The Wendigo is just so mean. ShroudedInLight wrote: There were these really nasty jerks in Baldur's Gate 2 called Gaths, or was it Goaths? Anyway, they were like baby beholders except they shot this weird lightning projectile (that wasn't electric damage so it couldn't be defended against with a simple spell) and each shot had a chance at paralyzing the target. They are called Gauths. There was an item called the Cloak of Mirrors, that would reflect their rays back at them.Summoning Skeletons also worked really well, since they were immung to most rays.
I was always split on the Blood War. I don't consider it needed nor do I think it makes much sense. It still is a cool setting to have some giant cosmic war around going for high level adventuerers to visit though. Piccolo wrote: I always wondered something: Why is there a difference between demons, devils, and "daemons"? According to real world lore, demons are demons, they are all evil and their regard toward law or independence wasn't recorded beyond what an individual demon was like. Why turn them into different factions in the first place? Don't they all effectively have the same goal in mind, that is, destruction/corruption etc? OD&D didn't have Good vs Evil it only had Law, Neutral Chaos and Demons were the only creatures included there. Gygax added Devil's with the first Monster Manual in 1977 and mentioned them before in a Dragon Magazine article, when he introduced the 9 alignments.John Milton's Paradise Lost has a similar split beetween the Devils led by Satan and some abyss of darkness ruled by Chaos. Chaos here even has the D&D demon princes Orcus and Demogorgon standing beside him, therefore I guess this might have been an inspriation for that fix.
It is not really believable at all, but many feats in Pathfinder can create even weirder effects.
Mysterious Stranger wrote:
This would still be totally viable. I don't see any reason a fighter shouldn't spend 15or so gp to add an additional attack. Even at -14 it's still a free extra attack, a s~+*ty one but at least it hits on a 20.
Depends on what's meant.
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 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.
Magus 20/Wizard 20, pick up broad study
Not OP, but really cool
Ask yourself what you want out of the concept and focus on these aspects. Here is what I would do:
I would probably use a bard or a skald. Since most fighty archetypes take out some charm abilities non-archetyped.
Another possibility could be a Scion Magus, but that blasty playlist wouldn't fit that well IMO. The upside is, you could use a breastplate, if your level is high enough.
The original myth is pretty ambigious on, who Grendels mother really is. If the pathfinder version of Grendel is used, you could do, what you wanna do and advance Grendel.
Since the poem is quite ambigouus and historicians are arguing, if she was a monster or a noble hero, you could make her a whatever you want. All we know is she lives under a lake and was really hard to kill for Beowulf: Valkyrie, NPC with fighter levels or Barbarian levels, sea hag, troll, ogre, demon, giant, nefilim and probably a dozen more pathfinder monsters could be fitting. It all depends on the look you want, which aspects you wanna emphasize and the power of the group you want to use her for. Personally I would maybe use the Scylla's stats.
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.
Paladin or Barbarian are probably the best classes for someone with problems understanding the system. Print your self a character sheet, it shows you what to add to what.
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
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.
EDIT: weak vs cold and immune to fire
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.
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.
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.
Depends, what you understand under Amazons -female human fighter or ranger would suffice for most depictions
-if you wanna add some superhuman flair ala DC or classic myths, you could use the mythic ranks
Depending on you current level, you could consider Mystic Theurge, since you will get get tons of HD this way. Craft construct allows you to craft taxidermic creatures, Flesh Golems and a number of sceletal constructs. These pseudo-undead might be constructs on paper, but could substitute for or strengthen your Undead army. The "Experimental Spellcaster Feat" can give you the Undeath word, which as written could give you another Pool of HD. (Really cheesy though) Threnodic Spell, either as feat or as Rod, will make interactions with Undead easier and could allow you to give your minions some nice little buffs In general the HD cap on your Undead is already quite high and you should ask yourself how much you wanna min max Animate Dead. Dasrak wrote: Skeleton Summoner is a trap; it makes the creatures you summon weaker than they would otherwise be. It's got cool flavor, but you're literally paying a feat to make yourself worse. The could be useful in some situations, when you need the Undeads immunities like having them tank level or ability draining enemies, but it is still a weak feat.
Barbarian with the Ferocious Mount Line, maybe Armored Hulk do look more awesome on my Dragon. I can Finally be a Mounted Barb without losing anything and charge into combat with my Raging dragon Kobold fighter - takes some Dragon feats, you always admired Dragons and wanted to be like your cousins, maybe Dragoon since this Archetype becomes quite useable now Paladin - take up the magic weapon and ride your dragon, if you also have to fight against Dragons swear an Oath against the Wyrm
I really love the fact, that you made Zerglings possible familiars. The poisoned Spine attack seems a bit weak. In many cases the Hydralisk is better of to just start slashing in melee. Have you checked the sizes? I always imagined some of the Zerg units to be bigger than you presented. Here is a size chart from the databook:
1 Blood Money - This would hurt a lot
Matthew Downie wrote: (4) In my game, casters dominate play, except at very low levels. Invisible Flying Summoners are when it gets a little annoying. Matthew Downie wrote: (10) In my games, disparity is prevented by players voluntarily refusing to take the overpowered options. Noone in his right mind would use spells like Simulacrum regularily.
0 Create Water
Abominate could possibly be cool.
