Terronus wrote:
We have all the d20 paizo materials available. Dazzling radiance seems just what I am looking for and also that Dazzling blade seems like a great fit. I think those are much better than heartseeker though might combine either one with heartseeker or just drop hs completely.
Like the title says I'm trying to create a scaling magic item (brass knuckles) in this case for a UC Rogue and I have very little idea what magic to include to it. The idea is from the hearthstone card "Brass Knuckles"
A bling item so to speak for a criminal rogue. Expensive gems on the knuckles, gold knuckles in this case. Punching people with your wealth on a new level so to speak. It will be a "wonder item" 30% of wealth kn this case based on WBL for a level 6 UC rogue.
All help, suggestions and cookies (cinnaonbread or not) or are more than welcome.
Johnnycat93 wrote:
I might skip the arcane strike chain feat or leave it for later levels, frankly I think all my feats will go into either fast healing or then some other things. I personally just love toughness, more hp, bigger ego and the worse it gets crushed by will saves.
Johnnycat93 wrote: Well, then Barbarian or Bloodrager are pretty much your best bets. If you take Savage Technologist you can also give him a gun. Also make sure to invest in a Furious weapon. Yeah, either class works fine. I just wish I just had 1-2 extra feats ^^ sadly they do not grow in apple trees for martials.
Johnnycat93 wrote:
No he's not atm. I'll actually sum it up here. -All paizo classes, archetypes and presitge.
True might be so, the butcher's nails would be lovely if they could be somehow emulated in PF with an item etc. Closest thing I find is the barbarian archetype with uncontrolled rage of a Wild Rager but otherwise the archetype is really bad :(
Since when was Angron a psyker? The man despised psykers and killed the last librarians of his legion after becoming a Daemon Prince of Khorne. You mixing him with Magnus?
Ahh Variant multiclass, sadly I don't think my GM allows it since he's unfamiliar with them at this point. So to clarify, VMC is unavailable.
Johnnycat93 wrote:
I know Primarchs are lvl 20 with mythic levels but they're a great inspiration for a character. One can try to emulate them or build a poor man's primarch. Maybe consider when Angron started a gladiator? Sure he propably was level 12 as a baby but you catch the drift. I'm wondering wouldn't it just be easier to pick heavy armor proficiency as an Invulnerable rage compared to the Armored Hulk?
Gilfalas wrote:
Ahh I misspelled, it's Fast Healer http://www.d20pfsrd.com/feats/general-feats/fast-healer I know DR applies better but as a Bloodrager sadly it's not as good of an option as with Invulnerable Rager who gets 1/2 lvl dr. Consider you get DR 1 at level 7 when you can have regeneration 4 at that point so I find it will outheal the DR plus well it heals the damage even if you don't get hit additional times. Eating spells is a "bonus" on top of the fast healing.
So far what I've come up with are these two builds. Starting at level 6, normal WBL, 25 point buy. Bloodrager Spelleater
Barbarian, Invulnerable Rager, the usual.
Now I know the good ol' Invulnerable Rager will dish it out real well since it's the CAGM but I find it somewhat... repetitive and not sure if this is what Angron really is.
Any thoughts or suggestions? I'm trying to find the solution to make him the bloodiest, most aggressive and raw strength powered humanoid monster as possible. Wields 2H or something crazy that dishes out high damage. Heavy Armor might be tempting as well.
Lady-J wrote: well the dude is massive i know the template would probably be pushing it but it would be well with in the thematics of the character even with demonic bulk as for the reason i suggested anti paladin he is an crusader for chaos and he definitely has a knack for "smiting" his enemies so it would be very in character to at least multiclass a bit into antipaladin plus you would get some nice things to play with for doing so (even though you would be losing some bloodrager levels) and the claws aren't that bad you can use them if anyone is stupid enough to try and grapple you plus its also thematically accurate. In this case I'm more looking at the "mortal" form and not the daemon prince form. The claws are thematic for that yes but otherwise I am not sure. As for the crusader of chaos? I wouldn't say that either since he was a psychotic rager and enjoyed bloodshed for the joy of it and not for some cause of chaos like Lorgar did.
