I'd like to thank everyone who gave up their own time and effort to help. After a bit of wrangling, and the threat of my patented sweaty moob-torture, our Inquisitor has decided to become a Cavalier instead and the Fighter has chosen to become an Evocation-Specialist Sorcerer with the Water Bloodline (Frostballs, anyone?). And Assassin PrC has been cleared for Neutral-alignment entry in the campaign (note that nothing stops an Assassin from turning good after meeting the requirements of the PrC, but I'm going to struggle and remain at Neutral Alignment for as long as I can, and be the sole non-good bastidge in the group!). Will be going Half-Orc Rogue 5/Assassin 10 and then maxing out Rogue for as long as the campaign lasts. Again, many, many thanks all.
RuyanVe wrote: Good Stuff I'm currently debating with our GM about making a Wizard rather than the Cleric, but he wants to 'challenge' the Group. Thus far the only challenge has been not throttling the entire group for stealing all my good ideas and leaving me with a Class I really don't like.... If I do opt for the Dragon Disciple path, probably go Strength 15 (+2 Racial) Dex 12 Con 14 Int 12 Wisdom 11 Cha 15 and spend my stat increases on Charisma, trusting to the DD Prestige Class to increase the important (for this class, at least) scores appropriately. Eh, we go by rolls most of the time, as we find the characters are more organic that way, while point-buy seems to end up with cookie-cutter characters. That said, I enjoy 20 point buys, but the 15 point ... tends to create characters that can have issues outside of their niche. Still, I believe one poster made an excellent point that Low Scores does not automatically = automatic failures. Honestly, most of us are lucky to roll a 15 or a 16, and rarely do we get more than one or two such rolls per character. Maybe it's because the scores are well rounded or maybe it's just dumb luck, but we really don't have that much of a problem with 'low' scores like a 17. I'm sort of mad for Half-Orcs and Monstrous Races. Apologies for linking Warcraft Art to these boards, but here is an awesome picture of a Orc-themed Arcane Caster that pretty much makes me go "SORCERER!" (Yes I know it's a Warlock.) I do look at the concept for a Human Sorcerer, but from a Rule of Cool angle, I look at a Half-Orc Arcane Caster and think "Man, I can actually pull that off these days!" I did look at those Bloodlines, but thing is, the party is relatively good aligned. I think I can get away with being a Hard-Ass, but as soon as I start popping fiendish abilities or develop strange mutations my character will be quietly taken out into the woods, set on fire and then have the ashes scattered in the wind. I honestly think I'm pushing it with Serpentine and Shadow Bloodlines as things stand. Yet ironicly enough, I could play a Wizard Necromancer and nobody so much as gives me a funny look, go figure.
rkraus2 wrote:
Thank you for that. By 'ruthless' I meant spells such as Pain Strike, which could brutally incapacitate a target, and spells that could provide devastating results, as well as RPing as a cold, driven bastard. I have yet to touch the Ninja class yet, haven't got my hands on the latest Advanced Combat, and I like the concept of a brutal and ruthless Arcane Trickster who uses magic and stealth to get up close to a target and then takes them down with a combination of spell and steel. Stringburka wrote:
Errr, 17 is low for a stat at first level? And yes I was looking at the Dragon Disciple but was concerned about taking the Sorcerer's limited Spell Selection and compiling that with the Dragon Disciple's slightly limited spell progression. Although the Prestige Class does cover my concerns over armor, melee-in-a-pinch abilities and keeping up with the Bloodline Powers.
