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![]() Ok so I love the flavor and feel of the Swashbuckler, Daring Champion, Learned Duelist, and even the Duelist PrC but I don't know if any of those really makes a character who is all that great when it comes down to being a sort of Jack Sparrow meets Zorro style character. I want to build a character who is a devil with a blade, skilled and capable of doing a good deal of damage but also being able to be charming, stylish and not invest every player resource into being able to poke a fool with the pointy end of his sword. Any ideas in general? I actually liked Learned Duelist, and I wish I could just merge Swashbuckler and Learned Duelist into one character class because they would be pretty effective. I know I could gestalt but really if I was in a gestalt game I couldn't take those two and be anywhere near as effective as anyone else. That is doubling down on one gimmick and really killing yourself overall. I thought of maybe suggesting Learned Duelist as a Swashbuckler VMC build, it has five class features and could be sprinkled into the class effectively ![]()
![]() After re-reading the Magic Item Compendium and after seeing the Gloves of Endless Javelins I decided I wanted to build a character who uses this exclusively. Since my games are almost always gestalt I was thinking Warpriest//Ranger focusing on the thrown weapon aspect and using his javelin as his deity weapon. Kurgess has Javelin as a weapon. Half-Giant is good because it increases Str and Wis, and gives your Javelin's a 1d8 instead of 1d6. ![]()
![]() I am playing a character in a gestalt game soon. And because it is a Gestalt game I decided I wanted to have a bit of fun with it and take a character with some CR on one side. Because we are using PR rules we are using the creatures CR adjustment rather then any RHD or LA from past books. So I decided on Stonechild, whos name is Basalt the Rocksteady. Stonechild has a lot of perks
Now the CR is 3 for Stonechild and our game is going to be a Level 5 game. So CR 3/Class 2//Class 5 is how it will work out. I was considering taking a bit of the Fist of The Forest which would make use of the high Con.
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![]() Alright so I saw in an older thread that someone mentioned that yes you get the 3/1 from PA but you don't gain anything more then your strength damage even to a two handed being wielded by both hands. Why is this?
Btw with flurry with Power Attack, at level one that makes it -2/-2 at level 1 right? ![]()
![]() I need advice on how to play this character, well at least how to build it and keep it functioning. The character is a Gestalt, he is going to be taking the classes Warpriest with Swashbuckler. Now I know Warpriest is based off Wisdom, but my DM does allow me to use this
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So this makes everything based off Cha and Dex for damage and to hit. Now I am willing to change Swashbuckler for perhaps Paladin, but Cavalier's Daring Champion does not give a lot of those nice flavor deeds. I was going to use a Slashing Grace build, taking the weapon Falcata (Using AEG's Mercenaries book) to give it a total modifier of 18-20/x4 with the free Improved Critical or Keen he can bump that up to 15-20/x4 which seems to be a pretty good range of damage. So I think my feats are pretty much occupied. We use flaws so my flaws are going.
I also thought of a Bard//Warpriest with Dynamic Priest to make the ultimate buffer. Bard//Swashbuckler plays up the Rapier, but Bard//Pally can do really well in this department as well. ![]()
![]() While I am still liking the idea of the doppelganger Investigator//Slayer I do admit that is it a little hard to account for the CR 3 adjust. So I was thinking of a Killoren Paladin//Swashbuckler The reason for this is it allows Smite damage from Paladin and Killoren's Aspect of Destroyer as well as level to damage for any piercing one handed or light item.
So with all threes focus on Cha, the Divine Grace ability boosting the all good saves with a high Cha, and of course the free Improved Critical at level 5, might seem like a good idea right? A Fey Paladin of the Forest style character.
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![]() Now I wanted to make a Investigator Slayer Gestalt character who is basically the jack of all trades style of character. Slayer brings the cunning and killing power, while Investigator brings the skill and a bit of magic like effects. Now since this is gestalt I am allowed some fun with the CR adjustments.
Also we are going to buy off the CR later, much like the old LA buy off, but I was told this is more semi-official but what are the levels of CR buy off? Also the Stat Adjust is +2 to all stats (Took the Stat block and used a 15 point buy to figure it out.) So how to best make the jack of all trades, which is why I picked up the Doppelganger due to his Mimicry abilities. ![]()
![]() Outsider (Native) (3 RP)
That is as close as I could get to the race.
It also had all Simple and Martial Weapons as proficient weapons as well as Light and Medium armor with shields (except tower) I was not sure how to point out the Weapon and Armor Proficiency so left them off. That chart stops at 30 points with 1-5 being given +3 6-10 being given +2 and 10-15 a +1 for I guess level adjusting. If it continued I would say that +5 for 1-5 for this race and so forth at 6-10 being +4 and 10-15 +3 16-20 being +2 above but honestly RHD kinda eat hard so maybe reduce these by RHD so at 1-5 it would be 2 RHd and +3 empty levels But that is just a guess like I said the table stops. If however it stays at +3, make two levels have the HD and 1 empty. ![]()
![]() Ok so I wanted to Convert a character from 3.5 to Pathfinder.
