Clockwork Librarian

Haywire build generator's page

227 posts. Alias of The Sideromancer.


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Wait, I had a list lying around sometime back for how I'd go about converting the SSB4 roster, though with some liberties taken for a certain series (Smash is about game characters, not whatever goes on in knockoff anime). Assumes use of the Race Builder whenever applicable. Might as well update and post it:


Mario: Unchained monk
Luigi: Blood conduit primalist elemental (air) bloodrager (electricity is considered L's element in spinoffs to contrast with M's fire)
Peach: Covetous Ancestor Oracle
Daisy: Since we're already using sidegames as a reference, I'm going to go with geokineticist here to reference Strikers.
Bowser: Red sorc into dragon disciple (still keeps enough magical ability that I decided against bloodrager here)
Yoshi: Barbarian w/ Tyrant Totem and hurling powers
Bowser jr.: Construct Rider alchemist
Rosalina: Heavens Witch Doctor Shaman
Wario: Fighter (siegebreaker)
DK: Beast wrestler brawler
Diddy: Savage Technologist barb
K. Rool: Brawler (DKC1/DK64/KoS/JC) or gun chemist alchemist (DKC2)
Dr mario: Inspired Internal Chirugen alchemist
Piranha Plant: Wut

Link (TP): Fighter (lore warden)
Link (BotW): fighter 1/ Trap Breaker Alchemist
Young Link (OoT): ranger/sorc (destined)/arcane archer (minor spellcasting and the full set of infused arrows)
Zelda/shiek: Cold Iron warden inquisitor (fate inqusition, magic domain)
Ganondorf:Insinuator Antipaladin
Link (WW): archaeologist bard

Samus/Zero Suit Samus: ectoplasmist Spiritualist/tortured crusader paladin 2 (I decided to play up the mystic aspect of the chozo here)
Dark Samus: Black Blooded Urban Bloodrager
Ridley: Vortex dragon (racial HD or bloodrager)/antipaladin

Pit: Arsenal Chaplain Warpriest w/ Barroom Brawler
Palutena: Cleric (air, sun) (I'll openly admit that I would switch to oarcle once I figure out what curse and myster would work best, mostly to dump Wis. Nobody in Kid Icarus knows what they're doing (with the possible exception of Dyntos))
Dark Pit: Deliverer Slayer

Kirby: Spirit Dancer Medium
Meta Knight: Dusk Knight Paladin
DeDeDe: Urban Skirmisher Ranger (FE: aberrations, [Evil]) (just an in-joke to how many times he gets possessed by some horror)

Not gonna lie, this was a harder segment to do. The movesets end up pretty generic since Fire Emblem itself doesn't always have a lot of specifics to a given person.
Marth: Daring Champion Knight Errant Cavalier
Ike: Figther (I wouldn't go 2h, especially since he one-hands Ragnell in the FE games, unarchetyped is fine)
Robin: Tactician fighter/sword binder wizard -> eldritch knight
Lucina: Holy Tactician (or undead scourge, if you want) Paladin
Roy: I would go Dex fighter here. Eliwood would make a decent cavalier, but his son seems to have skipped horse riding lessons.
Chrom: I've been having a disposable weapon build in the back of my mind for a while, might as well try it out with the guy who gets his artifact sword early because he broke everything else
Corrin: Void draconic Bloodrager-> dragon disciple

Fox: Freebooter Ranger
Falco: Mysterious Stranger (i.e. cha-based) gunslinger
Wolf: Vanguard Slayer

And before you ask: I didn't focus on pokemon that would make this the easiest task (it could be much harder though, pokken has chandelure playable)
Charizard: Solar bloodline Sorcerer (I'd go pyrokineticist but it's not what you'd call sturdy)
Ampharos: bronze draconic sorcerer-/dragon disciple
Swampert: Aquanaught Fighter
Gallade: Mindblade Magus
Genesect: terrakineticist (i.e. what to take when your main blast switches between neutral/fire/electricity/water/ice based on the circumstances)
Chesnaught (might as well double on fighting types): monk of the sacred mountain
Mimikyu: Ankou's shadow slayer

