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![]() Sebecloki wrote: I don't understand what this means. You say the rules mention weapons and unarmed attacks and then ask, since unarmed attacks count as weapons, if they can count, but they're both mentioned anyway? I'm sorry, I can't make heads or tails of what you've written here and I've read it three times. Fool's Errand has maneuvers that allow you to perform weapon attacks and unarmed strikes as part of their action. I'm asking if my fists count as weapons, essentially, which would allow me to perform all of the maneuver's attacks with my fists, since they count as both "weapons" and "unarmed strikes" for the maneuver's purposes. I'm asking because the rules only talk about not being able to use weapons in place of the unarmed strikes in these maneuvers, but don't really mentioned anything about using unarmed strikes in place of the weapon attacks. I apologize that this is so confusing, I'll just not use these maneuvers at all if this doesn't make it any clearer. ![]()
![]() Sweet, thanks! I'll go forward with it then. I just have one question regarding the Fool's Errand discipline. (I know you said no "can I's", but this is more of a rule clarification rather than a request, so I hope it's alright :P) Some of the discipline's maneuvers mention making "weapon attacks and unarmed strikes" as part of its strike, such as Steel-Shattering Fists. My question is, since unarmed strikes are technically weapons, could I perform the weapon attack half of these maneuvers with an unarmed strike? The Fool's Errand unarmed strike rules, for reference. They rule against using weapon attacks as unarmed strikes in these maneuvers (even if they are made to count as unarmed strikes through some effect), but say nothing against the opposite, so I'm on the fence. ![]()
![]() My Warlord is coming along nicely as well! Pretty much just have to settle some numbers down and write the backstory. I might have to finish it Saturday since I'm going out with my friends tomorrow night, but yeah. Character Concept:
As for the character itself, I figured that since my character is supposed to be both strong and charismatic as a Warlord, I racked my brain trying to think of something that encompassed both. I ended up landing on the obvious choice, of having my Earth persona be a burgeoning WWE wrestler after she lost her office job as an accountant for a reason I haven't decided yet. At first, furious at this turn of events, she calmed herself down when both relief and hope filled her heart, having finally (and forcefully) escaped the hell that is the cubicle sea of a corporate building, left alone to do as she pleased and seize her future. She's energetic, carefree, and generally so full of life it's overflowing. Enough to make her jump into combat and get stuck into the craziest of fights in order to really, in her own words, "feel alive and primal". The joy and excitement that exudes off of her is so infectious it manifests in the high Charisma and the teamwork-oriented abilities that Warlord grants her, inspiring her allies to also feel alive and primal along with her. ...Or at least that's what she believes, because what's actually happening is that the body she transferred herself into was of a powerful initiate in the Fellowship of the Fools. The raw, crushing martial prowess is the muscle memory of the body she is in acting to aid her flashy wrestling fighting style into actually being effective, and her ability to inspire is a result of the supernaturally strong presence and force of will extending itself into her allies and taking shape as combat buffs. You can't convince her otherwise though, no matter what you do or say.