Lady-J wrote: 2h abyssal bloodline bloodrager with eldritch heritage abyssal maxing out str as much as possible with con as high as you can get it so long as your not pulling resources from str and cha needs to be 15 minimum get some mithril full plate and perhaps 2 levels in anti paladin for proficiency and cha to saves for race demon spawn for +2 str and +2 cha means you only need a base 13 cha and if you can trade your SLA for +2 cha on the table you only need a base 11 cha also note you dont need to spend the feat on fiendish heritage they removed that requirement when they release aasimar perhaps see if your dm will let you take the simple giant template if your starting over level 2. I don't think giant template is an option but then again is it really necessary compared to Demonic bulk? Maybe I should pick either Steelblood or Spell eater archetypes since steelblood gives the heavy armor without losing class progression. Maybe even boldly crossblooded to get rid of the attrocious first level bloodline power since the EH gives it anyways. EH is online level 11
I'm trying to create a PC based on Angron, Primarch of the World Eaters from the wh40k universe. Trying to figure out the class and archetype combination. Obviously he shall have rage so it is either Barbarian or Bloodrager but what Archetypes?
Obvious choices are Invulnerable rager or maybe Abyssal bloodline? Also is he TWF or 2H? Or both at higher levels? Any ideas and suggestions?
Torbyne wrote:
Now this is new... and a big problem. Any suggestions for an archetype or path for TWF now that the archetype is scratched off?
Torbyne wrote:
The hammers really are for flavor so I doubt it'll affect anything of the build but sure I'll post the raw version. What I am looking for are the best possible hammer weapons for TWF. Oh and we get combat expertise for free as a houserule so won't bother putting it there.Archetype: Two Weapon
We just hit level 6 so I didn't bother building it any further yet.
I'm looking for the perfect hammers for a TWF fighter but so far it seems I haven't found much beyond light hammers or dwarven maulaxes which well as the name implies are axes.
Naturally the character will be a dwarf since no other race is beardly enough to handle the hammers. I will be following STR Fighter's TWF guide for fighters so the build won't be an issue but really what I am looking for is solid equipment advise. We will be using the Automatic Bonus Progression but keeping the full WBL instead of 50% so no stat boost items etc which allows more flavorable choices. Inspiration will be drawn from Muradin Bronzebeard amongst other dwarves be it Thibbledorf Pwent from Forgotten Realms or Bruenor Battlehammer. Anyone experienced any hammertimes?
Conjoy wrote:
I think the Lunar Oracle is a good choice. I'll propably ask how Orcs have it in my GM's homebrew world and how their culture works. What I've heard so far is very much like the Greenskins of Warhammer fantasy.
Laurence Walker wrote:
Yeah I know that sadly without armour that's one thing but I can figure it out with the GM so basically I'm looking mostly magical and physical abilities similar to Wurrzag instead of the nakedness.
The Skeptical Gnome wrote: I'd imagine a shaman would be a good way to go, though some animal handling may be in order for him to be able to ride his to ride his boar. Scarred witch doctor's also a pretty interesting choice. Think they have to female, but that's an easy homebrew. Wouldn't be to hard to give him a few melee feats, and the savage orc bit's a matter of roleplay, as is the heading to the thickest fighting during battle. Don't know how effective a fighter he'd be, but it's certainly doable. Yeah Scarred witch doctor could be a great choice but only the d6 makes me slightly afraid of it.
avr wrote: I have a vague memory of savage orcs using magic tattoos instead of armor. Dunno if that's outdated now, it was a long time ago. If so it does seem like it would work better with a fey/sylvan wildblooded sorcerer than an oracle or shaman. You're correct, they do not wear armor but I don't think it will be an issue with my GM. We'll just figure something out for the RP looks etc. I'll stick to either Oracle, Shaman or a Druid and won't go for Sorcerers or other d6 casters.
Hello, I'm wondering the following:
The following I know about him:
Basically I'd see him as some sort of either melee/hybrid Oracle or Shaman's if they can take on the same roles? One could always use half-orcs stat lines or some such. Any WH fans who might have a better idea how to convert him into Pathfinder?
