Artemis Entreri

That Sean fellow's page

Organized Play Member. 332 posts (4,084 including aliases). No reviews. No lists. 1 wishlist. 5 Organized Play characters. 19 aliases.


RSS

1 to 50 of 332 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

2 people marked this as a favorite.
WatersLethe wrote:
That Sean fellow wrote:
I tend to agree. The Fighter needs things that only a Fighter can have. More Fighter Abilities, not so much generic feats. Things (Non spellcasting things btw) that make a Fighter play different to a Paladin and Ranger for example.

Yeah, and as long as we're talking about it, let's break it down a bit more.

Fighters, despite their name, aren't *just* good at fighting. They're martial experts, they're steely, brave, and flexible. They're the premier weapon masters and at home in battle.

Fighter feats I'd like to see:

1. Add weapon traits to your weapon on the fly
2. Mess with number of required and free hands (Spear and Shield fighter, etc)
3. Turn actions into reactions
4. Bonuses to Medicine use in combat
5. Spend a reaction to cancel an enemy's reaction
6. Copy an enemy's feat
7. Gain improvement to all saves when raising a shield

Edit: Kind of funny that Blind-Fight is a 10th level Fighter feat.

Very cool list. I haven't read everything that's in the book yet for Fighters but a couple ideas I thought would be cool is:

A Fighter ability to add conditions to his opponent with his weapon. Like Blinded (in game it could be described as a slash above the eyes to make blood fall into the enemies eyes/bashing the enemy's nose with the pommel of his weapon, etc.) And other conditions.

Or maybe increasing his weapon damage by x3 for a certain amount of times per day as he exerts extra effort to land a blow. Maybe even give it to him as many times as a Paladin's smite ability.

I'm just spitballing here. I love playing a Fighter and I want them to be cooler and not feel like they get the short end for not having spells.

Hope the PF dev guys like these ideas :)


2 people marked this as a favorite.
WatersLethe wrote:

Reading through the fighter: It feels like they came up with a list of Combat Feats, then made the Fighter and couldn't come up with any class feats so they totally removed Combat Feats as a normal feat option and stuffed them into Fighter.

I'm not really seeing any Fighter Class Feats that shouldn't be available to anyone. Are they saying fighter multiclassing is going to be super popular?

Examples:

Power Attack: Why can't I roll up a burly wizard who takes this feat to hit hard? Rogue?

Reactive Shield: Why can't a sword and board paladin or ranger pick this feat up?

I don't know, the Fighter feels very 4e to me. Like they had to make martials special so they forced a bunch of abilities into them that didn't make sense to be class locked.

I would much rather see as shorter Fighter Class Feat list and allow them to also select Combat Feats which get re-added to the general feat list.

I tend to agree. The Fighter needs things that only a Fighter can have. More Fighter Abilities, not so much generic feats. Things (Non spellcasting things btw) that make a Fighter play different to a Paladin and Ranger for example.

On that note I think Fighter abilities should be called Prowess. I mean if we're looking for a name ;)


4 people marked this as a favorite.

Browsing through character creation now and wanted to put down the one initial thought that sticks out at me that I'm not a fan of. I like a lot of what I'm seeing, and am excited to get rolling.

BUT...

the first thing I dislike is that everything is labelled a Feat. Ancestral Feats, Class feats, Skill Feats, everything Feats. Personally I think having a different name would help differentiate things a bit more than everything being labelled a Feat. I might be the the only one that feels this way, but maybe it's worth some thought to give more unique names to things.

My 2c. My group will start our game on Monday. Think I'll go with a Fighter as my first character.


Dotting.

Also think Ichanged my mind from a Fighter to a Warpriest. Cos you know who's good at fighting giants - THOR!


1 person marked this as a favorite.
WormysQueue wrote:
That Sean fellow wrote:

Nice to see everyone in the Pathfinder community so excited and getting along respectfully with one another.

Oh wait...

Well, welcome to the second open playtest. I still remember the first playtest and the damage it did to the community because of some self-righteous...persons ...thinking they would know all about game design and everyone else with a different opinion was a brainless idiot.

