Marhevok Grunhuld-Wintersun

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The Sideromancer wrote:
make it a composite, bypassing most material DR. Sure, you could punch somebody with gold, or you could punch somebody with mithril and admantine.

If I understood correctly you mean that the material upgrades with time? Sounds like a really nice idea, so one could get it adamantine with 3k gold only nearly instantly.


Terronus wrote:

I've had a couple scaling items. You've got a pretty cool concept, and as a wonder item, room to make something that goes beyond just a +10 weapon (if you play to that level). I think dazzling blade from Rival Guide would be an awesome fit for a SLA, if that is a sourcebook allowable in your campaign.

There's also the +1 enhancements dazzling radiance from Dirty Tactics Toolbox and ominous from Ultimate Equipment. Ominous might do well with a bit of reflavoring for this item, but seems like a good fit.

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.


So far I'm thinking of the following:

Level 6: +1 heartseeker
Level 8: +2 heartseeker?
Level 10: Some spell that might cause a blinding flash etc. Something to "debuff" the enemy through sight etc.

Anyone experienced with scaling magic items?


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"
https://hydra-media.cursecdn.com/hearthstone.gamepedia.com/thumb/f/fe/Brass _Knuckles(49680)_Gold.png/200px-Brass_Knuckles(49680)_Gold.png?version=d01b 0132776957ce0bfd19062878c7f0

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.
Naturally it will have standard +1/+2 bonuses etc but I'm looking for more. Does it grant bonuses to intimidate or spell like abilities?
Maybe at level 6: a +1 cruel brass knuckles?

All help, suggestions and cookies (cinnaonbread or not) or are more than welcome.


Johnnycat93 wrote:

The Community Minded trait can be used to extend your rage a little, and don't forget the Raging Vitality feat.

If you go Bloodrager, Blooded Arcane Strike and Gloves of Striking are good.

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:
A blood reservoir of physical prowess can be reflavored to the nails, I think

That looks actually like a great item, so as a head item.

Sounds quite fantastic, especially flavor wise.

Now I just need to make the largest butcher our campaigns sands has ever seen.


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.


Sadly pathfinder is quite brutal when multiclassing especially in the lower level campaigns where you try to get all possible class abilities.

With a barbarian I think a fighter dip isn't too bad, but with bloodrager it hurts on the bloodline powers.


Johnnycat93 wrote:

All the Primarchs were latent Psykers. Angron has been noted on a few occasions to have had the potential to be one of the most powerful were it not for the interference for the nails. Part of the reasons hes pretty much immune to anyone messing with his mind.

Is your GM willing to accept any 3pp?

No he's not atm. I'll actually sum it up here.

-All paizo classes, archetypes and presitge.
-Unchained stuff is case by case but propably no atm.
-No 3pp.

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?
Yeah I mean I try to emulate and well after that I can go mechanics and cheese since I just love martials that hit hard in the face and can stand being hit.

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.


Gilfalas wrote:
Would he not work as some kind of Warpriest with VMC barbarian?

VMC Barbarian?

Warpriest sadly lacks the BAB and hitpoints of a barbarian or bloodrager. I know they got other defenses and goodies but lacks the straightforward striking power.


Johnnycat93 wrote:

A primarch is a little beyond the scope of a 6th level Pathfinder character...

I'd look at an Armored Hulk Barbarian with Eldritch Heritage (Orc).

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:

Where is the Fast Healing feat from if I may ask?

Also why Spelleater? I know Fast Healing will give you back hits from non melee sources but DR applies per hit to physical weapons. Basically DR potentially will stop more damage per round than you would ever heal with Fast Healing. And DR is not dependent on you being in rage to work.

While the eating spells healing is nice will you really have no healing in your group? Plus if your eating spells to heal yourself then your not using your spells offensively.

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
Bloodline: Abyssal or Abyssal and Arcane through Crossblooded
Race: Human, Half-orc or something else?
Str:16+2,Dex:10,Con:16,Int:10,Wis:12,Cha:13
1:Endurance, Diehard
2:-
3:Fast Healing
4:-
5:Raging Vitality
6:Power Attack
------------------------

Barbarian, Invulnerable Rager, the usual.
Race: Human
Str:16+2,Dex:13,Con:16,Int:10,Wis:12,Cha:10
1:Power Attack, Raging Vitality
2:Lesser Beast Totem
3:Improved Sunder
4:Strength Surge or Superstition
5:Extra Rage Power: Superstition or Witch Hunter
6:Beast Totem

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.
Bloodrager on the other hand would work also but he comes "online" later than the Invul Cagmbarian and if I go crossblooded then his will save will blow so hard.

