Durkon Thundershield

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Greetings! I have been running a Wrath game for about 3 months now, and my party of adventurers are about halfway through the second adventure. I wanted to share what I did in order to change the power progression for my characters in order to maintain the feel of divinely empowered while not being overly powerful to make the path as written difficult to play.

I utilized the Homebrew and Advice forums to help crowd source some of these changes:

First, I threw out mythic all together and then made a mishmash of the gestalt rules to replace the mythic tiers. At the moment of ascension in book 1, the party got to choose a second class and a prestige class that they would like to have. After that point, they were gestalt in their two base classes (so equal in level to original class) and for every tier they earned, they got the abilities of a level in their chosen prestige class (1 tier= 1 prestige class level powers not including BaB, saves, skills, or HP for the prestige).

My players include the following:

Paladin/Oracle(Battle) of Iomedae with Sentinel abilities

Inquisitor(Cold Iron Warden/Witch with Exalted abilities

Cavalier(Order of the Star)/Bard(Arcane Duelist) with Battle Herald abilities

Druid/Bloodrager(Draconic) with Dragon Disciple abilities (yes sliver ^_^)

Pyrokineticist(yes pyro... sigh)/UnRogue with Arcane Trickster abilities (a little bit of modding for this one as no arcane, but worth it)

Action so far:
It takes a little bit of balancing here and there, but the fights have been really good so far, with just max hp for the baddies. We've had two close calls for death, and both were based on character choices rather than just a bad string of luck, as the Paladin separated himself from the group one night to talk up the troops, the same night that Exorious is meant to attack, and he did spot the Paladin so went after the isolated target.

Then there was the 'kick in the door' strategy for the ghouls in the chapel on the bluff, where the party brought the entire dungeon down upon their heads... lol, who needs stealth?

As to any of my other modifications to make this work, feel free to ask away, or suggest any other things you think could work well.

Thanks for the support, as I couldn't have come up with everything without the assistance of these boards!

^_^


I need a weapon selection for a unique pirate, details below:

I'm going to be starting a Skulls & Shackles campaign soon as a player (yay! I never get to play! always the GM... heheh) and was given the option to play any of the races in the races guide that can't breathe underwater. Duergar is a fav of mine, so I ask, he says sure.

Then, in a glorious twist of fate, he offers me another strange option: you can play any archetypes to classes you want and if they clash, pick one option, scrap the other. So I get to thinking and I've decided on a very strange combo: Mutation Viking! Mutation warrior plus Viking (-Shield bonuses to the Viking progression).

RP wise, I'm a grey dwarf who has gone slightly insane due to my time in the sun. While I get the mechanic of Mutagen starting at 3rd level, the flavor is gonna be that I am only bolstering my abilities in my mind 'alchemical' is just the means to figure stacking. I essentially spend an hour mixing whatever liquids I find around the ship/wherever I happen to be, and due to madness or luck, gain a Mutagen. Add this to Rage starting at 4th level, and I'll eventually be a Str monster.

It's a 20 pt buy, and I can take any of the feats that a Duergar gets in the monster codex as well as things like Steel Soul should I desire it. I get one campaign trait, and one of my choice (unstable mutagen, sorry no changing this as its for the flavor).

I want to figure out a fun weapon combo, to cover ranged and up close, possibly reach... not sure. My initial thought was a mancatcher, but my GM reminded me that its sized specifically, and I do want to use my Enlarge Person ability, which would make the mancatcher useless while I'm increased in size.

Anybody have any advice on a good thematically appropriate weapon choice for an insane Duergar who believes in his own alchemical powers? Doesn't have to be super strong, just looking for some fun thing to cap out the build.

Thanks for the read, I know it's a wall of text ^_^


I have a question I've posed to my gaming group, and would similarly like to ask the boards here at Paizo:

If you consider the relative powers of a character that gains a mythic tier at every even level to a gestalt character, which will come out to be more powerful?

To expand upon the first question a little: are they comparable in power? Is it far too subjective to make a call? Are there level ranges where one is obviously superior to another?

Personally, I think they are about equal, both have massive min/max potential, and can make for difficult to balance for parties.

Food for thought

^_^


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As title, I would just like to see some opinions on house rules that you feel enhance the game, either as flavor, or you feel are a mechanical improvement.

I'll start:

1) Wis to AC for monk dips: at one time the gaming group I led had 4 out of 6 characters dip 1 or 2 levels in Monk because they had Wis as a main stat. I discussed with them a limiting factor and we decided that it should be tied to the number of monk levels such as the Duelist prestige class limits int to AC: a 1 to 1 basis. So, want +2 to AC? Need 2 levels monk.

2) For the Stonelord Paladin for dwarves, I calculate Lay on Hands off of the Con stat, yes I understand it is a bump in their power, but I don't feel it is overpowered and it fits thematically in my mind as they draw their power from the earth.

So, what are some house rules you use, and why do you feel they improve the game?