We can only hope that those dummies stay in their den and don't return for round two. But even without them, my hopes for "getting along respectfully with one another" during the playtest to come aren't too high. In this time and day, people tend to feel offended when things aren't going exactly their way and the concept of compromise seem to have been forgotten with the end of the Age of Lost Omens.

This all said, I've become a fan of Paizo long before Pathfinder was even a thing and during the whole time, I've never had reason to doubt their respect for their property and their customers. So even when things won't go my way (and I pretty much expect not everything to do so^^), I'll never think that they are doing those things for the wrong reasons (for example out of disrespect for their long-time fanbase).

See, now I know I'd get along with you. Great attitude to have. Positivity and respect all the way. If it doesn't work out then nothings stopping anyone from playing the previous game or any of the hundreds of rpgs out there. They are just games after all.

High five.


1 person marked this as a favorite.

Seriously though, I'm excited. From the action economy I'm loving the simplification and yet versatility of it. I wanna know moar!


4 people marked this as a favorite.

Nice to see everyone in the Pathfinder community so excited and getting along respectfully with one another.

Oh wait...


1 person marked this as a favorite.

I'm excited! Streamlines combat yes please!

I do agree that mages and spells selection is very similar in current PF and hopefully that will be addressed. I'd like to see a Necromancer have an entirely different spell list to say an Illusionist or Invoker.
Same for Different types of Druids and other spellcasters. Also more flexible spells. I think taking a couple points from Sphere's of power isnt a bad idea. Specifically having two low level but versatile spells that have unlimited usage. So that even if you run out of spells for the day you still can be useful.
Also more bad ass fighter options.
Heck I can't wait!

I do think it's a little weird to sell a playtest book though. Don't know why I would buy that instead of just wait and save cash for the official new 2e Corebook y'know.


I spent the last hour and a half formatting my character sheet to put in my profile and it didn't save it! Ugh, pulling my hair out. Sigh.

I think I only get one feat at first level so took Lonarm Prof for now. Next will be Heavy and will have to beef up my Str.

But it's only a -2 to fire it so it's not too bad.


He's got a Heavy Weapon and a drone. Gonna outfit the drone with a heavy weapon asap as well. Computers and Piloting both sit at 9 ranks. Does that help?

Sorta building him fast so that I can get into the game. Hope I don't miss out on anything in the build.


Sorry guys. Just taking me a little while to make this charcater manually since Herolab doesnt have SF capability and PCgen was giving me issues. Just busy buying Equipment and then have to make an alias. So should be done soon. Playing a Ysoki Mechanic Mercenary.


Thanks!

From above it looks like you need a ranged damaged dealer and a pilot. So I was thinking of taking a mechanic. I'll have to build him first to see which role he can fill best. But I think I can manage ranged and pilot cos I was thinking of taking the pilot background.

This is basically my excuse to play Rocket Raccoon here :)

But if that's not your thing I can make him less rocket raccon and more something else. There are some great race choices I wanna check out in the alien archive if they're allowed. I'll look over everything tonight.

A mystic Star Shaman or Xenodruid is also appealing. But yeah gimme a couple hours to read over them and will let you know which concept sticks.


1 person marked this as a favorite.

*cough cough* heard there might be a vacancy. I just flew in from the drift and boy are my arms tired.


I've played Legacy of Fire but would like to try out either of the other two. Dotting for interest.


Dotting for interest. I also love Icewind Dale. Those games bring me fond memories and the setting is great. So yeah. If i can manage I'll try get a character done.


Sweet!


And here's my submission. Changed my mind and went with a Summoner. Never played one before so this will be fun. Here's the crunch. If chosen I'll make an alias for him. Think he might even become my new favourite PFS character of mine.

