Droogami

Rengar's page

30 posts. Alias of Elondor.




So I'm looking at two possible campaigns in a universe of my own creation, and I wanted to throw my rule ideas out there to see if it is worth writing.

Basic homebrew rules:
-no alignment except as needed for classes and abilities. You earn your alignment. This applies to creatures as well, as there may be entire cities of traditionally 'evil' creatures.
-I have no qualms about haveing a 'alignment' diverse group so long as people aren't stupid and role play their reasons for being in the party should they be lonely in their choice.
-contemplating a mana system to differentiate sorcerers from wizards further.
(more to come)

Modidifed e6 thoughts:
-Level 6 will be the soft level cap for all standard species. Ony by accomplishing great feats, hard training in battle, and aquiring artifacts of immense power can you level further.
-Contemplating using the mythic rules as far as advancement past 6. Instead of a new mythic tier, you gain either a mythic tier or another class level. This still needs to be thought out.

I welcome thoughts and opinions, and this thread will be evolving over time as I work on this campaign.


I have three questions I'd like to ask due to curiosity and potential for fun characters.
-Can a magus use improvised weapons with spell combat? (shocking chair ftw)
-Can a magus wield a creature 2 size categories lower as an improvised weapon?
-If the above are all yes, then what would happen if you channeled a spell through a creature?
Thanks in advance, I bet this has already been asked too, or it's some simple wording I missed somewhere...


If this is the wrong thread to post this, I apologize and will delete it if possible. Anyway, I'm currently seeking, as the title suggests, an evil rp-heavy campaign! I'd love to find a group where everyone is intelligent and doesn't play chaotic-stupid. If anyone has a game starting up or a role to be filled, please contact me. Thanks!


Hello! I'm interested in trying PbP, having never done so before. I've grown tired of the constant hack and slash that seems to be the standard in my play area. I'm familiar with Pathfinder, 3.5, Call of Cthulhu, Vampire the Maquerade. Should another system be used, I have a TON of different systems. I'd prefer Pathfinder or CoC, any level is fine. My preferred Pathfinder classes are rogues/ninjas, magi, and if 3.5 material is allowed, the beguiler. I'd also like to find a game that is planned to be somewhat long, as I want to have some progression in my character. If anyone has an opening or knows of one, shoot it by me. Thanks!


Hello, as the title suggests, I'm requesting help builing a pfs legal bladebound magus. First off, I'd like to know what some good weapons to use might be. I was looking at either scimitar or bastard sword. Also, are there any interesting things that can be done with this archtype that I don't know of?

Finally, I want to flush out my character and swords major personality, saving the small tidbits for later. My 4 thoughts were:
-The blade HATES being used to attack things, and complains about this frequently, while the magus LOVES to mess with the sword, often attacking the ugliest creature in the bunch or making a point to not clean it after particularly gruesome fights
-The blade is the magus' brother/sister/uncle fester and has a personality according to this (perhaps the magus failed an experiment with said family member, and had to bind the soul to the nearest object [bonus points for those who get the reference])I could also have it be a dead pet, such as a dog.
-The magus is quite shy and has confidence problems, and the sword is a controlling force for the player. This option essentially has the blade be the main character while the magus is the backup, which could be interesting. Essentially I play the sword who tells the magus what to do.(reference again?)
-The blade and magus are multiple personalities of the same person, and the sword was created when the magus seperated himself from, er, himself. The magus would be a shy, happy go lucky kind of guy, while the sword has all of the magus' previously bad behaviors and impulses. Maybe have the two personalities randomly switch vessels? Could be fun. I'd roll a 10 sided die. In that many out of game minutes, the personalities switch, and I roll again for the next swap.

So, thoughts? Also, which concept seems the most intriguing? I'm looking more toward #4...


After some serious writers block, I'm deferring to the forum folk for help. I'm looking for a dark-themed ap/module that would encourage the players to be monsterous classes such as undead, lycanthrops, tieflings, etc. I'd prefer a world over run by evil, with the players either fighting to carve out a piece for themselves or to overthrow the evil in the land. Any suggestions? If not, I'll see about writing again at some point.


Hello, I thought I'd try out a summoner in my local PFS games. As I haven't played one before, I was hoping for some advice building the eidolon. From the advice of the people, what are some optimal choices as far as evolutions and feats? Should I go with a cat? A bear? A mount? The people in my society tend to optimize their characters as much as possible so I want to be able to keep up. Also, how are the archtypes for summoner? Do synthesist or master summoner do any outrageous or fun things?


I'm planning on making a synthesist for PFS. Having never done so, does anyone have any advice as far as evolutions and feats? Also, is it better to use a weapon(s) or natural attacks? Thanks!


