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Organized Play Member. 27 posts (452 including aliases). No reviews. No lists. No wishlists. 2 aliases.


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Shadowlords wrote:

There is some booklets from 3.x that have this for various creatures, the one i know about particularly is the book on dragons, and dragon crafting. Also Bulette creature is regularly skinned to make a different type of plate armor.

But it would also be alot of homebrewing ideas and specific things that your party wants on the fly. If something has a high Natural Armor bonus I usually allow it to be skinned and made into a "leather armor" of higher AC but try to match it with armor stats that currently exists. Although this is done primarily for druids who are trying to boost their AC with non metal armors before finding or being able to afford dragon hide.

Other things i can think of are
Shark skin grips for hilts of weapons adding +2 to CMD against disarm
Eel Hide, granting Electricity res or something like that
Demon blood being used to alchemical reagents or to make mandrakes
Dragon claws being made into daggers or short swords

this is exactly the kind of stuff I had in mind. I was thinking that all of this stuff would come under the materials. so a dragon tooth shortsword would always be considered masterwork. and would deal 1d4 of the specific dragons energy type. but most importantly, its not considered a magical weapon. I just like the idea of being able to kill creatures and gain there abilities in some way. like crafting armour out of dragonskin would grant some amount of energy resistance to the dragons type to the wearer.


I was thinking about games like Monster hunter and skyrim. and how you can kill monsters and strip them for parts, parts that you can used to craft weapons and armour.

is there any, or has anyone created a rule system for something like this. I guess on some level in the game you could skin a wolf and get some furs or kill a cow and get some leather. but it'd be cool for a more extensive list of this stuff.


Just a Guess wrote:
Haydon Mehmet wrote:


I don't know what your build is, lets say that your build relied on a... an agile greatsword. if your character actually bought it, he must of had prior knowledge of that particular enchantment right? perhaps he had seen one in his travels and desired one ever since. then it makes sense, but if once your character hits the level where the build requires that particular magic item and thats the reason you buy it, then it can feel pretty cheap.

Unless the pc met someone with that kind of weapon in his youth.

Same with the fighter becoming wizard. Perhaps his father was a fighter and his mother a wizard. Just because there haven't been any wizards during gameplay it doesn't mean he doesn't know anything about wizards.

I liked the 3.x option of starting as level 0 in two classes. Prevents that issue.

sorry, I include backstory when I'm talking about role-play. should of made that more clear. but it does get pretty cheap when a character's dad was a monk, there mother was a wizard, and their uncle was a samurai and thus they can have all those classes, plus he knew a half-orc who used a great axe so it makes sense for my character to have that particular exotic proficiency.

whilst I don't hate it when the builds come first then the backstory comes later. you can only stretch the backstory so far until it becomes farfetched and then you're running the game for everyone because you're tainting the universe so to speak.


hey, do you guys feel that posing riddles to the players hurts the rp, cause I kinda do. it just kind of irks me when a wizard with an intelligence of 20 doesn't know the answer to a riddle but the barbarian with an intelligent score of 5 does. I mean, there have been times where i've played a character whose smarter than I am, but because I don't know the answer to a question. he doesn't know, which I kinda think defeats the purpose of role playing.

anyway, what do you guys think?


to be fair, I think you may be engaging in one of the lower tiers of metagaming. I mean a lot of people plan out characters including myself, but feats and what class's you take must always reflect on the story. While not actually breaking the rules, people can still exploit them.

I mean I've encountered DM's who, if you took your first class in fighter and your character has never met a wizard and has no knowledge of it. then you can't take a level in wizard. I think its strict but fair. for example, the goal that you were aiming for, the particular feats and abilities that aligned themselves in such a way that allowed you to pull off you crazy DPS. was your character aiming for this as well. was it a story point?

I don't know what your build is, lets say that your build relied on a... an agile greatsword. if your character actually bought it, he must of had prior knowledge of that particular enchantment right? perhaps he had seen one in his travels and desired one ever since. then it makes sense, but if once your character hits the level where the build requires that particular magic item and thats the reason you buy it, then it can feel pretty cheap.

