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My group may be starting a new campaign around level 4, and I have been really getting into Doctor Who as of late, and I wanted to create a character similar to David Tennant's Tenth Doctor. At this point I'm thinking either a Bard (Archaeologist?) or a Rogue of some sort would work best, but I'm not entirely sure. Does anyone have any input?
Hi everyone. So I'm about to start a new campaign with some friends from school, but I have absolutely NO idea what to play. Currently, our party consists of an archer Ranger, a sword and board Fighter, and an unarmed Monk. I'm thinking of playing a Life Leech Vitalist with the Soulthief method, but I'm not entirely sure. We do need healing, but the Monk and Ranger are both extremely new players, with the Fighter not really having too much more experience than the other two. So, I come to you fellows for help; what role should I attempt to fill in this party?
Ok, so a few of my friends and I have been debating over what Wolverine would be if he were to be translated into Pathfinder. One of my friends think he would be a Viking Fighter, one says he'd be a Barbarian/Ranger, one says a Rogue/Barbarian would. I honestly can't decide for myself, and so I turn to you guys. What do you think good ol' James "Logan" Howlett would look like in Pathfinder?
Ok, so my friends and I were trying to figure out the classes and stats of some of the many independent characters from the Warhammer 40k universe. Logan Grimnar, Astorath the Grim, Abaddon the Despoiler, and Commissar Yarrick among others. We have been getting more and more into 40k, but are still very much involved in Pathfinder, and were simply wondering what these guys would be if translated into the system. I'm the most interested, simply because I actually plan on using some of them in a campaign I may be gming at some point. Any input is more than welcome! I really hope this is the correct forum, and I apologize if it isn't in the correct place.
So my party dynamic has changed, but it's still falling upon me to be the primary melee damage. Right now, we're an archery focused ranger, a rogue with a greataxe, and a sorcerer. I want to pick a class that will be able to do some decent damage, as well as remain relevant outside of the battlefield. Any suggestions?
Ok so I was messing around with the race builder earlier and came up with something I think is pretty interesting. Basically, there was a secluded community of Halflings that began experimenting with cybernetics and the like. They eventually discovered a way to bring their dead back to life with these cybernetics. The corpses were unable to sustain life for more than a few days unless they were permanently infused with these cybernetic augmentations. These experiments soon went awry when they learned of their ability to reproduce because of the resurrection of a young couple. While offspring could result from the union of two of these beings, they required cybernetic implants in order for their brain to function properly and sustain life, just like their parents did. Through generations, they began to grow stronger physically and as a people, eventually seizing control of the area and driving their Halfling neighbors out. Soon, the infusing of a newborn with the cybernetics that would help it survive became a ceremony that would be attended by the entire community. I'm not entirely sure about the name for the race, but I may call them the Anuntorgs. Here is the current write-up of the race: Half-Construct Sub-type (7 RP) : -Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Size: Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet. Stats: I honestly have no idea what to do with the stats here, but I do know that strength will not be the penalty stat. I was thinking :
Languages: Each would start with Common and Halfling, with members with high intelligence having the choice between Elven, Sylvan, Gnome, Undercommon, Orc, Dwarven and Goblin Natural Armor +2 bonus: (3 RP in total)
Skill Bonus Perception +2 (2 RP) Fearless 1 RP:
Lucky, Lesser 1:
Darkvision 60 ft 2RP Negative Energy Affinity -1 RP
Resist Level Drain 2RP
Any and all criticism is welcome here! Looking forward to hearing what you guys think
Ok, so the rest of my group has decided to be either ranged classes (a crossbow wielding ranger, a sniper rogue) or a spellcaster (our cleric) and that leaves us open to melee...badly. Our GM warned us that we WILL be screwed when when he throws them at us, so I want to go melee...but I have NO idea how to go about this, because I'm essentially gonna be taking the hits from most of the melee enemies. Any ideas on what kind of build I could go for?
