|
MaxBarton's page
272 posts. No reviews. No lists. No wishlists.
|


Rosc wrote: Fair warning: Reach and Improved Damage only apply to a single attack, even if the attack type comes in pairs. Maybe put reach on the tail?
Guessing by the massive list of evolutions, this is an APG Eidolon, right? Neat. Tentacle may be a decent attack if you want to represent that tongue-thing. You can also flavor it by putting Reach on the Bite. The climb speed evolution also seems fitting.
Bonus if your Summoner has a horiffic scar on their stomach, representing the first time their Eidolon was "summoned" into the world.
Ok, I love the idea of the scar. That's awesome.
I am enjoying the benefits of an APG Eidolon, but have considered switching to the "chained" version. However, that's only a small possibility dependent on my GM.
Thank you for pointing that out about the reach feature, I didn't realize that. However the improved damage applies to an attack type, not a single attack.
"Select one natural attack form and increase the damage die type by one step."
I may switch the reach to bite. It'll emulate the bite focus from the movies.
If I were starting at level 1 I would probably agree, but by level 6 it's got enough strength to easy fit the mold and feel of the drone from the original alien.

So we all know that Alien Covenant is quickly approaching theaters and it lead me to looking closer into the Xenomorphs.
I had an idea for a character based around the idea of David with an Eidolon based on the iconic Xenomorph. I'm hoping to call upon the brilliant minds of the pathfinder community to help me pick the most appropriate construction for this monstrosity.
I'm not as worried about my summoner itself, unless you have a suggestion for taking extra evolution a certain number of times. The character is a half-elf with using the alternative class bonus for the extra evolution pool.
The current design I have at level 6 is what I'd call the drone:
Body: Biped
Evolutions: Claws x2, Rend (claws), Energy Attacks (acid), Ability Increase, Strength, Tail, Reach (Claws), Improved Damage (claw),
I'm looking at a lvl 20 build I'd call the Queen:
Body: Biped
Evolutions: Claws x2, Bite (and improved), Huge Size, Ability Increase Strength, Improved Damage (Bite and Claws), Reach (Claws), Rend (Claws), Tail, Sting, Energy Attacks (acid), See in Darkness, Acid Immunity
Any thoughts or suggestions? I've also considered switching to a quadruped, but it seems to deviate from the movies. But it also seems appropriate to maybe going with a pounce build.
Thanks for the help everyone!

CBDunkerson wrote: What KIND of shield are you looking at? Light? Heavy? Buckler?
Personally, I'd suggest two lights shields, or two bucklers along with the Upsetting Shield Style feat to allow you to bash with them. Light shields would allow you to use your hands for most purposes except wielding weapons. Bucklers would allow even weapons, though some would be at penalties unless you also took the Unhindering Shield feat (which would have the added bonus of allowing you to retain your shield bonus to AC while attacking with both shields, but also requires Shield Focus as a pre-req).
If not taking Unhindering Shield then you should look into some other 'retain your shield AC' option such as the Improved Shield Bash feat. Also, for some versatility (e.g. ranged options) you might want to take the Equipment Trick feat for your chosen shield type.
I'm thinking going with light shields, especially after your suggestions. I'd not noticed the Upsetting Shield Style, which would be a nice bonus to AC against the enemies I attack. The only disadvantage would be no shield spikes or purchasing the bashing enchantment.
And the Vigilante talent Shield of Fury gives my character improved shield bash as a bonus feat.
Darksol the Painbringer wrote:
Shadow's Speed, while useful, isn't crucial to your build. I'd delay it, or even remove it entirely. Shield of Blades is certainly more powerful than that.
Shield-Bearer trait gives a +1 Trait Bonus to damage rolls, and allows you to grant a +2 Trait Bonus to AC for an ally for 1 round as long as they are adjacent to you, 1/day. Otherwise, just go with cookie cutter stuff.
I'd consider revamping your feat and talent trees; they seem out of place and not in a good order of selection. Several of them aren't even worthwhile to take (such as Improved Critical, which is really only good for 18-20, or even 19-20 weapons).
I'm not entirely sold on shield of blades. At level 4 it means I'd gain +1 over my current shield bonus, and it does of course go up from there, but +20 land speed seems exceptionally good. Once I have mad rush it will basically prevent any enemies from being out of range of my pounce attack. Granted having the extra AC would be helpful on the d8 HD.
Honestly most of the abilities after level 13 are more tacked on, as it's extremely unlikely for the campaign to go over level 13. The only reason I threw improved critical on at that point was based on the sheer number of attacks I'll have at that level.
What other abilities seem to be out of order?
Oh wow, that's an awesome trait, thanks Cass!

