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Quixote wrote:
To clarify: this is not a double weapon, right? Like, it's two different two-handed weapons, and you can use either set of rules, but not both at the same time?

Yes this is not a double weapon but I wrote feat that grants double, brace and blocking. My player does not have this feat so that's not in question.

As for use at the same time, for full attacks I allow the player to switch which part of the weapon he is using. Cleave is a different question.


I guess I forgot to mention that he has greater cleave which is far better. I am not worried about his damage and honestly I prefer him out of the saddle so that he doesn't spirited charge my bosses.

My concern is that the cleave text calls for another attack rather then using the same attack. I can see they wrote it this way but it my weapon seems to push the feat to its limits. I was aware of the Dwarven Urgrosh, Dorn Dergar and Meteor Hammer but none of those do what I wanted this weapon to do.

Thanks for your input.


Your Palico doesn't have a strength penalty like most small classes which actually makes it comparatively strong. I haven't very played very much Monster Hunter but I did enjoy seeing Palicos wade into battle so maybe that was intentional. The Maine Coon actually gets a bonus to strength which I think is great.


I wrote a homebrew module and eventually got to play it with my group when one of members had to pause another game we were playing. I also wrote up some traits, class archetypes and prestige classes for use in my setting. My question is about a weapon I created that some of these classes get to use.

The Poleaxe:

Cost: 150 gp, Weight: 14 lbs.
Damage: 2d6/1d8, Critical x3/x2, Type: slashing, bludgeoning or piercing/piercing
Category: two-handed, Proficiency: Exotic
Weapon Group: polearms
Special: reach
A favorite among knights, the polearm is a versatile weapon. Its head is comprised of an axe, hammer and spike. At the butt end of this polearm is the cue, a spike meant to be used when targets pass the head’s reach.
The cue and pole head are separate weapons for the purposes of special materials and enchanting.

I know that since I am the GM that I can rule however I want but I decided to see what the community thinks. Since the head has reach and the cue is melee, can a player cleave while switching which side of the weapon he is using. One of players tried this and I allowed it. However, to my knowledge there is not an official weapon that does this so I was wondering if that would possible. The cleave rules don't seem to stop the player from switching weapons. Would it be possible to hit a target, drop a weapon, quick draw a reach weapon, and attack an enemy adjacent to the first?

Either way, I just wanted this to be a versatile weapon and my player has certainly gotten some good use out of it. I would not have thought that a cavalier could be so deadly out of the saddle but he just cleaves my groups of enemies.


I don't know if this character is already made or if this is a theory craft but if you can help it, I would recommend adding the Skulking Slayer archetype as a half-orc to add to your rogue levels. You get the ability to add sneak attack to your cleave for when you aren't charging. This also adds the cleave chain to your list of feats if you weren't sure what to pick up. While you still have vital strike as an option, cleave and surprise follow through give you some crowd control ability.


Because you are a Crusader Cleric, I would recommend sticking to monk. The spells probably won't be worth it and the channel is negligible as well. One more level progress your base attack but little else. If your domain had some interesting abilities it might be worth it but otherwise the first level dip really only serves roleplay purposes and allows access to crusader's flurry. I'm surprised you didn't fit guided hand into your build but I guess channel smite is pretty trash.


The Charger Cavalier archetype is a pretty good single level dip. You can move onto scout rogue to maximize your charge damage. You can go twohanded fighter for double strength to damage. You can even go barbarian and work towards rage lance pouncing. Granted, the natural jouster feat accomplishes the same thing.

I know its not on your list but I have always thought that a gunslinger centaur just has a really high cool factor. Throw dual wielding into the mix and you have the coolest monster on the field.


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I see you've continued to work on this since your reddit post. It looks like you've toned down some traits a bit. I'm glad that you're sticking with powerful traits and didn't make them weak like the other redditors were suggesting.

Adept Orphan: This trait looks interesting but it is sort of your traditional tabula rasa kind of trait. I hope this some sort of plot pay-off down the road and is not just some normal orphan trait.

Outsider Initiate: I don't know what normal hell knight dispositions are but indifferent seems harsh. I guess they are a rather cantankerous group though. Storywise I would have the hell knights be more friendly and just leave the dc at indifferent.


