Muckdweller

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Depends on what's meant.
I think Guts from Berserk is probably the closest thing to a high level Pathfinder fighter(or Barbarian) you will see in Fiction.

One of my currents character is a chaotic good pirate, who often acts like a Shonen hero being exited to fight strong and often being dumb as a rock in everyday situations. One Piece is certainely an inspiration here.
I certainely prefer rule of cool characters over historical accuracte ones.

I don't like those 1000-year-old-vampire-loli or brooding egdy trechcoat-dual-katana-guy special snowflake characters some anime fans tend to make.

I definately don't want most of Anime comedy in my Pathfinder games. I find it cringe and would gladly skip it in the Anime's I like as well.

Now do I want some superhuman wushu in high level martials. I would say a little. Some cartoonish speed and acrobatics would be cool for all fighty types at higher levels. Learning to shoot energy beams or flying around should also be possible to learn for them. This is however a slippery slope. Allowing such over the top feats without restrictions often eliminates concepts more grounded in reality. If everybody picks Beast Totem because it's best, all Barbarians are suddenly transformed into some weird pseudo-werewolves, whose hands become claws whenever angry. Therefore I think, while Anime stuff is cool, it is more important to give out strong abilities that help more generic concepts like Superstition in the Barbarian's case.


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There are lots of stupid wizards in Pathfinder - We call them sorcerers!

I wouldn't want to keep anyone from playing an Int 11 Wizard, but I think the idea uses classes as too static. I would try to ask the player to try realizing his concept in a different way. There is lots of classes with lots of different abillities to create your concept.

A "dumb wizard" could well be your average sorcerer, whose Familiar is smarter than him. He could also be a Bloodrager, if you want him to fight in melee or a Quinggong monk with Ki Powers. Your dumb blaster wizard could be a Kinetist. A Rogue with the Minor Magic Rogue Talent or the Eldritchg Scoundrel archetype could also make quite efficent "dumb wizards". A bard could do so as well as could an Order of the Tome Cavalier or a Lore Warden.
In the end it depends on the characters back story not on the class on the character sheet. A dude, who got thrown out of the wizards school for failing exams, or some bookworm, who tries being a wizard, but fails at casting can be a pretty made in many ways.


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Anarchy_Kanya wrote:
I'm looking to make different versions. For example, I'm currently working on two Void Yai, one being an assassin, the other a fire themed berserker.

Hard to tell

An average CR 20 encounter has 370hp, 36 AC, 30-23 Attack and deals 120-90 damage according to the table
The Oni has 379hp, 36Ac, 39(34 when Power Attacking) Attack and deals 12d8+100(154) damage.
The Voidlord already is an above average bruiser for level 20 and not that reliant on his special abilities, therefore replacing them should not hurt him that much.

Void Missile - seems quite pathetic and irrelevant at that level, since the dude can teleport and fly, he should stay in melee against most characters IMO. Still nice as an extra swift action, when casting

Void form - makes him incorporal(which halves most damage) and allows spamming spells and Void missiles, while using hit and runs through walls, if the GM is mean

Void Trap - is insanely abuseable if spammed before combat and still pretty cool if not. It is what makes this monster unique and surprising to the group.

__________

You could use the Rogue creature/Barbarian creature class templates. Or you could just make the Berserker guy a Fiery Creature, half fiend or something.

Another possibility would be to just switch a couple of spell likes, mix up the tactics and reskin a little. Void Trap with disintegrate makes an insanely effective assasination tool. Teleport into target > target explodes > teleport away, makes for an insanely effective assasin. Have the Assasin guy use his Void abillities. And let him stay the same aside of switching around some skill points.

The Flame Berserker gets fire shield instead of chill Shield and Rage or if you wanna be mean Righteous Might instead of another Spell Like, which he uses to hulk up and fly into melee.
His Void missile would be a Flame missile, which could deal slightly more damage due to an inferior energy type. It would also need another on hit effect. Maybe it could blind due to being quite flashy or it could work similar to to the witchfires witchflame.
Ther Void Form could be some kind of Fire Elemental Form(keep it incorporal, but now it applies Burn to whoever touches it).
Void Trap could work the same but instead of disintegrating spheres leave delayed Blast Fireballs(weaker), Incendary Clouds or Meteor Swarms at the target location. Also make him weak vs Fire and strong vs cold.

