Zorgus

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I've kind of been wanting to get into some world building...been very inspired reading the Iron Gods AP, the Tech guide, and all my old Eberron books, along with lots of World War 2 histories and alternate histories (Robert Conroy (1945 and Himmler's War), Harry Turtledove (Worldwar series), Wolfenstein : The New Order, The Man in the High Castle) , and Final Fantasy 6's Magitek armor.

I'm also very intrigued by things in Golarion (especially Nidal and Cheliax, the Hellknight orders and the Starstone).

So, enough background, I want to start with designing some very cool "mech" type equipments, both for PCs to use, and for them to battle. How would you build a battlesuit and a panzer tank using the Tech Guide, and incorporating Eberron style innovations (wand sheaths, etc.) I know this is kind of non-specific, but I'm hoping some ideas present themselves.

How would you give each one a "flavor"? I'm thinking of having nations that focus on a different type of arcane magic (There's definitely going to be a more necromancy - focused Karrnath / Geb type nation, and a summoning - focused Cheliax type )

Can anyone point me to other resources that might help me focus on nailing these down? How do you think these things would look?


So, I'm completely hooked on the Iron Gods theme. I'm more than likely going to be running the campaign, but sometimes my group wants me (being the most experienced with the PF rules in the group..not saying much though, you all know MUCH more than I ) to create the characters. If they don't like them.. I intend to use something along these lines as a rival group. There are three players, so we're using a 20 point buy.

Party concept (if for PCs) - basically, a disgruntled Technic League member leaves, for whatever reasons (lack of advancement, moral differences..whatever) along with his two friends...if the party is NPC, I'll simply just leave them as part of the League.

Character 1 - the party leader, and face, the League member. I'm not sure what class to make him. If he's a PC, I was thinking of Shaman. A really good support class that might have a reason to split from the League. Arcanist works too.. or an Oracle with the Metal mystery? I really don't know. Something that flows with having skill with tech..maybe the charisma Magus? Probably Human.

Character 2 - an Orc Barbarian 1 / Fighter (Cyber-Soldier). He was captured by unscrupulous Lastwall crusaders and found himself sold to the kytons underneath Numeria, where he was experimented on and lost an arm..they eventually lost interest in him, and he was set free to wander, where he met the first character..whose mentor in the Technic League saw an opportunity and outfitted him with a cybernetic arm. (I'm giving that enhancement for free)

Character 3 - a Gunslinger (Techslinger) Human, the face's no-cares-in-the-world brother who was just a hanger-on in the League due to his brother's successes, but who has a bit of talent of his own, though not having any arcane skill, he is treated with a bit of a stigma..a fact which he secretly resents, and tries to prove himself at every turn, while effecting an "I don't care" attitude.

Anything jump out at you as to the first character, what he should be? Both in terms of party gameplay (needs to be the face) and in terms of storyline, to fit with the other two? Any feats I should be taking for the other two?


So when it comes to minis, I'm kind of out of my league. When we play, we generally just use the "Pack o' d6s" that M:tG players (at least where I used to play) are very fond of using for counters and tokens to represent monsters.. and it's worked fairly well so far. I have managed to acquire a few of the Pawn sets, and they're freaking amazing for what they do. I'm looking for something a bit more... artistic ? I guess. My only requirements are that they use the same scale as a Pathfinder flip-mat and the Pawns use. Anyone who suggests anything is greatly appreciated. So here are the things I'd like represented :

Male Aasimar Cleric of Hanspur, CN, focuses on undead and spellcasting rather than melee. Carries a trident.

Male Aasimar Monk Martial Artist, LN. Modeled after Bannor from the Thomas Covenant books. (never uses a weapon)

Male Catfolk Barbarian, CN - wields a Falchion. Giant Rage Kitty.

Male Half-Elf Druid, N - so far caster - focused, but I have a feeling he's going to LOVE wild shape.

Male Elf Magus Kensai / Bladebound, NG - STR based, wields a katana. Unarmored.

Does anything jump out to anyone here?