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?
After all he is an offensive juggernaut but can withstand punishment as well.

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:

oh, ok. your archetype trades out Weapon training so you dont qualify for Advanced Weapon Training anymore :/

So again, light hammers might be your best bet, especially if you are going for Weapon Focus and Weapon Specilization since you would need to either eat larger penalties for TWF with full Warhammers (until you reach level 11 at least) or pick each feat twice to use them with a warhammer and a light hammer.

I dont think you qualify for Armed Bravery with this archetype, just as you cant pick Focused Weapon, you dont have additional weapon groups to pick from anymore.

Now this is new... and a big problem.

Any suggestions for an archetype or path for TWF now that the archetype is scratched off?


plaidwandering wrote:
The two weapon archetype was a bit of a trap before advanced weapon training, now it's plain awful.

So it would seem. Seems like I have to rethink this through again.


Torbyne wrote:

I havent built any specifically for double hammers, can you post the outline of what you have already though? i am curious how you are planning class and feats.

off the top of my head i would suggest light hammers are still the best option for a fighter, you can double dip all of you weapon feats to apply to both, ignore most of the TWF penalties and with the advanced weapon training you can increase the damage die on a light hammer up to greatsword levels.

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
1:TWF, WFOC: Hammer?
2:Toughness
3:Power Attack
4:WSPEC: Hammer?
5:Quickdraw
6:Improved Maneuver X?
7:ITWF
8:GRT WFOC: Hammer?
9:Armed Bravery

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.
Any suggestions for hammers which could be used for TWF?

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 second the Monk/Druid idea with Boar as ACompanion. Lunar Oracle would alternatively get you Cha to AC to represent tattoo armour and get you the Boar ACompanion.

Monk Druid is the better Fighter probably and doesn't suffer from the weak Fort save.

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:

If you really want to make Wurrzag, you need to find some way for him to go without armour. Some kind of Monk/Druid build would be extremely thematic, but I'm not sure it would actually work very well. Monk WIS to AC could count for his magical tattoos. Grab undersized mount so you can ride you Boar companion. You don't need much WIS to be a successful druid, but unfortunately you do need it for AC . . .

Whether or not this is possible depends pretty heavily on how powerful he needs to be, and what level he needs to get to. In a friendly, fun game with little concern for whether or not he is actually effective I imagine he could be a fabulous character.

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:
How would one go and create/convert Wurrzag Da Great Green Prophet from Warhammer Fantasy battle to Pathfinder?
An article about him: http://warhammerfantasy.wikia.com/wiki/Wurrzag

The following I know about him:
-A savage orc
-A Shaman in the Greenskins culture (akin to Shaman or Oracle?)
-Has a boar ride.
-Heads to the thickest of the battle

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:
Sir Dante 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...

Improved Natural Attack can bump that to 1d6, but the die you're rolling probably isn't going to matter a lot. At low levels, the fact that you're doing 3 attacks per round will mean you're dealing a lot of damage for your level. At higher levels, your 1d4+Strength bonus+Studied Target+Sneak Attack+everything else (magic items, buff spells, etc.) will seem pretty big when you're doing claw/claw/bite all at full BaB.

If you're willing to dip, the earlier suggestion of an alchemist with Feral Mutagen still applies. You get your first discovery at 2nd level, so a 2-level dip will get you 1d6 claw/1d8 bite for 20 minutes a day, on top of a sizable stat boost from Mutagen (and since Mako is a mutant, that's even thematic). You'll get access to some nice 1st-level extracts, poison resistance, and if you go Vivisectionist, you'll get a Sneak Attack die out of it. The expanded buff options will probably make up for losing a point of BaB, which you're not as dependent on in a natural attack build anyway (since you care less about what level you get iterative attacks, since you can already do 3 attacks).

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 didn't see his full range of powers much Villain-side and it's been a while. I was picturing water-based melee attacks.