While Captain America is great at punching people and throwing shields, Captain Beatdown decided to just use the shield (or in his case shields) to just tear his opponents down. The vigilante felt like a great way to accomplish this particular build, especially with the wondering shield of fury talent.
Here is the build I've been working on and wanted to get a bit of input from the experts. Race-wise I am stuck with Human due to the particular campaign... not that being a human is in any way bad. Also, I haven't had a chance to hunt for any traits yet, and this is the first campaign I've been in that has allowed them.
Captain Beatdown will be using TWF with a pair of Spiked Shields to kill his opponents.
Captain Beatdown
Class: Vigilante (Avenger)
Race: Human
Traits: ____________, ______________
Stats: (We use a strange very high rolling system in some games)
Strength: 20 (18+2)
Dexterity: 14
Constitution: 17
Intelligence: 15
Wisdom: 15
Charisma: 16
Stat Increases:
4 - Constitution
8, 12, 16, 20 - Strength
Social Talent
1 - Social Grace
3 - Renown
5 - Many Guises
7 - Quick Change
9 - Mockingbird
11 - Everyman
13 - Immediate Change
15 - Feign Innocence
17 - Any Guise
19 - Subjective Truth
Vigilante Talent
2 - Shield of Fury
4 - Shadow's Speed
6 - Signature Weapon (Spiked Shield)
8 - Cunning Feint
10 - Close the Gap
12 - Mad Rush
14 - Unkillable
16 - Strike the Unseen
18 - Expose Weakness
20 - Armor Skin maybe?
Feats
Human Bonus - ???? (Improved Initiative)
1 - Power Attack
3 - Double Slice
5 - ???
7 - Improved Two-Weapon Fighting
9 - Shield Slam
11 - Shield Master
13 - Greater Two-Weapon Fighting
15 - Two-Weapon Rend
17 - Improved Critical (Spiked Shield)
19 - Bashing Finish
Captain Beatdown is working with his friends the fighter, gunslinger (musketeer), and bard.
I'm very open to the idea of changing the order around on some of the abilities, but this was really my starting point. Are there any ways to improve upon the current plan, or any problems you guys see with the build?
Oh this is exciting news!