Now Stonechild has a ECL of 6 before it begins past his Monster Class Progression due to his +4 LA adjustment and 2 RHD.
Stonechild from D&D Tools
Oh and side question. Stonechild is immune Acid and Poison, but mine had Troll Blooded (Again Gestalted for feats 1 from class and 1 level 1) which gave him Regen 1 with a weakness to Acid and Fire, but immunity to Acid was weird making him only weak to fire. Does that work? I mean I have heard a rumor it is suppose to kick off Regen completely. ![]()
![]() Sasquatch
From what I can see its CR is 2, but it possesses 3 Racial Hit Dice (d8 which is not bad) So it could not start before level 4 with class levels right? I was considering doing a conversion of the Goliath from 3.5 but refluff and retool it. Change its mountain abilities for the woodland stride ability, and make it playable at level one. Reducing the Str boost from +12 to +4 should be something. My game I would play this in is at level 5, so I could in theory place this race as it is but that +12 Str seems like it might be too much. I mean I know 3 RHD in exchange for the insane str boost is fair but well what do you all think? ![]()
![]() Ok so the race generator at work again.
Is this to much for a race that the players might be fighting against, or even playing as?
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![]() Alright as you can probably tell from the title I need help and advice for a Lapith character I was inspired to make. Here is the Lapith info from the SRD. Now I wanted to make a Swashbuckler Cavalier style character and figured on a Gestalt build as the best and most likely to give me all the juicy flavor I want out this idea. Now if we can manage to make it a single class build and still get the best portions possible I will consider it. But I figured this is going to be very Feat extensive.
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![]() Ok so I wanted to make a Aasimer Warpriest Swashbuckler of Cayden Caylen. But I want him not to have to wear loads of armor so I was thinking of Dipping 1 level of Monk (Master of Many Styles and Kata Master) to get Pummeling Style and extra Panache. But also take the Sacred Fist archetype to show off his brawling style of combat and have the Swashbuckler show off his sword skills. This would grant Wis x2 (+2 Dodge bonus, +1 Deflection bonus) to AC Allow pretty good unarmed strike bonus dice, and of course using some nice rapier damage off Inspired Blade's archetype (MAD as hell I know, needing Int, Wis, and Cha)
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![]() So the race is Half-Giant
Here is the ability scores we are given to use (All of the players get these scores)
What should I do for feats, items, ect.
Any help would be good. ![]()
![]() Ok so I have a player who wants to play a Half-Giant race (Dreamscarred Press) and while it is a good race +2 Str, +2 Wis, -2 Dex along with Powerful Build and Stomp 1/day He wanted to add something to the other Half. Basically he wanted to add the Ogrekin or Half-Ogre Template which is a CR +1 and I added the link to the template and race above. We are starting out at level 5, and this is a Gestalt game so I except higher power characters anyway. But what level should at least one side of his character be?
His reasoning is because Ogrekin has some flavor too it. His mother was a Half-Giant race (Not someone born from a human and giant) and was raped by his father whom he has sworn revenge against. This however does hit him with the races deformities and I will be the one rolling his 1d6 to determine the random deformity he gets. He also suggested due to Ogrekin Template all NPCs begin with a Diplomacy of Unfriendly for common NPCS and Hostile for anyone with a reason to hate Ogres personally. ![]()
![]() Measured Response (Combat) You believe that a conservative but consistent response guarantees success. Prerequisite(s): Base attack bonus +1, worshiper of a good deity.
^ ^ ^
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![]() The Gorro are based on the MK character of the same name, at least in part (The arms part) they are also inspired by the old Goliath style of characters. The Gorro
* Custom Trait The Gorro live in the high mountains and the valleys that they surround. Because of their lives in the highlands they have to be touch and sturdy creatures with quick wits and quick reflexes to keep themselves clinging to their mountain homes. Their rivals are all things with wings, living on the high mountains from a young age the Gorro are taught to fear flying beasts as they can be plucked from the rock face with ease. Even older Gorro have to be weary of the winged beasts of the mountain while hunting the mountain goats or gathering the winged beast eggs for food. Due to their reclusive nature the Gorro do not often interact with others before their first year of adulthood. When a Gorro reach adulthood (25) they are sent to climb down from their mountain homes to travel the world, sometimes to go to other Gorro villages and find a mate, sometimes to explore the world and learn what they can before returning home. Is this a sound race? Is this too much, etc? ![]()
![]() Ghoran
Low-light vision.
