Someone mentioned a Paladin that gets the ability to Rage as a Barbarian does in this awesome thread about paladins, and it got me thinking about how it could be done. So, on a whim, I decided to start slapping something together. Fluff isn't done yet (I actually found out I was pretty much quoting the Oath of Vengeance word-for-word when I went to check out archetypes!) but the simplest version of the crunch is done.
The intention is NOT for this to be wildly stronger than the base Paladin, so it likely needs to be tuned down a little bit. I would love to hear any thoughts, comments, criticisms, etc. that anyone may have.
Hand of Wrath wrote:
I have an Ironborn (Large-sized Burden Carrier build) Aegis/Soulknife (Deadly Fist) that I am playing in a friend's home game. It's a really fun character, but I have one question that I honestly am clueless about.
As a Large-sized Ironborn, he has a natural reach of 10 feet. The range increment on his Psychokinetic Discharge ability from the Deadly Fist is also 10 feet, the same as the daggers he is carrying around.
Does this mean he can do his psychokinetic discharge attack or throw a dagger at someone 20 ft. away without taking a range penalty? Or would he take a -2 to the attack roll?
So upon getting my copy of the Advanced Class Guide yesterday, I went digging through it to see if there was anything that looked interesting. I found quite a few neat things I'd like to build up and play, but one of the options stood out as something that I though would be super fun and flavorful: a Dwarven Sacred Fist Warpriest using Pummeling Style.
So, mechanically, I have a general idea of what I want to do, but I'd like some assistance from people who might have been working on their own designs for this kind of character. Without further ado, here's my basic concept (20pb, 2 traits, no drawbacks):
LG Warpriest (Sacred Fist) of Torag
Str 17 (+1 at 4, 8, 12, 16 and 20)
Blessing: Earth, Protection
1 - Warpriest 1 - 0 BAB - Minor Blessings, AC Bonus, Flurry of Blows, Unarmed Strike, Improved Unarmed Strike, Pummeling Style
* = Master of Many Styles/Monk of the Sacred Mountain
Feats are mostly empty because I honestly don't know what I could even take at that point.
Now, my primary questions are this:
So, in my never-ending need to make new characters for fun (and sadly, very few of them ever get played), I threw together Tomag here.
I started him as a pretty standard Paladin, but then I realized that with the Redeemer archetype, maybe just going straight bruiser isn't the best path. So I'm here to ask about feats and such. I'm trying to play up the nonlethal damage part, so he's a Paladin of Sarenrae with the Blade of Mercy trait.
So far he's got Power Attack, which seems pretty standard fare. The problem is, where do I go from here? Should I mess around with my stats more and maybe try for 13 Int, for Combat Expertise and Improved Sunder?
I'd love any input you guys can provide! Thanks.
I stumbled upon the feat Thunder and Fang as well as this mini. It looks awesome, and though I doubt it's particularly good, I really want to play one. So I built the character, hopefully for use in one of my friend's games over IRC.
Anyway, I threw together this build, but I'd like any advice anyone could provide.
Human (Shoanti) Ranger/Fighter (Two Weapon Warrior)
1 (Ranger 1)(+1 BAB | +2 Fort, +2 Ref, +0 Will): Favored Enemy 1 (Ex), Track (Ex), Wild Empathy (Ex), Power Attack, Weapon Focus: Earthbreaker (Human)
Now, this is assuming that you can treat the Klar attacks like a Shield Bash, otherwise I'd drop Imp. Shield Bash/Shield Slam/Shield Master. Also, I was trying to consider if it would be better to take fewer levels in Ranger and go Fighter for more bonus feats plus the weapon-training-ish thing from Two Weapon Fighter. But I lose spells, skill points and a stronger Reflex save, too.
Anyway, would be glad to hear other's opinions!
I recently rolled up a 6th level Kobold Synthesist Summoner for a friend's campaign. Rules were 35 point buy, full HD per level, (we're pretty strapped for magic items; read: none since we started playing), ARG, PG, APG, UM and UC allowed. Originally I'd been playing a Lizardman throwing Barbarian, but I wasn't really enjoying it. So I decided to pull out a nifty RP concept and made a Summoner to match it.
The problem is mostly that I have read all the related information on Eidolons like nineteen times and I'm STILL not sure if I did it right.
So, without further ado, this is my Sythesist Summoner:
w/o Eidolon: http://www.myth-weavers.com/sheetview.php?sheetid=432198
I'd be really appreciative if anyone could give it a once-over and see if I messed anything up horribly. Thanks!
So I imagine a handful of you folks have at least glanced at the thread about Quick-converting League of Legends Champions to be playable in Pathfinder. If not, you can find it here: http://paizo.com/forums/dmtz5t90&page=2?Quickconverting-the-League-of-L egends-Champions
Anyway, a couple of my friends were playing the game over VOIP, and started talking about how a Pathfinder campaign based on it would be infinitely less infuriating than the actual game itself. To that end, they started suggesting how to roll up characters for such a campaign.
I, having on had a short tenure in the game, decided I would make Nasus. In the thread I linked above, it's suggested to have him be a Cleric, then take the Pharaoh prestige class. However, he actually seems more like a Staff Magus to me. Also, I'd be playing him as a Human wearing an ornate jackal mask, though I am absolutely considering using the Advanced Race Guide to make a Anubis race, once I can get access to it.
I've got the first twelve levels planned out, but if anyone could give me some pointers, that'd be great. I'm actually going to be taking a 3 level dip of Weapon Master for extra feats + Weapon Training: Quarterstaff, and grabbing some trip feats because it just sounds cool to be a big ol' jackaldude, knocking people on their asses and slapping them in the face with an electrically-charged stick.
Traits: Reactionary and Magical Lineage (Shocking Grasp)
1: Magus 1 - Combat Expertise, Improved Trip
Any suggestions are more than welcome. I'm not aiming to be restricted just to what Nasus can do in the game, but instead a character based off of him that's in the same vein as far as abilities.
Thanks in advance!
Good evening, ladies and gentlemen.
I am going to be starting a Pathfinder campaign in a couple weeks. For this campaign, I want to play a dwarf fighter who used to be a Town Guard, but now is an adventurer. He wades into fights with a weapon and shield, using both to mete out asskicking.
My question is mostly based around how to make him as mechanically sound as possible. I found some wonderfully helpful information in Rogue Eidolon's Guide to Fighters (https://docs.google.com/document/edit?id=15x4he4WAFYNsoeYgNG8KaEjPH2OvzF2d Ujiy8BL1h14&hl=en&pli=1). However, I'm already going off the rails a bit by going Dwarf instead of Human. We're starting at level 1, 20 point buy, max starting gold, 2 traits
My character's stats are
At level 1 he's got Two Weapon Fighting and Improved Shield Bash. Traits are Reactionary and Indomitable Faith. For armor and weaponry, he has a Dwarven Waraxe, a Warhammer, a Sling, a Breastplate and a Light Spiked Steel Shield.
The plan, so far, is pretty much just to go straight Fighter and pick up feats as the guide suggests them, but I'd be appreciative for a second opinion from people who've given such a build a try!
Thanks for your time.