So you can
If I read this right, you could use this as a really broken buff spell on allies. If you are sick of it, just dispel.
Nothing that bad. I had a Paladin GM-PC, when I ran my first 3.0 games for my dad and brother. He had a Great Sword and the 3.0 version Great Cleave, which my teenage-self successfully used to kill-steal my players.
The worst Mary Sue, I ran adventures for was a female Drow Rogue 1/Paladin 1/Ranger 1/Barbarian 1/Fighter 4or so/Ninja of the Cresent Moon X.
I think both builds are quite balanced at the moment. Other weaknesses of Dex:
Aasimar would be a good race for having an Animal Companion due to the Celestial Servant feat. This gives your pet Spell Resistance, DR and smite.
Since the Titanoboa is mostly a Grappler with it's Grab and Constrict ability, you want to make it good at that. Maybe a Barbarian could be an option here. The Ferocious Beast line and Amplified Rage could really make your boa strong. Strength Surge would allow it to Grapple everyone. Another possibillity to make your boa rock would be addidng extra attacks via Evolved Companion.
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.
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.
How strong gods have to be depends on the setting: Shouldn't be statted in PF:
Should be statted in PF:
One problem with Pathfinder statting out gods is that the stats(aside of magical powers, immunities etc. ) follow a linear scale.
Heather 540 wrote:
Ask the barbarian/fighter to carry food and adventuring gear for you. A donkey or mule costs 8 gp and could carry your mundane equipment as well. So could a riding dog, pony etc. A specifically trained pack animal would be 24 gp.In a homgame, you could also just buy a small handcart or a wheelbarrow.
demontroll wrote:
If you got a channeling Cleric, and some AoE spells they likely will not reach you though unless you place them in a small corridor and have them surprise attack through the walls.
A skirmisher Ranger also can learn weird Combat tricks. Grumbaki wrote:
This is probably the best build here. Order of the Dragon would be the obvious pick for more support abilities. If he does not ming being a halfling, he could pick up the helpful trait as well. The Flagbearer feat would be good for such a character as well, especially if you let him find the Banner of the Ancient Kings later on. A Courageous weapon could complete his build.
Leonhem wrote:
You forgot that the Tessaiga grows to large size when wielded. Also it is not really a one handed weapon. Maybe give it the Impact ability and treat it as a large Nodachi. Also the Windscar is a little weak. An average of 26 damage is not going to rip apart collossal snake-dragon thingies. Maybe have it scale with Bab.
Summoner is not problematic, if you don't minmax your Eidolon too much or take the Unchained Summoner Other things you might want to look at: Wizard - Conjuration School, Infernal Binder subschool, later on take the True Namer Feat
Hard to say without knowing, what characters your group has. If you do not have Mythic feats: A cyclops Helmet and a magic Scythe or Tetsubo should be sufficent to floor a 500hp guy on a Power Attacking lvl 20 melee character with one strike.
Paladin/Derwish of Dawn/Synthesist Summoner - Cha-based monstrosity, with Smite+doubled Bardic performance, still got some spells Pre-Errata Scarred Witchdoctor/Bloodrager/X - cast with Con while raging, add Fighter, Cavalier or Paladin for extra boom Smashbuckler/Eldritch Scion Magus/Sorcerer or Oracle - Cha-based, Fence and Spellstrike and get a full progression Daring Champion Cavalier/Hexcrafter Magus/Witch - same as above, but Int based White Haired Witch/Brawler/Magus - Fight with your hair using Int and Spell Combat Unchained Monk/Empyreal Sorcerer/Druid - two full casting progressions, wild shape+Unarmed Strike work well together
" This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable." Among those the Horse is the best pick or tripping wolf, if you are small. If other mounts are allowed, check out the Ankylosaurus or the Arsinotherium.
Three Feats (Nature Soul + Animal Ally + Boon Companion) gives a Barbarian a full Animal Companion. The Mad Dog loses 5 Rage Powers over the course of his career and cannot be an Invulnerable Rager. So at later levels the Archetype loses out. You could also play a Mounted Fury, which pays less for a more restricted pet. If you are an Orc/Half-Orc with the Beast Rider Feat you can add dinosuars to your list, if not there is still the monstrous mount feat.
I am not a fan of the perequisites. They seem a little harsh. Why do you need Dodge, Iron Will and Power Attack? Without Bonus Feats this takes away all feats a level 5 character has away. Also none of these feats work together or with class features. Why Acrobatics? His talents/proficencies even show the guy running around in heavy armor. Also as a fighter or Paladin with Int 10 the guy will have no custom skills left. Class features: Most are okay and certainely flavorful, but a little more boom would be cool. Some consistent way to keep up competitive damage vs non-dragons. You could add a line that makes the Dragonbane/Damage Bonus count as Favored Enemy for Feats/Items. Could open up some Ranger stuff for him. Half of the talents are protecting from breath weapons. Who would pick all of those. Improved Critical, but only vs Dragons is a truly pathetic talent. Either make it normal Improved crit or buff it up. For example by increasing the crit multiplier as well.
Probably said before, but a wizard/cleric hybrid. Squishy divine caster. Also Druid(wild shaping)/martial Torvald Nom wrote:
Just play an Unchained Monk with Ascetic Style and a sword. |