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![]() Pahlok wrote:
Hey, I'm not judging. Just thinking back on fun times is all. ![]()
![]() Pahlok wrote:
I remember back in 3.5e, where the only ones ever using the actual monk class were self-flagelants, or warriors looking for bonus feats without meeting the prerequisites. Improved Trip was a bigger deal back then. ![]()
![]() Hmm. I don't suppose you'd let me use the pre-erreta version of the Aasimar Oracle Favored Class Bonus? It used to add +½ to your oracle level to one revelation, but now it only adds +1/6th. Planning to do Sorcerer//Life Oracle. The upshot of allowing me to use the +½ FCB would be that I could use Channel to heal 2d6 at level 2, and gain another d6 at 5th and 6th level. Essentially, the channel pattern becomes ||-||-||-... instead of |-|-|-|..., which is great, because it allows channel to be vaguely appropriate in-combat healing. If not, that's okay, but I'll probably go heavens or lunar mystery instead of life, then. It looks to me like there's neither much arcane casting nor much divine casting planned, so making a problem solver that has both seems like it'd be cool. ![]()
![]() I've been wanting to play Second Darkness for a while now - the whole idea of elves & drow interests me a lot. Here's Nivathe.
Statblock:
Init +3, LLV, Perception +6
AC 16, T 13, FF 13, CMD 15 Fort +2, Ref +5, Will +0 Hp 11 (1d10+1) Longbow +4, 1d8 Longsword +2, 1d8+1 CMB +2 Str 12, dex 17, con 10, int 16, wis 11, cha 8 BAB +1 Point Blank Shot Pragmatic Activator, Looking for Work Favored Enemy(Humans +2), Track +1, Wild Empathy +0 Elven Immunities, Envoy, Fey Thoughts(UMD & Acrobatics), Keen Senses, Low-Light Vision Acrobatics +6, Climb +4, Knowledge (Nature)+7, Knowledge(Dungeoneering) +7, Perception +6, Spellcraft +7, Stealth +6, Survival +4, Use Magic Device +7 Gear: Clothes, Studded Leather Armor, Longbow, 20 Arrows, 10 Silver Arrows, 5 Cold Iron Arrows, Longsword, 48gp. I built her on a 15 point buy & average gp, but would not at all mind either a large pool of points or rolling for stats. Fluff:
Nivathe was once a ranger of her homeland, patrolling the borders and keeping out humans and others who'd enroach on their territory. She came across some loggers by chance, fell in love with one of them, and ended up revealing more about elven settlements, patrols, and general intelligence than was proper or wise.
While she was not cast out, exactly, the shame was still there, and she eventually left for human lands. She's settled down in Riddleport, where she works the odd mercenary and guardsman job. She's even done some straight up thuggery, hiring on as muscle for business men. Nivathe is a washed up elf, living in a society that doesn't fit her well, yet unable, it seems, to return to her old one. She's come to the tournament to stake out the place - she heard the manager is looking for workers, and since she still has a little trouble picking up on the subleties of humans, she usually tries to stake out potential jobs beforehand. Appearence: While certainly beautiful, the principal impression one gets of Nivathe is that she's tired. Her gear shows sign of wear, but she's also obviously alert. Life might've dealt her a rough hand, but she's not one to break. At least not entirely. ![]()
![]() Fizban the Mysterious wrote:
While I do admire your cliché-fu, I can't help but think that that concept would require you to not be present for a good bit of the game, which is probably not ideal. ![]()
![]() Amgir wrote: Thank you Bane88, just a quick clarification ... I can still use Archtypes of each class, yes? Or do they count as Varient classes? Oh yes, you can still use archetypes, and even variant classes. You just can't take the same class with two different archetype two times on the same level. For example, a character can't be a Bloodrager[Primalist, Steelblood, Untouchable Rager] 1//Bloodrager[Spelleater] 1, even though that might be fun to play. However, you absolutely can be a Rogue[Scout] 1//Fighter[Dragoon] 1 ![]()
![]() Sumutherguy wrote:
What's really cool about the DC thing is that the magus has everything else beat for getting a high bonus on his weapons - he can easily be running around with a +3 gun at level six, if he uses arcane pool. Which he should. ![]()
![]() Ms. Pleiades wrote:
Yes, I know, but I feel like going Invulnerable Rager instead, I think. Besides, ST does melee / ranged two-weapon fighting, which isn't really what I was looking for. Thanks for the recommendation though. ![]()
![]() I really like the concept of kellid barbarians. Also, there's this picture, so I probably have to do a two-weapon fighting barbarian, now. Not sure how to make that good, but I will, somehow. Unchained is an option, especially if I can convince the GM that I should get to use Chained rage powers. As for what goes on the other side of the gestalt... Bard, maybe? ![]()
![]() Vivisectionist alchemist or Investigator works for a witcher, I'd think. Go half-elf or half-orc for some non-sucky martial weapon proficiencies. But honestly, if your concept isn't 'witcher' but 'Mage Hunter', I'd go Magus. One of my players in my RotRL campaign is making a magus with exactly this fluff, and it works great. Pick up the various anti-magic Magus arcana, and you can be quite effective. You really need magic to stand up to a spellcaster, is the sad truth. But then again, even the actual witcher relies more heavily on signs than anything else to fight mages, so you're not far off. ![]()