Ness: occultist
Lucas: Haunted Discipline Psychic
(I haven't played any version of Earthbound, so this may be inaccurate)

Duck Hunt: Protean Sorc w/ bloodline familiar (you got some pretty flashy, pretty strange, and always indirect moves on this fighter)
ROB: ... all right. I got nothing. You win this time, gimmicky peripheral from before I was born.
G&W: Tengu (that nose) Dirty Fighting Urouge
Little mac: Steel-breaker Brawler
Wii fit: UCmonk
Olimar: broodmaster summoner
Falcon: Elemental (fire) bloodrager
Villager: Urban Druid
Isabelle:I don't play animal crossing, so I wouldn't know of anything to distinguish her
Pacman: Alchemist (ingestible self-buffs and an astonishing variety of thrown implements)
Shulk: Battlehost Occultist
Megaman: Grenadier Alchemist (be sure to invest in UMD, there are a lot of things that buffing and bombs can't do)
Sonic: martial artist monk
Ryu: UCmonk
Ken: I don't play street fighter, so I wouldn't know of anything to distinguish him
Cloud: Titan fighter 1/Mindblade Magus
Bayonetta: Spellslinger into Witch
Simon: Grave Warden Slayer (for the early, simpler games)
Richter: Occultist (mental focus is the heart gauge)
Snake: Guerrila Slayer

So a lot of martials and partial casters, but short on wizards/clerics

Of course, If I were to participate in a Smash-themed PF campaign, I would much prefer to have a freeform character select than limiting myself to canon fighters.

I remember making a noble scion vampire ora(anti)din. Fun times.

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I recently put a lot of effort into figuring out how best to dip for an arcane version of Purify Food and Drink to add to a Hinyasi Brawler build I was doing (answer: Nature-Bonded Magus), so I can't exactly say I'm against the idea as a whole.

I just want the baguette to still be edible after I kill a dragon with it.

I'd lean towards some variety of sneak attack build for the owner. Catch off-guard makes unarmed opponents flat-footed, and failing that, this seems like the perfect application of Press to the Wall. You can also add Sap adept and Sap master to crank up the damage if nonlethal is fine.

1d33 ⇒ 16

DWN: 1d88 ⇒ 36

I'm going to go with starknife-based ricochet toss fighter with flight through a magic item.

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I didn't mention as much of the tactics for the other two since they rely on options that are not around. The Hellknight focuses on battlefield control spells first, with damage as a secondary, and their arcane school is Elemental (wood). The battle herald is built around tactician first, banner second, inspire courage third. Arcane Int-based Entangle and granting a set of feats that don't exist seemed like they were pushing towards "these don't exist regardless of how the multiclassing is"

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I heard there was a call for multiclass characters that have problems with the new system:

First up: Wizard 5/fighter 1/Hellknight Signifer 5. This would work except for the dedication requirements (using grey maidens as a substitute, of course). After using Fighter dedication to get heavy armour, I need to blow two more feats before I can prestige to be the fully armoured mage I want to be (using general feats on a wizard chassis means it takes until level 11 taking nothing but armour proficiency, and then I still need weapon proficiency). Of course, The other issue is that plate is awful, but that's less relevant to multiclassing

cavalier 4/bard 1/battle herald 5, focused on non-spell buffs. The cavalier archetype focuses on the less important (to this character) mount, I want to avoid as much spellcasting as possible so full Bard is out, and the bard multiclass doesn't currently exist.

This is ignoring several characters invalidated due to a lack of options at all, such as alchemist 2/gunslinger 5/ranger X with vestigial arm, constructed pugilist brawler 1/tinkerer investigator X or white-haired witch 1/ fighter X.