I hope that's an okay concept? I won't lie, I was going for something way, way sillier, but I feel like that's a good compromise between fun, silly, and fitting for the campaign. Let me know if it doesn't fit or needs to be changed. ![]()
![]() Sebecloki wrote: how are characters coming along? I'm halfway through the crunch, should be done by tomorrow or Friday. Might as well get the HP rolls out of the way. HP:
1d10 + 3 ⇒ (1) + 3 = 4 > 8 1d10 + 3 ⇒ (5) + 3 = 8 1d10 + 3 ⇒ (3) + 3 = 6 > 8 1d10 + 3 ⇒ (7) + 3 = 10 1d10 + 3 ⇒ (5) + 3 = 8 Wow, how average. Should total 55 with max first level? ![]()
![]() I'm settled on a Steelfist Commando Warlord. I like unarmed fighting, I like Path of War, I like martials, seems like the perfect fit for me. The main issue I'm seeing is that I'll have too many feats to pick from -- might just have to grab Extra Maneuvers to prep my entire repertoire per fight. Since we're going into an isekai campaign, definitively expect some anime-inspired stuff to come out of him. Probably gonna be cringy, but hey, aren't we all cringy sometimes? ![]()
![]() Count me in as interested! Don't know what I'm doing yet, but it's definitively gonna be a martial of some kind. Sebecloki wrote: just the human part -- it's a human from 2022, earth; do like a solid paragraph; the transmigration is inexplicable and not something you need to explain in your back story. That's fine by me, but what gives our character's their power once they get transported into the fantasy world? Is it spontaneous once coming into the new world? Are we blessed by a god? Do the powers come as part of the transmigration force? Or is it the wildcard option of letting us pick it? ![]()
![]() I'm settled on a build, which I lovingly call the "town drunk" after a lot of fumbling with the system. Wall of text, watch out:
I'll be playing a Striker 4/Stancemaster Armiger 1. As much as I wanted to do a full Stancemaster for the sweet 2 technique stances, I figured it'd be way better, and way cooler, if I went with a Striker multiclass so I could not only stack combo links through the Prodigy's sequences, but also Striker's tension. Double the combos, double the power, ending up with a character that starts out decent, but becomes more, and more, and more powerful as I stack the numbers up and combat goes on. I can only imagine what kind of crazy stuff this character is able to pull off, considering all the combinations of finishers and tension techniques you can mix together.
To give an idea, with the combination of AC bonus, Force Redirection Technique and Unarmored Training, this guy has 23 AC, 23 Touch, and 18 FF (even though he can't be caught flat-footed), and when he attacks, he gains a +2 to his AC from the Boxing sphere's Tight Guard. It all goes away as soon as he gets immobilized though, straight down to 10, so he's one failed save away from becoming a statue. I think that's quite fitting for a stumbling drunk build xD But of course, this doesn't come with an equally as fun character concept to play as: true to the build name, the character will be the town's resident bum. Once part of an actual adventuring group before figuring out the life of danger and all that wasn't for him, he decided to retire and use the wealth he gained from it all to fuel a bohemian lifestyle. As the money ran out, he eventually went from traveling the world, to traveling locally, to sightseeing around his hometown of Hame... to sightseeing around the streets, homeless, as his fighting skills and sanity atrophied over the years. When the news of this new threat around Hame met his ears, he immediately sprang to life and offered to aid with the efforts to repel it, after all, this could be a threat to his new lifestyle. I'm almost done with the crunch. I do think it's not as optimized as it could be due to my lack of knowledge about the system, but it lends itself to a very solid build, especially when the sequences and tension stack up and I net the flat bonuses to damage and hitting. Fun stuff! ![]()
![]() I think I'm settled on a Stancemaster Armiger. The Prodigy's Sequence ability is, putting it bluntly, just way too damn cool not to try out, but I wanna steer away from the magic spheres out of principle. Us martials gotta stick together! I'm on the fence about making a fistfighter or a fencer though. I'll keep crunching builds. ![]()
![]() Giving it all a read, I think it's wise for me to withdraw then. As much as I love crunching and optimizing builds, it feels like I won't be able to fully appreciate the game you'll be running. I'll get out of the way so someone with a better grasp of the FR lore gets a chance instead, so yeah, good luck with the game! ![]()
![]() I have no problem with either format, though personally, I do lean towards Forum PBP than Discord. Maybe it's just me, but Discord doesn't exactly feel like a platform for it. It's good for chat-oriented purposes and such, but longer form RP? I'm not so sure. Again, not a dealbreaker, just my two cents. ![]()
![]() I'd love to try and cook up a build for this, but being honest, I fall under the category of people that only ever explored the Sword Coast and nothing else. Still, I quite enjoy the optimization aspect of Pathfinder and do wanna try to crunch some numbers for this. Would it be alright to build something for this despite being kind of lore-ignorant? ![]()
![]() DM Skull wrote: Reroll 1's. Oh, right. Well, since I already picked the second set (and the edit timer ran out), I'll just reroll the three 1's of that set and adjust the values accordingly. Rerollin' the reroll:
3d6 ⇒ (6, 2, 3) = 11 So with these... 3d6 ⇒ (1, 5, 2) = 8, drop 1 add 6 for 13
Goes to... 3d6 ⇒ (6, 5, 2) = 13, drop 2 add 6 for 17
Netted myself an extra 17. Sweet. ![]()
![]() Chipping in! I'll probably be either making a tough frontliner or cha-based spellcaster, will depend on the beauty roll I think. But first, ability scores. Let's see what my rolls are.