Hey everyone. I'm building my roster of back up characters for our play group (helps to have some ready to go right?) and well, I'm intrigued by the shadowdancer PrC. so here's my rough sketch of a build :

Axadros

Spoiler:

Race : Drow
AL CN
Str 16 Dex 14 Con 12 Int 12 Wis 11 Cha 13
Traits : Reactionary and ... I have no idea, suggestions wanted!
Alternate Racial Traits : surface infiltrator (replaces darkvision and light blindness with low light vision)

1 Fighter (2H archetype) - Dodge, Drow Nobility
2 Ftr Mobility
3 Ftr Combat Reflexes, overhand chop
4 Ftr Power Attack
5 Ftr Improved Drow Nobility
6 Ftr Lunge
7 Shadowdancer 1 Greater Drow Nobility, hide in plain sight
8 SD - evasion, uncanny dodge, darkvision
9 SD - Dimensional Agility, rogue talent (Fast Stealth)
10 SD - Shadow Call, Shadow Jump 40 ft
11 SD - Dimensional Assault, defensive roll, imp. uncanny dodge
12 SD - Shadow Jump 80 ft, rogue talent (weapon training)
13 SD - Dimensional Dervish, slippery mind
14 SD - Shadow Jump 160 ft. , shadow power
15 SD - Noble Spell Resistance, rogue talent (combat trick - Weapon Specialization)
16 SD Improved evasion, shadow master, Shadow Jump 320 ft.
17 Barbarian - Fast Movement, Rage, Critical Focus
18 Barbarian - reckless abandon
19 Ftr - Staggering Critical
20 Ftr - Stunning Critical

I've never really built a stealth focused character before. It SEEMS like it could be quite good... I realize I don't qualify for the Dimensional Agility feat until the level afterwards, in my original build I took Shadowdancer 1 at level 6 instead of 7, then decided I wanted Lunge early. So I'll have to play around with it a bit. The drow feats give me deeper darkness cast at will, and a host of other neat tricks at will. I need a second trait (or two traits if something's better than Reactionary for this build), and a nice reach weapon with a good crit range to focus on. I kind of wanted Ranger 2 in there at the beginning, for free Power Attack and access to a wand of lead blades, but it looks like that won't be happening the way I have set up presently. I like getting access to weapon training before I hit my SD levels, though. I don't know. Anyone who could point me down a path would be greatly appreciated!!


I just got my first Playtest packet, and I'm intrigued. Just from a quick read through I have some initial impressions. This looks like a rules-medium system (if PF is rules-heavy, which my group feels it is) and there are things I like about it.

Things I like - Ability Score caps, racial subraces, Feats OR ability score bumps (and I love the way the feats are currently constructed), Advantage / Disadvantage (seems really powerful or awful to have Ad or DA), choosing a "path" (basically this encourages even RP-shy players to RP a little bit, it gives their character flavor), less spell slots and different ways to use them.

Things I don't like - Small characters being unable to wield 2 handed weapons (that there are no small versions I could find anyways), no animal companions, no "summoner" type class (yet at least), limited options for neutral / evil clerics (probably will change), the fact that a greatsword and a great axe look like they are exactly the same thing mechanically? Is balancing weapons yet making them different a very hard thing to do?

Unsure of - the "lore" system, no skill system (but I'm pretty sure I'll end up liking this since all these numbers to keep track of frustrate my group), the continuation of Attacks of Opportunity.

I probably won't get a chance to do more than talk about my impressions just from reading it. Will I find it interesting if I do play it, though? Will my group find it easier to navigate? If Paizo was doing this system I'd be sold, because Pathfinder is a good system with GREAT support giving the players what they want (Adventure Paths, Pawns, Flip-Mats, monthly crunch books, having a business plan (*glares at TSR*).

So basically my question to the people who have and are playing Next is : Do you think I'd like the system, if I like Pathfinder?


Ravingdork's thread about a fighter with an eldritch heritage got me thinking, and wanting to mock something up as a result. That's where it started, but then, I wanted other things, too. So what started as a simple thing wound up as an insanely MAD half-elf. I'd like to share it, and see if the concept is playable in your opinion, also, if someone has Faiths and Philosophies (my copy has not arrived as yet), and I've got the feats from there wrong, please correct me. So, here goes ...

Arvandian, Knight of the Thorn Grove

Spoiler:

Race : Half-Elf
AL : NG
Str 16 (+2) Dex 15 Int 8 Wis 13 Con 12 Cha 14

1 Fighter - Skill Focus (knowledge : nature), Power Attack, Two-Weapon Fighting
2 Barbarian (titan mauler) - big game hunter
3 Barbarian - Eldritch Heritage (Fey), reckless abandon, jotungrip
4 Ranger (spirit guide)- +1 STR
5 Ranger - Nature Soul, Double Slice
6 Ranger
7 Ranger - Animal Ally
8 Ranger - +1 CHA
9 Ranger - Boon Companion, Improved Two-Weapon Fighting
10 Fighter - Weapon Focus (nodachi)
11 Ranger - Improved Eldritch Heritage
12 Ranger - +1 STR
13 Ranger - Critical Focus
14 Ranger - Two-Weapon Rend
15 Ranger - Staggering Critical
16 Fighter - +1 STR
17 Fighter - Weapon Specialization (nodachi), Stunning Critical
18 Fighter
19 Fighter - (2 feats)
20 Fighter +1 STR