Foeclan wrote:
That actually sounds like a great combination, too bad they never made any alchemisty archetype for slayers. Full alchemist could work mechanically also but not sure if it would fit themathically.Full vivisectionist seems somewhat superior mechanically to the slayer though a slayer using the executioner archetype works quite well especially in this campaign of ours which has mostly humanoid enemies 90% of the time. Should propably just try and craft a couple builds using slayer and alchemist simply to compare numbers wise.
Foeclan wrote:
I'm somewhat more aligned towards full BAB classes and usually sticking nearly completely to them with maybe 1-3 dip tops. I think it's fine in sacrificing the water "spells" etc to get the "stalker" abilities from Slayer.Thus Slayer does seem like a good bet especially the Stygian Slayer just like Melkiador pointed out. What makes me wonder is what is the best source for natural attacks. The ranger's natural weapon style gives you a 1d4 claw attacks which is mediocre at best. It's true that rangers and slayers rely more on statistical bonuses like favored enemy/studied target but still I find the 1d4 somewhat lacking and unwilling to put another feat to improved nat attack to get that 1d4 to 1d6. Any other sources for a slayer to get the nat attacks? I can't remember myself any.
Foeclan wrote:
He gets swim and bite from wereshark-kin. The element annihilator seems fine but what about the bab and actually hitting?
Melkiador wrote: Synthesist Summoner is the usual go-to for super heroes. That's not allowed in a lot of games though. So, a slayer or ranger with the natural weapons combat style is probably your best bet. I would have to agree but I would have to cover myself with melted cheese when I joined the table.
Java Man wrote: If the shark aspects come from race, you can get the water powers and melee power from water elemental bloodrager. Should one then pick the Primalist archetype to get claws? In my opinion draconic if it was reflavored would be much better but alas at this point no idea how that'd work.Our campaign highly unlikely gets to level 12 and to wings.
I'm Hiding In Your Closet wrote:
Actually could an Unchained Monk work? Since he has the "magical" abilities and is fast, hits hard etc? Would need to roleplay maybe the "natural attacks" of unarmed strikes?
I'm Hiding In Your Closet wrote: Screw him, it's all about Ghost Widow (and Johnny "The Pipes" Sonata)! That barely memorable white wallpaper bah! Took your reminder to even remember her.She can't even be shark food. Edit: Well actually no, somehow it didn't even cross my mind...
Hi, Maybe some of you remember City of Heroes/Villains mmorpg series? Maybe even played it. Fondly/sentimentally remembering the game I got the idea of trying to make Captain Mako or well something similar to him and here's my ideas/ramble. I am wondering what Class our dear Captain would be?
Here's what I know/remember:
Thus so far I've limited my initial choices into Ranger, Slayer or Barbarian. Also these would be the mechanics I very much would consider him having:
All these classes fulfill these requirements.
Now what would people suggest? Does anyone even remember/know the game series? I hope so, please do lend your advise and knowledge or just sentimentally ramble of the game :)
666bender wrote:
Monstrous mount feat will be necessary later on true. I'm somewhat reluctant to pike Horselord since it's not about the lance and well emissary is a 50/50 atm.I like and dislike the ghost rider a lot, the paralyze ability is kind of cool though what sucks is that they aren't paralyzed anymore when you can attack again. Also what about the ability Phase lurch? Where the mount can pass through walls does it change the rider also? I highly doubt it but would be great if it did. Any opinions on a lance focused cavalier taking the ghost rider?
Deighton Thrane wrote: You'll probably want to check out both Wheeling Charge and Indomitable mount for the build. Being able to charge around corners (and through teammates) and being able to use your ride skill instead of your mounts (likely) horrible saves can be incredibly handy. Exactly what I was looking for and also which tilts me towards cavalier :) Also before reading wheeling charge I did not realise we've been playing wrong always concerning charge rules hahah ^^ no more barbarian charging and dodgin the 5 guys between him and his beef.
Fruian Thistlefoot wrote:
Thanks for the build and especially the order suggestion. I am sure I can work it with my GM but not sure if anyone noticed the *evil campaign* part ^^ Though a chivalrious cavalier working together with our scumbag steve group could be hilarious.
Wolfsnap wrote:
I will have lots of opportunities to fight while mounted since the area is somewhat similar to a medieval France thus the battlegrounds will be mostly flat or forested. I have to check out that book since the reviews seem good.