EDIT: weak vs cold and immune to fire


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I would like for the Bard to have more of a niche. The Bard is a weird case. He is certainely a strong class, but he lacks a cool kickass moment where his kit truly can shine. Being a Jack-of-all-Trades is kind of okay, but most Pathfinder classes have their own niche where they can really look good. The Bard lacks those moments of greatness.

Buffing others is a useful role and certainely can have a huge impact on a full attacking party, but it really does not feel that way. It is also depressing that your greatest tool "Haste" is open to other classes.
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Personally I like the idea of the bard as a performance class and would like to see to see his songs be made stronger to give him more focus.

I have always thought of a way to give the bards a more Tolkienish mystic flair, where songs are tied to magic more directly. Maybe they could choose different songs from a list of talents like most classes do. Some could be similar to Witch hexes in effect.

They could have some songs for out of combat purposes, which would work similar to rituals. Those could be for utility or maybe some pre-combat buffing.
Others could be be more useable in Combat. I would like stuff like Fascinate and Suggestion to be made to work as an in Combat. Maybe with once per target restrictions like Witch songs. You could also have stuff like Hold Person as a song or a Slumber Witch. Maybe some of the Combat Buffs could be more like a short burst turning your fighter in a beast for 1-2 instead of an always on small buff. Some song to grant your allies rerolls would also be nice.
Maybe tie the bards spellcasting more directly to his performance as well.

I might even think about restricting the ability to maintain a performance while fighting(aside of Derwish Dancing Archetypes) and instead focus of stronger spell songs.


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I am not that much of a fan of exotic races:

a) You can write a culture, that is exotic and different by just using humans. Different cosmetics don't really make you different, different motivations and values do.
b) Some exotic characters can be really annoying to run as the GM in many prewritten adventures/settings and need a lot of planning when designing own scenarios, since the NPCs in the village of the day will often react differently to a half-dragon than they do to most adventurers.

Still there is some concepts for exotic characters, which sound really fun AND I'd like to play: Agile tongue builds and Gripplis in general, Fetchling rogue hiding in the shadows, Warforged etc.


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Flumphs are definetely a great idea

Plausible Pseudonym wrote:
Lovelorn

An Undead Beetle that steals emotions?

Cool and creepy, but probably better handled as a plot device than as a PF monster.


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Which monsters do you find totally adprable?


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How strong gods have to be depends on the setting:

Shouldn't be statted in PF:
-gods could be abstract manifestations of cosmic forces
-gods could be primordial beings, that created universes, planet, seas(Golarion)

Should be statted in PF:
-gods could be like in Greek mythology/D&D 3.0, powerful but beatable by the strongest heroes(Elric Saga)
-gods could be powered by worship, meaning there could be some pretty weak gods, if they lack a large following(Fritz Leiber's Lankmar stories)
-some primitive settings could consider nearly every monster over CR 6 a deity

One problem with Pathfinder statting out gods is that the stats(aside of magical powers, immunities etc. ) follow a linear scale.
This makes it pretty hard to put more epic stuff like busting mountains into a their stat block.


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If the wizard goes full munchkin he will win without a doubt.
If it is more of a normal dungeon and a playstyle without too much cheese you should be ready to deal with:
-Traps
-being scryed(Hidden Mind could help here)
If you bypass his magical traps without triggering any and don't get scryed/percepted you havewon a big part.

The best way to fight him as an (Unchained)Rogue is probably sneaking up on the guy, dropping an antimagic field and than taking him out with Masterstrike(Ex).
That way contingencies cannot pop up immediately when you attack the guy.

If Ninja counts as Rogue here here pick him for his lvl 20 capstone is just insane and could allow you to win versus an unprepared player all by itself.

As for items. Aside of an Antimagic field item, you could bring something that provides you a couple of wishes and lets you mimic Schrödinger's wizard at least for a couple of rounds should you initial plan fail.


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I never really liked the flavor of most small builds. A small knight or paladin kinda strikes me as a joke character, which would be entertaining for a few sessions, but ultimately just get annoying.
Some builds like a Feral Gnasher or Goblin wolfrider sound interesting though.

666bender wrote:

Mounted cavalier or ranger work better on small size ...