Why does it seem like wizards got nerfed in PFS? They have no item creation, and I just learned they have no metamagic feats. Now I'll most likely have to go magus or summoner instead. Thoughts?


I thought of an interestingly hilarious character concept. I want to make a pfs legal cockblocker, so to speak. The goal is to make a character that specializes in disarming melee enemies and stopping spellcasters from casting. I'm currently looking at magus as the base for the build, but it's totally up to discussion. I don't quite recall, but can spells be countered assuming you know what spell it is as a spellcaster? Anyway, unleash upon me the ideas that are hidden in the corners of the rule books!


Something that has irked me for quite some time is that people and the rules assume that charisma determines your appearance. To me, this makes little to no sense. It should primarily determine your force of will on the things around you. For example: A goblin/lich/(insert typically ugly creature here) spellcaster that uses charisma as it's main stat. The stat reliance is due to them needing the ability to cast the spells they specialize in. But are they attractive? According to the stat, they are. Also, I get tired of players saying "your character is less attractive then mine because I have a higher charisma." I also get annoyed at people assuming that you are unable to properly use a charisma based skill (such as diplomacy) or using RP related antics to attempt to woo a member of the opposite sex because you are too physically unattractive. I would argue that someone with a low charisma, unless they want to be ugly, is either poor ability to lead or a chilly disposition.
/Rant

Tl;Dr
Charisma determining your physical looks seems odd.


As per the title, I defer to the wise people of the messageboards to give me some advice on building a society-legal shadowdancer.

My goals: To have a highly combat viable stealthy character that I can also do some roleplaying with. (Our playgroup has alternating GM's, one is highly into combat while the other is more RP focused) I plan to take 5 mixed levels in fighter and rogue until settling into a full 10 levels of shadowdancer. I also plan to take the dervish dance feat, as I'm building the character to have a 20 dex after racial mods. Also, I feel that dancing with your scimitar and the shadows themselves has some nice flavor to it.

My questions:
-What's a good mixture of fighter and rogue, keeping in mind that I'll be progressing 5 levels before starting shadowdancer?
-Apart from the necessary feats, what are some good/optimal paths to take? I was looking into either vital strike+spring attack, or critical focus and full attacks/round while flanking. (I have no experience with either of the two feat paths)
-Are there any other interesting recommendations or ideas from experience or know-how that would help progress this further?

Thanks in advance!


I would like some suggestions for writing up a campaign, as i haven't done one before now. The setting I have in mind is that the world has been taken over by the greater forces of evil. Demons and other horrors vie for control of land and riches to extend their wealth.

races:

Undead are very common, with standard races being rare to an extent due to enslavement. Humans are the most sought after, being skilled at all sorts of tasks. Dwarves are put to work in mines and construction. Elves have been hunted to nigh extinction, with those remaining well hidden. Orcs are used as mercenaries while any offspring they share with humans are kept to fight for sport. Halflings are only a bit less tolerated, as slow halflings are now dead halflings. Gnomes have grown widespread for their fame in crafting amazing machines and torture devices alike. Races such as tieflings and drow are quite common, as are horrors and aberrations.

environment:

The red skies rain ash and fire, making the world seem to be more akin to hell. With minimal sunlight, vegetation has either died in most regions or mutated into something more suited for the underdark.

players:

Players will start at 10th or 12th level. Non standard races and templates are encouraged as a way to fit in to this change in society. I'll most likely use a 20 point buy system. Xp progression will be recommended at the standard pace. The general story will have two outcomes; the pc's take over much of the world (evil) or the pc's restore the balance of good and evil to the world (good)

Given this info or lack thereof, I would love any suggestions for this campaign, both in writing one for the first time as well as ideas for setting and story.


Hello, i'm contemplating a Shadowdancer/Fighter in a 6th level game.
I was curious what would be good strategies for going this route, as i was thinking of using weapons with reach in this somehow (glaive, bec de corbin). What would be good feats for something like this?


Hello, before i present my case, I'll give a bit of a background.

I'm playing a 3rd level CN human cleric in a Neutral-evil party. We have an orc barbarian, a drow alchemist, a halfling bard, a human wizard, and a gnome warlock. Currently I have to function as a secondary fighter to the barbarian as well as standard party healer. I rp my character as an insane cleric who often forgets his name, his god's name, mumbles and yells in his sleep, and spell preparation includes walking off randomly from the party who shortly hear me screaming. (in order to have silence in his head, he sub consciously lets the voices in his head outside his head) Anyway, we just hit 4th level.

My question is this. Is it a good idea (in this instance) to multiclass in a level or two of fighter? or would that hurt my divine spellcasting by too much to be worth it?

TL;DR: Does a cleric as a secondary fighter get a good benefit from multiclassing into a melee class?