Bugbear Tyrant

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Howdy folks!
I've been attempting a few fixes for balance and flavor around my current campaigns and I've come upon what I consider a problem with the Bloodrager class. it just doesn't seem [At least to myself] to fit the niche it was meant to, It's honestly a straight upgrade from Barbarian if the Primalist and Untouchable Rager archetypes are allowed, but even banning these would still leave me with a class that in my opinion is just Barbarian+.
So to the meat of what I need advice with, I don't want to totally nerf or make it unusable as a class, but neither do I want to have a class that seems to take purpose away from another, in this case that being Bloodrager taking away Barbarian's place. So I'd like some suggestions on maybe leaning Bloodrager closer to it's other parent class, Sorcerer, as to give it a more unique place that doesn't step on Barb's toes.

My only firm limitation is that I'd like to keep it at 4th casting as Skald already fits the 6th level slot for rage casters.

It's a big question on how to add/take away from the class in order to reshape it into a more Sorcerer-like Rager but if there's hope to be found anywhere it's on here!
All suggestions welcome and please be brutally honest if you disagree with any of my previous statements.


So, nothing fancy.
Player of mine thinks this line -

Practitioners of Scarlet Throne know that to be a lord amongst warriors, he must walk the path of battle alone, and he understands that often times he may be beset by all sides. By adopting the Circular Stance, the disciple learns to defend himself from the predations of those who would think him outflanked. While in this stance, the initiator is never considered flanked (this thwarts sneak attack attempts as well, provided that the rogue or ninja’s level does not exceed the disciple’s initiator level by 4 or more).

Stops all sneak attacks. In my ruling it stops flanking sneaks but not sneaks from flatfoot.


G'Day folks.
Had a talk with my player about a new character of his, the theme's him having a decently sized weapon and smacking hard as a truck, to achieve this he's going with this formula that he linked me -

Improved Vital Strike you roll the damage 3 times and add it together. And base damage Greatsword (2d6) + Impact (3d6) + Primal Warrior Stance (6d6) + Enlarge (8d6) + Growing (12d6). So 12d6 rolled 3 times is 36d6

Now, balance wise it's decently strong, though not stronger than a Magus at this level so I'll let it go, for now. My real gripe is that the rules don't match up in my head to make this happen, at all. I'd like to know how this "should" be ruled.

Thus far I see it going like this -
- Greatsword
- Impact: Greatsword - One size larger - [Large Damage]
- PWS Increases Greatsword to Huge, Nullifies Impact-[Huge Damage]
- Enlarge - Does Nothing as the weapon is already "Enlarged"
- Growing - Effectively a worse Impact, does nothing similar to Enlarge

So, that's my reasoning as to why it won't work, the largest he could get it to is Huge IMO.

Thanks for any responses and have a fine day!


I've looked at Witch, thematically it fits rather well, but my issue with it is how well it would fit with the action economy of a Magus. They're usually fond of using up those Standard/Move actions for Hexes, which I'll need for Spell Combat, if I recall Cackle needs to be re-re-re-applied to function.
But it's a good suggestion, I'm considering it.


Oh blast! I asked the DM about it and Path of War is a no-no! As well as Psionics. I'll try to force my way through Martial Training, but we'll see where that goes!

As a note, thank you for the quick responses everyone, these comments are well appreciated.


Evening folks!

Been invited outta the blue to a campaign that heavily involves mages and a world that revolves around cycles of magic. In this grim darkness we are all asked to have one at least half-casting class. With this in mind I went to Magus, I like it, it fits, bada-boom.