This will be my PFS# 221660-5 character

Antikas Fenrith:
Antikas Fenrith
Male elf unchained summoner 1 (Pathfinder RPG Advanced Class Guide 123, Pathfinder Unchained 25)
N Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20) or
. . longsword +0 (1d8/19-20)
Ranged shortbow +2 (1d6/×3)
Summoner (Unchained) Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—nature's call
Summoner (Unchained, Naturalist) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—mage armor, lesser rejuvenate eidolon[APG]
. . 0 (at will)—detect magic, light, message, open/close (DC 13)
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 13, Wis 12, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Extra Evolution[UM]
Traits forlorn, Magical Talent (Mage Hand)
Skills Acrobatics -1 (-5 to jump), Perception +4, Spellcraft +5 (+7 to identify magic item properties), Use Magic Device +7; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Elven
SQ eidolon (unchained), elven magic, life link
Other Gear padded armor, arrows (20), dagger, longsword, shortbow, bedroll, belt pouch, flint and steel, masterwork backpack[APG], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 41 gp
--------------------
Special Abilities
--------------------
Eidolon (Unchained) Can summon a powerful aspect of an outsider.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature's Call (summon nature's ally i, 6/day) (Sp) Sum nat ally as Sp ability with longer duration and only animal/vermin/magical beasts.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Shard:
Shard CR –
Male quadruped
NG Medium outsider (agathion)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 6 (1d10+1)
Fort +3, Ref +4, Will +0; +4 bonus vs. poison, +4 bonus vs. petrification
Resist electricity 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +3 (1d6+2), 2 claws +3 (1d4+2)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15
Feats Acrobatic
Skills Acrobatics +8 (+10 to balance, +12 to jump), Climb +6, Fly +4, Perception +4, Swim +6
Languages Common
SQ agathion save bonus
--------------------
Special Abilities
--------------------
Agathion Save Bonus +4 to save vs. poison and petrification.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.
--------------------
Dace is covered in orange-brown fur with a white underbelly and chest. His forelegs and paws are large and muscular like that of a tiger and the back rear legs of a wolf with a bushy talk. His head looks like that of a wolf or hound. He has large golden eyes that look thoughtful and careing but fierce in combat.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


PFS# - 221660

I would love to try give the Spire a crack! I've got a either a Warpriest, cleric or a Kineticist I can put together for this.

Gonna build a character tonight and have it ready tomorrow.

If it's okay i'd prefer to only make an alias for it if I get chosen. But will put all the crunch up for the character in a post for you to review. Thanks!


Sorry guys. I'm going to have to withdraw my entry. Going through decision paralysis at the moment. Maybe next time. Enjoy the game!


Last thing I wanna ask then I'll finalise tonight.

I was thinking of starting out as a feral Hunter to get the unlimited Aspect for crocodile and then from second level going in to shifter. Shifter doesn't have a Crocodile form. So would it be okay if I went with the Lizard form/aspect with the Shifter and flavour it as a crocodile? And taking the +4 Acrobatics the lesser aspect gives me and just make it a +4 Swim instead?

The characters background is that he believes he is the second coming of Sobek to the world, in the meantime he's just contracted lycanthropy... or has he :)

Otherwise I'll just reflavour to Anubis if the crocodile aspects are a bit of a problem.

if it's too much of a hassle then I'll just go with wolf and change it a bit. Thanks!


I'm submitting the same charcater but just changing his class to Hunter (Scarab Stalker Archetype.) Should post it up in a couple hours.


I won't have a chance to make a new entry for Monday so my entry in the above posts will stand. He's pretty cool as is anyway :) Thanks.


Actually, if it's not too late I think I may want to change my entry for this?


Count me interested.

I'm planning on running this for my home group so I know stuff about it but I can keep character and player knowledge seperate. But if that's a problem then no harm done if you'd rather have someone else join up that will have no knowledge instead.

looks like they're short a front liner or ranged so might cover one of those areas.


I present Ammon for your conideration. I will make an alias for him if he gets chosen.
I think it would be fun if there's a way to tie in his story to the AP but it's not necessary.