My group is currently starting up a new "high-powered" campaign. We rolled stats, and in comparison to most of the group mine turned out sub-par. While in a normal game these would be very good stats I'm a bit worried about surviving in what may be a tough game.
Usually I don't have too much trouble picking up a race and class. I feel I need to optimize more than I normally would for the game, and I'm not for lack of knowledge in that regard; but I don't want to design a character just for the sake of power gaming.
So far the group consists of a fighter, investigator and summoner.
My stats are
16
16
14
13
13
12
Most others in the group have multiple 18's and 16's. On average I'd say there is about a 2 point per stat difference.
I want to avoid playing a synethist summoner because our group already has one summoner. I would also like to avoid gunslinger as I just finished a game where I played one.
The DM is allowing any race, class, and alignment, including third party content. I'd rather avoid the latter unless it is psionics.
I know a straight spellcaster may be the best route, but I wanted to see what options the experts might come up with. Any suggestions?
The extra feat is good I guess, but I don't like loosing the proficiencies. Also I feel vanilla deeds are better than mm with advanced firearms.
If I do go gs5 is there a better multi class option than straight fighter?
My Self wrote: Since you've got a rifle, you're going to need Musket Master. Hands down, Musket Master is the best way to use a two-handed firearm.
Antipaladin 2 is strong if you need a smite and Divine Grace in another form.
There are some Barbarian archetypes that give you Dex in a rage. That might be nice for a level or two, especially if you can find another way of advancing your effective level for rage powers.
Sohei might be fun, if you can get past the 6 level hurdle. Gun-flurry for the win.
Musket Master looses almost all of its benefits with advanced weapons. If I were using standard firearms I'd agree with your assessment.
Sadly paladin is banned from the campaign. It's a non-good game where we work for basically a mob boss in a middle eastern type setting. So my character is a hired assassin. Also several players are newer to pathfinder so the dm chose to forego traits to avoid extra rules.
Sorry, I forgot to mention those restrictions.
Edit: N. jolly, I'm aware of the several limitations and drawbacks of firearms (I've read your guide quite a few times lol), but I was enjoying some of the backstory I worked out with the dm for a gun using character. I'd definitely agree with you that the Bolt Ace would probably be superior or at the least equal to the current character build I have.
Also great guide btw, I'm a huge fan of your many guides (I look forward to more clarifications on the kineticist for future characters).
So I'm currently involved in a high power, high loot game. I decided to go with the gunslinger for my character and my race is Tiefling (Faultspawn). My stats are as follows:
Str: 14
Dex: 19
Con: 15
Int: 13
Wis: 18
Cha: 14
As this is a high power game (or so my DM has informed me) he had me start with a Rifle... yes a rifle.
So I'm trying to decide if I should go 20 levels of gunslinger, and what archetype if any... or if I should go 1 level gunslinger and the rest as a trench fighter. I don't feel the gunslinger does very much for me since I'm used advanced weapons. What are everyone's thoughts?
Also, any other build suggestions are appreciated.
On a side note, this is a gunslinger based in an emerging guns setting, not guns everywhere.
Would an unchained summoner still be able to use the synthesist archetypes? I don't see any conflicts, but wanted to check with the community.
I'm looking toward designing a Gene Starwind character for an upcoming game, but spellslinger feels wanting. I want to effectively use guns and emulate a caster gun. Any ideas?
Thank you for your time. I'm actually going to have to cancel one of my orders. I need Order 3313029 cancelled. My finances have made this purchase no longer possible. (Cars are evil and like to break down when you least expect it)
Thank you for your assistance.
I wanted to inquire about my 2 pending orders on when they would be shipped. One has reached 14 business days and the other is at 13 business days since the order was placed. Any information would be appreciated.
Orders 3313029 and 3305595
Thank you
I realized after finalizing my order that I forgot to add the Pathfinder Campaign Setting: Technology Guide (PFRPG). Would it be possible for me to have the item added to the order?
Thank you in advance (one way or the other).
Thank you, it looks perfect!
I would like to go ahead and submit my order, though I believe that I will drop the Dungeon Life: Magna-Map Combat Grid from the order. I was curious to try it out, but not quite that curious lol.
I would appreciate you helping me to finalize the order though! Thank you so much for your help!

I'm looking at making a fairly large order ($140) and was trying to figure out how shipping is being figured. I have 13 items in my cart, however in the area it shows shipping it indicates 5 items in the shipment and all the others listed under "Other Items."
Currently if I place the order it only has a total of $14 in shipping. I know that this cannot be the correct total, and I don't want to place my order and then have large amounts of shipping costs added after the fact.
Here is the 5 in the shipment...
Dungeon Clings: Pits & Stairs
Dungeon Clings: Boulders & Rubble
Dungeon Clings: Trees & Bushes
Dungeon Clings: Sampler Pack
Dungeon Clings: Ponds & Streams
Shipping & Handling
5 items. Estimated package weight: 1 lbs.
14.39
Here are the Other Items...
Dungeon Life: Magna-Map Combat Grid
GameMastery Figure Flight Stands
D&D Miniatures—Lords of Madness: Astral Giant
D&D Miniatures—Harbinger: Cleric of Yondalla
D&D Miniatures—Harbinger: Human Wanderer
D&D Miniatures—Dragoneye: Barbarian Mercenary
D&D Miniatures—Giants of Legend: Sword of Glory
Pathfinder Battles—Reign of Winter: Red Dragonkin Rider
I'd like to be able to find out what my full total would be before I place any order. Can anyone tell me?