But for those unfamiliar with "Gestalt" it is a system in which you pick two classes to level simultaneously, receiving the better of two like skill point number or save, ect.
Now, for this character. He's going to be from a declining noble family. He wields their ancient Black Mace and sports a rather grim and nihilistic attitude toward -everything-. Sort of like if an Edgelord didn't try. Likely going to flesh him out more but that's my couple hour thought. Either way, issue now is finding a second class that works!
I want him to be scary, spooky! Intimidate build.. because it's real easy to just look at a mage and Unchained Intimidate his arse into submission, but we need more! So far my eye has been drawn to the 3pp Direlock class and to the Untouchable Rager Archetype for Bloodrager, giving me an SR of 8+Level - eventually 12+Level for the cost of my Bloodrager spellcasting, which would be massive if I wasn't a magus, so.. yey.
Oh, also taking Bruising Intellect so my Intimidate goes off Int, smart is spook.
If you've any suggestions on feats, traits, classes.. anything really, I'm all ears. Only restriction is Human race with first feat being Noble Scion, aside from that.. Go nuts!

Thank you in advance!


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Evening folks!
I've recently introduced a killer for hire into one of my campaigns and I'm looking to get an estimate of how much sounds reasonable to price them at, as a base to work with. I am fully aware that everything is relevant and it all depends on the market, ect.
That's a bit too much to think about right now though, so I'm looking for some handy ideas on what to price high value targets and killer skill cost.

Thanks in advance!


Yeah, Slumber doesn't seem quite so attractive to me anymore. I'll be going for the intimidate feats for certain!

Familiar is a Valet Archetype, so he can help me be a craft monkey. I like the spellstoring weapon, I've already put a nice chunk of RP on the weapon, so I'll aim for that and cruel.

I can cast spells due to Dreadnought's Dread Calm Rage, which lets me focus on concentration at the cost of half the rage effectiveness.


Hey there folks! I've been playing in a sort of military leader Gestalt game, where me and the other player [Tis a Two Man Campaign] have just gotten to Chapter 2, and as such are creating a new faction to pit against the world.

I'm talkin' Gestalt, like the title suggests. Theme wise, we're talking Nordic raiders. So far my fellow player is running a Hunter/Elven Archer monster of a sniper, and I have come up with something spicy.

Imagine if your DM let you play the Changeling of a Jotun [Norse Giant] ,so now you're on the edge of what Medium allows for height, you're a big guy who isn't afraid of anyone.. Except the Raiders he serves, but backstory shouldn't be a bother for now.

What I'm looking for is Advice on his build, I'd like to hear opinions and see if anyone has a suggestion on a different route I should take. The Classes are
- Barbarian [Archetyped Invulnerable Rager, Dreadnought]
- Witch [Archetyped Winter Witch]
- PRC Winter Witch

Currently level 6 with a spread of 6 BR,5 W, 1 WW.

Stats Before Bonuses:
15,13,17,16,12,14.
Feats:
- Lighten Weapon [Greataxe] - Get ourselves a huge axe, wenches love huge axes.
- Hex: Brew Potion
- Major Drawback Feat: Arcane Strike
- Craft Wondrous Items
- Craft Magic Arms & Armor

Tis what I've got so far, the idea is that I'd be an invaluable crafting character [I've also got actual craft skills, ship building for example] But also a respectable witch with the capacity to go melee if the situation calls for it. I've found Witch spells to be much less offensive than most, so a secondary fighter role lets them do something when an enemy makes their Slumber save or Thorny Entangle fails.

The plan moving forward is going Riving Strike for that sexy -2 to saves then go Whole-Hog on DC increases to make Slumber super hard to beat.

If anyone has -any- suggestions on how they would see this build proceeding, Feats, playstyle, ect. Then do comment below, and if you think I could get this general theme doing something else, we'll I'm all ears!

Thank you for taking the time to read this jumble!


I was writing mine as you had posted yours, apologies if you considered it me ignoring you. All feedback is welcome, as stated.


Ah, excellent.
Thank you very much for the quick response, and yes, that extra-dimensional set of rules regarding rope-trick was what I based my ruling on.

If anyone else has a counter argument, do tell.


Hey there!
A Player of mine has been wondering if the spell Spellsword allows for multiple castings of it to insert a slew of Rods/Staffs within it.

I've temporarily ruled that since it opens the Weapon's Extra-Dimensional space, and since it states you can only stick one in that there's just not enough room. I would truly appreciate the ruling of someone more experienced than myself in the matter of Spellsword.