First set:
3d6 ⇒ (1, 1, 2) = 4, drop 1 add 6 for 9 3d6 ⇒ (1, 5, 1) = 7, drop 1 add 6 for 12 3d6 ⇒ (1, 6, 1) = 8, drop 1 add 6 for 13 3d6 ⇒ (2, 3, 3) = 8, drop 2 add 6 for 12 3d6 ⇒ (2, 1, 5) = 8, drop 1 add 6 for 13 Automatic 18 EDIT 1: ...Thank god for rerolls eh?
Second set:
3d6 ⇒ (3, 6, 5) = 14, drop 3 add 6 for 17 3d6 ⇒ (1, 5, 2) = 8, drop 1 add 6 for 13 3d6 ⇒ (1, 3, 2) = 6, drop 1 add 6 for 11 3d6 ⇒ (5, 1, 4) = 10, drop 1 add 6 for 15 3d6 ⇒ (2, 6, 3) = 11, drop 2 add 6 for 15 Automatic 18 EDIT 2: Odds all the way, huh. Where's the base 5e humans when you need 'em? Still, I'll take it. With my luck, probably won't be getting any better. Lastly, time for the beauty roll. Most important one of all.
How pretty am I?: I look...: 3d6 ⇒ (3, 1, 5) = 9, a chip below average. Could be better, but could be worse! ![]()
![]() EltonJ wrote: I don't think so. Each magic item is uniquely created on Athas. A preserver or defiler wizard or sorcerer of a certain level is needed to create them. On Athas, a magic item is a special and rare thing. The economy and ecology of Athas can't support mass production of magic items. Wait, so does that mean our selection of starting magic items is limited? I assumed we'd have the average wealth of 16k and spent it accordingly. ![]()
![]() And just as I get that answer, I realize that Brawler is just better in every way. No pesky mysticism or Ki to worry about, just raw bruiser, raw fistfighting power along with Martial Flexibility to help with being a switch hitter and the Brawler's Flurry + Kinetic Blade/Kinetic Whip combos. Punchy miner tosses boulders while at a distance, then closes in, encases his fists in rock, and unleashes a bunch of attacks. Not to mention the Kinetic Knight's added armor proficiencies + elemental defense for that sweet, sweet DR, just to make the tanky boy even tankier. Feels like the closest I'll ever get to a proper earthbender in PF1e. I'm settled on the Kinetic Knight/Brawler build, now time for the crunch and backstory. ![]()
![]() EltonJ wrote: That could fit, yes. Are you planning a mul? Or a dwarf? Most likely a Mul, I like being a big boi. Also the double bonus to Con is very welcome, since I have to manage burn and such. EltonJ wrote:
EDIT: I think the option I'm considering the most currently is Kineticist/Unchained Monk. Would it be okay to use the UMonk, or are we strictly using the books you mentioned? ![]()
![]() Dotting in for interest, I haven't played Dark Sun just yet so this is new ground for me. I was thinking on making a frontline, Earth Kineticist/a thicc full BAB class (probably Fighter or Pally), a miner that uses his geokinetic powers to unearth stone and dig deep enough to find underground metals and aid with Kurn's restoration project. Turns out, constantly keeping your focus on shaping stone and sometimes having to lift it out yourself makes you extremely strong, so he moonlights as a mercenary or guard in between breaks in his mining. Would that fit in with the setting? Either way, my rolls are here:
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![]() I've yet to dip my toes in this adventure, but looking at the other players, I think I'll be going with either a Druid or an Arcanist, and my timezone is GMT -3 5d6: 5d6 ⇒ (5, 3, 1, 3, 5) = 17 = 13
16/16/14/13/13/12 Not bad at all! ![]()
![]() Whew. With so many casters around, I think we need a bit of brawn to edge out and defend our backline people. Dotting in for interest, and having played a FFD20 oneshot a few months back, I've been itching to build a Blind Swordsman Samurai for a while. Because the only thing cooler than a samurai that can cut people in half, is a samurai that can do it without even being able to see. |