Fruian Thistlefoot wrote:
I believe I will be going medium size without the undersize mount feat since it just would be silly RP wise if my human cavalier or AP sat on a dog or a boar etc. Power attack will be a sure choise. While the option 2 sounds really cool with the riding gecko it doesn't fit the character concept.
Hi, I'm trying to create a PC mounted (lance) combatant for an evil campaign and the inspiration comes from the blood knights from Warhammer fantasys Vampire Counts faction. For balance reasons the vampire template is ruled out at lower levels than 12 and we're atarting at 5. I am pondering between a Cavalier or an Antipaladin.
I am asking advice if the AP can handle MC at higher levels and do something else as well since it gets less feats than the Cav?
Any thoughts and help/advise would be appreciated.
Fruian Thistlefoot wrote:
I've actually seen that bloodrager build of your and it's brutal. This campaign though is a low level campaign that propably caps at level 8 so I don't see the bloodrager going online early enough for my taste. On the other hand the barbarian I find comes online at an earlier state. But my current plan for the barbarian is following: Half-Orc Invulnerable Rager Barbarian
1: Power attack
Any thoughts or advise?
Just keeps nagging at me should I simply play a half-orc bloodrager or stick with the feeling that Barbarian still might be the one. The D12 is just a magical thing for me, large ammount of health and the ability to dish out large damage is great. Plus now the temporary hitpoints actually work as healing in a sense. Though I do wonder why on the later levels the UC barbarian can't use several stances at the same time? Like 2 stances at level 8 and 3 at level 16?
Well beast totem comes online and useful at lvl 10 with pounce and the claws are somewhat okay if against disarm but with a a falchion I believe I don't need them in early levels. Maybe accuracy stance line and at 8,9,10 the beast line?
Would love to hear experience playing the unchained barbarian.
Fruian Thistlefoot wrote:
Nasty idea but I am going to go full barbarian so won't dip or multiclass. Oh and we have the automatic bonus progression alt rule but it doesn't apply on weapons or armor. So I think I could take invulnerable rager and go DR but got suggeations for the rage powers? Thanks though.
I am trying to make an unchained barbarian as my next character to a neutral/evil campaign since I have the gut feeling my swashbuckler will die in the duel he got himself into. I am somewhat puzzled on what rage powers to pick for my character since I have only played one barbarian which was an invulnerable rager following the guidelines for one superstition human etc. Now the stances I believe Accurate stance is a no-brainer and maybe follow the accurate stance "tree" but beyond that and Increased Damage Reduction + taunting stance what should I pick? Maybe superstition? Or terrifying howl it seems cool. We're given the following stats: 18,16,14,12,10,10 as the GM doesn't follow around normal CR. As an example our four level 3 characters went up against maybe 15 CR 1/2 or 1 opponents though. The group isn't one for optimizing. We have a magus, witch "vengeance", cleric "undead lord" and a rogue who is optimized for social interactions plus now my coming barbarian. I am aiming at taking care of the main tank/big hitter while the magus can be more of the high burst and the rogue has a flanking buddy for sneak attacks. I'm thinking of distributing them as follows playing
Race: Half-orc So far the following feat/rage power combination is in my mind. 1: Power attack
Any advise or experience in playing unchained barbarians would help.
Hi, I am currently playing a drow swashbuckler (inspired blade) level 3 in a low level campaign that probably caps around level 8. Oh and the campaign is an evil campaign in far eastern themed lands where a civil war rages. We are close to level 4 and I am left wondering what feats to select.
So far the build is like this:
1: Fencing grace, bonus: Weapon focus:Rapier
Any suggestions what to pick?
QuidEst wrote:
Thanks for the reply. This is exactly the kind of info that I was missing thus am happy to know. That does change my opinion flavor wise indeed. While mechanically I consider it the wrong design decision, flavor wise it seems good. Never read the three musketeers or King's gunslinger.
Hi, Just curious on the design behind swashbucklers save design and why it got a good reflex save but not a good fortitude? Since its parent classes of fighter and gunslinger have good forts, especially GS since to me they seem pretty much the same concept wise in combat that they avoid being hit and are "daring" with grit/panache. Curious what people believe was the design idea behind the decision, any thoughts?
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