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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!


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?


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?


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?


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).


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?


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!


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.


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.


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?


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.


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.


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.


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First I'll start off by saying that this is based around the Final Fantasy Dragoon, not the historical dragoon.

Second this is meant to be an Archetype for the fighter to prevent multi-classing with the fighter. The class is pretty similar to a fighter and I don't care to see how mixing the classes could be abused.

This is my first draft, so I'm definitely looking for input on the abilities. My main concerns are balance, especially compared to the fighter. My hope with this class is to have an option that deals only slightly less damage than a fighter, but adds a unique form of mobility.

I'm going to link the google docs to the class table and the class abilities.

Class Table

Class Abilities

(If these links don't work please let me know ASAP so I can try and get it fixed. I've never used google docs.)

______________________________________________________________________

Obviously the class is centered around the high jump ability, extending to incredible heights and distance by level 20. While it may seem 'unnatural' the concept here is the suspension of disbelief and magic associated with Pathfinder. I'm more worried about balance on the distance and height than should they have such an ability. This ability and its enhancements are designed to replace the weapon and armor training normally gained by a fighter.

It seemed less of a concern as higher level characters gain many flying options, potentially very early.

Dragoon talents were meant to replace the normal bonus feats. I tried to add a good amount to allow for differences between two people playing dragoons. I'm definitely looking for input on whether these abilities seem fair and balanced, and looking for abilities to add to this list.

I'm also concerned about any potential abuse that could be had with the Dragoon talents that I have missed. This is meant to mainly be compatible with Pathfinder, so abuses with 3.5 material are of less concern to me.

For those unfamiliar with the Final Fantasy Dragoon here is the wikipedia reference. Dragoon

And a reference on a Final Fantasy wiki Final Fantasy Dragoon

However, the flavoring is much less important than mechanical balance. This class is designed for a unique setting, so I'm not worried about Golarian influences RP wise on the class.

EDIT: Added an additional link to information on Dragoon's in Final Fantasy.


Tomorrow night I start a new campaign. It's a custom setting, and through discussions with the DM I have decided to play what is the equivalent of an elf. Role-Play wise, I'm playing the Final Fantasy race the Viera with only some societal changes.

As for what I'm wanting to build and what I have...

Viera, Ranger 3

Str: 18
Dex: 20
Con: 12
Int: 14
Wis: 13
Cha: 14

Feats:
1 - Power Attack (depending)
CSF (Archery) - Rapid Shot
BF - Endurance
3 - ???

Gear:
Masterwork Mighty (+5) Composite Longbow
Masterwork Curve Blade, Elven

Alternative Features:
Silent Hunter - I didn't think the +2 versus Spell Resistance wasn't as important as a bonus for stealth as a ranger.

Infiltrator - I'm picking Favored Enemy (Magical Beast) so that I can pick darkvision 60. I figured this would help me more than favored terrain. Though I could definitely use some input on this.

Here's my dilemma... I can't decide if I want to attempt to play strictly an archer or a switch hitter as proposed by Treantmonk. The party already has a BSF, an Eidolon, and a summoning cleric if that makes a difference.

Also I have to talk it over with my DM, but I plan on taking the Boon Companion feat if my DM allows me to use it as the author intended. That way I'll have a more powerful animal companion.