Wow, I can't believe I missed that. I guess I shouldn't work on builds so late at night lol. So drop the rage powers at one and delay them till 8. I'd definitely drop internal fortitude and spell sunder.
The only thing I wonder about the beast totems is how effective it will be. In comparison to what I have now. I'll do a level 20 comparison to see how all the benefits will eventually add up.
Current(removed internal fortitude and spell sunder):
Superstition: +7 to saves vs. spells
Witch Hunter: +6 damage vs people and creatures that can cast spells
Reckless Abandon: +6 to hit, -6 AC
Come And Get Me: On both builds
Beast Totem Method:
Lesser Totem: Gain claw attacks (1d6 dmg)
Totem: +6 natural armor
Greater: Gain Pounce
Come and Get Me: On both builds
I'm just not sold on how good that trade is. I realize that pounce is an excellent ability, but I feel like the additional chance to hit and saves outweighs getting a few additional full attacks off.
Would Aberrant perhaps be a better bloodline? It opens up the Aberrant Tumor feat and extends my reach by 5 ft. Granted I'll be giving up a lot of defensive power in that trade.

I've been toying with the idea of the bloodrager and wanted to get some feedback and advice. I ran out of time tonight to get everything finished, but I wanted to get it posted and start refining the build. Thanks!
Class: Bloodrager (Primalist)
Race: Aasimar (Angel-Blooded)
Trait: Fate's Favored, _________________
25 Point Buy
Str: 19 (13)
Dex: 14 (5)
Con: 14 (5)
Int: 10
Wis: 10
Cha: 14 (2)
Bloodline: Destined
Feats:
1: Power Attack
3: Weapon Focus (Greatsword)
5: Combat Reflexes
6 (Bonus): Intimidating Prowess
7:
9: Arcane Strike
9 (Bonus): Improved Initiative
11: Reckless Rage (-1 attack, +3 damage)
12 (Bonus): Endurance
13:
15: Extra Rage (+6 rounds)
15 (Bonus): Diehard?
17:
18 (Bonus): Endurance?
19:
Feats to consider (Aberrant Tumor)
Stat Increases: Strength for every point
Bloodline Powers:
1 - Rage Powers: Superstition, Reckless Abandon
4 - Fated Bloodrager
8 - Rage Powers: Internal Fortitude, Witch Hunter
12 - Rage Powers: Come and Get Me, Spell Sunder
16 - Unstoppable
20 - Victory or Death
I'm considering going with some beast totems on the powers instead to gain pounce, but I don't feel like I'll be gaining enough for what I'd sacrifice. Thoughts?
Spell Sunder seems good, but I feel like the check may be too hard to pass, opinions?
I'm still trying to work on the feats, so that is why several of them are blank.
Is the crossblooded archetype worth doing? I feel like after Primalist I'd never actually not either take the bloodline ability of rage powers.
The only thing I'm not changing with the character at this point for sure is the race and class. So any other suggestions, I'm very open to hear. Thanks for all the help!
Thanks for the advice guys! I ended up going with a paladin with an oath of vengeance. I think it should work out pretty well.
Today I have a game starting and I just found out my party has nobody for melee other than a single animal companion. The party consists of a cleric, ranger, and gunslinger.
I'm looking for advice on what some of the best melee builds are. The swashbuckler and slayer look like fun, and I'm a bit exhausted on playing a 2-handed fighter (or rather seeing them played). I'm really open for any ideas at this point, and psionics are allowed in the game.