I mean my current character in my rp is a duel wielder and thus has duel wielding feats and uses two swords, but if he loses a hand... well. it'll become a sword and a hook which'll hurt my DPS but whatever. thats the story for you.


chbgraphicarts wrote:

Okay, so, you want to make Tron: Warrior Princess.

Got it.

Buy a Blink-Back Belt

Hang a pair of Chakram from it.

Take Rogue to gain Weapon Finesse and wear Gauntlets so you don't cut yourself on your own Chakram

Take Two-Weapon Fighting and Combat Training - Quick Draw at lv2.

At lv3 you can score Dex to Damage IN MELEE ONLY with your Chakram.

There ya go.

combat training? is that a feat or rogue skill?


Fruian Thistlefoot wrote:

Shield Champion Brawler?

Basically like captain america but it does return the shield to you.

yeah, that ones already on the list but I was hoping for something smaller to through than shields. thanks anyway.


Eltacolibre wrote:
Far Strike Monk basically is your best bet for non magical ones. Far Strike Monk are basically like Bullseye (Marvel comics). They can even make at 5th level and higher thrown weapon does the same damage as their unarmed strikes.

that actually does look like a pretty awesome build. although unless my character has a blink belt it doesn't really solve the returning weapon problem. I guess he'll just have to carry a lot of boomerangs/chakrams.


hi everyone, I have a concept that I want to make work but I'm kinda stumped.

I have the idea for a dexy combatant who uses throwing returning weapons. either Shurikens/Chakrams/Boomerangs etc. The catch is I want to try and make this work without relying on magical weapons. I want a character who has use of returning weapons without being rich enough to have magic weapons.

So far the only thing I can find thats somewhat similar is the Level 5 Shield Champion Brawler Archtype. who has the ability to throw the shield in such a way that it returns to him at the end of his turn. so does anyone have any idea how to apply this mechanic to other thrown weapons like a boomerang?


I can't really say too much because I'm quite guilty of this but I'm working to keep it in check. if everyone else in the party feels this way. why don't you all just agree that someone else will take on the leadership role. try and beat him to the punch. at the beginning of combat have someone else say "ready your weapons and be on guard" and have the others reply "Yes Sir" or "Aye Aye Captain" hopefully he'll get the message.


2 people marked this as a favorite.

you can always just turn around and say "our characters don't want to travel with your character" you can in-game kick him out the party. if a character does stupid things, a character will suffer the consequences. you won't work with the party then you work against the party. and the party will punish you for it.


1 person marked this as a favorite.

rolling and point buy are both flawed. rolling is completely random which makes the party unbalanced and thus unfair. point buys problem is that most of the time. people min max to get the most optimal character they can, which results in the same old characters. you hardly ever see a charismatic or intelligent barbarian. which is a shame.

I would love to play in a game in which everyone agrees not to play the most optimal of characters, but if one person does it everyone has to do it otherwise there character seems ridiculously op by comparison.

so yeah. both are flawed and I don't have a decent alternative.


My idea a bad one then?? lol.


where will this battle take place. is it a castle/fortress setting. will you wait till they make it inside or just overwhelm them with numbers in the garden. maybe have them simply meet up and have the exchange in a well populated area, and thus when the bad guys betray the eros and start a battle. the heroes don't simply have to worry about catching and defeating the bad guys but saving civilians as well. bad guy could summon a dragon or a giant or something. I actually like situations like this because it divides the party (in a good way.) and gives everyone a chance to shine.

Frontline take on the monster, the bowman are the eyes, communicating to the party and maybe shouting orders. Your Speakers/Healers are out getting the civvies to safety, tending to the wounded. Rangers/rouge are trying to keep up with the bad guys, working to outsmart, slow down and track. Casters are so versatile you can stick them in any situation.

thats just my idea anyway.


Chess Pwn wrote:
And even though the Warpriest gets the ability at lv1, it can't give a +1 to it's weapon until level 4, which is still 1 level before the paladin, so you're still going to need to wait for the magic weapon.

wait, so you get an ability at level one that doesn't do anything till level 4? why not just give you the ability at level 4?


kestral287 wrote:
Sacred Weapon does trade off +1s for the special abilities. "adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost".

oh my bad, I must of misread that. thanks.


kestral287 wrote:

It has Divine Bond, which can do that.