Swashbuckler or daring champion is perfect.
Dawnflower dervish bard halfling or a battle herald. Are amazing

This. Dex builds work better due to getting bonusses from being small, mounted works better due to being able to use their mounts everywhere.


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Crossbows are pretty terrible, since you need 4Feats to finally be able to do what bows do for free.

The Bolt Ace is better than you guys give it credit for however:
-You need to spend grit to hit Touch AC(later you can get Signature Deed)
-no working Double Barreled stuff(aside of Minotaur Crossbow)
+have much more range than a normal Gunslinger
+you have no missfire
+increase your crit multiplier by 1
+can dual wield without munchkinning
+some cool Crossbows that launch Grappling hooks/Alchemical weapons

In the end it likely makes for a more balanced Gunslinger, that can still deal good damage(without breaking encounters), still lacks utility like all Gunslingers, but the catch for me is, he can stand out of melee range, when you fight large and larger monsters.


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Synthesist Summoner/Pistolero Gunslinger-if you really hate your GM

Roughrider Fighter/Druid or Nature Oracle -Finally that dumb Archetype has a Mount

Pre-errata Scarred Witch Doctor/your favorite Martial class

Pre-errata Scarred Witch Doctor/Kineticist-sounds fun thanks to Con Synergy

Magus+Broad Study/Any Full Caster-Use Spellcombat with everything

Occult Caster/Paladin-immune to fear and able to cast emotion spells all the time


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Floating Disc is one option that has not been mentioned yet.


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Bao Hadir wrote:
I read the entry on the Test of the Starstone and thought my summoner might make a fine God at some point. My question is, what kind of perks come with godhood? Immortality sure but what else?

Ask your GM, since Gods have no in game stats.


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yaloc wrote:

This is not a rules question, I know that there's nothing in the books that prevent a warpriest from choosing that race.

But I feel like those two things don't work well together, so i ask you: are there some anti-synergies between the warpriest class and the skinwalker race? Not only in mechanics, i accept flavour arguments too.

Because one of my players presented me this character and i would like to advise him to change the class or the race (he hasn't much experience with the game and the warpriest class is already a difficult one) but i would prefer to base my decision on something objective and not only on my sensation.

We're about to start Wrath of the righteous AP.

+2Wis, -2Int, +2Str while Shapechanged

The stats are perfect for a Warpriest.

The adjustable Claw, Darkvision, Nat Armor is damn good too.

Bonus to Handle Animal, Speak with Animals doesn't hurt.

The mechanics work well together.

_____________________________________________________________________

The flavour works great as well. Norse Berserkers often are seen as priests of Odin for example and could serve as an inspiration for such a character.
A Skinwalker Warpriest of Erastil could work as a Rangerlike nature priest.
Finally a skinwalker could have become a Warpriest from every religion being raised in a cloister of that god. As a half-Lycanthrope he is probably shunned by society, but I can see good aligned priest taking someone like him in.
_______________________________________________________________________

If you don't want such exotic races in your game however, just tell your players. It is your game and I don't know much about Wrath of the Righeous so I cannot tell how to fit the Skinwalker in there.


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Is this allowed RAW?


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A good tactic for a natural attacking Magus would be:

Magical Lineage+Frostbite+Rime Spell

Use your first Attack to Spell Combat then spam entangling Strikes.

Going for a Dex build isn't that perfect for a Natural attacking magus, since you will lose out on the strength bonus from Shapechanging spells, you'll gain on the higher levels.
On the lower lvls you'll be good with the Agile Amulett though.


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ZickZak wrote:
So I made this character with advices from some of you and today GM told me I'm munchkin as hell. So, pissed off as I am, spending hours on making the char decent but not OP, I need an advice. Is this really that OP?

Before answering your question, what is this supposed to be?

ZickZak wrote:

+11 = +2 (Flurry) + 1 (½ling) + 5 (WIS) + 1 (W.Foc) + 1 (Magic) + 1 (PointBS)

1d6 + 3 = +1 (PointBS) +1 (W.Foc) +1 (Magic)

1) Weapon Focus is only applied to attack not damage.

2) Point Blank Shot goes only into damage.
3) Flurry gives one extra attack.

