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So, I played my Gravewalker Witch last night and it was a complete sucess. Woke up from a coma incurred by drinking a draught the night before that turned out had been cursed by worshippers of Groetus to seperate the soul from the body of the drinker and send it to Groetus' moon for a day. When my character woke, his body was contorted in a horrible shape on the floor next to his bed, clutching a poppet made of human skin and filled with grave-dirt and bones and fingernails... He had no recollection of what had happened from the moment he drank the draught... But felt alterred. Racked with visions of death and madness (I failed about 10 saves in a row to break him from the draughts effects, gm told me I needed to come up with some wild reprecussions for such an epic string of failures.) His party was outfront of the house we had ransacked the night before (morally bankrupt group ftw) and were hunting badgers for breakfast. The first badger fell dead, and upon it dying, my character was suddenly compelled by the poppet to be near to the dead thing. He ran out of the house and proceeded to commune with the corpse through the poppet, creepily caressing it as he spoke unlife into the dead badger. The party went nuts, killed the undead badger and knocked my guy unconcious when he started babbling about the end of the world and screaming at them. All in all I think it went about as well as can be expected. He went to sleep a spellslinger and woke up a gravewalker with the ability and the compulsion to raise the dead. I'm wondering though, how others have handled their characters acquiring a new class after levelling up.
A friend of mine will be taking his first steps into pathfinder and hopping aboard with a group I'm in this wednesday to fill a tank slot we are sorely lacking. He's taken a liking to samurai, so I'm trying to pull together a list of useful feats, archetypes, point-spreads and the like for him to choose from. We roll out stats, but for the purposes of guessing a spread you can assume a 25 point buy. I suggested a dip in fighter at level 1 for the three feat boost and then the next level in samurai, but I really don't have much experience with this class and any help at all would be greatly appreciated.
Played my ogre barbarian in rise of the runelords last night to great effect with the quick at hand racial feat. Scooping up goblins by the handfull and smashing them into eachother is crazy fun, but being an ogre I'd imagine this character would lean more towards the ultra-violent side when in the midst of a melee. What can be added on to facilitate tearing enemies apart with his bare hands?
I have a Drow Spellslinger who upon reaching level 2 in our campaign, was compelled by dark forces to drink a draught of unknown, psychadellic liquid... Mistaking it for a bottle of potent liquor and as a result, after I failed literally 9 saves in a row with rolls under 5 to stave off the madness that consumed him with visions of death and decay and general horror, he seized violently, went into a coma and collapsed amidst his party. I have it in my head that there will be major changes in this character when he wakes... He will have been touched by death and driven mostly insane by the effects of the draught to the point that he now desires a closeness to death above all other things. That it compels him obsessively to raise the dead to his side and to confer with the forces of darkness that dwell beyond lifes doors. My question is, what sort of synergy is there between spellslinger wizard and gravewalker witch? I just picture this guy lanching spells to raise the dead through his guns and being some kind of necromantic desperado badass. Am I way off on that idea?
Last night. First encounter of first session with first enemy requiring a spell shot out of my gun for the first time and i'm going first. Fire burning hands into his face at point blank range with my magical axe musket. Proceed to roll nat 1's to hit and to save myself from the ensuing explosion that blows back and ko's my up-until-that-moment-badass Drow-assumed-leader of our party. So... I really want to keep from shooting myself in the face with my own spells. I'm running spellslinger 1 then moving into gunslinger for quick clear and riding the train till I can take Eldrich Knight. My question is, what do I do to keep things like that from happening as much as possible? Weapons/items/feats etetc whatever I can do to make this guy better at what he's supposed to be doing. Shooting spells out of a gun ala Gene Starwind from Outlaw Star.
I have two campaigns starting this week, and my Ogre barbarian character, Mortimer Mope, is looking like he's probably going to wipe the floor with anything that requires a good, simple smashing. I went Titan Mauler for the added awesome of a large character using a OMGHUGE weapon to decapitate dragons and froghemoths and the like. He's putting down 3d6+10 unraged base hits at level 1 with the rolls I rolled for him and a great axe, so I predict MASSIVE damage once he picks up Jotungrip. My question is, which campaign should I run him out of? One is 4 person, one day per week, homebrew story with: An ifrit mysterious stranger gunslinger
The other is a 6 person, possibly two per week, Rise of the Rune Lords story with: A ratfolk plaguebringer alchemist
Alignments run in the neutral zone across the board, with the Ogre being chaotic neutral. I'm rping Mr.Mope as the chewbacca to one of these characters han solo. Being that he's an Ogre and would be generally unacceptable in polite society, He travels hooded and cloaked with a monster mask on under the guise of being the mime in a duet of entertainers. He only speaks giant and can't communicate outside of whomever ends up being his han understanding the language but not speaking it, and his trusty parrot Porrage, who can understand Mope totally, but is limited to the squaking interpretations of whatever his parrot voice can muster. TLDR: Where put Ogre where most smashing is needed?
I very seriously want to create a primitive barbarian ogre for an upcoming module with lots of character flavor... Kinda sorta a loveable oaf (think lenny from of mice and men plus a few hundred pounds and a couple of feet) Very clumsy, ignorant, yet gentle, practically sweet normally with occasional bouts of murderous, berserk rage and general mass destruction when he likes to pet soft things and they just wont let him pet them softly. My Gm has no issue with the abilities of the race, his only problems are with the size being accomadatable to tight confines in dungeons and the fact that the general populous of most civilized places would not look kindly on a lumbering, near naked ogre wandering around town with teeth and scalps and skulls and fingers of the multitudes of dismembered dead he had slain adorning his person. Thoughts on workarounds that would fit the flavor? |