Reynard_the_fox wrote: With their flexible casting and access to both bloodlines and arcane schools, Arcanists definitely have the potential to be the best blasters out there.
Your build looks very solid to me. Picking Fire Snake as your Magical Lineage spell will mean you won't really get into top form until you're in the teen levels, but I can definitely understand wanting to pick something other than Fireball.
If I were you, I might trade out Rime Spell or one of the DC-boosters for Improved Initiative, or maybe Extra Exploit: Familiar (and pick an initiative-granting critter). It's really nice to be able to get blasts off while the enemies are still all clustered together, and before your teammates go charging in to beat them with sticks. The Reactionary trait helps with that, too. Your current +2 is pretty paltry.
I wouldn't worry too much about getting Spell Penetration - just use your Greater Metamagic Knowledge to grab Piercing if you're expecting foes with that oh-so-irksome spell resistance, and always have a no-SR spell or two in your back pocket.
I'm curious what the story behind this guy is. :p
Well the story is that he has grown up learning about the various forms of magic, but because of his slight orc ancestry he tends toward more violent spells. So he'll use any spell, but when something makes him angry, he's all about the explosions.
He currently traveling with a group of mercenaries preparing to take a job.
I may keep in mind changing Rime Spell later. This is the GM's first game, so I'm not sure what type of monsters he'll be using. Plus, Improved Initiative is nice to have.
It's still working for me.

Alright, I'm having a go at an arcanist build focused around evocation. I believe that the arcanist may be the best blaster out there with the ability to mix sorcerer and wizard abilities. I haven't been a player in a long time, usually I DM, so my knowledge on optimizing a blaster is limited.
Also, I am aware that battlefield control is superior. Luckily as an arcanist you can still learn those spells and throw them on your prepared list in case you need it. I just want to have the chance to blow stuff up, but I want to do it right.
Here is what I have so far.
Class: Arcanist (Blood Arcanist Archetype [Orc])
Race: Human
Trait: Magical Lineage (Fire Snake)
Str: 12
Dex: 14
Con: 15
Int: 19
Wis: 12
Cha: 16
Feats:
Bonus: Spell Focus (Evocation)
1: Mage's Tattoo (Evocation)
3: Spell Specialization (Burning Hands, Fireball, Fire Snake)
5: Extra Arcanist Exploit (Metamagic Knowledge) Intensified Spell
7: Empower Spell
9: Rime Spell
11: Greater Spell Focus
13: Extra Arcanist Exploit (Metamixing)
15: Spell Perfection (Fire Snake)
17: Maximize Spell
19: Quicken Spell
Stat Increases: All go into intelligence...duh?
Exploits:
1: N/A
3: N/A
5: School Understanding (Admixture)
7: Quick Study
9: N/A
11: Greater Metamagic Knowledge (Dazing)
13: Potent Magic
15: N/A
17: Swift Consume
19: Suffering Knowledge
Damage Bonuses:
Orc Bloodline: +1 per die
Admixture to overcome resistances/immunities
After Level 11 you can trade out Dazing Spell for any other metamagic for fun and need
I'm debating dropping the tattoo feat and being an elf to overcome SR. Thoughts? The feats are definitely the area I'm truly not sure on.
I'd appreciate any feedback and advice.
Very nice! Thank you for the necromancer advice. I didn't know about Experimental Spellcaster. I'll take a look into it.
If I use the Arcanist it won't be for a necromancer. It would be for more of a standard wizard build. Any advice for prestige classes that don't totally destroy your ability to be a caster?