Barbarian was mentioned but I will throw my lot in with Unchained Barbarian for those non-str dependent bonuses and martial weapon proficiency. Add three levels of rogue to reign in stat dependency and you're only down one base attack from a normal barbarian. Your attack bonus will appreciate this as well as benefit early on from rage. You already have 2d6 of sneak attack and should be more durable than most rogues so you can flank with kukris to great effect.

As for race, I like aasimars and they have several stat bonuses depending on where you wanted them. I also just find them more appealing than their fiendish counterparts.


These days sex refers to the observed dimorphism in species and gender less as an identity of a sex but role. The whole gender role thing seems untenable to me as calling something a woman's or man's role seems inherently sexist (genderist?). I imagine you and your players are adults and can work through this development without calling each other bigots.

A simple way to handle the appearance of what the reborn player will look like is to say that he (now she) has a striking resemblence of his mother, which he already may have had but now even more taking dimorphic characteristics into account.

The other option is that the player looks the same but has a vagina. This is where your other-kin player might take offense as he/she might claim that a person with a penis can be a woman and were back to square one. If anything, the village is sexist for only allowing woman shamans and you cant really blame anyone for that, a story without bigots only leaves virtuous people to kill each other.


Orc's probably wrestle or do other tests of strength if not outright killing each other. Golarion orcs seem to be similar to Tolkien's uruks and one of his more on the nose uses of the uruk is that evil constantly turns on itself.

Wrestling can easily just be a grappling duel with unarmed attacks also being legal. Maybe your orcs like to box or do other martial arts as a form of non-lethal (yet potentially lethal) challenge.

As for balancing the CR or level of the orc in question, I'd say it'd depend on what kind of orc the player is challenging. If he is going for a fair fight then he'd take on something like a half-chief, or just an orc who leads others into battle and that the party can expect to be more durable than other orcs. This would probably be a 5th level barbarian and particularly difficult encounter. If he's gunning for the chief than it would be a different story.


Sounds like some Ridiculous 6 goodness especially since the human is the father. The party can get together so that they could find their absent father who is truly the bbeg, being an absent father / womanizer.


avr wrote:
There's the masked maiden vigilante archetype. Oozemorph shifters are gender: not applicable. Aside from that I can't think of anything.

If we're going beyond core classes, then we can include the Sanguine Angel, which is just a Gray Maiden prestige class. Oddly enough the Sister in Arms Cavalier archetype does not specify a gender though it does mention the Gray Maidens.


I would check with the other players and see if your problem player is bothering them. If they aren't bothered then you should just let them play the way they want. In the case of cheating, I'd even let them play as long as everyone was having fun. In your case, your player is deliberately playing bad so I'd just let them as often as their inferior build will lead them to death. If this starts draining party gold and loot then just more in to accommodate this loss.


The Wild Child Brawler gives up half of his bonus feats for an animal companion. While you can't pounce, you can modify your lance and make it a Close Weapon to flurry when you can't charge as well as flurrying other weapons.


Yqatuba wrote:
I still think eating anything is evil for the reasons listed in my first post. Anyone have a counterargument?

Bad people eat.

Bad people are evil.
Therefore eating is evil.

In logic we call this the fallacy of the undistributed middle. While pointing out a fallacy is not a counter argument it does expose a weakness in your logic that I can exploit. A proper counter would require a scenario where a good person is eating. Iomedae is the goddess of paladins and I presume she eats or at least did when she was mortal. Likewise, her paladins eat without falling. In conclusion, bad people are not the only people that eat. This need not prove that eating is neutral, good or evil.

As for the morality of eating, Golarian does have a model of good and evil as well as lawful and chaotic. However, there are people in our world who would make the case that eating is wrong. Particularly vegetarians or vegans, but moral discussions on Paizo forums never really bear any fruit.


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With seven other characters the best thing you can do for the party is play whatever you like best. That being said, an Evangelist Cleric could probably be pretty good to cover combat healing and buffing. This Cleric can also pick up a two-hander and get some damage in. A Cavalier with Order of the Lion may also do well and you could even work towards Battle Herald. These are just force multiplier ideas so that you make even greater use of a large party.

Edit: I didn't see that you were a brawler.


Melkiador wrote:

Might derail the thread, but slayers don’t have the ranger armor restriction.

The slayer merely chooses a ranger combat style to select feats from, but gains access to those feats using his own mechanics and does not use the ranger mechanics to gain those feats.