Divine Bond is not very good though.

yeah, I managed to find it. Sacred Weapon looks a lot better. you get it at level one, you get more abilities and you don't have to trade off +1's for special abilities.


calagnar wrote:
Haydon Mehmet wrote:
anyway, I have a concept but would like some advice. I wanted to create a magic swordsman type. particularly a Large Greatsword. Now currently their is only one way to wield a large great sword if playing a medium creature and thats if you play as a titan fighter. So Titan Fighter will most likely be the core class. But like I said, I would like to play a magic swordsman. And by that I don't mean a swordsman who casts spells but a swordsman whose magical power is centred around his sword. Something similar to the Magus or Arcane Archer classes.

I was thinking of doing kind of the same thing with a one level dip in to titan fighter. However I decided to go with a large bastard sword. The level dip was just not worth it for the build I was making. The hunter I was making. Needed the dip plus boon companion feet to keep the animal companion the same level. I decided it was not worth the trade off.

For making it magic it really depends on what kind of magic your looking for. Any one can get a weapon enchanted. So for the bulk of Pathfinder one magic sword is the same as any other. If your leaning to divine magic yes war priest is a good class. However so is Inquisitor, and paladin. All three classes have ability's that modify weapons. Inquisitor and paladin I think are more in line with what your looking for. If you are looking for arcane spells. Their are two options. Magus and Bard (Arcane Duelist) with the magus focusing more on spells and the bard focusing more on special ability's.
My top two recommendations are.
Paladin (If you can handle the LG restriction. They are a powerful fighting class. If you wanted to use a large great sword one level dip in to titan fighter will not hurt to much.}
Bard (Not as good as a magus for spells. However they are not penalized for using a two handed weapon. And is more like what you where asking for to me.)

If your group uses traits you could take. Its from the Giant Slayer AP players guide.
Giant-Blooded: Your family has...

Well I like the war priest because of its sacred weapon ability. does the paladin have something similar that'll buff the weapon or give it abilities?


Corwin Illum wrote:

What about an Eldrich Knight? This might work out well for you. Fully qualifies you for the magic swordsman feel. Just take spells that enhance your power, take a specialized school and take evocation as one of the opposition schools... should cut out a lot of the "blasty" feel.

Titan Fighter 1/wizard 6/EK x

If doing PFS, I am not sure the below are completely legal due to a Large sized Black Blade. A black blade is a magical, intelligent weapon that increases in level as you progress.

This could work well if you wanted to do Blade Adept Arcanist with a large bastard sword.

Fighter 1/Blade Adept Arcanist 6/EK x

A straight up Bladebound Magus could work well. Choose a large bastard sword as your Black Blade.

Bladebound Magus x

can a magus use a large bastard sword effectivly though. I thought that magus need to have one free hand. does the bound blade archetype change this somehow?


Chess Pwn wrote:
Haydon Mehmet wrote:
kestral287 wrote:
Haydon Mehmet wrote:
kestral287 wrote:

With good buff spell picks/setup, shouldn't be hard to land a Vital Strike on that.

Another option to consider might be using a Bastard Sword instead of a Greatsword. With the exotic weapon proficiency they can be used one-handed, meaning a Large one can be used two-handed without going Titan Fighter.

I'm pretty sure the rulings for bastard sword don't allow that. I think even with the exotic weapon proficiency, the moment you use it too handed its treated as a two handed martial weapon. thanks anyway though.
It's legal. It's actually what the Iconic Barbarian, Amiri, does, so it's been a thing since the early days of Pathfinder.
what, she wields a large broadsword? not just a medium sized one?
A large bastard sword in two hands.

ah okay, thanks. its something to consider, though I think I prefer the large great sword.


kestral287 wrote:
Haydon Mehmet wrote:
kestral287 wrote:

With good buff spell picks/setup, shouldn't be hard to land a Vital Strike on that.

Another option to consider might be using a Bastard Sword instead of a Greatsword. With the exotic weapon proficiency they can be used one-handed, meaning a Large one can be used two-handed without going Titan Fighter.