Bonus: a Beginner Box character, dwarf fighter with heavy armour and Cleave (and great cleave, goblin cleaver, orc hewer...). Not multiclassed in PF1. Cleave and heavy armour are literally mutually exclusive in the playtest, with the feat being locked to rage which is impossible in heavy armour.

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And somebody laser spammed while I was busy thinking up something involving Ratfolk, Leadership, and Tower Shields.

The plan was that I would go through and make conversions of the PCs and major NPCs for campaigns I have been involved with, to test out what the system can accomplish.

I'm not sure it's actually worth the effort, it seems loud and clear that these aren't well-supported under the playtest rules. Heck, the first character I made once I got ahold of the PF1 CRB is a sorcerer of a bloodline that isn't around (elemental, for the curious). I don't want to go through the effort just to mark off 30 failures.

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I may not be in position to get a group together, but I will make sure to push the character generation to its limit. I've got 30+ conversions to think of from previous games I've been involved with, and I'll certainly see what new things can be done.

So, I'm going to assume combat-only, because 10 point buy means we only get one thing. I also frontload for level 3, consider retraining if you survive and level up.


I choose to take the Constructed Pugilist archetype since Martial flexibility isn't great at 3rd, some of the abilities seem useful, and it gives us the option of masterwork.

I'm worried about defence from the lack of magic, so I build for it proactively: the reach modification and one of our 4 feats on Combat Reflexes. We still threaten in melee with our other unarmed strikes. Normally I would go towards trip on a reach build, but we can't trip with our automail until level 6. Instead I choose grapple as our manoeuvre training for the CMD because monsters with Grab are a thing. I'd fill out the remaining slots with Toughness, Weapon Focus (constructed arm), and Iron Will as fairly standard feats. I don't take power attack yet because we have neither an inbuilt accuracy boost nor the extra damage from two-handing.

We first spend 300 gold to masterwork our arm. We take leather lamellar to save 140 gold over a chain shirt, and we still fit within the +3 max dex We have shield proficiency, We spend 26 gp on two daggers that will serve as our backup ranged, silver, cold iron, and slashing options. We do have shield proficiency, so we drop another 7 gold on a heavy wooden shield to bring our AC to 18. 10gp is the acid for the first swarm you run into (consider saving it for Dimunitive swarms. Tiny swarms take full damage from bludgeoning attacks like our fist). I would seriously consider getting a healer's kit for 50 and investing one of your 3 skill ranks per level in Heal if magic is completely unavailable. We have 47 gp left for miscellaneous other gear. Another skill investment should be perception, because it's likewise important. I'd finish with one rank each in climb, swim, and acrobatics since a token investment is useful for them


?? Medium Humanoid (Human)
Init +2 Senses Perception +7

HP 31 (3d6+9)
AC 18 touch 12 flat-footed 16 (+2 dex, +2 shield, +4 armour)
Fort +5 Ref +5 Will +4

Speed 30'
Melee Construct Arm +8(1d6+3) or flurry of blows +6/+6 (1d6+3)
Ranged cold iron dagger +5(1d4+3)

Special attacks can toggle reach of construct arm as standard action.

Str 16 Dex 14 Con 14 Int 7 Wis 13 Cha 7
BAB +3 CMB +6 (+7 grapple) CMD 18
Feats: Iron Will, Toughness, Combat Reflexes, Weapon Focus (construct arm)
Skills Acrobatics +6, Climb +7, Heal +4, Perception +7, Swim +7

Gear: Heavy Steel Shield, leather lammelar armour, healer's kit, cold iron dagger, alchemical silver dagger, acid, 47 gp of misc gear

Edit: I like how I was ninjad'd twice, and it's still piles of niche splatbook content. This is why I love PF.

I'm going to have some fun with the term any non-creature plant.

How buffing-friendly is the alchemist, and how often do they use their mutagen? Since a mutagen-using class can use another's drink, you might get longer duration or better bonuses by dipping and then using the alchemist as your source.