You full attack should therefore be something like: +10/+10(d6+2)

Now to the question: I wouldn't consider this character OP at all, though the 20 Wis, 6 Cha seems weird.
However OP or not OP depends on your group. If the other characters aren't optimized you may outshine them and ruin their day. In the end you have to ask you, if your character is to strong. This depends more on the other players(is your wizard a dude with Weapon Focus, Dodge, Lightning Reflexes, who only casts Magic Missiles?). It all depends on your groups System Mastery.
If your character is much stronger you might have to tone it down.

It might also be a flavor thing with your GM not liking somethign else about your PC. Maybe he is displeased with the flavour of "Point Blank Master" or your playstyle or something?


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Casts Thread Necromancy

_______________________

Anyone here has any good/funny Gestalt ideas with the Advanced Class guide out now?

Warpriest/Empyreal Sorcerer, for swift Action Sorcerer Casting without MAD

Swashbuckler/Sorcerer, you don't wear much armor and need CHA anyway

Vivisectionist/Slayer, could be quite a beastly flanker


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Just ask your DM, if he wants a child character on his table. If he doesn't like your concept in his campaign, play something else.

I wouldn't have a problem with fully powered child characters. I mean we have high level characters able to beat up 100feet long dragons in melee. Does it really matter at that point if that guy is an 8-year-old or a grown up?
In an E6 campaign I would have more problems with child characters, but would allow more squishy classes to be such.


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Falantrius wrote:
We have Wicca friends and the depiction is totally negative in the way the Warlock and Witch are put together in our opinion.

Where is a Warlock in Pathfinder?

Falantrius wrote:
First, we think the Witch class should be either male of female. Just light wizards can be. The way its depicted - the class needs to be female.

No it doesn't.

Falantrius wrote:

Second, the basic concepts should be at the root. Like understanding god titles Child, Father, Green, Horned, Lover, Sun God, etc.

Concepts of the Coven and the weave. Covens should be defined groups in pathfinder world just like Mage Guilds. The leader of the coven should have their books of shadows that all the witches can use - like a wizards. However, once learned - the witch is like a sorcerer but must frequently come back to review the book - lest the spells be forgotten. Stealing a covens "Book of Shadows" is a major event for the coven.

Pathfinder is a non setting specific fantasy game, enabling to play characters inspried from various fictions by using generic classes and trying to provide fun mechanics.

All your stuff is much too specific for a setting free class.

Falantrius wrote:
Hexes are usually used for negative purposes - blessing for positive purposes. Currently implementation lists only Hexes.

Pathfinder has Hexes for positive purposes. "Fortune" is one example. Using two different subsystems for the Witches special abillities would make the game much more clunky and interfere with their compatility.

Falantrius wrote:
Candle magic - similar to potions except these work only while the candle is burning. Once consumed, its gone. For example, a candle that does protection from evil, causes sleep, increase in wisdom, love attraction, inspiration, zone of truth, etc.

3.0 D&D had a Candle caster.

Falantrius wrote:
Creation of witch items as part of the class- like creating a broom, crystal ball, caldron, or book of shadows.

Again this narrows the class too much basing them on their foci.

Your ideas wouldn't work in Pathfinder at all IMO, but you could go to the homebrew section to work with the forum making a witch class that fits your idea of a witch.


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1. Usethis Build, but put Risky Striker in somewhere. You could delay Desperate Battler till lvl 6, when you have a Courageous Weapon. You would have to drop Deadly Aim and lose utility, but you will have a really beastly Character.

2. Go Dex based with a Two-Handed Weapon. Agile Elven Curve Blade might still be the way to go. If your GM doesn't let you chose which items to gain, pick Slashing Grace.

You need: Urban Barbarian --> Rage to Dex, Weapon Finesse --> Dex to Attack, Agile Weapon or Slashing Grace --> Dex to damage, Str 13--> Power Attack
Later pick the Combat Reflexes+ Come and Get Me + Dazing Assault Combo

3. Mounted Barbarian is also always a good idea.

4. TWF might get viable at level 10, when you can learn to Pounce.


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Thanks everyone for your participation in this thread and the nice tipps.

I now made two versions of the character: One has Weapon Focus and Point Blank Master, the other has Quick Draw and Power Attack instead.