I'm pretty sure the rulings for bastard sword don't allow that. I think even with the exotic weapon proficiency, the moment you use it too handed its treated as a two handed martial weapon. thanks anyway though.
It's legal. It's actually what the Iconic Barbarian, Amiri, does, so it's been a thing since the early days of Pathfinder.

what, she wields a large broadsword? not just a medium sized one?


kestral287 wrote:

With good buff spell picks/setup, shouldn't be hard to land a Vital Strike on that.

Another option to consider might be using a Bastard Sword instead of a Greatsword. With the exotic weapon proficiency they can be used one-handed, meaning a Large one can be used two-handed without going Titan Fighter.

I'm pretty sure the rulings for bastard sword don't allow that. I think even with the exotic weapon proficiency, the moment you use it too handed its treated as a two handed martial weapon. thanks anyway though.


Puna'chong wrote:
Haydon Mehmet wrote:
Puna'chong wrote:
Why not a Warpriest? Or do you have to have a Final Fantasy sword?
ideally ridiculous sized fantasy swords lol, but yeah, its funny you should mention war priest cause I was considering multi classing between Titan fighter and War-priest.

Warpriests aren't the biggest fans of multiclassing, but you could potentially make it work if you only have the one level of fighter to get the ability and suck up the -2. Which, really, you can mitigate with the free Weapon Focus and bonuses from Sacred Weapon. You are totally opting out of the favored weapon die increase, but that's a weird mechanic for a class that'll usually just grab greatsword anyways.

You do go to 3/4 BAB, so hitting might be hard, but that's kind of the trade you make for having a ridiculous Vital Strike at level 7.

how difficult do you reckon it'll be to actually land a hit. I know I making a sacrifice of accuracy for power. but wouldn't the Free weapon focus and sacred weapon make up for it. at level 2 thats a +2 and I go down to a minus 2. and thats not including the increase in BAB. am I making a mistake cause the disadvantage I get seems to minimise over time and eventually not be that big of a deal.


Puna'chong wrote:
Why not a Warpriest? Or do you have to have a Final Fantasy sword?

ideally ridiculous sized fantasy swords lol, but yeah, its funny you should mention war priest cause I was considering multi classing between Titan fighter and War-priest.


Dave Justus wrote:

If your GM allows unchained variant multi-classing, adding VMC Magus to your Titan Fighter will give him an arcane pool like a Magus to increase the magic of his weapon, but it won't give you any spell casting.

Most of the ways that combine magic and fighting are more focused on the magic side, so finding something else off the shelf would be difficult.

thanks for your advice, I was thinking of maybe combining titan fighter with the War-Preist. The Titan Fighters large great sword combined with the WP's Sacred Weapon ability could work as a decent combo. I wouldn't lessen the penalty by progressing through the titan fighter class, but the sacred weapon ability would effectively do the same whilst letting me turn the sword into a magic weapon. and yeah, I guess the closest thing to a magic fighter (instead of a Magic using Fighter) would be the bloodrager.


Cuuniyevo wrote:
Does it have to be large all the time? This weapon quality can get you 10 minutes per day. You could talk to your GM about paying to upgrade it later and get extra uses per day. It'd be a house-rule but a fairly reasonable one, only requiring a little consideration for the cost. This upgrade would open up far more possibilities in terms of class and archetype choice.

Yeah, I would ideally like it to be large all the time but I understand that compromises will most likely have to be made somewhere. but that does look like an amazing spell, especially combined with the Titan Fighters Giant Weapon Wielder (Ex). he could wield a Huge weapon. okay I'm getting greedy now but y'know what they say. you get an inch you take a mile haha.


hey guys, I'm new to the forum and would like to apologise if this isn't the correct place to post this.

anyway, I have a concept but would like some advice. I wanted to create a magic swordsman type. particularly a Large Greatsword. Now currently their is only one way to wield a large great sword if playing a medium creature and thats if you play as a titan fighter. So Titan Fighter will most likely be the core class. But like I said, I would like to play a magic swordsman. And by that I don't mean a swordsman who casts spells but a swordsman whose magical power is centred around his sword. Something similar to the Magus or Arcane Archer classes.

do you guys have any ideas about how to make this idea workable without having to home-brew a bunch of rules or even my own class.