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I know this has been done literally half a dozen times but I wanted to weigh in with my own idea for how to make Guts from Berserk.

Note that I'm going for more statistical accuracy for combat strength than full accuracy.

Also level is not included because I don't have a complete build just an overall idea and some third party stuff is included

Mythic Champion

Race: Human

Class: Two-Handed fighter https://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo-figh ter-archetypes/two-handed-fighter/ with Variant Multiclassing: Barbarian to get access to rage

Official Feats: Power Attack, Cleave, Great Cleave, Cleaving Finish, Improved Cleaving Finish, toughness, endurance, diehard, weapon focus/spec/gfocus/gspec/improved critical Greatsword, Raging Vitality, Furious Focus

Third Party Feats: Lighten Weapon (Greatsword) https://www.d20pfsrd.com/feats/3rd-party-feats/kobold-press/combat-feats-3r d-party-kobold-press/lighten-weapon-combat/

Drawbacks: One-Arm, One-Eye, Betrayed

Mythic Feats: Power Attack, Improved Critical (greatsword), weapon focus (greatsword), weapon specialization (greatsword) (one more I can't think of)

Equipment: Primitive Cybernetic arm w/ integrated weapons: Culverin and repeating Crossbow, can't be used on it's own (one-arm penalties apply) but built in "locked gauntlet" feature allows the use of two-handed weapons as though the user had two arms

Sticky bombs (120gp): These variant Cold Iron Pellet Grenades https://www.d20pfsrd.com/equipment/weapons/alchemical-weapons/#TOC-Pellet-G renade are covered in spikes. These weapons can be thrown at a specific target instead of a square or intersection; if they hit a target's normal AC they deal 1d3 points of piercing damage but if they at least hit a tiny or larger target's touch AC then they stick to their target and explode at the start of the thrower's next turn. These weapons can be removed with a DC 15 Dexterity check by a medium or smaller target but a large or larger target is unable to remove them before they explode.

Dragonslayer: Large Adamantine Greatsword: enchantments: +5, impact, evil outsider bane, ghost touch, Furious

Greater Artifact, (Cursed) Berserker Armor: This +5 Admantine Full Plate Armor grants the wearer a +6 enhancement bonus to Strength and Constitution and the Diehard Feat; if the wearer already possesses the Diehard Feat then they can stay alive and active until their negative HP is Equal to double their Con Score. If the wearer of this armor drops to negative hit points then they must attempt a DC 25 will save (too low?) or automatically enter a rage identical to the Barbarian's Rage; if they wearer already has the barbarian rage class feature then they get their Will Save bonus vs mind-affecting effects on this save (indomitable will also applies as this is an enchantment effect). When the wearer of this armor enters rage (whether voluntarily, as a result of this armor's effect or the "Rage" spell) they do not use up rage rounds if they are in negative hit points; if they are at negative hitpoints then they may act normally instead of disabled (taking a full round of actions) but take 1 point of damage per round regardless of the actions they take. The wearer must make a DC 30 Will Save to end the rage unless they are knocked unconscious or run out of rage rounds; they receive a +10 bonus to this save if they are out of combat. When raging, any limbs broken or otherwise disabled (but not amputated) are automatically re-set and ready to use on the following round, these effects return as soon as the rage ends. If the wearer already possesses the Rage class feature then their level of rage increases another "step": normal rage to greater rage, greater rage to mighty rage and if the wearer has the "mighty rage" class feature then their bonuses increase to +10 to strength and Con and +5 to will saves. Every time the wearer enters rage (whether voluntarily, as a result of this armor's effect or the "Rage" spell) they must make a DC 30 will save or shift one "step" towards the Chaotic Evil alignment, first to Chaos then to Evil; if the wearer possesses the "rage" class feature then they receive their Will Saving Throw bonus and "Indomitable Will" bonus on this save (only at the base, not the armor's "enhanced" version). This armor cannot be removed without Remove Curse or Break Enchantment (DC 30 to succeed). Unlike most greater artifacts the Berserker Armor can be damaged and sundered (even gaining the broken condition) but not destroyed through such attempts; if the armor is damaged in any way it automatically repairs itself at a rate of 5 hit points per round.

Flavor: Forged by dwarves, the Berserker Armor is a legendary suit of armor that will let the wearer fight until all their bones are broken and their last drop of blood is spilled. However to forge such an armor imbued it with a sense of evil purpose: the armor loves to fight but without the ability to move of its own volition it instead drives its wearer on to fight longer and longer no matter what state they are in and will not allow itself to be removed, literally pinning itself to the wearer and driving them on to greater acts of slaughter the longer it is worn.