Leaning into this derail, I believe the bold text is in reference to feat requirements though the overall language is tricky. The bold text is pulled directly from the ranger's combat style feature. However, the slayer talent is missing all of the text that includes restrictions and a liberal reading (probably RAW) suggests that not only can Slayers wear heavy armor, but they can also select multiple combat styles.

Throw in two levels of Snakebite Striker and modify a greatsword with the Versatile Design (Close) and you have some pretty good dpr though I don't know how this compares to the other builds. I've personally tried this and my Brawler/Slayer/Shadow Dancer was dominated during his first encounter and downed two of our party members.


You seem pretty committed to this build but I have to ask if you've looked into the Masked Maiden Vigilante archetype. I personally don't like tactician or teamwork feats but I haven't really tried it. Also the Gray Maiden Iniate feat sounds exaclty like what your character is. The benefits are kind of mediocre but Gray Maiden Endurance and Faceless Maiden can be useful.

Imperfect Control can be hit or miss (more miss with a bard in the party) but FreePlate is free and armor training is always cool. It doesn't say if she gets advanced armor training but the alternate armor training options as well as some vigilante talents can be interesting.

Real Gray Maidens are just 8th level fighters with bastard swords. I think the vigilante keeps this theme better than the cavalier. There is also the Sanguine Angel prestige class that builds directly off of fighters and possibly barbarians. The Masked Maiden would be able to prestige into this easily enough and benefit from continued armor training progression. Just some options to consider.


I usually see "when does two-handing beat twf" types of posts but the idea generally is, more attacks more better. Without pounce twf falls out of glory as full attacks get rarer as the two-hander gets more attacks himself. This is why I really like the brawler.

I have not not seen knifemaster mentioned but it really amps up what the rogue can do especially with some kukris. Those d8s add up rather quickly and should outpace standard Fighter or Barbarian damage by 5th level. Cavaliers and archers should still you give you a run for your money but I think its around 7th level that casters outpace everything else.


I see no reason why you wouldn't be able to share these feats though a GM might rule this as a shared inactive feat. Such a ruling would not exactly be RAW if the AoN feat text holds.

I'm not too sure about the other question.


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Despite all of my theory crafting, I usually end up playing fighters or at the least some sort of martial class. I even considered turning my witch into an eldritch knight but reason won the day then. Worse yet, I don't even play straight fighters because multiclassing is so fun and rewarding at lower levels.

Also, all of my dice are red and I get called out on it all of the time.


This exploration began with me wondering what a cavalier who specialized in fighting giants looked like. I call it the Titan Lancer. It's a Titan Fighter 1 / Titan Mauler 1 / Gendarme X. Order of the Hero works better thematically but Sword is just so good.

I see no reason why a Titan Fighter couldn't charge with a large lance but I was wondering if he could do it one handed. As ridiculous as charging into giants with a tree for a lance in one hand and a tower shield in the other is, I was wondering if this was legal or if somewhere its said that the one-handing a lance when mounted only applies to properly sized lances? Naturally the penalty for this nonsense who be a -6 to attack for what amounts to +5 avg damage (14 dmg instead of 9).

Alternatively, is it possible that the mount downgrades the large lance to be an effective normal lance for the purposes of wielding so that one could two hand a large lance without Giant Weapon Wielder penalties?


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Iraklis wrote:

*snip

Since Double weapons are still two-handed weapons (not light weapons) being wielded with two hands, even if they grant additional attacks, I believe they still fall into this category of applying 1.5 strength mod.

*snip

I have never even considered this to be a possible ruling. Reading the light weapon penalties as only applying to attack (so not actually a penalty considering) would make this viable and rewarding to those who want to mix up the whole "humans are best at everything"


I didn't see any mention of it but I think a half orc with an orc double axe is worth a mention. He loses the bonus feat humans get but trades that in for other orc goodies and that orc familiarity. I didn't crunch any numbers but a double weapon should as effective as two light weapons for slightly better damage as well as other bonuses inherent with double weapons namely being able to add str +1/2 when you move and attack and freeing up a hand for potions or what not.


Life Oracle has Life Link which prevents damage to allies 5 hp at a time. Stack this with Shield Other and you'll take a lot of your allies damage.


Lelomenia wrote:
Why are you two weapon fighting with a swashbuckler?