Alright, so I'm trying to work on making 3 characters at once for various campaigns and I'm about to go crazy! I've figured out 2 of them, and I'm needing some advice for the final character. Here are a few baseline facts...
Stats: 17, 16, 15, 14, 12, 12
Books Allowed: All, including 3.5 with DM discretion. I'm not really looking to get too involved with 3.5, especially if it smells of cheese.
I've been bouncing around a few ideas and I noticed the final versions of Arcanist and Shaman are out. Both of these classes have definitely caught my eye (unlike the warpriest that I was so hopeful for).
I love the spellcasting mechanic of the Arcanist. I've been wanting something like this forever! However, I find the rest of the class very... meh. Maybe I'm missing something about the exploits, but they don't seem that good. So my thoughts were about prestige classing, but to be honest it's something I've never looked much into in Pathfinder. Are there any good prestige classes that work well with Arcanist?
As for the Shaman I was wondering if there might be a good way to make a necromancer out of them. I realize they don't have access to all the necromantic spells, but I'd like to create a couple of large bruisers and go around with them. Or is this a class I should overlook in favor of the Juju Orcale?
The races are locked. The players specifically mentioned what race/class combo they wanted other than the halfling. They wanted to be halfing (hobbit), but didn't care as much about the class other than being a gardener.
I don't expect this to be a high powered campaign, and they'll only end up as E7's. It's not quite my normal campaign style, but I can keep the difficulty in check. And eventually when they hit 7 they can start adding points to their stats.
If this was my normal group of players I'd go with warpriest. I don't really want to use playtest material with new players. It also drifts more toward spellcasting, which I'm trying to avoid.
I think I'll stay with the current array and see how it goes. I'm wanting to stay more toward the middle on power levels.
With this the Paladin can also have a 12 Cha. With a 16,10,14,10,12,12. (after racial adjustments)
I actually had the same plan for the Ranger, with only being slightly different.
While the dwarf isn't going to really be optimized with these stats, it's the class he's determined to play. He wanted a heavy fighter that uses holy powers. Funny enough he gave me that description before me ever mentioning paladin.
I'm considering giving them one more 12 in place of a 10 stat to help them out.
The character with the Istari is already sorted out. He knew what he was doing and we used Samsarans as his race. Which I remembered, he's actually playing a sorcerer, not a wizard.
I think I'll write up a rogue and bard. Then I can discuss both with the player and let them pick which they prefer.
Thanks for the advice guys!
They all have the starting array of 16,14,12,10,10,10.
They're also level 1.
Haruhiko88: I'm trying to avoid spellcasters as I mentioned. Partially because of the middle earth setting, and secondly because of it being the persons first time playing a tabletop game.
Hm... bard has been my only consideration that does have spellcasting. I guess it would be possible to slowly introduce the spells. They also wouldn't have much in the way of spells at level 1 as a bard anyway.

Ok, so I've taken to the task of introducing some people to Pathfinder. To make it easier for them we're doing a one-shot, and if it's successful it will lead to a campaign. To save some energy I'm building the characters for 3 of the players. I do have 1 experienced player.
I chose to make the setting Middle-Earth to make it easier for them to understand, as none of them have any tabletop experience. I requested a race, class, and gender and have been working on their characters. It's going to be an E7 campaign to simply things, and fit thematically with Middle Earth.
Here is what I have:
PC 1
Race: Dwarf
Sex: Male
Homeland: haven't determined where he is from yet
Class: Paladin (Warrior of the Holy Light)
PC 2
Race: Elf
Sex: Male
Homeland: Rivendell
Class: Ranger (Skirmisher)
PC 3 (This is my experienced player)
Race: Istari (Gandalf's race)
Sex: Male
Homeland: Valinor
Class: Wizard
As far as this character goes, I spent time with the person building it. I'm not worried about him being an Istari. And yes, I know this would not be canonical.
PC 4
Race: Hobbit (Halfling)
Sex: Female
Homeland: Shire
Class: THE PROBLEM
Here is the problem. We discussed doing a rogue, but I don't want her character to feel unimportant to the game. I know rogues can be useful, they just don't tend to shine well in the games I run. I don't design a lot of traps, and I'm worried that she's not going to be as interested in a lot more of the maneuvering that takes place during combat to get sneak attack. She's the most shaky of the players to stick around, she's I think nervous to roleplay.
I was considering switching her to a Trapper Ranger, but I really don't know. I don't want to do anything involving spellcasting due to the setting, and it being a lot more to learn the first time out as a player. I'm kinda just fishing for some advice here.
The only thing she did say about her character is that she wanted to be a gardener lol
The plot hook for the adventure will be her sister being kidnapped when they go to sell goods in Bree, and she has to get people to help get her back.
We play tomorrow and I've just not been able to figure out this issue.
Arg, I'm still trying to get some money put together. That $200 is just too tempting to pass up!