What classes, feats, gear, ect would be perfect for making the most optimized character? ![]()
![]() Ok so I wanted to make a Kasatha who is going to start as a enemy, and then later join the group as my PC (We Round Robin the DM job around the table so DMPCs only last as long as you are DM.) Kasatha as the class
Monk gives AC and a Bonus feat (Pummeling Style)
Now if I added a template
How could this work.
Is this correct? Also what weapon to focus on? Light One-Handed Spinal Sword does 1d6 x3 and can add a DC +1 to when its poisoned and its their native weapon. Or should I do Scimitar or Bastard Sword (Four Arms after all) ![]()
![]() Well I was curious if I used the Advanced Template on a creature such as a small time bad guy who is gonna become a reoccurring creature, as a former rival of one of the players. If I give him advanced template on top of his rolls, and so forth is it work having him reappear later? Ok lets say I played him as a PC. He is a level 5 character (Gestalt Game) how many levels of his should be occupied by the Template? What if his RP is higher then 20? Does that add another level? ![]()
![]() Would it be wise to take a Druid Class Dipping into Monk and Sacred Fist for the Wis to AC bonuses that will scale? I mean it loses 1 spell off level 8 and 2 spells off level 9 and you never get Wild Shape at will. But you do get it 8/per day which is still heck of a lot. You also get Blessings, bonus feats, a handful of cleric casting. ![]()
![]() Ok so the way me and my crew do this is Round Robin Campaign design. I will either select a module path or stand alone module and then after mine is done I will trade off with another and my DMPC becomes a regular PC so we all try to make our characters well balanced for falling back or leading the charge. I am homebrewing a campaign currently though starting at level 5. Because its just me and two others we tend to Gestalt alot to add an increase in our power output (Again we normally do modules and some are ment to be with a few more people or expect the stock Mage, Cleric, Fighter, and Rogue party set up) Well I was gonna run a Kasatha Monk 2(Kata Master of Many Styles)/Warpriest (Sacred Fist) 3//Barbarian (Serene Barbarian) 5 And focus solely on Unarmed Combat. But my one friend wants to use Guns, advanced guns like revolvers and so forth, so I think he will be good with a ranged or semi ranged build but I want to be sure I am not overwhelming his character because of my four attacks (Four arms) The other is likely going to play a Swashbuckler and something else. (She tends to favor healers or rogues). My game starts with the two of them as bought bodyguards for a caravan of merchants crossing a very large desert where the Kasatha hold control over several of the Oasis' and must barter and trade with them to allow you to stop and rest there as well as buy supplies off them left by other travelers (A little different then the Kasatah from the book I know). Very honor bound and the guy leading the merchants is a bit of a mouthy jerk who might get them into trouble. This is also were the DMPC gets deployed, as a guide to the end of the desert at the very least. But is this idea of an unarmed fighter throwing 4 attacks at level 5, too much? Now with 10500 I can buy a lot of gear, including a Agile (or Guided) Amulet of Mighty Fist. And a Corresponding Belt or Headband for most of my gold. But like I said I want him to be valid later on, but not too powerful right now. ![]()
![]() Weapon Versatility
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![]() Alright so I was curious. Could you trade away a feat for another feat if it was a bonus feat that you got from multiple sources? For example a Monk who goes Sacred Fist gains Improved Unarmed Strike twice, well that second time it rather pointless. Would you allow for them to retrain that feat even though its a bonus feat? Or could you even given RAW or RAI? ![]()
![]() This multi-armed creature is skilled at making attacks with multiple weapons. Prerequisites: Dex 13, three or more hands. Benefit: Penalties for fighting with multiple weapons are reduced by –2 with the primary hand and by –6 with off hands. Normal: A creature without this feat takes a –6 penalty on attacks made with its primary hand and a –10 penalty on attacks made with all of its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting. Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms. Now if used by a Kasatha a being with Multi-Arms (Four in this case) how many off-hand attacks can the Kasatha make each round? I would say 4, but at a penalty of -4/-4/-4/-4 to the BAB.
Please FAQ ![]()
![]() Alright so with that kind of title I better back it up eh?
Now I am not sure if Pummeling Style is good for this build, or what other style might be better. Focusing solely on Unarmed Combat I rolled pretty good so I will be starting at 20 Dex and Wis, and given that its strongly leaning toward Wisx2 to AC (But also their +1 bonuses later on), and the +2 Dodge Bonus from the Kasatha race. So that is 27 AC at the beginning of the game (5 from Dex, 10 from Wis, 2 from Dodge) making my character insanely hard to hit. When in Serenity (+4 to Dex and Wis) adds 2 from Dex and 4 from Wis to my AC making me have 33 at level 1. This also gives me Full BAB and pretty good saves, along with d12 HD. Any suggestions? ![]()
![]() Ok so I am going to be playing a Kasatha soon, now yes they are a RP 20 race, we are dropping Desert Strider (Explained via their long time away from the sands) to drop it to 19 so no level adjustment. But... I am not sure what race to play.