Maybe twf is his way of nerfing the Swashbuckler. On the other hand its perfectly possible to not free hand style and just not use Precise Strike. My personal favorite is greatsword parrying. The Azatariel archetype has no text specifying a single weapon when using Whimsical Riposte which places Precise Strike. This cannot be used with greatswords but it can allow two rapiers.

Errant Inlad wrote:
I believe that Surprising Strategy is reffering to the Riposte class feature of the Duelist PrC, not Opportune Parry and Riposte from the swashbuckler base class.

Good catch. If it was referring to Swashbuckler it would have said Deed not Class Feature


What about an Oath of People's Council Paladin? Sure it doesn't have the spells of bards and clerics but it has a bardic performance, can face and take punishment on the frontline.

Naturally anyone really worried about the frontline would recommend something that summons creatures to take the damage.


Not sure what the path of war stalker is but it looks like the group is missing a big buff guy as well as healing. A paladin or oradin with a greatsword would fit right in.


If you really are more melee focused you could just take three levels of Eldritch Scion Magus. This means that you only lose one base attack and you gain spellstrike for giggles.

I'm not sure what you plan on doing with the sorcerer list and slow progression but with Eldritch Scion you can spell strike to make your melee more effective. With the fractional BAB rules you can net a BAB of 5 at 6th level (2 Paladin, 2-1/4 Magus, 3/4 Dragon Disciple).

Your standard Fighter will be at +6/+1 at 6th level which raises his damage quite a bit. You on the other hand only have one attack which means you can spellstrike. At 6th level you still have a CL of 3. With the Close Range magus arcana you can add 1d3 cold damage to your attacks but you can also use shocking grasp for an extra 3d6 of electricity damage. Spellstriking is perfectly legal for two handed weapons so you could Theoretically use a butchering axe for 3d6 + 3d6 electricity damage and just show up your party barbarian.

Edit: Just saw your newest post. A good 2 level dip would be brawler for brawler's flurry and with weapon modifications you could make greatswords close weapons and then flurry.


It depends on the creature's moral status. That is, how much value a society attributes to it. Since dragons and trolls have a nasty habit of burning or destroying things people value, it is not hard to kill them or to take their parts as trophies. The same goes for the ruthless slaughter the pcs tend to bring upon bandits.

You could make characters that take issue with wearing the trophies made out of sentient creatures to resolve the double standard but its only a double standard relative to the standard. The sentient critters the pcs chop to bits are most of the time just numbers that try to kill them so they retaliate with their own cold calculus. This could be solved with the gms making sapients surrender and more "sentient." Lore-wise, there seems to be plenty of xeno-phobia when comes to uncivilized or monstrous critters. This can be changed by the gm but most players seem to assume a Lord of the Rings standard for their fantasy.

I'm guessing people don't wear orc faces as trophies because they are too humanoid but then again, orc skulls make fine trophies. There is also the argument that the more civil gear is more effective. Mithral or Adamantine may be more preferable to dragon armor.


Vampire Centaur Cavalier?


Given that you're second level the winter in reign of winter has already started. You won't be able to hit the broadside of a barn with a flat -4 to firing a bow in the snow then the whole, "don't have precise shot?" another -4. I've played an archer in Reign of Winter and it requires some focus. I also got murderized but not because I was trash with a bow. I don't think a spare bow will do you any good.

You sound like you want to be a Slayer or Ranger more than a fighter. They both get get 6 skills which will be pretty handy for your concept. I recommend Slayer and wearing heavy armor but you won't be able to use Ranger Combat Styles if you do so use your talents on other stuff like Combat Trick. At 5th you can grab accomplished sneak attacker to boost your sneak attack damage.


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MOAR SPLAT


If you really want to change up how fighters get skills I suggest 2 + Con mod. This keeps your fighter dumb and now he's bigger.


As you are a player, you may need to talk to your GM. I second the suggestion to make a new character. I'd probably just kill his character to give him the chance to make what he thinks is the solution to his problem but there are some problems with this option. The party is probably at the point where there is no reason to not resurrect dead players and another problem is that he rolls his character's twin brother and is back to square one.

As for the dice problem, trading dice may be an interesting step in determining the source of the problem. No one really to buy new dice if they like how set looks and rolls but maybe the problem is the table or his impeccable rolling technique. The easy and boring solution is to use a computer dice roller. A better solution would be having the GM do all of the rolling and preferably behind a screen.