Benicio Del Espada wrote: Sorcerers have a lousy BAB for a reason. They're all about spells. Give him some mooks to handle combat while he plays controller/buffer. Give him a way to escape if things go wrong. Full casters should be hard to kill, and smart enough to vanish if they're losing. I know, just always been a melee-ish person. Nothing quite so satisfying after a hard day of dealing with the general public than going home and putting on your Rage-Face and cleaving your way through a horde of baddies. On the other hand, you're correct. Swap out, ah, Mage Armor for Vanish, perhaps? Bracers of Armor aren't that far out of reach after the third level, and given as a Sorcerer my character isn't supposed to be in the thick of things, and adding Defensive Combat Training to the mix helps avoid the Combat Maneuver slaughter. I suppose I'm trying to do too many things with the one character. Alright, I'll go Full Sorcerer ... now what Bloodline would be best for the 'Ruthless' theme I'm going with here? I'm looking at the Spell Selection and it's staggeringly underwhelming in terms of 'ouch' spells, but surviving to the level where I can go invest in some big 'ouch' spells for added punch is my goal ... then again I haven't played a Sorcerer in years, I'm more of a Wizard guy myself ... because at low-levels I just grab spells, put them into my Spellbooks and then make Wands with Utility Spells such as Light, Endure Elements, Mage Armor, Floating Disk and Identify, and 'fun' stuff such as Web, Attribute Buffing Spells and Gust of Wind.
Now, if any players from my group are reading this ..... *deep breath* ..... FLUMPH OFF! You bastards have already stolen my Bard, my Inquisitor, my Ranger and now my Cleric, go use your own greymatter for once, g@@$!#it! Here we go, Half-Orc Sorcerer (bloodline to be determined with your help, hopefully!) Stats and Rolls:
So, Rolls and Stats:1) 6,5,2,1(-1=13). 2)5,4,3,1(-1=12). 3)6,5,4,1(-1=15). 4)3,5,6,1(-1=14). 5)5,1,2,4(-1=11). 6)5,5,2,1(-1=12).
going for Strength 12, Dexterity 14, Constitution 13, Intelligence 12, Wisdom 11, Charisma 17 (includes racial +2), aiming to increase Charisma, then Con, then flat out charisma till the campaign ends. I'm thinking Elemental, Draconic, Serpentine or Shadow as my Sorcerer Bloodlines, and these are spells I am thinking I should be taking, and I'm also aware that most Paizo campaigns officially 'end' around the level 13-15 mark. I am also wondering whether or not I should go Full Sorcerer (although I loathe having that miserable BAB Sorcerers and Wizards must endure), going Dragon Disciple (Rawr) or take a level of Fighter (I know Ranger is mathematically better than Fighter, but those bonus feats, and the fact I am trying to avoid a heavy coating of cheese, points to the Fighter as my go-to dipping class) and take 7 levels in Eldritch Knight before swinging back to Sorcerer. While I know that our current party, Bard, Inquisitor, Ranger, Fighter, Cleric plus my Sorcerer pretty much has the Melee/Physical Ranged part fairly stitched up, I enjoy having a little bit of 'Oomph' in that direction with every character I make, if only for the inevitable scrap the caster will get involved in. Obvious feats would be Combat Casting, Defensive Combat Training, Magical Aptitude, Spell Penetration, Cosmopolitan and either Forge Ring (if going Full Sorcerer or Dragon Disciple) or Arcane Armor Training (if going Eldritch Knight) Spells by Level:
1st level: Cantrps: Acid Splash, Resistance, Detect Magic and Prestidigitation. First Circle Spells: Mage Armor and Magic Missile. 2nd level:
3rd level:
4th level:
5th level:
Any and all suggestions on the composition of the 'Ruthless' Sorcerer is welcomed. I have checked out the (unfinished) Sorcerer Handbook made by Minstrelinthegallery, but I wanted to double-check with some other people first. And again, Jason, Sarah, Martin, Luke, Michy .... stay the eff away from this, please, you guys have systematically yoinked every character concept I've statted for this and the past three campaigns. Cut it out.
Anybody? I'm hoping to avoid taking the same 'classes' I always did and try to use either an alternative version or one of the new 'Core' Classes to shake myself up a bit, but I've never played of the 'finished' APG Core Classes. Two different schools of thought here. 1) Aggressive character that can go in and tear somebody in half with either weapons or unarmed strikes (or possibly spells, but I'm trying to avoid the 'over 9000!' trope here) and still have utility outside of combat, such as being a Survival/Outdoors Expert and/or Skill Monkey. 2) Support Character with some strong offensive abilities but mostly support abilities. A Character that can keep the party going without stealing the spot-light or being slotted into the old 'potion on legs' role in Combat, although there will be obvious encounters where the party will need Cure spells every other round, no doubt.