Ammon:
Ammon
Male human (Keleshite) ranger (skirmisher) 1 (Pathfinder RPG Advanced Player's Guide 128)
NG Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +2; +2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor)., +2 trait bonus on saving throws against a mummy's aura of despair.
--------------------
Offense
--------------------
Speed 30 ft.
Melee khopesh +4 (1d8+3/19-20) or
. . kukri +5 (1d4+4/18-20)
Ranged shortbow +3 (1d6/×3)
Special Attacks favored enemy (undead +2)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 14, Wis 14, Cha 11
Base Atk +1; CMB +4; CMD 16
Feats Exotic Weapon Proficiency (khopesh), Possessed Hand
Traits armor expert, giant dodger, mummy-cursed, poverty-stricken
Skills Acrobatics +3 (+6 to avoid attacks of opportunity when leaving threated squares), Appraise +3, Climb +7, Disguise +1, Handle Animal +4, Intimidate +4, Perception +6, Ride +6, Stealth +6, Survival +7, Swim +7
Languages Ancient Osiriani, Common, Kelish, Osiriani
SQ track +1, wild empathy +1
Combat Gear oil (5); Other Gear studded leather, arrows (20), incendiary arrow (20), khopesh[APG], kukri, shortbow, candle (2), chalk, hammer, hemp rope (50 ft.), hooded lantern, masterwork backpack[APG], piton (4), sack (2), tindertwig (4), torch (2), waist pouch[UW], 140 gp, 5 sp
--------------------
Special Abilities
--------------------
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. undead foes.
Possessed Hand (1/day) As a swift action, retrieve stowed object of 5 lbs or less.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Ammon is the latest in his family to carry the curse of his ancestors.

His great great grandfather Amekh, was a tomb robber who had fruitful career till he eventually broke into the wrong tomb and felt the wrath of one of the powerful undead - a Mummy.

Amekh escaped barely but was cursed. The curse was that the mummy would return through Amekh's blood. And that curse follows his bloodline. Fortunately every one in the line had died before that has come to pass.

Now the Mummy is starting to come through Ammon. His skin is withered and cracked on his left arm, and he has taken to wrapping his hand in rags and cloths to cover it up, but in his mind he hears the whispers of the ancient mummy. For now they have come to an agreemet as they work together exploring tombs and Ammon tries to find a way to end the curse or gain total control, and the mummy uses Ammon to find a faster way to return before Ammon sacrifices himself. As Ammon has no children and if he dies so does the mummy's chance of returning to life.

Ammon himself is already a gifted swordsman and uses his skills in persuit of his goals.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Background:
Ammon is the latest in his family to carry the curse of his ancestors.

His great great grandfather Amekh, was a tomb robber who had fruitful career till he eventually broke into the wrong tomb and felt the wrath of one of the powerful undead - a Mummy.

Amekh escaped barely but was cursed. The curse was that the mummy would return through Amekh's blood. And that curse follows his bloodline. Fortunately every one in the line had died before that has come to pass.

Now the Mummy is starting to come through Ammon. His skin is withered and cracked on his left arm, and he has taken to wrapping his hand in rags and cloths to cover it up, but in his mind he hears the whispers of the ancient mummy. For now they have come to an agreemet as they work together exploring tombs and Ammon tries to find a way to end the curse or gain total control, and the mummy uses Ammon to find a faster way to return before Ammon sacrifices himself. As Ammon has no children and if he dies so does the mummy's chance of returning to life.

Amon himself is already a gifted swordsman and uses his skills in persuit of his goals.


This is an AP I would love to play. And I have a couple ideas for the whole egyptian setting. Moth ideas are melee based. So I'll get him set up in the next couple days and submit him.

One is a Shifter Weretouched and the other is a Paladin


zauriel56 wrote:
for thor if you are keeping to RAW stuff i suggest warpriest of Ng (one of the Eldest) he is the only deity to get weather and magic blessings. so he can throw his hammer and charge it with electricity at first level. you will need either 3rd level spells to be able to fly or a magic item. you can focus on buff spells that u cast as a swift action at 2nd level.

If not Golarion specific, I went with Weather and strength blessings. But yeah Thor is definitely a warpriest. I actually built a Thor type character for one of my PFS characters. Cos I'm a huge Marvel fan.

Also Brawler Shield Champion for Cap.


Gyre Glenross wrote:

Hawkeye would be a Elven Fighter/Archer.

Red Wolf would be a plains/desert terrain Ranger/Barbarian.