Destruction: if worn by a lawful good mortal that does not enter rage for 1 year and successfully resists 100 attempts the armor makes to force rage, then the armor dissolves into a rusted mess.

Any thoughts? I've just never seen this attempt made to describe his weapons and armor as well as a build.


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Everywhere I find the Smart armor tech item the purchase price is listed at 18,500gp but the crafting cost is 14,00gp this is obviously a typo but it's never been errataed, do is it 14,000gp (excessive for its price) or 1,400gp (insanely cheap) or is it supposed to e 9,250gp (half price like most tech items) my players will probably get the 1,400gp price at this rate.


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I was going over my old Rifts books trying to figure out how to explain it to my group in a way that won't require a lot of notes to be taken. While this wasn't completel doable I started hammering out a system for miniature based combat in Rifts to smooth out some of the issues the combat system has and to allow the use of miniatures. It's still a rough draft and I don't expect anyone to like this but I thought I should post it to see what everyone's opinion was so I can refine it for when I finally do make a campaign for it.

Also there is no room for "Rift's sucks!" or other such comments, I don't care what you think of the Rifts RPG in general, I know it's a headache to get working has tons of power creep, really uneve classes, and has tons of issues from both the creator and the system itself, but I'm here looking for opinions on my system for tabletop miniature combat, not the RPG it's being made for.

Size
Most humans, D-Bees and RCCs are medium size. Due to lack of size bonuses/penalties the small size does not exist.
Power Armor is Large
Giant Robots are at least Huge
Dragon Hatchlings are Large by default but may adjust their size up to Huge or down to medium for half their total melee actions rounded up (if you have three you use one). After 2d4 in game weeks default size goes up to huge and maximum goes up to gargantuan.

Movement
Speed x 5 = yards per round
Speed x 15 = feet per round
Speed x 3 = squares per round
Speed = squares of movement per action
Maximum of three moves per melee
Diagonal movement 1.5 squares per move (1 then 2, 1 then 2 and so on)

Combat
Initiative: Rolled once (not per melee), creatures using sneak attacks or long range weapons get a +10 on Initiative rolls
Melee Attack Rolls 1-4 miss, 5-20 hit (apply modifiers)
1 on a d20 is an automatic miss
20 is an automatic hit and allows for a critical threat (reroll attack to determine critical damage)
All critical threats require confirmation roll with the same rules for hitting and dodging
Defender may dodge (using an action) or parry automatically in melee if their weapon is appropriate; if their defense roll is higher than the attack roll it misses.
20 on a defense automatically avoids
If both the attack and dodge are natural 20s then neither is a critical and the dodge is calculated normally (add modifiers and compare) but the critical threat is neutralized
Failed dodges or parries may attempt to roll with a punch from blunt or unarmed attacks to reduce damage by half (same rules as dodging or parrying but bonuses are different)
Characters are able to avoid all attacks, no line of vision is checked
If flanked, a PC must choose one of the flankers for parries and dodges each round and the other cannot be avoided unless the OCC or RCC allows it (such as the Juicer)
Appropriate Parries: unarmed combat where the defender is equal or greater than the defender (SDC defends against SDC, MDC defends against SDC and MDC, SDC cannot defend against MDC), SDC melee weapons and shields against SDC melee weapons, MDC melee weapons and shields against MDC melee weapons, SDC melee weapons and shields cannot defend against MDC melee weapons (Psi-swords and Psi-shields count as MDC melee weapons for the purposes of parrying), and MDC materiel shields can parry ranged attacks but the shield takes damage when doing so.

Ranged attack rolls 1-7 miss, 8-20 hit. Rules for critical hits and dodges apply as normal
Dodging ranged attacks is at -5 if attacker is 15-50 feet away (3-10 squares), -10 if less than 10 feet away (0-2 squares between attacker and defender)
Normal attacks take 1 attack action
Burst attacks take 1 attack action W.P. bonuses reduced by half (round down ie +3 becomes +1); if not proficient at -3 to hit
Aimed attacks take 2 attack actions and have +2 to hit
Called attacks may target specific body parts and takes 2 attack actions; a target’s head, giant robot’s eye or any other small and hard to hit target is made at a -4 to hit
A called attack may be made as an aimed attack for three attack actions with a+@ to hit (stacks with called shot penalties against small targets)
Rapid-Fire pulses take one attack action but aimed and called shots reduce all bonuses (from WP or aimed) by half rounded down
Shooting a moving target is -1 plus an extra -1 for each 50 mph (80 kph) of the target’s speed
Shooting Blind (without looking) -10 to hit
Shooting wild is -6 to hit. Shooting wild occurs in the following scenarios: character is emotionally distressed (scared, enraged, distressed, Crazy Frenzy), drunk, shooting from a moving vehicle, shooting during movement, or while hanging upside down
Shooting up to 30% beyond normal range is -5 to hit

Attacking with two one-handed weapons (melee or ranged) and WP Paired Weapons counts as one attack but cannot used the aimed attack action with ranged weapons. Characters without WP paired weapons can only make one attack at a time even if dual wielding.