Since we play with rolled stats I'll have to wait for rolling a character in front of the GM. Which one I'll take will depend on how good my stats are going to turn out.

At the moment I'm leaning to full archery, because magic weapons are expensive and not needing a magic falchion will free up lots of gold for wands, rods, pearls of power and skill enhancers to increase my utility otherwise.


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tony gent wrote:
He wouldn't have 22 str until an adult where as his mental abilities would prevent him ever getting that old as he would be to dumb realise when he's in danger it's Darwin 101 90% of the time brains trump strength

Maybe he grew upo in some fighting pit as a gladiator, never learned to talk, act wisely or got any higher education.

Maybe he was a slave working in a mine or something. Who would kill such a gullible hard working tool off?

Maybe he had some physically weak, but pretty clever companion, who knows having a brawny kid around will him to be protect him from his bullies.

There are lots of possibilities why such a guy could have survived even in a society like the orcish one.


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tony gent wrote:

So you have an int,wis and chr of 5

How would a character that dumb and socially backward survive childhood especially among orcs he would be so easy to trick he would never live long enough to become an adventurer

Str 22 that's how.


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GreyWolfLord wrote:

If so...post in the thread?

What do I mean by Normal?

I mean people who just want to play!

I come to these boards and I see optimization, munchkin, powergaming, discussions of what tier is what class, that rogues are useless...etc...etc...etc.

When we play, we could care less about that stuff. There may be some ensuring that your character is the best it could be...but we don't try to game the system to the point of being some sort of super powered engine that has every little thing planned from the get go.

We play to have fun. Not fun that means we are tweaking the character by the numbers, but fun in that we roleplay the character that we want. [...]

Well the problem is, playing the character you want will always require some basic optimisation.

Example: You want to be some dextrous highly skilled Fighter with a louse mouth, who uses his Rapier to disarm his enemies.
You need to learn Combat Expertise and Improved Disarm, unless you want your character to open himself, whenever he tries to disarm an enemy. You also need Agile Maneuvers or your high Dex, not so high Str Swashbuckling dude will fail at disarming his adversaries all the time.
To simulate your brash mouth, you need to boost your Charisma and max Intimidate.
If you want to deal any damage at all and not being useless against enemies without weapons, you also need Weapon Finesse and the Agile weapon enchantment.

You class could be a Fighter or if you got acess to the ACG Playtest, a swashbuckler. Maybe you could take the Duellist Prestige class.

Now Rapier wielding Dex Fighter is not an optimized Fighter, but the character would be optimized for your concept. If the group includes a Barbarian with Power Attack and a Greatsword, that guy will still 0be much stronger than our Fencer.
However to work at all as intended the Charaacter needs some optimisation. Otherwise he won't seem like a skilled Rapier user, but totally useless.


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Paladin - will work well. If you take Tiefling Favored Class Bonus and Fey Foundling you become really hard to kill. You also got great saves and damage.
The Paladin is a good choice, especially because you want to make it less "exhausting". Just take Oath of vengenance, lean back and Smite/LoH all day. It may not be the most poweful in the list, but the easiest to play by far.

Inquisitor - I'd take this over the Paladin, if you also need to be a skill monkey.

Druid- Strong Animal Companion, can selfheal, is awesome at summoning and fights well himself. You need to Preplan your Wildshape Forms and Nature's Ally spells to get along.

Summoner - You basically hav two characters. A Fighter and a buffer. Watch out for your low Fortitude saves and your squishy Summoner. If the GM is nice and keeps attacking the Eidolon, this might be the best alternative. If no Eidolon is there you can still summon.

Synthesist - You don't get extra actions per round, though you might be better off as a Synthesist, if your GM keeps focussing the Summoner himself hard(which would be mean in a solo campaign, since you lack allies to keep em off you). In you fused form you are really hard to kill.

Master Summoner - Will do a solid job by spamming Summons, but might be as complicated to control as multiple characters.

Cleric - Selfheals, summons, fights rather well - could get the job done.

Monk - Since you should be above most Challenge Rating you have to encounter solo, a monk should shine here. High saves and AC will outscale the enemies and his damage should be sufficent.

ZenArcher- More versatile than the normal monk and more damage. Still great AC and saves

Wizard - You are at level 13 already? Abuse your utility and play a paranoid wizard to win the game.