So, he casts a few ranger spells, gets ranger features up to Quarry, has a full progression animal companion ( I think is how it works ), dual wields nodachis (buffing with lead blades), rages a little bit, turns invisible for a few rounds per day, and can daze once he acquires a Conductive weapon. He has good saves and full BAB. I'm thinking weapon master for a fighter archetype to get better attack bonus progression but I'm not sure. So as a concept what do you think? I know it's not supercharged powerful, but it's kind of interesting in a mystic nature defending warrior kind of way. Like a knight of a fey court, or something. The only issue is of course, the penalties associated with TWF, and the expense of enchanting two weapons. One of them will have Conductive to channel Laughing Touch through it, both will have Keen, and I was kind of thinking the off hand could have Defending. Impact is too pricy and there's some debate whether it stacks with lead blades anyways. Lead Blades is just cheaper. I'd like to fit Improved Critical (nodachi) in the build somewhere, but I can't figure out just where. Anyways, just thought I'd share, and thanks Ravingdork for the inspiration! (sorry I didn't post it in your thread, it's devolved into a rules discussion about eldritch heritage and wildblooded, so I checked out)

Thanks for looking it over everyone!


Hey guys. I was wondering if anyone has experience playing a Bladebound Kensai magus, and any tips or suggestions for it? It seems kind of like a perfect way to mix two of my favorite fantasy characters from when I was younger... Naitachal the dark elf from the Bard's Tale books with his laughing black blade, and the character I took through Baldur's Gate 2, a dual katana wielding human kensai. I'd appreciate any comments on this character draft as well!

Villidran

Elf Magus (Bladebound / Kensai) AL CG
Str 14, Dex 14, Con 12, Int 18, Wis 10, Cha 8

Traits - Magical Lineage (Shocking Grasp), Reactionary
taking 18 levels of alternate favored class reward (1/6 new magus arcana)

1 - Power Attack, Weapon Focus (katana)
3- Toughness, arcana replaced
5- Improved Initiative, Empower Spell
6- arcana - Arcane Accuracy, arcana - Empowered Magic
7- Weapon Specialization (katana)
9- Intensified Spell, arcana replaced
10 - Critical Focus
11 - Improved Critical (katana)
12 - arcana - maximized magic, arcana - ghost blade
13 - Staggering Critical
15 - arcana - Quickened Magic, Extra Arcana (spell blending)(bonus feat TBD)
17 - Stunning Critical]
18 - arcana TBD
19 - (TBD)
20 - (bonus feat TBD)

Pretty basic magus stuff, using Shocking Grasp as the go-to damage spell with Spell Combat and Spellstrike. I have a few higher level TBD spots to fill, and I'm probably taking Empower Spell too early, but there's a bonus feat there I just can't seem to fill with anything else. Two things I'm curious about : one, since the Kensai gives up his normal weapon proficiencies, is it worth keeping the elven weapon familiarity trait to have a longbow to fall back on? I'm kind of thinking it's better than a +2 to concentration checks, but I'm not 100% sure.
Two, would any kind of level dipping be appropriate? My two thoughts were for Wizard with the admixture school (also gives me access to Mage Armor), and if I reworked some stats for a Cha of 11, a crossblooded Orc / Draconic sorcerer level dip to buff Shocking Grasp, and also gain access to Mage Armor. Would either of those be worth a point of BaB?

Oh, another note, I've ruled out Dervish Dance for this guy. I just don't care for the flavor.

Thank you as always advice forum!


So my necromancer cleric of Hanspur needs a signature weapon. Of course it will be a trident, that being Hanspur's favored weapon. Here's what I'd like to be able to do with it :

Cast Command Undead as from a staff.
Cast any first or second level cleric spell as from a staff (so I can use my spell slots to recharge the item)

Maybe be able to have a Desecrate aura I can switch on or off. That's probably too powerful though huh?

Let me "store" negative energy for use later (up to 3 charges)

Have the Defending property.
I'd kind of like to squeeze in distance and returning as well, but it's not vital. Failing that, some kind of status effect on a melee hit would be flavorful.

if it helps for flavor purposes... my cleric is Chaotic Neutral, is an Aasimar, and has the Travel and Chaos (Protean) domains. He is currently level 2 and a half. He's not an aggressive combatant, preferring to sit back, summon, and control his minions, while buffing and tossing the occasional heal.