Based on this, it looks like his powers were mostly:

Stealth/Invisibility (Hide, Mako Placate)
Generic stabbing damage (Strike, Slash)
Sneak attack (Shark Attack)
Hurt everyone around him (Spin, Bellow)

Slayer would get you most of these. You might need to pick the Major Magic rogue trick to get Vanish to pull off invisibility.

Spirit Sharks (Circle of Sharks, Spirit Shark)
Acid (Chum Attack)
Knockback/Stun (Water Spout)
Haste (Elude)

Summoner would get you these. Several acid spells on the list (Acid Splash, Corrosive Touch, Acid Pit), and some stuns (Daze Monster). Biggest problem is probably that sharks can't normally fly, and you can't summon an animal into a harmful environment. You can probably work around it with a serpentine Eidolon for the big shark, though.

If you're not worried about the more caster-y bits (acid, stuns, haste), then a Slayer with VMC Summoner (which gets Summon Monster at 3rd and Eidolon at 7th) would probably be close. Otherwise Slayer and dip into a few levels of Summoner.

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:

Loved CoH/CoV. Kinda liked CoV more though. :)

Elemental Annihilator kineticist might work for the water powers and focus on hurting people. Beastmorph alchemist would get you the shark pieces (swim speed from Beastmorph, bite from Feral Mutagen) and extracts to enhance them.

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.


Melkiador wrote:
The skinwalker race has a were-shark option.

Seems like I forgot to write that part... I'm 98% sure I wrote it but then I started retyping parts of the post.

Yes the skinwalker Seascarred (wereshark-kin) is a must.


I'm Hiding In Your Closet wrote:

Screw him, it's all about Ghost Widow (and Johnny "The Pipes" Sonata)!

...

Well, okay...it's not at least one of my Villains (my "pure, genuinely Evil" one, as it happens) didn't pledge Mako.
It's not perfect either, but have you given any thought to Bloodrager?

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...
Thought it does make me ponder what bloodline could you pick? Aberrant or what mutant one was it?


2 people marked this as a favorite.

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?
Trying to make very similar to him but will naturally try to fit him into the game mechanics and the limits of the game.

Here's what I know/remember:
He is a human/shark mutant with a focus on melee natural attacks,some sort of "water manipulation" abilities and stealth skills. Now I don't consider the water manipulation stuff too important but it would be cool to have somehow such abilities without losing the main focus of being melee striker/stuff.
Somewhat of an assassin/heavy striker maybe?

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:
-D10 HD
-Full BAB
-Some way of gaining natural attacks

All these classes fulfill these requirements.
I mean none besides the ranger can fulfill the "water" part of Captain Mako and even the ranger does it barely/not really.

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:

order of the beast can offer super mountes, flying and whats not .

order of the sword is the BEST chargers. i love them.
a few more options :

1) Emissery archtype offer free nice feats in exchange of the team feats man dislike.

2) horse lord give up some , but gain a full charger with a scimitar for X5 damage spring attacks by level 9.

3) monstreous mount feat add flying mounts to the game

4) ghost rider can fix the "where to put the mount" issue.

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:

Now knowing more on the adventure and your wants.

Go Cavalier

Human order of the sword with a Horse is fine.

Here are the feats I suggest:

Teamwork 1: Escape Route
Human: power attack
1: Iron will
3: Furious Focus
5: Mounted Combat
6: (bonus feat)Ride by Attack
7: Wheeling Charge
8: (order feat) Spirited charge

Basically your nicely built for both on and off the mount. Your fully a mounted lancer by level 8.

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:

First of all, talk to your GM about your character concept and make sure that you'll have ample opportunity to make use of your mount. If the answer is yes, then I heartily recommend the cavalier, otherwise I would go with the Antipaladin

You might also want to check out this book for some great ideas and inspiration on how to make Mounted combat work for you.

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.
Are any of the later level mounted combat feats like mounted skirmisher worth it eventually?


Fruian Thistlefoot wrote:

Not sure I have never played the campaign your about to.

If you worry about MC there is 3 options.

1: Go Medium and take undersized mount and power attack. If your dismounted power attack 2 handed + challenge or smite is still good damage.

2: Go with a small race like Wayang or halfling.. Like about take power attack early.

3: Just don't go mounted.