I've been GM/DMing for five years now and I've went back and forth a lot on this issue. At times I open up everything to players (which in 3.5 was dangerous ground to tread). Eventually I went to basically approving people on a case by case basis (this was purely mechanical in 3.5).
In Pathfinder I loved the simplicity of just a core book. The APG was easily allowed and it wasn't until the Ultimate series that I started banning. This started as a "I don't have the books and several reviews are bashing them for imbalance."
I got over that and finally bought the books. Sure there's some power creep but I thrived in 3.5 so it doesn't bother me.
In all I've only ever banned a class due to flavor once. That was the gunslinger (for the usual reasons).
However at this point I've told people that all my games will be open from now on. If they want to reflavor a class I'd be glad to sit down and help. Even gunslinger can fit in with the only limitation being that it would be early firearms. (I have a couple of setting so if people really want the gunslinger I'd just move my game to a later time period or make them the first gunslinger to develop advanced firearms)
I've learned that arbitrary limits aren't very fun as a player and would prefer to keep it open for my players... of course if they try something broken mechanically they know the character will not survive long. :)
Yeah I think it's a case that it does overwrite as written. I may talk to my GM about a potential discount.
Just a quick question. If you were designing a race with the aberration type and gave them the greater darkvision trait would they stack or simply overwrite each other?
Simply put would it grant darkvision 120 or 180? I'm guessing they're not designed to stack; but I wanted to check with those more familiar with the material before trashing the idea.
Thanks for the advice Jeremy!
(You guys keep up the great work. I look forward to ordering the print collection of all your psionic work.)
blackboodtroll: Since I was looking for optimization advice I wasn't sure which forum would be more appropriate.
Harrison: I'd be glad to take a look at the build. If it's no problem for you to post/send it to me. If nothing else I have a soulknife playing in the game I run that may be interested in metaforge.
Wow, it's been forever since I've been on the forums. I've finally had the chance to sit on the player side of the table again and have been looking into Dreamscarred Press' Aegis class. The GM is pretty lax in what I'm allowed to play class/race wise so I also thought I might try out a half-giant. We have several new people in the group so my character has some free space for playtesting and such.
What I'm wondering is if anyone else around has played the Aegis and if they have any advice on how to build one. Honestly I'd like to at least be a decent damage dealer.
For context on what the character's longterm goals are he is basically attempting to hunt down a red dragon that destroyed his village. While that is not the focus of the game it is the character's end goal.
I tried to find the original post for e6 Dungeons and Dragons but this is the best I can find, but it works well.
E6 Dungeons and Dragons Sourcebook
Alternatively here was someone's adaptation on the forum for Pathfinder.
I hope to one day have a child named Alexander, and it will be Lex for short.
wraithstrike wrote: If it's a fluke or an error in judgement on my part as a GM then I will save them, but if it is bad judgement on their part they get no pity. +1
Nine times out of ten that's exactly how I do it.
0gre wrote: My feeling is the game isn't changing much. There are a fair number of people who enjoy high level play as it is, the rest of us don't like it.
The amount of change it would take to make high level appealing to people like me is quite large and would likely make it far less appealing for the people who enjoy it now. Fortunately there is more than enough stuff going on below 14th level to keep most people happy, so high level doesn't need to change to suit me and like minded folks.
+1
It'd take a 2 for me to really want to delve back into high levels. Ive ran two epic campaigns and played in a third. While fun I prefer the simplicity and grittiness of low level play. My new game is switching to E6 to give it a try so I'm not too concerned with high levels. I'm happy with people being able to enjoy their styles as they are. Granted once you're past level twenty I'd be interested in Pathfinders take on it.
First of all
TriOmegaZero wrote: W E Ray wrote:
Scout gets used.
*fistbump* +1
Second, I honestly don't like to mix them up. I know they are compatible, but I've already seen a player attempt to 'optimize' using both systems together. For some reason 3.5 is fine for playing 3.5, but it rubs me the wrong way when mixed with Pathfinder.
I hope I get over this eventually as I have far too extensive of a 3.5 library to not make use of it. To be completely honest I don't have a good reason to not allow any 3.5 material.
|