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"common sense"

I do not recognize that term.

Note to self: Make a dragon White-Haired Witch.

For reference on the stats, I pulled up my (conveniently level 10, but with level 9 WBL because the campaign was stingy) electric/water kineticist and they have 16 Dex, 22 Con during overflow. Dex is relatively low because I was expecting to be target touch AC to land Deafening or Magnetic infusions or to just play support with Celerity and Kinetic Cover. Also, Weapon focus (blast) is useful.

I *may* be filling out a total of 25 PCs for a silly oneshot idea

4d6 - 3 ⇒ (4, 3, 6, 6) - 3 = 16
4d6 - 3 ⇒ (3, 3, 5, 6) - 3 = 14
4d6 - 2 ⇒ (6, 4, 4, 2) - 2 = 14
4d6 - 2 ⇒ (3, 3, 3, 2) - 2 = 9
4d6 - 1 ⇒ (4, 4, 1, 6) - 1 = 14
4d6 - 2 ⇒ (4, 6, 4, 2) - 2 = 14

4d6 - 1 ⇒ (3, 3, 4, 1) - 1 = 10
4d6 - 5 ⇒ (5, 6, 5, 5) - 5 = 16
4d6 - 2 ⇒ (6, 2, 6, 5) - 2 = 17
4d6 - 4 ⇒ (6, 4, 5, 6) - 4 = 17
4d6 - 1 ⇒ (1, 3, 5, 4) - 1 = 12
4d6 - 4 ⇒ (4, 5, 4, 5) - 4 = 14

The most piratey pirate I made needed all of their feats to get a familiar working (the Inner Sea Pirate PrC uses sneak attack as its main combat boost, so I needed a flank partner. I chose a mauler version of the best exotic bird(?) for combat: the archaeopteryx).

My second most piratey pirate could probably spare the feats, but that has more to do with being a Cleric than being a pirate (they stared with Besmara, but have since switched to Cayden)

4d6 - 2 ⇒ (4, 6, 2, 2) - 2 = 12
4d6 - 3 ⇒ (6, 3, 4, 3) - 3 = 13
4d6 - 1 ⇒ (1, 6, 5, 3) - 1 = 14
4d6 - 1 ⇒ (6, 1, 3, 2) - 1 = 11
4d6 - 1 ⇒ (1, 5, 2, 3) - 1 = 10
4d6 - 3 ⇒ (4, 6, 4, 3) - 3 = 14

Tayoyo wrote:
UnArcaneElection wrote:
PossibleCabbage wrote:

All one-race parties were pretty easy in PF1 when you had a few races that got a bunch of different stat bonuses to them. Like we had an all-changeling party with a Paladin (Waker May), an Oracle (Veil May), a Bard (Snow May), a Witch (Sorrow May), and a Monk (Slag May).

{. . .}

Likewise, all-Human (or Half-Human) was always pretty easy (putyour +2 anywhere). And a whole set of 4 (soon to be 5) modules was written around an all-Goblin party. Now something like all-Kobold, that's a challenge . . . .

Now try an entire party of kobold anti-paladins. That, would be very difficult!

Hit point restoration: Either have a UMD guy with Infernal Healing (you don't care about it shifting you to Evil. at all), or have them all take Insinuator or Knight of the Sepulcher.

I would make the control character focused on trips with a reach weapon, with good mileage out of combat reflexes and likely agile manoeuvres.

If going melee, your damage needs to focus on survivability, so I would go Dex to Damage to reduce MADness. Melee has the advantage of not being inconvenienced by prone enemies, and its arguably easier to get melee dex to damage on an antipaladin than ranged.

Utility would be aided by taking the servant option for Fiendish Boon, especially if going Insinuator.

My first kitsune character was a bloodrager into dragon disciple. They'd probably go for the tail slap if they could fit it in.

Right, pirates, not generic gun-users. What do I have for pirates...

