fighter comes with a feature that's basically what they've been doing with power attack (we have a lot of barbs in our game so retconning it out would be devastating to 3 main characters' builds) so it's now a house rule. He did say he'd let me take something instead though.

I'm seeing a class feature on the cad that enables you to make certain Combat maneouvers automatically after a successful attack (when the opponent is denied his dex bonus). This sounds just perfect! I would be willing to change a lot of what I'm looking for to get that ability or better in some form. Can you think of anything off the top of your head? Or is this something that can come easily enough with feats?

(by the way, XMorsX, please don't feel obligated to keep helping me now that you've answered my plea! I know I keep flip flopping and I'm not easy to help haha)

She rolled like a bamf though, looking at either 18 str/18 dex/14 con or 18 str/16 dex/16 con =D


Ascalaphus wrote:
In the long run you may want to consider making a Ghost Touch backup weapon. It's not something you need every day, and adding it to your main weapon will hike the costs. But when you do need one, you really need it, and even a secondary ghost touch weapon with no other enhancements will be better than your main weapon.

Actually that archetype inscribes runes on weapons and armor. One of them is ghost touch and he can put it on up to three weapons a day for 10 minutes ish.

HaraldKlak - THANKYOU I was trying to figure that out for certain all day without wanting to ask anyone lol. It's the other reason I held back from Impact before. With that knowledge I can say that he only just barely affords the weapon :P But meh, might as well spend all his cash.


Thanks for the input! Going with an Adamantine Dwarven Longhammer with Undead's Bane on it after all (Impact looks wonderful but I don't have enough gold on him yet for a +2 enhancement, even considering he's getting a crafter's discount)


Wow that barb of society trait is beautiful!


Storyengine I can see what you mean, this is my first time rolling a martial class aside from straight cavalier and I've always avoided fighter because it's too customizable without a good idea in mind. The archetypes seem awesome, but there is a lot to get your head around with them.

The best I can really describe the idea is by saying the unbreakable, mobile fighter, corsair and tactician all suit what I have in mind. She has anger problems and fights fiercely, but she is fine-tuned and well experienced so with the angry all out fighting style, I wanted to incorporate a lot of mobility and finesse. Hence the idea of only dipping for rage.

I think I'll probably go two hand weapon for sure though.

She's also quite the loner and doesn't trust anyone, which tarnishes the tactician idea (as much as I love swapping bravery for initiative and those extra skill points...), though it could be good reason to have her support and protect other party members in melee (doesn't think they can take care of themselves) unbreakable was just in the running because she's too stubborn to die. The corsair is super appropriate because her background is in piracy. But I wasn't sure if it was worth losing out on armor stuff.

Thanks for the help guys! Left to my own devices I'd have made a rrather ineffective fighter already.


Seconding both the vote for the Pride drawback if applicable, and the Arcane Duelist class.

Incidentally we have a commoner-made-noble in our party who plays Arcane Duelist and it fits quite nicely.


So I've made the Dwarf Cleric archetype, http://www.d20pfsrd.com/races/core-races/dwarf/forgemaster-cleric-dwarf

And he's coming in at level 5 wearing all stuff he has crafted before his introduction. But I've never looked at weapon enhancements before, and I'm looking for some good suggestions.
(I swear I searched the forums and google before coming here! Sorry I'm asking for so much help on here lately)

Basically with his Artifice domain's level 1 ability he's already kind of a sunderer, otherwise obviously he's a crafter. Thematically he's based around creation and materials etc.

Mostly, I'm actually looking for a guide to weapon enhancements that's a little more clear than just guessing what the words all mean, is there a guide that categorizes them? Even as basic as the ones that deal extra damage (like elemental damage), vs the ones that give the weapon a special ability (dancing)

Otherwise just suggestions for Dwarfy McCraftsalot's Dwarven Longhammer (maybe Undead Bane if I don't find anything else) would be much appreciated in the short term!


Whoa! I didn't even see your other post! I thought I was posting an update to an empty thread.

I had actually looked at the Invulnerable Rager.

I guess it comes down to this, I want a lot of freedom for building as I go, I think a feat heavy character is what I'm looking for, which is why I'm leaning toward mostly Fighter with a dip in Barb for a little extra oomph. But I guess the question is whether Rage Powers do enough to make full Barb worth it over Fighter.

I guess not, really, since Rage Powers only work during Rage.

So, settling on Fighter with your help, should I be concerned at all about losing out on Weapon and Armor Training? Should I keep those and just spend fighter feats on Endurance and Diehard, losing out on the Unbreakable's Unflinching ability, or should I go full blown Unbreakable (which should help mitigate the Wild Rager's confusion problems) and use all my millions of fighter feats to make up for lack of Weapon and Armor training?


