Fighter

Malthus Krieger's page

23 posts. Organized Play character for Find_a_Hones.



Grand Lodge

Hello everyone!

I was thinking about an interesting thought experiment:
How would a group of Pathfinder Characters be able to survive (or maybe even prosper?) in the universe of Warhammer 40K?

I have read threads about the opposite of that (what kind of characters would W40K persons be in PF and such), but this way around seems quite interesting to me.

As people familiar with the Warhammer 40K universe know: It is basically a grim dark SciFi universe on massive steroids. The standard point of comparison with such thought experiments would be the Space Marine. Which is a MASSIVELY genetically enhanced superhuman capable of crushing skulls with one hand and a fighting capability that far exceeds anything normal humans are capable of doing by a longshot. Plus most likely at least several decades and most likely centuries of experience. And that is BEFORE they get clad in their power armor.

Correct me, if I am wrong, but I would sort a regular Space Marine along the lines of a lvl 12 to 15 human fighter (at the very least). As I gathered from several threads over the last years from different discussions and forums, the peak of "normal" human potential lies about lvl 5 to 6, so lvl 12 to 15 seems quite adequate to me for a regular Space Marine.

Long story short, my question is: How would a single PF character (more or less high end, lvl 15 to 20) fare in the universe of Warhammer 40K?

How would a group of such cahracters fare?

Would they have some chance of making some minor difference in the grim dark future of the 41st millenium? Or would they be wiped out near instanteneously?

Looking forward to an interesting exchange.

Grand Lodge

Hello everybody,

first of all: I have no idea, if I put that in the right forum, so if necessary, please put it where it should belong.

To the topic:
I LOVE the type of high fantasy DnD and Pathfinder represents. I grew up with the books of Salvatore and the like and read them approximately a million times. The cosmology and some of the ecology (maybe?) is my absolute ideal for a fantasy setting.

That said, how problematic is it - from a legal point of view, as well as from a "cheapness" point of view - if I decided to use parts of that cosmology and principles in a world for a novel of my own making?

Stuff that concerns me, for example:
The dragons. I love the concept of chromatic and metallic dragons with respect to Good and Evil.

The planes. Plane of fire, earth, shadow, etc; the nine hells (don't have to be nine ;) ) the abyss and such.

Some of the races used, especially the half-races. Is Tiefling a universal thing in fiction? Or is that pretty DnD/PF specific? Same with other half-breeds, like Aasimars, Planetouched and the like.

Also the type of magic, with the spells and such. Sure thing, a Fireball is probably one of THE most universal things. A Grasping Hand... less so.

My concern is, I don't want my world to feel like a cheap rip-off, but i really love the feeling of the DnD/PF universe.

Am I overthinking this? Or would it even have legal consequences if I have a character with Red Dragon ancestry or a Tiefling show up in my book or something along those lines? Should I just rename those "races"?

Input would be much appreciated.

Thanks in advance,
Malthus

Grand Lodge

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Hello everyone!

In our current home campaign we took over the base camp of a small mercenary company - no, not by force, their commander died and one of us became the new one - and now we are thinking about stuff we definitely need to fortify it and give us other benefits.

Our main job by leading that mercenary group is to keep the roads and trading routes in a small part of the River Kingdoms safe.

It is a rather small camp with a palisade wall around it. There is a small river next to it and it is in close distance to a rather large city (Daggermark). We already built a watchtower and dug up a small trench around the palisade wall.

We have 2000 Gold to spend for stuff we need in there. We already have some basics like tents, a forge, one or two wagons, some horses and such stuff. I am looking for interesting and useful stuff/tools/whatever that could help a small, just starting-out mercenary company.

We already thought about buying a ballista and mounting it on top of the watchtower. The mercenaries themselves are geared out and we already "acquired" some "voluntary donations" of further gear (armor, weapons) through the generosity of some bandits that troubled the region.
Other stuff I thought about getting were:

- an alchemists laboratory (for one of our PCs and for general use)
- a stash of alchemists fire and similar stuff (flexibility against certain enemies)
- some sets of manacles and chains (hey, we ARE responsible for the security of the region)
- first aid kits
- some emergency healing potions (small ones)
- camouflage nets (for smaller outposts at certain points of interest along the roads)

I am eager to hear other suggestions, maybe by some people who were in a similar situation.

What stuff did you need? What did you realize was invaluable or extremely useful?
What was in hindsight a bad investment?

Plus:
What kind of spells are useful in a situation like that? (useful for fortifications, for sustaining a group of mercenaries, for keeping an eye on the region, etc)

Thanks in advance for your help!

--Malthus

Grand Lodge

Hello fellow Pathfinders!

That's my first post in this forum and I am about to create my very first PFS fighter. For this task I need a little help from the more experienced face-smashers and/or belly-gutters here.

Malthus Krieger is a human. That much is certain. He follows a long tradition of other human fighters I had in several other RPGs both online and offline, that were carrying the same name.

I'd like to play him as a type of clever and tactical maneuver/defender fighter with maybe a dash of skull-bashing.

I looked over the Pathfinder fighter (I have experience with DnD 3.5, but they are quite different) and some of the archetypes and I am not sure what I should go for.

I really don't want to lose armor training I and II; the ability to move quickly in heavy armor seems extremely valuable to me, as my experience with fighters is that they often lack mobility when they want to wear the heavy stuff.

I narrowed it down to the Martial Master, the Mobile Fighter and the Unbreakable. Those three seem to represent best what I would like to play. Also I don't want to play some obscure mutation stuff or anything; I want to play a "classical" fighter. Plus the build should be PFS legal and i would prefer the regular books and not some really niche things, because I need to buy the source material.

Concerning gear and tactics I thought about using polearms, because of the reach and combining it with feats like Combat Reflexes, Combat Expertise (prerequisite) and combat maneuver feats (Improved Trip and such).

Any advice you'd like to give me is much appreciated! Ability scores, feats, archetypes, tactics and equipment; all that is up for debate.

Thanks in advance!

--Malthus