Gunslinger 5/Alchemist 2/ranger 3 using the Vestigial Arm discovery to dual-wield
Drunken Master Sensei Quiggong monk letting everybody hadoken
White-haired Witch 1/fighter 9 specialized in beard punching
Kindness Id rager aid another build
(one of the two aquatic archetypes) Hunter with an Augmented archetype squid
Inspired Blade Swash 1/Slayer 3/Snakebite Striker Brawler 1/Inner Sea Pirate 5 with familiar feats and a mauler archeopterix (the exotic bird (?) best at combat)
forensic physician investigator
Cleric of Cayden (captain of the ship in question)

I am the same person as The Sideromancer. Generally, a red name shows that somebody isn't posting under their main alias

*uses AoN random background generator*

Thuvia? Are there even Orcs in Thuvia?
At least the "to recreate a miracle" alchemist training section makes sense...

level: 1d20 ⇒ 13

race: 1d16 ⇒ 10 orc
Dice pool method
str: 3d6 + 4 ⇒ (1, 5, 5) + 4 = 15
dex: 4d6 - 1 ⇒ (5, 6, 1, 2) - 1 = 13
con: 4d6 - 1 ⇒ (2, 6, 6, 1) - 1 = 14
int: 6d6 - 1 - 1 - 2 - 4 ⇒ (6, 5, 1, 1, 4, 6) - 1 - 1 - 2 - 4 = 15
wis: 4d6 - 4 - 2 ⇒ (6, 6, 4, 4) - 4 - 2 = 14
cha: 3d6 - 2 ⇒ (4, 4, 5) - 2 = 11

class: 1d39 ⇒ 1 alchemist
race, 1-10 core, 11-15 featured, 16-18 uncommon, 19-20 other: 1d20 ⇒ 11

The main ones I were thinking of is altering the rages to potentially stack, as well as using Urban Barb/bloodrager if going Dex-Based (you won't be able to use heavy armour with all your stuff, and taking Inspired Blade as swashbuckler practically hands you Fencing Grace)

I could see a martial approach being reasonable. That's not to say you should only take full BAB classes, the Medium's champion spirit and the Alchmeist's mutagen would come in handy. You'd have to watch your actions when buffing and your pools would be pretty shallow, but Swash/Barb/Alc/Fighter/Slayer/ranger/medium/brawler/cavalier/bloodrager/ (martial PrC here) has potential with the right archetypes.

I remember a joke build that had 2 claws, a bite, a gore, 2 wings, a sting, and all the TWF feats for the sea-knives attached to their feet.

JetSetRadio wrote:
Haywire build generator wrote:
So now I want to try making some of my mains as Solarions. This would be easier if I played fighting games involving normal humanoids.
What fighting games do you play? Most fighting games I can think of has humanoids fighting.

I'm a Nintendo guy who prefers to not focus on combos, so I mostly play Pokken (where I main an animate sword and am thinking about learning the light fixture) and ARMS (which has humanoids, but I need 20+ natural reach).

JetSetRadio wrote:
stile9 wrote:
So when a solarian enters combat he can choose which mode to go into (graviton, photon, or unattuned).

When a solarian enters combat they choose either graviton or photon. Choosing unattuned basically acts as a reset if you want to change modes. You wouldn't choose unattuned at the start of a fight.

stile9 wrote:
Now, regardless of what mode he's in, that means he can still choose any of his manifestations to use(photon or graviton), just if he's in a particular mode the matching manifestations are more powerful. This is how I read it, so am I close to how this works or am I way off here?
You are correct in this statement. If you have ever played a fighting game think of the class in fighting game terms. Once you have spent 3 consecutive rounds in a mode(Photon or Graviton) you are fully attuned in that mode kind of like a super meter. While fully attuned, the powers of that mode are more powerful. You can then expend your energy (kind of like a super move in a fighting game) for a zenith power of that mode. Doing this makes you unattuned and the process starts over again.

So now I want to try making some of my mains as Solarions. This would be easier if I played fighting games involving normal humanoids.