I Personally love small mounted character. My favorite is a Halfling on a giant gecko. Doesn't sound scary till he starts riding walls and charging on low hanging ceiling.

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.
Since you need mostly just 3 feats at early levels to make the most of mounted combat, ride by attack and spirited charge thus giving the AP a chance.

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?
Also are the more advanced MC feats necessary?

Any thoughts and help/advise would be appreciated.


Fruian Thistlefoot wrote:
Sir Dante wrote:

I prefer the Bloodrager as I tend to prefer classes that can cast. I have a Build for a Half-orc Primalist Spelleater Arcane Bloodrager that stomps encounters. Last time I pulled him out was for Level 9 and after 1 session was asked to roll up something that would not solo the AP. I doubt he could but after 5 fights including a boss fight I took 7 damage total (from fall damage I willingly took) and killed the boss in a single round...I got lucky and critted twice and hit the third attack from haste doing roughly 170 damage. The Build centers around slaughtering casters and Living through the Brutality of the Front lines. While raging he has Moderate AC, 50% miss chance or Haste, and Scaling Fast Healing. With swift action to consume your own spells for a quick touch up of healing. I also take Dangerously Curious for UMD and Further my Buffs and wand of healing.

But the Choice between Bloodrager verses Barbarian is up to you. Barbarian has been a core class and I've played them before so I got bored with it and picked up the bloodrager when it came out to try out something new. I love bloodragers now and they have made it into my top 3 classes and bumped magus down to 4th place.

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
Weapon: Falchion

1: Power attack
2: Accurate Stance
3: Extra Rage: Superstition?
4: Deadly accuracy or Increased DR?
5: Combat Reflexes or Toughness?
6: ??
7: Cornugon Smash

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?
Superstitious + WH seems good.

Would love to hear experience playing the unchained barbarian.


Fruian Thistlefoot wrote:

Be a Jerk and Dip Vivisectionist Alchemist for 4 levels and Grab 75% Fortification through Discoveries and extra Discovery. This also gives you access to Mirror Image Extracts for some front line fun. This also can give you access to UMD as a skill which can give you so many combat options it is scary.

Then go Drunken brute Invunerable rager and stack the hell out of your DR/-.

Enjoy staying drunk off your ass and Smashing things to tiny bits with +10 str from Rage + Mutagen + Enlarge person. If you invest in a Belt of Str +2 your rocking a 30 str at level 6. Just for s#++s and giggles.

Extra points to take potion glutton since you can make your own cheap as hell potions. This really embraces the Evil gluttony of being a drunkard murderhobo.

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
Str: 18+2
Dex: 14
Con: 16
Int: 10
Wis: 12
Cha: 10

Race: Half-orc

So far the following feat/rage power combination is in my mind.

1: Power attack
2: Accurate Stance
3: ?? Raging vitality ??
4: Deadly accuracy or Increased Damage reduction
5: Combat Reflexes??
6: ??

Any advise or experience in playing unchained barbarians would help.
Or any advise at all! Thanks :)


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.
Should I retrain Combat reflexes maybe to the racial feat Drow nobility and gain levitate + feather fall 1/day + detect magic at will. Seems kind of nice since the campaign isn't too combat heavy and there is no min maxing too much.

So far the build is like this:
Str: 13, Dex:16+2, Con:14-2, Int:10, Wis:12, Cha:14+2

1: Fencing grace, bonus: Weapon focus:Rapier
2:
3: Combat reflexes, retrain to Drow nobility?
4: Bonus:Combat feat ??? Combat reflexes, Piranha Strike or Weapon specialization?

Any suggestions what to pick?


QuidEst wrote:

Gunslingers in stories tend to be very tough and resilient, surviving various things like being tied to trees and left to die or being buried up to the neck and left to die or being poisoned and left to die... You get the picture.

By contrast, swashbucklers don't run into that sort of thing as often in their stories, or at least not to the same degree. The Musketeers wooed ladies to get food when hungry rather than trecking across the desert with nothing.

While mechanically interchangeable, grit and panache are very different concepts. Panache is stylish flair, while grit is tough determination.

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?


Has anyone been working on their own version of the unchained AE?
If so has the person perhaps posted online their own version :)?

Edit: I mean house rule version of this what they've been running with and if it has worked?

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