For those of you who have seen it, the Gearhead looks like an AMAZINGLY fun class to play, and I'm interested in seeing what kind of potential you guys see in the class's playability. So, let's take a moment (or two...or a dozen) to come up with a nice build for a Gearhead of any concentration. I'm interested to see what you guys can come up with!
Hey everybody! So I'm gonna be starting a campaign soon, and I want to use a Gun Tank. I'm thinking either a tower shield or a heavy shield and a pistol to start off with and progressing to more advanced firearms as they become available, wearing medium armor progressing to heavy when it becomes advantageous. Does anyone have any experience with a gun tank that they may be able to share with me? Input/suggestions? I will be starting at level 2 with a 20 point buy, all books published by pazio are available for use
Hey everybody! So I'm gonna be starting a campaign soon, and I want to use a Gun Tank. I'm thinking either a tower shield or a heavy shield and a pistol to start off with and progressing to more advanced firearms as they become available, wearing medium armor progressing to heavy when it becomes advantageous. Does anyone have any experience with a gun tank that they may be able to share with me? Input/suggestions?
So my friend is trying to devise a Greek campaign of sorts. The campaign would take place in ancient Greece, and would be focused around the ancient Greek deities (Zeus, Hades, etc. I am not sure as of yet what the logistics would be or how any other aspect of the setting would work (only the future GM really knows). What I do know is that prepared magic users excluding the cleric (wizards, witches, magus) would not be allowed, and the spontaneous casters would be limited, and reflavored in a way in which they would draw their power from the gods.
My group has recently had a little disagreement. I was under the impression that the Monk's Flurry of Blows would NOT stack with TWF, but there is a member of our group who claims that it would stack. This seems very odd to me, and I just wanted to get it cleared up...could someone explain to me how, whichever way it goes?
I'm looking at the Pure Steam Playtest, and I'm really loving it. I haven't seen any topics on the playtest on the forum yet, so I figured I would take the liberty of making one myself.
I am sorry if this is the wrong forum to post this in. I was just taken by the lack of Pure Steam topics here and the lack of action over on their dedicated forum.
Ok, so my playgroup is currently involved in a campaign in which combat is INCREDIBLY scarce. Having built a combat heavy Monk, I feel very useless when not in combat, and I want to fix this but have no idea about how to go about fixing it. Does anyone have an idea of what I can do in order to project some usefulness to my character?
Ok, so I was looking at the Falconer, and it looks pretty cool, but one thing is bugging me...it says "At 1st level, a falconer earns the trust and companionship of a bird of prey. The bird can be of any type of large hunting or scavenging bird (even a vulture)," which seems straight forward. Seems like one could take a hawk, vulture, roc, etc. But...then it goes to this: "It spends a full-round action flying to a high vantage point, and on the next round makes a charge attack upon an enemy the falconer designates. If that charge attack hits, the bird deals 2d4 points of damage instead of 1d4 with its bite and gains a ×4 critical modifier when making the attack." Huh? Did they mean to say that it doubles the attack dice of the bite, or are they assuming the use of a hawk? Or do they HAVE to choose a hawk, which wouldn't make sense because they specifically state that they can choose a vulture, which have a bit of 1d8 by the time this is an issue. So...what is the solution?
Hey everyone! I have been speccing out a monk for what would be a level 8 start, stats with a +2 str belt and +2 wis headband are
I was wondering if it would be more effective for the cost of the weapon and in combat (to hit and the like) if I were to start with +1 and shocking or a flat +2 enhancement. I know it doesn't make too much of a difference, since it only matters when I flurry, but I would like to know what some of you guys would do in this situation.
Ok, so I MAY be starting a campaign as a tattooed sorcerer, and I will be taking the Improved Familiar feat. I'm trying to decide between a Faerie Dragon and a Pseudodragon, and I'm having a really difficult time in doing so. The Faerie Dragon seems so much better in stats and the like, but the Pseudodragon just has some kind of weird charm about it...and a nice poison, but that's beside the point. What is the general consensus on these two choices? Are either actually good at all? |