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ShadeOfRed's page
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I’ve seen a lot of posts about attempts to make a Witcher class. I like that idea a lot, but I think to many try to cram everything into the class itself until it feels bloated, unfocused, and overpowered. I think the thing that is sort of overlooked, is that a Witcher, is no longer really human. They go into their training as humans, but come out as something else.
Is it ridiculous to have a single race that is for a single class? Human, but immune to disease, long-lived, and capable of ingesting powerful poisons to a human, but offering booms to them. Unable to procreate, but not unable to love. Physical mutations, giving cat eyes and low light vision.
I think front loading some of this, as a race, can make the class feel more balanced. And better than, say a Drow, with all of this as well.
I am currently writing a race/class combo up, but was looking for some feedback on this part and what the class should include. An expanded human race I feel.
Thoughts?

So, joining into a campaign of some very powerful characters, set in the Warcraft 3 universe. (important because of race choices) Also we are undead legion, more on that below.
Okay, I need help making a character, I'm just overwhelmed, and I need it to be pretty broken to keep up with the others...here is what I have to work with.
Can build a race that exists in the Warcraft 3 universe, anything at all. 30 Racial points to build the race, free undead template on top of those 30 RP points. So, I can take like human, and add RP points up to make a 30 RP race with extra undead like powers or what have you.
Stats: 75 point buy, no need for constitution as already undead, and no con stat.
Class: Kinda want to do Oracle type.
Level 20 + 3 mythic levels.
Double gold by level for 20th level.
Can make a minor artifact to go with all this...
As you can probably guess, just reading this, I'm at a loss of where to start, and also, how do I make this a broken character? As for the rest of the party, we have a dual wielding broken gunslinger with infinite ammo so never reloads, a death knight(antipaladin) with a small army of undead, and an undead dragon/sorcerer who can chain lightning maximized/empowered for around 600 hp damage to like 37 targets? Don't ask, I haven't seen the character sheets, I just need help on making this oracle. Obviously need to be evil like...negative energy is the way of the healing and such.
Please...help me...
So...the Egoist chain of powers of Metamorphosis...gives me a question.
Common sense tells me that the power states you can't choose the same power twice. And you can augment, say Major Metamorphosis to allow you to choose choices from Minor and normal Metamorphosis.
I'm taking it, you can't choose +6 Strength from Major, +4 Strength from Metamorphosis and +2 Strength from Minor. If you can...wow. But I'm guessing the line about not choosing the same choice twice applies to all the versions not just the particular version you manifest. Correct me if I'm wrong and you can do this, it changes some things for my ideas for my possible next Egoist character.
(bonus points if you know where the cry of "DARK METAMORPHOSIS" comes from)
Could use some help. One of my players wants to run an adventure path and is cool with me making a psionic character. So I'm making a generalist psion...some questions that came up for me.
Psicrystals - Do psicrystals have any ability to make a physical attack?
Psicrystal Affinity is okay to take for my Bonus Feat correct?
Power Points - I've got an Elan, Psion, Int 19. I get +2 base points, +2 high int, +1 favored class, +2 Psionic Talent. So 7 at 1st level right?
Feats - Psionic Body - Okay, I have Psicrystal Affinity, Psionic Talent (racial feat?), Psionic Body. Now does that give me 6 hp or do I not count Psionic Talent and get 4? (trying to decide what to take for my 1st level feat...advice on that would be welcome too)
If I take Psionic Talent again...do I get +2 and +3 = 5 or is it just +2 +1 = 3?
I may have more but that's my questions for now. Thanks for any help!