Black Widow would be a Rogue/Assasin. Possibly half-succubus?

The Hulk would be a half-ogre Barbarian.

The Black Knight would be a Cavalier.

I do love Black knight!

Black Widow yeah totally Rogue/Ninja Spy archetype I think.

Winter Soldier would be a Slayer I'm sure of it. Maybe a dip in Brawler.

Hulk could be a Barbarian for sure.

Iron Man, A Synthesist Summoner/Alchemist.


Davic The Grey wrote:
Here's a fun one, but requires working with your GM to bend the rules of archetype stacking: Gambit as a card caster, eldritich scion staff magus. You throw cards, use a quarter staff and charisma is one of your main stats. Just requires you to alter your arcane look twice, so not legal as written, but reasonable to stack.

That's actually a pretty cool combo!


1 person marked this as a favorite.
Rysky wrote:
*waves*

*Waves* hey buddy!


1 person marked this as a favorite.

An idea popped into my head last week that came up again today about playing a PF game re-flavoured as a Marvel fantasy universe. Sort of like the comic 1602 or like this awesome artwork: Order of X

And it got me thinking about characters builds for Marvel heroes. Some are sort of obvious

Captain America as a Brawler with the Shield Champion Archetype

Thor you could probably build a bunch of different ways but I went with Thor as a Warpriest with the Weather and Strength domains.

Others are a bit tougher.

Cyclops possibly a Kineticist with the Elemental Annihilator archetype with a focus on Telekinesis blasts and force might work.

Archangel would be an Assimar to get the wings and at a hight enough level they can become metal as per the feat.

So yeah, curious to hear what everyone's thoughts are on a Marvel campaign and what builds for what characters you would use.


Aside from not givinga description of exactly how small the Gathlians are, I'm glad I got the book.

The Shifter is a bit underwhelming, but I'm definitely going to be playing as a Gathlian and a Ghoran. Those are both awesome races with lots of possibilities.

Still going through the archetypes though to see which really spark ideas.


Here is Sojourn Ravenweird. Defender of the natural world from things otherworldly... or so he believes.

He remembers that he was hunting something... or supposed to hunt something but he's not sure what.. he's had this urgent feeling that something was coming and he had to stop it, him and some others... shapes in the dark.

Here's the crunch. if chosen I'll make an alias for him. Please let me know if there's anything I need to change.

Sojourn Ravenweird:
Sojourn Ravenweird
Male half-elf cavalier (daring champion) 1 (Pathfinder RPG Advanced Class Guide 90, Pathfinder RPG Advanced Player's Guide 32)
NG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +3, Will +0; +2 vs. enchantments, +1 insight bonus vs. the abilities of the target of your challenge, +1 trait bonus vs. aberrations
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee sword cane +5 (1d6+1)
Special Attacks challenge 1/day (+1 damage, +1 dodge bonus to AC and insight save bonus when lightly armored and encumbered), tactician 1/day (Precise Strike, 3 rds)
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 12, Int 12, Wis 11, Cha 14
Base Atk +1; CMB +2; CMD 15
Feats Precise Strike[APG], Psychic Sensitivity[OA], Skill Focus (Perception), Weapon Focus (sword cane)
Traits elven reflexes, foe of the strange
Skills Acrobatics +4, Climb +5, Knowledge (planes) +5 (+6 to checks involving knowledge of the occult or supernatural), Perception +6, Swim +5; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven
SQ champion's finesse, elf blood, order of the eastern star[OA]
Combat Gear oil (5); Other Gear leather armor, sword cane[APG], backpack, belt pouch, candle (2), chalk, hammer, hemp rope (50 ft.), hooded lantern, piton (4), sack (2), tindertwig (4), torch (2), 47 gp
--------------------
Special Abilities
--------------------
Champion's Finesse At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also coun
Eastern Star's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 dodge bonus to AC and insight save bonus when lightly armored and encumbered.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Tactician (Precise Strike, 3 rds, 1/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Gonna go with a cavalier Daring Champion from the Order of the Eastern Star. Using his Sword cane to fight back the Lovecraftian hordes.

Busy on the crunch now so should be ready by tomorrow.