Hey there!

I've recently got into a rather villainous campaign and I'm in need of advice to settle on this character.
So far he's the son of a Vampire Countess who commands an estate far away from the large city we're starting in. I've fleshed him out in RP as a very "Knightly" person who's very familiar with plotting and deception.
Sort of the typical thing you'd think of when you thought of Lawful Vampire.

Either way! The stats I rolled were 14,14,12,10,13,16

Now, what I was originally thinking for him was Antipaladin whom would eventually go into Holy Vindicator, get a bit of a bloody feel with Stigmata and all that. It's not very, or at all set in place what I would like him to be mechanically, but I'd prefer to keep him as a Svetocher Dhampir, whom benefits from Cha and Str.

Please, feel free to poke the thread with any questions. All 3rd Party Content is allowed if the DM first approves it.

Thank you kindly for taking the time to read this.


17,15,15,11,11,6 were my rolls, 24 Point buy in total.

It's not really high, I'm just considering how to place it!

if I was going for a STR build, I'd wear armor and call Wisdom a quits, probably dumping charisma/bloodrager and relying on the boosted saves to salvage my will.

If I was going for a DEX build, I guess I could do that real easy if I somehow got my hands on an Agile Mighty Fist Amulet.. I could go for a
DEX-WIS-INT build with Urban Barbarian boosting that. It could become an AC monster pretty quick I imagine.

But the ways I see it is..

Bloodrager would force me to dump Wisdom, which truth be told is rough, but I think I can manage with save gear and traits.This way opens up some nasty Primalist Beast Totem, Abyssal/Draconic with Eldritch Orc Heritage for stupid amounts of strength. (Lower cha, could go at 11-12 + Headband for spells)
STR-CON-INT-CHA-WIS

Barbarian like I posted above has either the Dex route or the Str route. Dex is safer and less attribute dependent, whilst STR would have no need of Urban Rager and thus give me insanely high bonuses to STR/CON
STR-CON-INT-WIS-CHA


Right! Let me get to answering that.

-I looked at master Chymist and I was somewhat uninterested by the full class... BUT, I do see it's grand potential as a 3 level deep in the future, Brutality and Growth Mutagen with Mutate would be good! I lose some alchemist progression but a completely salvageable amount.

- Gworth sub-domain? Oh I could go the good ol' cleric dip, but that's too cheesy, even for me!

- Will saves... *Grits Teeth* Yeah.. yeah they're a thing... I was sort of hoping to make them and all other saves easy to avoid with "Superstitious" Rage Power for insane Spell Spell-Saves, as well as the rage bonus to will.

-Yeah, I get the combo idea! I think Bard/Blood have a lot of synergy with this. Dragon Style allows me to add a crap load of damage unto my attacks, Barbarian is giving me free saves and stacking buffs to damage and con, as well as Natural Attacks that stack with my Mutagens/Racials/Items.
All in all I think I may not have picked something worthy of the hall of fame, but a fun concept never-the-less.

-Pesky alignment bug! I nipped that ol' lawful restriction on barbarians years ago in my homebrew, my DM is willing to do the same, praise be!


Hey there folks!
I've had my hat tossed into the Gestalt ring and now I'm here to figure out something fun/nutty to build. I thought I'd dip my hat into the MOMS Monk with Alchemist for a ferocious double str natural attack monster, then at level 3 start taking Bloodrager or Barbarian.. or something else entirely.
Basically I want to make something that seems timid for the first 2 levels.. then goes ham with natural attacks and becomes Frankensteins monster!

Archetpes I'm going with!
Alchemist - Vivisectionist,Beastmorph
Monk - Master of Many Styles, Monk of the Iron Mountain
IF I GO BARBAR OR BLOODRAGER-
Babarian - Invulnerable Rager, Maybe Urban Rager
Bloodrager -None-

So, yeah, toss me some suggestions for races/feats/other classes if you feel so inclined, all help & advice is rather welcome and appreciated!