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I'm doing some things that would be much aided by more standardized polymorph spells, so I worked on filling out Vermin Shape to the same set of levels as Beast Shape. I continued to add 30' to the movements and special senses, and added primarily form-based abilities, as well as pounce at 3 (Beast Shape has it at 2) and DR in the same amount Fey Form gets it. New abilities are in asterixes. Natural armour continues the trend of being 1 more than beast shape (when more than 1)

VS 3:

Alchemist 6, Druid 5, Magus 6, Sorc/Wiz/Arc 6, witch 5
As VS 2, granting

burrow 60', climb 60', fly 90' (good), swim 90', darkvision 60, low-light, tremorsense 60', scent, blood drain, constrict, grab, lunge, poison, pull, trample, web, **compression, hold breath, uncanny leap, DR 2, attach, sudden strike, pounce, anchored, sightless, blindsense 30, malleable, strong web, water skating**

Diminutive vermin: +6 Dex, -4 Str, +1 NA

Huge vermin: +6 str, -4 Dex, +7 NA

VS 4:

Druid 6, Sorc/Wiz/Arc 7, Witch 6
As VS 3, granting

+*6* Mind-affecting, burrow 90, climb 90, fly 120 (good), swim 120, tremorsense 90, blindsense 60, scent, blood drain, constrict, grab, lunge, poison, pull, trample, web, compression, hold breath, uncanny leap, DR 5, attach, sudden strike, pounce, anchored, sightless, malleable, strong web, water skating, **extending jaw, sonic burst, rend, all-around vision, ferocity**

Gargantuan vermin: +8 Str, -6 Dex, +9 NA

Farael the Fallen wrote:
Chompy the Floor Shark wrote:
Eats bean curd, missing the foot that kicked it over by inches

Actually the addition of Chompy is significant, because it suggests that this particular region is near an ocean and there are sharks there that can walk onto the land! I need stats on a shark with legs on my desk by the 9 am tomorrow morning!

By desk I mean on here and the day/time is negotiable...

Take generic shark, apply amphibious template

Amphibious Shark CR 2
XP 600
N Large animal ( aquatic)
Init +5; Senses blindsense 30 ft., keen scent, Low-light Vision; Perception +8
AC 12, touch 10, flat-footed 11 (+1 Dex, +2 natural, –1 size)
hp 30 (4d8+8)
Fort +8, Ref +5, Will +2
Weaknesses -2 Fort against gases, inhaled or contact poisons, other inhaled effects
Speed 50 ft. swim 60 ft.
Melee bite +5 (1d8+4)
Space 10 ft.; Reach 5 ft.
Str 17, Dex 10, Con 15, Int 1, Wis 12, Cha 2
Base Atk +3; CMB +7; CMD 18
Feats Great Fortitude, Improved Initiative
Skills Perception +8, Swim +11
SQ Amphibious


Environment any ocean
Organization solitary, pair, school (3–6), or pack (7–13)
Treasure none

I'm not great at monster creation, so I probably won't be doing a ground-up statblock.

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Haywire build generator wrote:
Suppose I wanted to build a wizard: Int-based casting, wizard class feats, all that. But I wanted to replace all of my mental essence spells with vital essence spells. How well-supported would this process be?

I feel this point got lost in the heated debate going on at the time, so I'm bumping it

Edit: and I end up right before Mark.

Suppose I wanted to build a wizard: Int-based casting, wizard class feats, all that. But I wanted to replace all of my mental essence spells with vital essence spells. How well-supported would this process be?

Have you looked into occult classes? Mindscapes might model some of the genjutsu better, and the Mesmerist is an entire class based around interesting effects coming out of one's eyes (and an optional ability alows you to dodge by turning into a raven).