![]() Ring of ferocious action (3k) Ring of Mind Shielding (8k) Ring of Inner Fortitude (18k)
Ring of Return (33.6k) Ring of Freedom of Movement (40k) Those should be in just about the right price ranges, for +1 through +4. +5 is a little iffy, in that the general purpose ones are either a good bit cheaper (FoM at 40k) or a lot more expensive. ![]()
![]() Zayne Iwatani wrote: So is this first come first serve on the slots or is this a closed recruitment? Cause I have an idea for a four armed gunslinger/alchemist that is pretty badass. Gestalting the two just makes it so much cheesier. Everytime I see that build, I can't help but wonder, don't you run out of bombs far too quickly? ![]()
![]() Benedict deBornezan wrote: What's the starting gold? Iknow it's probably up there, but if so, I didn't see it We don't have starting gold. We get to choose a bunch of gear, according to the rules in the op. Take a look at where it says 'starting gear', and then keep in mind that rings & wondrous items aren't limited by CL - they're limited to an individual price of 10K gp each. ![]()
![]() GM Miskatonic wrote: @ The Dragon: Considering the higher level campaigns I've played in in the past you may have just saved the game before it began. Well, that's good, right? By the way, can we exchange one of our items for a slotless item? What happens with spellbooks? Usually I spend a good chunk of my gold buying more spells known at character creation, but that doesn't seem applicable here. ![]()
![]() GM Miskatonic wrote:
Okay. That's not the core of the issue though - what I'm getting at is that an entirely okay loadout might look like this: Long-ass list of gear:
Helm of Teleportation - 73.5K
Headband of Seduction - 40K Swordmaster's Blindfold - 80K Amulet of Proof against detection & location - 35K Wings of the Gargoyle - 72K Mantle of Spell Resistance - 90K Merform Belt - 32K Slippers of the Triton - 56K Bracelet of Second Chances - 15.75K
Ring of Telekinesis - 75K
For a total gear value of 669.75K before armor and weapons. Note that I didn't chose the most optimal gear in all cases - I just chose the most expensive CL 9 or below I could find. A more realistic estimate probably sits at around 400K gp. That's still like *9 wealth by level, though. Also, stat enhancers start at minimum CL12, so we can't have them at all, which I think is a little weird. If this is working as intended, well, like I said, not gonna argue. I just want to make sure that it is working as intended. If it is, well, It'll certainly help shore up on traditionally struggling martials by letting them go ape with gear to make up for it. Edit:Build-wise, I'm planning to go 'Tank' with a witcher Cavalier(Daring Champion archetype)//Magus.
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![]() GM Miskatonic wrote:
Aye, but the rings, when bought, have caster level 5. It says so at the top of the statblock. CRB wrote:
Anyway, if It's working as intended, I'm not going to argue. It just seems like a lot of stuff. At this rate, I'll wind up with gear worth at least two hundred thousand gp when I'm done. Maybe a little more or less. ![]()
![]() Looks nice. I can't help but think that you might want to tie the magic items we can pick to a gold limit, instead of caster level. Caster level is a pretty poor predictor of item power/value, after all. For example, Ring of Telekinesis, Inner Fortitude(Greater), Spell Storing, & Protection (+5) are all at or below caster level 9, and are all individually worth more than the entire suggested wbl at level 9. Meanwhile, Ring of Wizardry I is CL 11. This is fairly inconsistent, and could be fixed by saying something like "Individual magic items can't be worth more than 20K", or something like that. ![]()
![]() Looks fairly interesting. The mention of witcher has me wanting to do a Swashbuckler or Daring Champion Cavalier//Magus. Given that Swashbuckler is banned, I'd probably go for the cavalier version. The idea would be str-focused, but with Slashing Grace(Longsword or Bastard Sword). I think it could wind up being pretty cool. ![]()
![]() Dragonborn3 wrote:
Yeah. It makes my plans for a badass dwarven fighter sad, but it makes sense. Since it's going to be a lot less good than I thought it would, would you consider handing out advice for good favored enemies? I get that dragon will probably be thematic, but maybe it should be picked up at fifth level instead of 1st? ![]()
![]() Axolotl wrote: And tieflings can't wear full armor because of their tails, too? In this case RAW would be ridiculous. It doesn't even end there - have you seen the ears on the official elf art? By all accounts, elves should be getting horrible cases of 'helm-ears', if they walked around in human helmets. I know my ears can get a little achy if I wear headphones for too long, what do you think would happen to those things? Or dwarven helmets for that matter, which will fit them by virtue of both races being medium. ![]()