How would you go about budgeting and building the item?


So, we're playing a Kingmaker campaign.. I've got this human Cleric but I'm generally unhappy with how I've built him. The DM is going to be kind and let me re-make him so long as I make him along the same general concept (Necromancer Cleric), so I'm hoping to come up with something a bit more flavorful, and better to boot. Mainly, what I'm dissatisfied with are his low Initiative rolls and generally being easy to hit. So here are the things I can't change :
Class , Cleric
Race, open for debate but I'm pretty sure I can change it, I'm hoping so.
concept : Necromancer
deity : Hanspur
party usefulness : party face

We used a 20 point build. What I've discovered through two and a half levels of playing is that my general usefulness is alright. Channeling negative energy is pretty much my only "trick" right now. Right now my stats are something like Str 11, Dex 10, Con 12, Int 10, Wis 15, Cha 18. I know I probably messed up my point buys, but I won't dump a stat, I just don't like doing it. Anyways, here's what I'm tentatively thinking :

Race : Undine (backstory as being descended from some servitor of Hanspur's way back when)
Str 9 (11-2), Dex 16 (14+2), Con 12, Int 12 (so I have the same number of skills I have now), Wis 16 (14+2), Cha 14.

My two first level feats were Command Undead and Selective Channeling, Selective Channeling has been awesome. I pretty much have to keep it because it's my only offensive capability right now. Command Undead has been utterly useless. I'm starting to think in this campaign it won't be relevant until level 5 anyways when i can cast Animate Dead. So here's how I might do my feat progression :
1 Selective Channeling
3 Improved Initiative
5 Command Undead
7 Cosmopolitan (Use Magic Device and Perception, two relevant languages since I'm party face)
9 Skill Focus (Knowledge : religion)
11 Eldritch Heritage : Arcane (Familiar, greensting scorpion)
13 Craft Wondrous Item (too late for this?)
15 Improved Familiar
17 & 19 , who knows.

I had Travel and Death domains before but for this character I'll switch to Travel and Water.

Traits will be Reactionary and...? I had Dangerously Curious but if I DO take cosmopolitan I won't need it. Any good suggestions?

It seems alright but I'm sure it could be streamlined. If I don't need Cosmopolitan I can move the Eldritch Heritage things up some. What I like is, while my Cha will be lower and I'll have less Channeling, I think at the early levels I can make up for that with the Water domain power and being better with a crossbow. I was also considering a two level dip into Inquisitor for flavor reasons and to get cunning initiative. I would consider a one level dip into Monk for the AC but I'm more than certain Hanspur has no monk/clerics in his service as their alignments are incompatible. (The flavor reason would be that I'm pretty sure the DM wants my new character to have some reason to hunt down my old one and take his place. My old character might just turn into my first minion).

You guys are always amazing, the help you provided on my Dragon Disciple was awesome, and I'm sure it will be here!

OH and if it matters, it's a 3 person party. There's me, a Catfolk Barbarian, and a half-elf druid with a snake animal companion (first time player to any RPG so he is a bit lost sometimes but he's getting better.)

Thanks again advice forum!!


Hello, advice forum. You guys are always great, so I figure you might be able to help me work out what I want from a character I have hashed out in my head. I've been inspired by reading Oterisk's wonderful guide to the DD, and there are just so many ways to go with it. Now, I'd play a Paladin 2/ Caster x/ DD x, but I know the people I play with and playing a Paladin is going to be hard around the way they usually play their characters, and inttraparty conflict isn't all that interesting to me. So first let me convey a little bit what I'm looking for and not looking for. I'm not looking for a TOTALLY optimized character, even though I'm fine with being powerful. I don't want penalties to any save stat (since I'm already taking -2 Will from Crossblooded anyways) I Am looking for one with a mythic feel, versatility in combat and out of it, and the idea of intimidating the heck out of anything I come across really appeals to me. So here's a rough draft of my build, I'd very much appreciate suggestions / audits / criticisms / cheers / boos.