I was actually just about to post something along the last line you wrote Calagnar!
There was a third feat I recall also called Huntsman that adds 1 druid level, so at 20 both of these pooches are 15.. that's pretty far behind the Big Dog [Character]


Rennaivx wrote:
Wild child brawler can get you a decent unarmed combatant with a pet dog - you can talk with your GM to see if they'll allow that animal companion to work similarly to the packmaster hunter's Pack Bond, so you can have a pair of them. If that doesn't work, the ranger's probably your best bet - appropriate combat style choice helps you to go after whatever fighting style may tickle your fancy, and VMC monk can help to boost your unarmed abilities if you like. To a certain degree, flavor is what you make of it; you decide how the character plays no matter what their class is, and you can always make feat choices to help reinforce flavor as well.

That last part about flavor, PREACH IT MY FRIEND! Whilst I agree flavor is what you make it, the reason I was wary of ranger was that I felt like it lacked enough interaction with the companion, though that might just be me.


Ya know, that's actually extremely interesting.. and hell I don't think it's cheesy! I'll for sure take this into consideration, and if I don't go with it this time, I might very well do it another time, visualizing a Gnoll Mad Dog with two spooky Hyenas.


Alright everyone! I've been bit by the concept bug, and it's telling me I should flesh out a Hound Master character, Frightening Warrior or Thug style individual who employs at least two other faithful companions who rip,tear and play fetch with that skeleton that crit our cleric! To clarify, I'm in need of advice on creating the most optimal yet true to concept character possible, regarding that I've looked at the options and these are the obvious ones.
Oh, quick note! This is concept so lets assume whatever DM we put this up against allows 3rd party, which is most of the people I play with, also no small races, I'm racist toward Gnomes!
*
*

Ranger:Classic and timeless class, the ranger offers us the Beastmaster/Pack Hunter Archetypes, at first glance I feel like this might be it, but it feels like after the companion abilities.. the flavor sort of falls off and you're just a ranger with a big and smaller dog.

Hunter:Not bad, nice spellcasting with an archetype that allows a pack.. but it feels too gimmicky with all the aspect abilities, too Tiger and not enough Thug.

Cavalier:With Huntmaster we get ourselves the pack we want, some nice flavor.. but we lose a lot of power for the pooch, at least that's how I feel about losing the true focus of Cavalier, charging and banner.

So it seems like all I'm doing is complaining, and I sort of am, but that's only because I'm indecisive... so I need you, all-knowing forum to advise me in how I may create the perfect houndmaster, for a more visual concept I would go in line with Darkest Dungeon or if we go for something more frightening and clad in iron Creepy Cat-Dog Knight

Thank you for reading my gibberish, and for any advice!


UPDATE

So, he actually just said that he's more affirmed in his decision...
Bloodrager it is, with the Draconic heritage as a must, since he seems to have gotten an interest in being from a tribe that has connections to Cloud/Storm Dragons.


Regarding the "as close to original" part.
Talked it over with my friend and he says he's fine with either, be it a decent natural attack Bloodrager or a true Wolverine style build. Also, thank you for showing me the Tekko-kagi, they look pretty fun.


Level 8 so far, it's likely going to see 17.
And yeah, I guess it does build itself, I'm just interested in advice alongside tips & tricks.

Also, draconic gives you two claws for free, so that's two sets of 2 Primary Claw Attacks and 1 Secondary Gore from Animal Fury.
Or I might have gotten it wrong and am spoutting nonsense.


Alright friends, I'm trying to help a friend of mine with a Bloodrager build that fully relies on Natural Attacks.

So far everything permitted if approved by the DM,25 Point-Buy.

So the Primalist/Rageshaper is the obvious start here, going Draconic with Orc for massive strength and claws on command. The next step is getting us some nice Animal Fury and Lesser Beast totem.

We're just theorycrafting and getting our heads filled with rules and contradictions, so if anyone could hit me up with some advice or premade builds that would be -very- appreciated.

Thank you in advance!


Hey there! I had a good ol' glance at the Direlock a few hours back and after looking through all of their class features I'm in a pickle.