Okay, I'm just trying to make sure I understand how poisons work...let me see if I got this right.
PC faces off with 5 drow foes.
They fire their hand crossbows with drow sleep poison tipped darts.
Now if one hits, it is Fort DC 13
Two is Fort DC 15
Three is Fort DC 17
Four is Fort DC 19
Five is Fort DC 21
There is only one saving throw made regardless of the number of hits.
First question, does the PC make his saving throw after being hit...or does he wait for the one minute to pass first? (this would mean that the DC would continue to increase as the PC takes more poison darts right?) Or do they take their saving throw at their next action? Drow sleep poison has a Frequency of 1/minute for 2 minutes. Initially unconsciousness for 1 minute, secondary unconsciousness for 2d4 hours.
We'll say for now that he takes it at the 1 minute mark, 10 rounds later. Now the PC makes that saving throw at the 1 minute mark and battle continues. Now I think that means it is gone, since it is Cure: 1 save...or am I wrong about that?
He gets hit with 3 darts originally. Assuming it is cured with the first save, he gets hit with a new wave of 3 darts. Does this mean the save DC is 17 again...or DC 23 due to the previous 3 darts stacking?
I apologize, but it feels complicated and want to make sure I understand it all. Thank you for any help!
Just for discussion's sake...if you took a Martial Character as a Drow, say a Ninja class to keep it simple, and from 1 - 13th level took all the Drow noble feats and spell like ability feats:
1st: Drow Nobility
3rd: Improved Drow Nobility
5th: Greater Drow Nobility
7th: Umbral Scion
9th: Improved Umbral Scion
11th: Spider Step
13th: Noble Spell Resistance
Could you make a viable character doing this as a Ninja without making yourself kind of useless at 13th level? (Yes I know, Rogue/Ninja is horrible, honestly this is for an NPC/possible PC at a later date if needed) What kind of build would you make? Keep in mind you have to take the prereq stats of Cha 13 and Wis 13. Spider Step could be moved to anywhere other than 1st level if that makes a difference.
Assume any gear with gp total of 180k or less.
I am pretty confused here...could use some help. I'm sure I'm just missing something probably...
Hurricane Quarterstaff - a +1/+1 quarterstaff, that once per day can cast gust of wind, DC 13 fort save negates. If you are a monk or ninja you can activate the gust of wind with a ki point.
It's full cost is 7,840gp.
Now a +1/+1 quarterstaff costs 4,000gp. Leaving 3,840gp left. Subtract masterwork to both ends, for the amount of 600gp, leave 3,240gp. How is this computed?
I'm getting 2nd level spell x 3rd level caster x 1,800gp = 10,800gp
In order to get 3,240 is 2nd level spell x 3rd level caster x 540gp...
I'm trying to make an item for one of my players and I can't figure out the formula. Is the one I show above the correct one for putting a spell on a weapon?

Ok, it's been done before, but here is my build, thus far. Wouldn't mind some feedback. I will include his items I've picked, but am hoping you all will give me more ideas for other Link items. I'm going to try to have a Navi as well.
I have chosen Human for my race. Deal with it.
The feats I've picked, keep in mind he is only at Level 5 right now.
Combat Expertise
Dodge
Skill Focus: Knowledge: The Planes (maybe Dungeoneering)
Mobility
Eldritch Heritage (Arcane) Familiar
Spring Attack
Whirlwind Attack
I want a familiar because I want a Navi. I think I'm going to start with a bird(raven) as he had in Link to the Past to fly him around. Then with my GM's permission going to take at 9th level improved familiar and have a Lantern Archon. (this is with permission, don't care if you the rules say something different, he is fine with it, not going to argue whether it's allowed, because, it is in my case)
Skills:
Focusing on these probably solely
Acrobatics (not a class skill, oh well)
Climb
Handle Animal (got to train Epona)
Ride
Swim
Craft Alchemy
Perform (Wind Instrument) (probably only a few points)
Knowledge (Dungeoneering or The Planes not sure which, see my feats)
Now the items I want to get so far.
(I'm not going to include pluses on these because we can upgrade an item over time to make it better)
Adamantine Longsword with holy and bane outsiders (evil)
Chainmail (of course)
Heavy Steel Shield Mirrored(possibly reflecting as well later)
Warhammer (magical or not, maul of the titans might be to much to ask)
Goron Sword (greatsword)
Bow (of course, not sure how to do the enchantments on this one)
Boomerang Returning
Belt of Giant Strength (perhaps reslotted to arms slot as the Power Bracelet like the old Gauntlets of Ogre Power)
Boots of the Cat (because he can always fall a long way and land on his feet and still takes a little damage)
Something that gives expeditious retreat, Cloak of the Hedge Wizard (transmutation) perhaps.
Handy Haversack (to keep everything in)
Folding Boat (fills the role of the raft and the boat from Windwaker)
Bullseye Lantern, of course
Diving Gear, (flippers)
Grappling Hook
Compass
As many Alchemical bombs and weapons I can manufacture
Now, any new items I should add to my wish list?
What do you think of my choices so far?

Hey, I'm in a Pathfinder Skulls and Shackles Campaign and looking like I'm going to be becoming a Mystic Theurge. I usually DM, don't get to play much so I'm enjoying the idea of being on the good side of the screen for a while. ;) Anyway to get the group together I let everyone else pick their characters first and I would try to fill any gaps. Well guess what? No spellcasters at all...so looks like I'm going to have to go Mystic Theurge. I thought we could get by with me being a wizard but it's way to difficult really.
So, I'm currently at the end of the first adventure, have 3 levels wizard and 1 level cleric. Didn't start out with the plan of being a mystic theurge. The big thing is I might get to take a mulligan on some feats and stuff to make things work a bit better. Any tips on what I should choose?
Keep in mind, I don't know all the books inside and out and so abbreviations often are meaningless to me and I have no idea what they mean...I used to DM only 3.5. (that's gonna change)
I'm human, we get to pick two traits, one from the adventure and one other. I have touched by the sea, gives me a peg leg but no negatives from having it and +1 damage vs sharks and water creatures. Anything else I'm willing to listen about. Suggestions?
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