![]() I think you might be able to argue that feat & trait increases to caster level with specific spells in the staff (i.e. Spell Specialization & Gifted Adept) will file under 'can use his caster level', but we're definitely interpreting here. Personally, I houserule that it counts as if you had actually cast it when you use a staff, but that's just so it's easier to remember and gives me less headaches. ![]()
![]() Also, people are able to do it on instinct, with blindfold on. Go watch mythbusters, they have something on this. Maybe if you panic real hard, you might be a little confused. Maybe. Regardless, it's probably not a 'skill' in the sense that you get better at it by having training, so survival wouldn't apply here. An (easy) will save where fear bonuses apply, maybe. That's a nice way to make the fighter feel good about his Bravery class feature too, so that's good. It's certainly nowhere near the dc 25 that campingcarl set as the upper boundary. ![]()
![]() Quantum Steve wrote:
Yeah, yeah, you just keep splitting those hairs over there. Anyway, traditionally, if you get the same thing twice on the same level, you have to ditch one of them. Personally, I'd consider the two quite different - warpriest allows you to treat these feats in particular as if you had full BAB, so I'd say you get both, the same way a Fighter//Psionic Warrior got both of his feat sets in 3.5e. However, a swashbuckler//Fighter would only gain feats according to the Fighter schedule, since both bonus feat abilities function the same way, albeit at different rates. This is the same logic by which a fighter//feat rogue only got one of his sets of feats. ![]()
![]() Isn't helpful to what? I've found that wish, teleportation circle, create demiplane and the like are fantastic tools for when you want to make lasting, monumental changes to the environment, and society at large. Is that a lot of I mean, balance in pathfinder is a joke. The only somewhat useful yardstick you can use is if people are having fun. Mechanically, 'fun' often equates to options, so as long as the people who aren't full casters still have relevant things to do, I really don't see the inherent problems in the 9's 'breaking' the setting. It's there for them to play with, after all. I do agree that high-level casters shouldn't exist in the same world as low-level characters, in the same manner that parties always just so happen to be surrounded by level-appropriate monsters. But still Golarion isn't made for high-level characters, so maybe it's for the best that they take off for the Abyss, or whatever? The only high-level casters sticking around on Golarion are those who're stuck (I.e. big final bosses for at least two APs I know of) or those who want to play around with being a big fish in a small pond. ![]()
![]() Rynjin wrote:
Again, Murderous Insight is good for you here. You'll very likely get more accuracy from dropping dex by 8, and putting the resulting overage into wisdom. ![]()
![]() N. Jolly wrote:
That last bit I can't agree with, at all. High-level D&D is bending the universe and doing horrendously overpowered things to the horrendously over the top villains - the only thing that's wrong with this picture is that the rogue and the fighter doesn't get to join in on the funsies. Low-level d&d logic shouldn't be extended into high-level d&d adventures. Rather, the classes who aren't given the tools to participate should be phased out, in favor of like classes who can, such as the 6th level characters. Honestly, if you want to stick around at the lower levels of play, E6 is a wonderful system which sits right there. It's my goto when I don't want to deal with the glorious insanity that is high-level d&d. With some optimization, and a slightly bigger party than is standard, you can run encounters at CRs all the way up to at least 13, which is plenty for telling whatever story you want. The concept isn't all that new - PFS itself effectively runs E12, for example, although they haven't got an advancement system in place for post-12th. ![]()
![]() Talathel Wyndle wrote: Still a few final touches to tweak, but here's my character. Rakshasa spawn sorcerer (and wannabe bard) Talathel Wyndle. After being raised by elves, the Calistria-worshipping demonspawn finds himself heading for the big stage of Sandpoint. Interesting... A couple issues though. Rakshasa-bloodline isn't actually either the of the fiendish or abyssal bloodlines - which is what Fiendish Sorcery requires. Also, the penalty from your Bloodline Arcana is -0(not a typo, it's equal to ½*sorc lvl) at first level. ![]()
![]() Melkiador wrote:
He does a little (not much, but just a little) worse for to hit & damage. A well built barbarian has better AC, though. Also, more skills and HP, which is nice. Overall, barbarian is quite a bit better, but not enough that you go 'Oh, crap, he's taking up xp with his high-level fighter'. At least, not any more than one would think if they swapped in a high-level barbarian for said fighter. But high levels aren't really the concern here - low level play is. And at 1st level, +7 to hit/1d10+5 damage is an unlimited use, ~50% chance to kill whatever you point it at, which is awesome.
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