They're a class I feel could benefit from focusing on Charisma heavily over their physical stat, even if a big emphasis is put on their Dire Weapon they should be able to supplement. I feel like I'm right and should proceed to build one similar to an Anti-pally, with the snazzy intimidation feats and all that.
Could anyone with more experience on the class agree/throw in some suggestions?
Note: If it really matters for the answer, I'm planning on it being a Half-Elf with the Elven Curved Blade for Dex being the physical stat.


Hey there folks! I've theorycrafted a quick few level build and I would like a couple opinions/suggestions regarding it!

The build itself is Antipaladin mashed up with Gunslinger
The Archetypes used will be (Pistolero,Mysteirous Stranger) for Gunslinger, and (Dread Vanguard) for Antipaladin.

The build would be all in all pretty decent from what I've got so far, full bab with extremely good saves, alongside a few other nice goodies.

It likely isn't the best thing since sliced bread but I'm in love with the theme of a wild west-dhampir, shooting his way through town.
Also Elephant in the Room Feat Tax is available.

What I've got so far is-

1.Gunslinger - Rapid Reload
2.Gunslinger
3.Gunslinger - Rapid Shot
4.Gunslinger BF- Precise Shot
5.Gunslinger - Improved Initiative
6+.Antipaladin - From this point on we just keep taking Antipaladin till level 20, getting Extra Lay on Hands [Extra Touch of Corruption] to make up for our level deficit.

Now for the most part this guy won't be amazing for a while, he's going to still have excellent saves and decent damage to fall back on, as well as having the ability to heal himself and screw with people in melee to debuff them. Our real goal though, is reaching level 13 for the upgraded Beacon of Evil from Dread Vanguard that at level 8 Antipaladin lets us have a 30 foot AoE buff around us that now also lets us use touch of corruption as a ranged touch attack, therefore letting us use the Conductive property to supercharge our gun into a Debuffing machine, bolstered by the Pistolero sneak attack and the Mysterious stranger Charisma to firearm damage.

We're going to be the Fastest AND Meanest gun in the west.

Well that's that, nothing amazing but I think it has the potential to be extremely fun, if you've any suggestions for specific feats to take or a different class arrangement I am all ears!


Hey there! Recently two other players decided to drag me into a hardcore style campaign, low magic and the only available classes are Tier 4 And below from this Tier List
The DM is experienced and I know even with these restrictions we can have a rather fun time, we're all fans of the grit and grimy.

So far the other player has decided to play an Archetyped Unchained Monk (Hungry Ghost), he's going Dex based and his race is Drow.

Pretty edgy, yeah it has been decided that we're both evil, working for a mob style organization that at the very top is ran by a wizard who praises the god of Tyranny and Law.

Now here's what I need advice with! I'm considering playing one of three things. Bloodrager,Barbarian or Antipaladin.
Where he will be the graceful one, I shall be his "trusting" companion who can smash!
My stats on a flat 3d6 3 times and pick the favored have been 16,9,12,11,11,13

The problem I have is really just deciding between the classes and the build I would do, so I'd like your advice! Whichever you think is cooler or just plain better.
Below I'll list the pros and cons I feel are associated with each character.
Also quick note- Antipaladin has been house-ruled to be of any evil alignment, as is not restricted to fallen paladins but now acts more like the 3.5 Blackguard, champions of fiends and evil deities.

Antipaladin - He would be focused on an intimidation build, charisma firstly and strength secondary, a large knight-like individual with a commanding presence, working for the organization as a mission by his deity.

The con would be that Antipaladin takes quite a bit of gear for extra touches,conductive weaponry and levels to get going, which may be in very short supply this game.
Barbarian - I would likely go for the standard brutish barbarian beast totem, get invulnerable rager for DR and be a powerful Nordic-style berserker with a gigantic axe, or kick it up a notch and go prodigious two weapon fighting titan mauler with two greataxes.

The con would be that I posses no spells and simply rely on "I hit it and hope it dies", also it will be quite difficult to avoid fatigue if i can't overdose on Allnight or other items to ignore fatigue.
Bloodrager - The bloodrager would be a mix, either Aberrant or Undead bloodline being used in an attempt to combine the Barbarian and Antipaladin into a fearful-berserker build.