Cover, Concealment and spotting
Medium and smaller characters out of power armor are assumed to be crouching behind chest high or higher cover when not attacking, provides improved cover (-8 to enemy attacks) at the start of combat; if a character attacks or spots during a round they only have normal cover (-4 to attacks) for the rest of the round. If a character does not attack or fires blindly (-10 to hit) they have total cover (cannot be directly targeted) except for their weapons (called shots at -4).

Spotting ally reduces blind firing penalty by half (-5)

SDC cover provides total concealment from MDC ranged attacks if aimed at the right square instead of trying to overcome cover (50% miss chance). MDC cover cannot be shot through and must be destroyed. SDC cover takes 1/10th the damage from non-plasma, non-explosive weapons (10 per point of MDC, SDC damage below 10 does nothing).

Typical cover has 100 SDC per square or 100 MDC per square, half a square has half the SDC or MDC

I'd like to hear your opinions on this system I've hashed out over the course of a couple days


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I do like this archetype, for iron god's at least, but I do see the problem. The way I read it, and would probably house rule it would he to treat it as weapon training, +1 to hit and damage at each interval, and neither stacks with weapon training.


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I don't have a question about the rules surrounding it's usage as pertains to how each class can use it, I have house rules for that. What I want to ask is, similar to fighter weapon groups, what each craft or profession sub-skill allows you to create using Craft Wondrous item.

Obviously (Weapon) (Armor) and (Bows) let you make weapons/bolts, armor/shields, and bows/arrows but the other ones are a bit less clear, unless they open up all the possible crafting skills, which I assume they don't.

I'm sorry if this has come up before but a quick search yielded no results so here are my tentative ideas for which craft skill allows which item. I've chosen to leave out Profession because the way I see it a master craftsman works (in lore) by weaving the natural magic that suffuses the air in a fantasy setting into the items the create as they make them, something a Craft skill would be needed for to make the fine adjustments but not a Profession skill, just my personal opinion.

Master Craftman Wondrous Item sub-skill groups

Alchemy: Any non potion liquid, such as elixirs

Armor: All armor and shields but also Helmets, Bracers, gauntlets and greaves (armored boots)

Baskets: nothing I can think of

Books: Blessed book, Attribute boosting books, other books and tome related items, no Golem Manuals as they require spell trigger and completion to use

Bows: All bows and arrows

Calligraphy: nothing, as scrolls can't be created and books are more about the binding than the writing

Carpentry: Druid wooden armor with the ironwood spell, maybe? can't think of many wood based wondrous items off the top of my head

Cloth: cloaks, bags of holding, veils (if that's an item), portable hole, carpet of flying

Clothing: Shirts, vests, gloves, hats, belts, bracers (or would those be armor?), headbands, cloaks (I'm pretty sure a skilled tailor could make cloaks), robes

Glass: Goggles, lenses, glasses, bottles of air, endless water, smoking and so on

Jewelry: Amulets, necklaces, chokers, crowns (headgear that is mroe jewelry than clothing), bracelets, earrings (if those are an item)

Leather: belts, handy haversack, bags of holding (IMO this is for simple leather items that don't need to conform to a specific body's shape, so no gloves or boots or other clothing)

locks: Magical locks and keys (since keys are created with locks)

paintings: magical paintings such as Animated Portrait

Pottery: Magical bowls such as "Bowl of Conjuring Water Elementals" or other such things

Sculptures: Figurines of wondrous power and similar small or large statuettes

Ships: Folding boats, Apparatus of the crab (maybe?), other seafaring style items

Shoes: Boots and shoes

Stonemasonry: Not sure here, can't do Golems cause that's a bit much, maybe magically enhanced walls?

Traps: can't do magical traps because they require spell trigger or completion

Weapons: All weapons except bows and arrows

That's my tentative list of craft Sub-skills and what magic items that Master Craftsman lets you make. Any comments or suggestions on these, just taking the list from the Core Rulebook and the different sub-skills suggested under Craft.