Some other good spells for an adept Uichiha:
Burning Gaze
IzangiSubjective Reality

I help out a friend of mine statting NPCs. At one point, I was asked to provide a vigilante with Many Guises, who happened to be a dwarf. The end result was an Avenger milking the fact that they don't take ACP to Stealth for all it's worth, while using an adamantine pick if the lock won't open. Also, they took a talent that gave SLAs just to qualify for transformation sequence.

Normal, upstanding member of a theive's guild.

Since the PA augments physical abilities, I see no reason why no power armour can use Evaison.

But then, I'm a sucker for speed builds with unreasonable amounts of metal on person.

I should pull myself out of Fire Emblem PF conversions and finish my build of Link from the most recent game (I went all-in on the tech aspect in my playthrough, Soldier with Technomantic Dabbler seemed better than using the PF ruleset)

I was recently tasked with building several NPCs, all with Sneak Attack or an equivalent. I'm proud that each one of the five characters had different ways of pulling it off:

Stalker Vigilante: feinting
Urogue (shadow walker): darkness
Urogue (Rake,scout):intimidation
Ninja: invisibility
Brawler (snakebite striker)1/slayer 3/swashbuckler 1/Inner Sea Pirate 5: used Familiar Bond to get a flanking partner (it was a mauler).

1d20 ⇒ 11
1-10: 1d7 ⇒ 5
11-15: 1d14 ⇒ 11
16-18: 1d13 ⇒ 3
19-20: 1d28 ⇒ 20

1d28 ⇒ 2

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ChibiNyan wrote:
Haywire build generator wrote:

*looks at Inspired Blade Swashbuckler 1/Snakebite Striker Brawler 1/Slayer 3/Inner Sea Pirate 5 NPC with the Familiar Bond feats an a mauler archaeopteryx*

It's not a great PrC, I needed a way to get sneak attack while keeping BAB high, and a way of providing flanking. Pirates generally use exotic birds, right?

Is that dino-bird big enough to even threaten the squares around it? That character sounds pretty foon too! Swashbuckler and Slayer seem like the classes one would use to play a deadly Pirate anyways.

Mauler archetype can increase size to Medium at L3. It's not the best combat bird per size category (since the mauler form is fixed at medium), but I couldn't see a hawk as exotic enough for a pirate pet.

*looks at Inspired Blade Swashbuckler 1/Snakebite Striker Brawler 1/Slayer 3/Inner Sea Pirate 5 NPC with the Familiar Bond feats an a mauler archaeopteryx*

It's not a great PrC, I needed a way to get sneak attack while keeping BAB high, and a way of providing flanking. Pirates generally use exotic birds, right?

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Zolanoteph wrote:
that class that turns into a squid and uses ink magic
  • given the good amount of tattoo-based magic, it might be interesting to investigate whether the material or form is more important
  • Potential to work as the inverse to the oozemorph (i.e. becoming more fluid rather than less), which several people expressed an interest in
  • More Invertebrate support!

Somebody, make this class!

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Matthew Downie wrote:
graystone wrote:
Neo2151 wrote:
Realism is an important part of the game though.
It really isn't though. A 20th level fighter can dive off a 2000' cliff, get up unhindered and go do it again. Cube law is ignored. Magic... Pathfinder and realism parted ways a LONG time ago.

A certain level of baseline realism is valuable. Can a level 1 commoner jump over a five/ten/twenty foot pit? Can they survive falling off a hundred foot cliff? Will they die if they try to fight a housecat? Can they cut a rope with a sword? With a hammer?

If things don't act vaguely realistically in the first place, transcending normal human limitations (for example, by becoming a level 20 Fighter) doesn't mean much, since these limitations never existed in the world in the first place. And it's much harder for newbies to know what their characters can do, if they can't rely on the assumption that things work vaguely like they do in real life.

(Not that 'realism' and 'accurate nomenclature' have much to do with one another.)

And now I want to take Weapon Versatility just to cut ropes with a hammer.

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Go ahead and guess.

And no, I'm not malfunctioning. I am a generator of haywire builds in perfect working order