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We've been theorising characters for a possible game, one where everyone plays adventurers based in a university; essentially, they'd all be brains-based (rather than my usual tendency to play savage barbarian types!) I quite like the idea of a character who favours technology over magic as their area of study, going in all guns blazing with a bit of an iron man fetish; heavy armour, firearms, bombs, the works. All of which sorta suggests an alchemist with a level of gun tank (and the inevitable explosive missile discovery). But I'm not entirely sure how to build it - I'm leaning towards a level of gun tank followed by a Hyde-style character?
It's looking like the campaign we're going to play next is Hell's Vengeance - so good job I've been looking at Asmodean anti-paladins, then. But the others are still debating. One of the others is really interested in playing something along the lines of Skyrim's vampire lords - a normal person one minute, a feral winged monster the next. So we're wondering how to build it. Dhamphir seems a no brainer, though I suppose there's an argument for skinwalker (with an undead bloodline, perhaps). I suggested an Alchemist, but she's more tempted by Mutation Warrior, maybe with a barbarian dip. She's mostly concerned about ripping out throats with fang and claw, but neither of us really knows what we're doing with natural attacks.
I've had a look through the various Faith books recently (Purity, Corruption, Balance), and one of the cool things in them is the variant paladin/antipaladin codes - the antipaladin of Besmara has a particularly cool one. I was particularly hoping to find one for an Antipaladin of Asmodeus in Faiths of Corruption, but of course the book predates the Tyrant archetype from Ultimate Intrigue. Which is a shame, because I quite like the idea of a Chelish holy knight who's every bit as dashing as a regular paladin! So, what would people suggest as something to put on a more formalised code for that sort of character? Personally I think it needs a bit of good old Cheliax patriotism thrown in to kick it off and really drive home the Lawful aspect.
Hey guys! So I'm considering a Skull & Shackles character, and I've okayed a concept with the GM. The idea is to play a tiefling antipaladin for two levels, then multiclass into sorcerer - from there, dragon disciple and eldritch knight are the idea. Trouble is, I've never built a gish character before, so I'm looking for some help. There's probably a few things I should mention first. 1.) I'm not really interested in playing a magus, bloodrager or straight cleric - mostly because I'm after the versatility of the wizard spell list. I've never really played with it before. 2.) My GM mentioned that tieflings appear to qualify for Eldritch Knight through their darkness ability, so if I'm interested in jumping into that sooner he'll look into it properly and make sure it won't completely overpower me or anything. So it might be an option for the build. 3.) I really like the look of the Tattooed Sorcerer archetype. Tattoos are pirate-y. On the subject of piracy, I'd also really like to avoid armour if possible. 4.) I'll be a worshipper of Besmara, and my GM has okayed me taking a few liberties with the antipaladin in theory - again, we'd have to talk it over. But there's a good chance I'll be chaotic neutral rather than chaotic evil - it'll be re-fluffed as Besmara awakening my latent fiendish heritage in exchange for following her code (and the ship's articles) with the same enthusiasm you'd expect from a regular paladin/antipaladin. 5.) It's probably a daydream, but I really want the level 9 spell Salvage. Level 9 spells don't kick in for me until 20, so is there any way of getting that off sooner? I've got this mental image of captaining a patched up wreck from Shackles legend, like something out of Pirates of the Caribbean. It's not a deal breaker, but it is something I think would be awesome. Thanks guys!
Hello! I’m completely new to Pathfinder (and only had a tiny bit of experience of 3.5), but it looks like I’ll be playing in a campaign soon. Me and my partner have been discussing character ideas, and both really like the idea of playing her playing a mounted warrior and me playing the mount, through the Synthesist summoner. Trouble is, neither of us particularly knows what we’re doing. I know I’d like to play a wyvern-like eidolon (i.e, a winged lizard with no forelimbs), but beyond that we’re not even sure which sort of class she should play – the dragoon fighter seems obvious, but lots of classes have mounted archetypes. I’ve also been largely inspired by a new Warhammer miniature – the orc Mawcrusher: https://www.games-workshop.com/resources/catalog/product/600x620/9912020903 2_MawKrusha01.jpg I’m genuinely tempted to pick it up and dust off my old conversion skills, so I’d be looking to get a fair approximation of the beastie. Size seems to be the biggest factor – our GM has stated that 90% of the game will take place out in the open, but will include stops in towns and cities and the occasional bit of dungeon crawling – I know they’ve been reading the Jade Regent adventure path, and that we’ll either be playing that or a similar long trek with caravans. I’ve done a bit of research – a lot of people seem to think the synthesist is broken, but have also said that it’s fine if you don’t optimise it. I don’t want to break the game, but I do want to function strongly. So how should I build the synthesist? And how should my partner build her rider? Are there any tricks or play styles we should consider? If I’m not always able to turn into a giant scaly death-monster, am I going to be a lot of dead weight for the party? |