Gold: 5d6 ⇒ (4, 2, 3, 2, 1) = 12 x 10 = 120


Dotting. Will come up with summin in the next day or two.

I'm thinking possibly an Investigator or Gunslinger


1 person marked this as a favorite.
Heladriell wrote:

The shifter is really disappointing. What one would expect of the shifter:

-Be the best at wildshaping;
-Having unique shifting tricks for combat, like shifting in mid-action to dodge or make special attacks;
-Natural attacks that are better than minor racial traits (some races receive 1d4 claws for free);
-Precision boosts to put it on par with other martial classes.
-Unique defenses against natural threats.

I would give it a minor animal form at 1st level (kitsunes get it);
a choice of natural weapon;
some permanent options of improvement, like eidolon evolutions;
scaling bonus to attack and damage with natural weapons;
iterative attacks with natural weapons;
an increasing natural armor bonus;
something like stalwart for fortitude saves;
Wildshape with free form changes within the duration, with all the progression of the druid, hybrid forms, were forms, and specific forms with unlimited duration;
the minor aspect would definitely have unlimited duration. If I wanted to keep note of durations, I would play a caster.

Just my opinion on the class.

Now I gotta admit, that sounds like the perfect breakdown of what I would want from the Shifter class. That's great!


1 person marked this as a favorite.

I'd play the heck out of that.


Verzen wrote:
Tbh, the shifter is a fun class. Might not be the best but it is fun. I will be playing one.

Yup, same here. My next PFS class will be one for sure.


I didn't get into the other one so if this one happens I'll totally throw my hat in the ring for it.


GM Aest wrote:
@That Sean fellow: If you have one in mind, that'd be enough, just in case. I'll give everyone a week to adjust to whatever I decide, so there should be plenty of time.

Okay cool Thanks for that. I'll have a tweaked one just in case. Always good to have one in the back pocket. Really excited and fingers crossed I get picked. Thanks again.


jedi8187 wrote:
Verzen wrote:
I wish there was a rhino aspect that gave 2/4/6 natural enhanvement bonus to AC. Then i could emu late The Rhino from Spiderman!

My favorite animal is the rhino so I fully support this idea.

I wish there were at least one aquatic option for the shifter. With Ruins of Azlant and a general aquatic focus recently it would have been nice to get more than frog.

In general still looking forward to the shifter, since I play at home making the common sense thing to make workable aren't hard. And as the only player in my group with an eye toward optiization having something that's a little lower but still cool story is a good option for me personally. And even if it isn't what I wanted exactly I still see potential in what it is (without having the book).

I'm hoping down the line we get shark and crocodile options for the shifter among others like say.. an armadillo or skunk. Those could be super fun.


GM Aest wrote:

@Weapon Debate: I'm still thinking on weapons. I'll talk with a few friends and see what they think. I like firearm prices though. This is before minie balls (1855ish), revolvers were very new (1836 for anything not hand-rotated), and the standard "rifle" for the British army was still muzzle-loaded.

@Aeroden: I have no problem with the Occultist. It doesn't seem the other choices would be too much of a problem, either.

@Submissions: Looks good on first glance. I'll go over them more in-depth as we get closer to closing time.

Should I have a backup character in case? Like I say if you go with the improvised weapon route then it'll sort of take away my character's "thing/gimmick"?

It'll be the same character, I'll just change his class and his abilities, but the name and memories etc will still be the same. Thoughts?


Shark shifter?


Pity there's no Crocodile shape for the shifter from the sounds of it. I think it would be fun for a Osirian Shifter.


J4RH34D wrote:
Sean, where are you playing PFS? I am Joburg too

PFS...Pretty much only at Icon and on the boards here. Since there's no venture captains around and no other games really except in Pretoria and Durban I think.


1 person marked this as a favorite.
graystone wrote:
Matrix Dragon wrote:
That Sean fellow wrote:
Wait, there's a lycanthrope archetype?!

Yep, it is limited, but nice and flavorful. The shifter only gains one animal type, but gains DR/silver equal to half his shifter level. At level 4 he can also enter a hybrid form (of his size I believe) which has all of the animal form's abilities and automatically gains his shifter claws if he wants. Yay for werewolves that actually have claws!