The con would be a mish-mash, on one hand I have spells but I'm going to burn them just as fast as a barbarian burns rage, and they're quite limited. Given the low rolls I likely won't be able to pump UMD up to reasonable heights in order to make up for that

The DM is willing to allow anything from 3rd party if first approved by him.

Well that's pretty much it, so tell me which one you think might be the coolest or mechanically sound to play, and if you have any suggestions for alternate classes I'd love to hear them.


Thank you for all of the comments everybody, I really didn't expect so many, and all of the branching topics were also interesting and gave me a few neat character ideas!
The character itself is finished, and I've come to appreciate EK a little bit more, after me and the DM gave it some more fluff to float on!


I would appreciate that very much if it posed no bother to you Blave.
Also the stats I rolled [if it makes any difference] are 17,16,16,15,12,12 [Insane, I know. Going to die the moment I get in game, I know it]

And also regarding what you said Kurald, yeah I know it's caster, I was just speaking within the two prospects Blave proposed where he had one more focused on martial, please excuse my constant forgetfulness to elaborate, I rarely do posts.


Alright, thanks for the large amount of quick replies everyone,I honestly appreciate all of these wonderful ideas, and I'm saving a few for some other backup characters! I've narrowed what I want to do down.

For now the simple EK build Blave suggested seems like the best course of action for what I have in mind,I've got a guide up to help me with feats and such but if you highly recommend any or have a spread already made I would greatly appreciate it!

If anyone has any other suggestions I'm still more than open to them, but the focus is definitely Martial > Caster. And if I really feel like it I can retrain at level 18-20 when my character gets grizzled and old into a full grouchy wizard!


Texas Snyper wrote:

If you're not set on doing arcane then a nature fang druid is a great divine fish archetype. You trade off wildshape for lots of slayer talents for fighting proficiency. You also get studied target to make up for 3/4 BAB and 1d6 SA, if you get the crocodile domain then you get some more scaling SA.

If you use your slayer talents to snag ranger fighting style then you can boost your preferred fighting style and can even go for a STR TWF build if you want.

I just have to quote this quickly and give you mad props!

Another friend of mine has been wanting to do a Martial druid for some time, he settled on base druid but this is exactly what he was talking about when we discussed characters, will pass this along!


Kurald Galain wrote:

It would really help if you specify (1) what level you're playing at, and (2) why you want to avoid the Magus.

The EK is not so much "utterly garbage" but neither is it a gish: it is simply a wizard with a sword in his hand. Because, if you're building a character specifically so it can use top-level spells, he's going to cast those spells and the sword is mostly irrelevant. What a gish needs is the ability to cast and attack in the same turn.

Ah, I apologize I should have specified that in advance!

1)We are currently around level 6, about to hit 7. The campaign will likely last until level 20, but that's still a ways off!

2)And I'd like to avoid Magus since we already have one in the group!

You have a fair point though, full caster won't care about the attack anyway, I might have to switch the topic toward interesting melee classes with light spellcasting supplement.


Hey there!

I've been trying to flesh out a character of mine build wise, and it's proving outrageously difficult to do! The simple but very edgy role-play I've got for him now is a Half-Githzerai (Using Half-Elf as a template) he's an outcast, has some creepy fey stuff in his story, but that's about it.

I want him to be a gish, a decent gish at that, I like mechanically sound characters. I've so far found that the general consensus is that Eldritch Knight is utterly garbage and everyone should just play a Magus. Although I've also seen some Sorcerer/EK stuff that looked pretty interesting.
And well here's what I need advice on: What sort of class/class combo would I need to pull off a decent melee fighter with 9th circle spells.
If you have any classes that do magic-melee well, have cool fluff and don't have 9th circle I'd still love to look at them, I just want to avoid mainly going Magus.
All third party stuff is allowed if first approved by the DM, and I rolled stats that can literally work with anything.

With regards, Krugdork!