The Spinal Sword is nice, its a piercing or Slashing weapon and is considered light one-handed. So Finesse Works as well as Slashing Grace. (Granted it will not crit as often as the Rapier.. anyone know how to expand a critical threat range?) ![]()
![]() Has anyone every played one before?
Sounds like fun and according to the ARG should start with just a 1 Level of Centaur race, probably use a buy off at level 3 to offset right? Anyone want to play one? What class would do just amazing with a Centaur? ![]()
![]() Alright so I am playing a Drow Noble Swashbuckler at level 5.
Now I am looking into playing the Inspired Blade Archetype and my GM has let me use Fencer's Grace after seeing the posts with it and agreeing its not OP or anything.
Should I use my starting 10,500 to buy a +1 Fortuitous or Answering Rapier?
Allowed 2 Traits, as well as 2 drawbacks (So long as they make sense and will effect my play in some way. I was thinking Vain and Pride) ![]()
![]() Alright so Drow Noble are a CR 1 without class levels. Now if a player wants to play a Drow Noble they suggest that they start at level 2, one level being an empty CR level. However, what if they want to take the Drow Noble but start at level 1. And they are gonna take the Young Template to reduce their CR -1. Does this work? ![]()
![]() Well here we are ladies and gents, The race of this build is going to be a Drow Noble with the class being the Swashbuckler from ACG. Now I am eager to try this character out, perhaps for a BBEG. Level 5 character seems like a good starting ground.
Which feats would be best, I am thinking a Rapier or Short Sword focus, after all they seem to have a racial affinity for those. Perhaps the Hand Crossbow as a ranged alternative. ![]()
![]() Alright so under Drow Noble is says
+4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, –2 Constitution. Noble drow are very agile, observant, and regal. These ability score modifiers replace the standard drow ability score modifiers.
Well now under Drow racial traits we have
Ability Score Racial Traits: Drow are nimble and manipulative. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
Defense Racial Traits Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Feat and Skill Racial Traits Keen Senses- Drow gain a +2 racial bonus on Perception checks. Magical Racial Traits Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level. Offense Racial Traits Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves. Senses Racial Traits Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet. Weakness Racial Traits Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. So do the Ability Scores Stack? Does its Spell Resistance stack? 6+Level and 11+ level? Because a 17+Level Spell Resistance might be a bit rough. ![]()
![]() Alright ladies and gents, I was curious because I get curious from time to time. If you could cherry pick class features from not just the Monk but all of the Monk Archeypes (All Paizo ones at least) which features would you pick? Lets build a monk out of this Cherry Picking. You can take any piece out of any monk archetype and place it into the spot of the original monk or keep a feature of the original monk if you would like. For example adding in Slow Time from MoFW but also taking Punishing Kick from HGM. ![]()
![]() Ok so on my day off coming up I wanted to make a Monk Homebrew for my own personal game that I might post here. But I am curious of these ideas D10 Hit Dice Flesh of Steel (Ex)
When unarmored and unencumbered, the monk adds his Constitution bonus (if any) to his AC and his CMD. This bonus to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Combat Insight (Ex)
At 3rd level, when unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. This bonus to AC applies even against touch attack or when the monk is flat-footed. He loses these bonuses when he is immobilized of helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Aura of Insight (Su)
The monk loses this ability if he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Overchannel (Su)
These are just some ideas ![]()
![]() Ok so far as I can tell all Four Archetypes do in fact stack with one another. Now the question is, what can we do with this?
What can you make to accent these odd class choices.
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![]() Alright so everyone basically says the Sacred Fist is an awesome class, especially with a 2 level dip of monk (I guess their AC bonus stack?) But the Warpriest (Sacred Fist) does it lose the ability to wield the favored weapon of its deity? I wanted to build a Sacred Fist who is great defensively as well as offensively. I know it can self buff but what spells are the best to choose for keeping on hand for Fervor abuse? ![]()
![]() Alright so while I like playing with my smaller group of friends I would really like to try out this PFS thing. The issues I am having are that I can't seem to find the pre-generated characters (Unless that is what the New Card Game Characterthing is for) Also I am not sure what Classes and Races are available without a specific 'Boon' and on top of that what in the blue blazes is a boon anyway? I have a PFS number and so forth but I am lost beyond that point. I downloaded the Guide but doesn't seem to be helping much. ![]()
![]() Ok so I had a few ideas and I wanted to know
Q2: Could you stack these together to reduce a creatures size down to small, but then allow you to offset most of those drawbacks.
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