Thanks! I had looked at Wild Rager but the Drunken on suited the idea a little better. Never thought about the problems it would cause. The Wild Rager looks great too though :) -4 on AC for that extra attack is a little intimidating though Haha

I really appreciate the insight, I figured I was missing something.


So I've decided that I'm either going full blown Unbreakable Fighter with a 2 level dip in Barb (Drunken Brute) for Rage, 1 Rage Power, Uncanny Dodge, and the Drunken Brute Archetype means I can prolong rage as long as I'm drinking, which sounds great if I won't be leveling Barb beyond that.

OR I can go full Barb on her with a 1 level dip in fighter Unbreakable for those 2 feats I want. Though I might go 2 levels for the extra feat again and, would this...

"At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level)."

...only advance if I'm leveling Unbreakable? Or do the bonuses go up with any class leveled?


So I'm finally going to do something I've been putting off for a long time, roll a character for pathfinder who is actually a main character in something unrelated i'm working on.

She's stubborn, self destructive, angry, and responds to a lot of situations like a cornered animal. She's also fiercly protective and a perfectionist when it comes to her fighting. Spends all her time training, no fun allowed. Except broody binge drinking, of course. Her background is in piracy though and she tends to "see red" in battle.

So I'm looking at Fighter for obvious reasons, but there is a lot of Barb in her. I looked at Unbreakable fighter for the Endurance and Diehard bonus at level 1, but now I'm thinking it might break the rest of Fighter for what I'm looking for...And while I am more than willing to do a dip in one or the other, I'd rather not spread her too thin with too much Multiclassing. But I AM looking for features that bring in all elements, I'd love to see something piratey.

Would it be best to go with Barb and a 2 level fighter dip, or take the Viking fighter archetype for limited rage and spend all my bonus feats on the stuff I want? I could also do a Barb dip and choose the Drunken Brute archetype so I could extend my rage with alcohol, where I wouldn't be leveling it up.

Also is two weapon fighting a viable choice in this game? I know it takes a lot of feats, is there an obvious best choice for weapon?

Also, anyone know a good Prestige class she can work toward? Any general suggestions? I can put something together, but I want her to be so effective at so many things, I really want to choose things wisely.

Sorry for the vagueness of the request, just wanna see if any of her personality traits listed remind anyone of neat build stuff. Thanks in advance!


Imbicatus wrote:

One: some games require clerics to worship a deity, and this gives you more freedom if you have to.

Two: worshiping a deity is a benefit, as you gain proficiency in your deities favored weapon and can make use of such feats as Guided Hand or affect the crit profile on Spiritual Weapon.

Depending on the Deity you choose, and the type of cleric you are playing, this can be a very big benefit.

Oh no such thing as derailing! Thanks for the explanation, it makes sense and I was thinking that for story purposes it was a good archetype, it just didn't seem to change enough to be worth putting it together in the first place. I've never played a module though, I was forgetting that they might have requirements like that. Plus the proficiencies are a good point.


Takhisis I should have said I'm not really that interested in undead, it's SUPER suited to the campaign though, and it would make the gm SO pleased because the story is all about a Lich who wants to turn the material plane into his own undead plane and become a deity. And you make it sound really cool haha

But I just don't think I want to worry about a lot of summoned, companions or anything beyond my own character in this game just because I don't feel like it'll be fun with a GM that gets pretty ruthless about rules - I really prefer a more casual and forgiving game. I actually checked out the witch but decided against it with the familiar.

I think I could totally handle the combined spells of a mystic theurge though. Also would the ability to cast spells at a higher level due to bonus spells and meta magic count for your prereqs of casting level 2 spells?

I like the look of the Empyreal Bloodline but I've always found it confusing when you get into altering effective caster level very often Seperatist Archetype would have this same problem with one of the domains, I wonder why it exists since the book says you can just choose 2 domains without a deity anyway...

So far I've found Aasimar and Changeling for wisdom and charisma bonuses for a Cleric/Sorc build working towards the Mystic Theurge. I'll probably just roll up three now, that one, a Cleric 4, and a Sorcerer 4. He's bound to let me use one of them :P

Any other suggestions of material that's friendly to a joyously, ridiculously insane and twisted character would be appreciated! Thinking a lot of illusion and mind altering stuff. Like williamoak said, I love building around intersting game material. I tweaked the Ifrit Wishcrafter just so I could have a Genie of the Lamp.

Thanks again for so much help guys! I love brainstorming builds with people so it's really fun to have an outlet :D