More IMPORTANT THAN ALL OF THAT: Play whatever you like. Talk to your GM so you guys can adjust your point buy, level and equipment to make up for you characters shortcomings.
If you love Barbarians, play as a solo Barbarian and smash your way through the waves of enemies.
If your GM is nice you could even be a plain old Fighter. With the right equipment, he should be up for the challenge. Since you don't have to compete with other characters, it doesn't really matter other classes could pull off your trick better. Boots of Elvenkind + Ring of Invisibility will make you Fighter great at sneaking even without any ranks. It doesn't really matter, the Rogue could have 20 Points more.

The same can be done with tweaking equipment to adjust saves, Bab etc.


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ecw1701 wrote:

Agreed, it would probably work better with a Bloodrager. I'm still poking around with Invulnerable Rager 12 / Oath of Vengeance Paladin 8.

Being able to Smite Evil on a CAGM would be pretty nice, even if it could only be done twice a day.

I don't know Barbarians or Paladins very well, but I do know a good bit about Mythic abilities, since my group is running Wrath of the Righteous.

** spoiler omitted **

You can find all the mythic stuff here if you aren't familiar with it. It's fun, but the power level goes off the charts pretty darn fast against non-mythic enemies.

Why do you want Flash of Rage and Mythic Rage? With twelve Barbarian levels, you'll be able to rage for 34 rounds per day. This should be enough by itself IMO, unless you wanna use some feat to burn them like Raging Brutality: http://www.d20pfsrd.com/feats/general-feats/raging-brutality

You could take Mystic Smite, instead of Mythic Rage, since you will only have a few Smite uses.

I'd totally go for the EVER READY mythic path ability. With Come and Get Me you'll make lots of AoOs.


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I'd go with monsters that are kinda creepy, but not natural grapplers. For example a ghoul who tries to take down the target, while trying to bite is quite flavourful.


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coldbringer wrote:
So my players managed via out side the box think to sink a sailing ship in a single round. So should I award xp based on the whole crew complement of the vessel or is there another way other GMs would suggest?

Was it their own ship?


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Feral Heart is definitely worth it on a Barbarian. Free Rage Cycling upon completion plus tons of other quite okay effects.

Damned is also quite good. +2 to an ability score of your choice upon completion and a bonus on summoning evil Outsiders is also nice, when playing a Diabolist or sth similar.

Forgotten Past is great on a high level Fighter or Rogue, if the Wayfinder+Ioun Stone trick isn't available.

Innocent Bloodis crazy good on an Intimidate Build.

Nation builder is nice, if your Nation is big enough. Claim the wilderness your Campaign takes place in, gain +2 to most checks.

Nemesis is good for everyone with a free feat slot.

You are a Paladin and want to break your annoying code once a while?No problem, thanks to Redemptionyour powers will be back after you beat the BBEG.

If your DM is int5o traps or trapfinding is the only reason your group still has a rogue Truth Seeker will make your life much more relaxed.


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AScout with a bludgeoning Weapon and the Sap Master Feats f&~@ing rocks. Max out strength and consider taking proficiency with some big weapon and Power Attack.

The Knifemaster has already been mentioned. You'd lose trapfinding though. If you go for Knifemaster take the River Rat Trait for +1 damage with daggers.


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What really annoyed me is how they all is about Joana not going Munchkin and optimizing, but then that goes that weird Int-to-crit-range + extra attacks route. She actually is really optimized.

At least for fights against multiple weak enemies.


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Yeah this effect is quite bothering. As a GM, I tried keeping the flavor of certain items by doing two things:

1) Buying items has to be roleplayed, with special shops I premade for this scenario.

2)Every item has a unique name, look and some special stats. This could be some fitting X/day spells, like Charm Person on a Cloak of Charisma or some of the requirements, or restricted functions fitting their origin. An item looted from some drow might not work in full daylight for example.

It still isn't perfect, but it kinda helps giving some unique feeling to items again.


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BARBARIAN AM SUNDER IT!


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I have no clue, how I would build them.

Though a Tiefling Maestro Sorcerer could look like Marilyn Manson. Abyssal or Abberrant bloodline might be fitting too.

About Eminem maybe this inspires you(or gives you some laugh).