Avaranest
Race : Half - Elf
AL : N

20 pt buy
Str 15 (+1 at 4, 8, 12)
Dex 10
Con 13 (+1 at 16)
Int 10
Wis 10
Cha 16 (+1 at 20)

Ranger 1 - Skill Focus (Knowledge : Planes), Improved Initiative
Ranger 2 - Aspect of the Beast (claws)
Sorcerer 1(Crossblooded, Draconic / Arcane) 1 - Arcane bond (familiar, greensting scorpion), Eldritch Heritage (abyssal)
Sorcerer 2
Sorcerer 3 - Intimidating Prowess
Dragon Disciple 1
DD 2 - Craft Wondrous Item, Power Attack
DD 3
DD 4 - Improved Eldritch Heritage (abyssal)
DD 5 - Quicken Spell
DD 6 - Improved Familiar
DD 7
DD 8 - Blind Fight, Cornugon Smash
DD 9
DD 10 - Improved natural Attack (claws)
Then maxing out on sorcerer 16-20.

Skills for Ranger levels will be Knowledge (arcana), Spellcraft, Perception, Intimidate, Survival, and Linguistics at level 1. Favored class bonus will probably go to another Knowledge skill or a hit point.

Basically I plan to max Intimidate and alternate Perception and Spellcraft. I'd like to fit Use Magic Device in there somewhere to make good use of an Imp familiar, I'm just not sure how to go about it... stupid low Int, 2 skill point classes!

Things I wanted to fit in but just couldn't were Weapon Focus (claws), Dazzling Display, and I'm interested in the Dragon Style feats but those seem really taxed, and more for a pure "brute". Anyways, I really would appreciate your guys' input. especially on my stat distribution and feat choices. He's going to use a Glaive-Guisarme for reach, and at least at level 1 carry some kind of close weapon. I'm thinking about getting him a belt of mighty hurling so he has a decent ranged attack later as well. Well, thanks in advance everyone!


Hello Pathfinder community! I'm trying to create a summoner, as perusing the Ultimate Magic book the Broodmaster REALLY caught my eye. It's right up my alley, since I love RTS and tabletop strategy games, there's alot to DO with this kind of character. While roleplaying is important to me, I also tend to be a little of an optimizer. So looking through the Advanced Race guide for any kind of advantage for a summoner (and possibly a new race to RP, I usually just play humans for the extra feat), two in particular caught my eye. The Elf's favored class replacement is a reduction in the 1 minute eidolon summon time, which seems super helpful once you get it down to 1 round. The downside is no Cha bonus, and a Con penalty. The half-elf gets 1/4 of a new evolution point which seems also very useful for a Broodmaster. And they can get a Cha bonus and no Con penalty. Both seem really good. Which one is better though? Also, if I go half-elf and take the feat Elven Spirit, is it reasonable that I could also take the Elf's summoner favored class replacement bonus?

Also, any suggestions on evolutions for my brood would be awesome. I'm kind of looking at a Large / Medium / 2x Small at 13th level, but I'm unsure. Another idea I was kicking around was going Gnome or Halfling and using the Medium eidolon as a flying mount. I'd really just like some general advice in addition to my specific question.


I'm hoping to get my PFRPG campaign up and running soon, and I need some advice on good minis to use. I'm going to be running encounters primarily on the Basic Flip-Mat. I'm looking for something cheap, pre-painted, and where the base size makes sense for 1 square = 5' for tactical encounters. I have a lot of old Mage Knight minis, would those work? If there are better ones out there, where may they be found? Thanks for your help :)


I just picked up the Pathfinder core book this week, and I must say I'm very very happy with what they've done and what they've left alone. My favorite prestige classes got a nice makeover (the Mystic Theurge and Eldritch Knight), and the the other ones look nice. So with that said, what 3.0 / 3.5 / 4.0 prestige classes would you like to see in Pathfinder?

I'll start with...
1. Rage Mage. I love the concept. In fact, I'm a huge fan of fighter / wizards of any kind.

2. Bone Knight. The flavor of this class has captured my imagination since I first saw it in Five Nations (home to the best setting based PrC's anywhere in my opinion, the Phantom Knight is almost as intriguing as well as the Dark Lantern)

3. Archmage!! It probably has been printed, but like I said I'm just now discovering Pathfinder (after experimenting with 4.0 and finding it ... meh)

Anyways what do you all think, what would YOU like to see?


Hello everyone, welcome to my first-ever post.

I own most of the Age of Worms adventure path... and reading through it, this really seems like the kind of epic, blockbuster campaign (save the world from Dawn of the Dead type infestation) that would really charge me up for playing D&D again and would keep my players interested. The only problem is... I only have 3 players! (My two brothers and a long-time friend) So, aside from recruiting another player, could a three man party survive AoW without adjusting the adventures? If you think it can be done, what party composition do you recommend? (Also, should I begin the characters at 2nd level instead of 1st?) Thanks a whole lot for any input in advance.