Felgoroth wrote:
I agree with you on the Swim Speed, changing the swim-bonus to perhaps Survival and Acrobatics, being able to hunt and move around the swamp out of the water would make the Lizardlings quite adaptable and possibly the apex predator in their environment. In regards to the abiltiy scores, I'm keeping them the same as the existing Lizardfolk Scores simply because, to me, only the fittest and strongest survive, and the Lizardfolk's brains are, in a very real way, not so advanced as the average Humanoid because of their physiology and life-cycle, in the same way that a average House-Cat is smarter than a Crocodile, although the Crocodile is a more efficient predator. A variation I am thinking of is a Gecko-Descended race, created in ages past by a Archmage who was befriended by a pair of Huge-sized Geckos of quasi-divine nature. The male died in a great battle against a Dragon, and while the Archmage wasn't able to completely revive the male, he was able to spawn a new race from his remains that is watched over today by the female of the pair as their Goddess. They live in the upper reaches of the cave-systems of mountains and are the favourite prey of Giant Eagles and other large predators due to their slow speed. The legacy of their mythical creation has imbued them with an inherent resistance to most mortal magic, and they possess soft scales with a limited ability to change colour, both as a defensive mechanism and a way of conveying their moods. Some evil countries hunt the Gecko-Kith for their hides, which can be fashioned into beautiful Hide-Armor that can easily accept magical enhancements to resist hostile spells or create illusory effects. Gecko-Kith spare no expense to hunting down and slaying those who wear such armors, however, and many would-be trappers seeking the Gecko-Kith for such reasons often find themselves left naked on the highest peaks of the mountains for Giant Eagles and other carnivores to deal with. Humanoid (Reptilian)
Makes a credible contender to the Kobolds as the 'little guys' of the Scaly Races. Also Geckos are cute and nobody would take them seriously until the PCs walked into an ambush and found themselves staring up at the roof of a cave that has a whole platoon of the little bastads clinging side-by-side from the stalacmites, taking aim with shortbows at the PCs because one of them made the mistake of not asking where that 'beautiful snake-skin spell-pouch' was actually made.... *Edited as per Northbrb's comment. He made a valid point... and given their distance from most other races the Wisdom ties in nicely to their survival instincts.
I'd rather build up from weak to strong rather than the other way around. I agree that Natural Attacks can tend to be weak, but again I was trying to build off the Lizardfolk in the Monster Manual (Pathfinder), for the 'basic' Lizardfolk PC Race. Perhaps a better 'build' would leave the Natural Weapons out of the equation altogether and build off the other traits? Humanoid (Reptilian)
I've never understood Lizardfolk having Nightvision, given they are cold-blooded and probably wouldn't venture out into dark, cold environments, although a Swamp would probably necessitate some form of enchanced perception skills, and a healthy resistance to the diseases and poisons that abound in such environments, developed by plants, animals and the very earth itself .... Possible 2nd variant ... Humanoid (Reptilian)
Homebrew Feats: Strong Jaws
Strong Tail
Now, Lizardfolk. People love them. They're an iconic race and in some campaigns, they can be an excellent resource for DMs as recurring enemies, wise allies or intriguing backgrounds for a campaign. But what about people wanting to play a 'Lizardfolk' race? We have the Humanoid (Reptilian) subtype, but few actual PC Races to use with it. Also I would link the rather informative thread that another player made about 'values' of racial abilities but Pathfinder seems to have swallowed the link and is instead linking me to the Pathfinder Store. Here's the Link to the actual page, VoodooMike's PF Race Building Guide , and it's quite useful for building a relatively balanced race. Racial Abilities: +2 Strength, +2 Constitution, -2 Intelligence. Swim Speed of 30 feet (4 points) Natural Claw Attack (1d4) (4 points) Hold Breath (2 points) A natural Lizardfolk is better than this, but at the same point puts the Player on an 'even level' with his companions in terms of starting power. I'll post more later, just got a call to go pick up a friend from hospital, seems they're kicking her out because a pair of broken legs isn't 'serious'. Ffffff.... |