The only problem I have with it is that it *still* struggles to be as good as something like the mooncursed barbarian (unless I am mistaken). Though the sheer amount of DR this archetype can get is nice, since most creatures can't bypass DR/silver.

yes, this one hit the nail on the head for flavor, no doubt.

mechanically, you have humanoid form AND all the attacks from major form. For instance, you can take the dino form and get 2 talons attacks and a bite then add weapon attacks then at 8th you get 2 forearm attacks too, meaning that if you use a non-hand weapon, like armor spikes or boulder helmet, you could make full weapon attacks and 5 natural weapon ones: then add that they can pounce from the start [4th]. Even if you don't use the natural weapons, you have a 120' pounce/charge...

Add the DR, and it's seems pretty solid IMO. Maybe not THE best, but I wouldn't complain if someone asked me to play one. ;)

PS: I noticed the void reference Mark. I thought it might have been you. :)

SOLD!

I'm not a min-maxer by any stretch so probably wouldn't try get all the five attacks. But being able to change and claws and pounce as a werewolf. I'm SO in!
Think it's going to be my next PFS character for sure.

From what I've heard so far I'm definitely going to be playing with the Lycanthrope Archetype, The Green Knight and the Nature Vigilante from these books at the very least.


Wait, there's a lycanthrope archetype?!


J4RH34D wrote:

In good old crappy South Africa here. I have the same issues with shipping costs, but I also have the added joy of mail taking up to 6 months to get from our international port (Cape Town) to where I live in the capital. There is also a serious serious risk of the goods never arriving at all.

Basically I live on pdf's and what I can convince book stores to bring in for me.

I feel your pain buddy. Resident Joburger here. That said, most Pathfinder stuff I buy as pdfs but this one I'm shelving out the extra for the hardcopy. But like you say, could take six months to even get here.


Æroden wrote:
That Sean fellow wrote:

My problem with that is that it would literally take everything that makes my character special away. Which is the Rogue Makeshift Scrapper. So it's not a problem if the GM wants to do that but then I would like to change my character. Hope that makes sense. Which is fine, I have a couple of ideas I can use for this game. But will see what GM Aest thinks and what other suggestions come up.

FYI I almost always make my characaters dip one level into Brawler, it's one of my favourite classes along with the vigilante.

Oh right on; as I mentioned, I'm not personally vested in the idea, it was just more of a randomly-occurring thought than something I'd actually want clarified pre-creation.

No worries. Like I say it's no hassle at all. If I need to make another character I can offhand think of at least three to throw in here instead.

Looking forward to seeing what you come up with and hopefully busting up some lovecraftian horrors together.


Æroden wrote:
GM Aest wrote:
Would you guys like to discuss weapons and how to balance around not having greatsword/greataxe/bulky medieval-esque weapons? I'm open to suggestions, but also okay with just not using them.

Personally I was probably going to roll up a Brawler anyway, but I tend to change my character 3-4 times during the process of creation, and that idea got stuck.

On that note I'm okay with not using the big weapons, but I also had an idea to rectify it:

Give Fighters/Barbs/big martial bullies some version of Catch Off-Guard for free, sans the flat-footed attribute of the feat. They might not be wielding a hammer and shield, but a hefty table leg and a metal lunch tray could have the same effect. Then they aren't limited by what'd actually "be around" but still be able to use the primary features of their class without relegating themselves to what's effectively (considering the common Str/Con builds) a sub-par weapon (not even sub-optimal, because at this point taking the THW's from the big folks probably thirds, if not halves, their DPR).

My problem with that is that it would literally take everything that makes my character special away. Which is the Rogue Makeshift Scrapper. So it's not a problem if the GM wants to do that but then I would like to change my character. Hope that makes sense. Which is fine, I have a couple of ideas I can use for this game. But will see what GM Aest thinks and what other suggestions come up.

FYI I almost always make my characaters dip one level into Brawler, it's one of my favourite classes along with the vigilante.

1 to 50 of 332 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>