Give fighters rage and let them take rage powers as feats just like the viking archetype but more powerful


Being able to get talents instead of bonus feats has always been an idea of mine.


Without equipment or multiclassing, it looks like he only has 70 ft. Bloodrager, Travel Domain Cleric, Hermit Oracle or Flame Oracle, and Flame Shaman all give +10 base speed so at 11th with 4 dips, he could be at 100 ft and some boots of striding and sprinting puts him at 110 ft which would be per 66000 ft traveled in 600 rounds or ~12.5 mph without double moving, meaning spring attacking.

A quick search on the Google suggests that the top speed of a real person was 28 mph with 40 mph being the theoretical limit. With the run feat, this build's speed should be 50 mph when running which seems super human enough.


Since its an evil campaign, I would take the Executioner archetype. With two levels of Brawler you can flurry (twf) with one weapon and if you take the Snakebite Striker archetype for brawler you get an extra Sneak Attack damage die. This could be almost any weapon such as Greatswords. I would then use my talents to grab improved two weapon fighting which works with brawlers flurry. You'd be able to do two handed damage when you cant flurry and then twf when you can.

Another option would depend on how your GM rules but if you take a level in Knifemaster Rogue, your Sneak Attack damage, including from Slayer levels, should become d8s with your kukris. If you end up twf with kukris you might want to reconsider power attack. I believe there is a slayer talent that gives better power attack as well.


Gestalt does seem more appropriate for super humans.


Looks like a Swashbuckler 3 / Fighter 2 / Investigator 1 to me, more specifically Azatariel 3 / High Guardian 2 / Sleuth 1. With a spear, you'd be able to parry and riposte with your charisma to attack and damage. Sleuth allows you to have twice as much panache and High Guardian allows you focus on strength and wear heavy armor.

After 6th you can take a level in Mysterious Stranger Gunslinger for even more panache then prestige to Furious Guardian (Ulfen Guard) for rage. You'd look like those guards that defend doors and halls with a spear.


What if the jury was just the juror? Judge Dredd is Judge, Jury and Executioner and he doesn't have familiars, pets or spirits being a part of his jury. The judge sentences, the executioner executes and the jury determines innocence or not. This could be one person and he could be any class though a good Juror should probably be able to effectively determine whether someone is innocent or not.


For no reason in particular, I'd play a Varisian Paladin. He's tank and has access to divine spells, namely lesstoration, again for no reason in particular. Fey foundling paired with your lay on hands will make your sustain just stupid good. For even more ridiculousness you could throw in a level of Oracle or two. As is, I'd make a Paladin 3 and add Oracle later.


Maybe an Inheritor's Crusader could work for the Jury. He can use Sword against injustice to determine if someone is guilty as charged and then the other two do their thing. For the base class he could go with Chosen One Paladin so that he could get a cassisian familiar to do his translating and maybe offer a second opinion on the jury.


I'm tempted to drop my fighter levels all together though I think I want to be able to share feats with Quasit still. He will never power attack without EG or Beastbonded. Two levels for power attack probably isn't worth it but other feats should help as well. EG should grant my Quasit heavy armor prof and I could give him power attack. Fullplate should be better than Mage Armor and Shield especially since I'm tanking his dex with Mauler.

Going Demonsworn Beastbonded will cost me too many feats and hexes. These are properly good archetypes on their own but they don't seem to be meshing together too well. I think I will go with the Trickery patron for mirror image. The patron familiar options for Infernal Contract aren't too great though if I dropped that patron all together then I'd be able to go with agility. I now have some extra hexes and feats to make this work but I like the flavor of the infernal contract so I will stick with it.

Thank you all, I now know my options. I'd consider this thread closed but I wouldn't mind some new profound options either.


I think you're going to want to have your character subscribe to utilitarianism or even epicurean-ism and these are basically hedonistic philosophies where the proponents of these theories largely believe that goodness is happiness and that happiness is pleasure. To maximize "happiness" your character could then espouse Malthusian principles like Thanos does with his finger snapping.

Another option is having your character be a Marxist and do evil things to spite the system and benefit the little guy. Robinhood-ism doesn't have to be Marxism, its just an example.

In either scenario, I believe your character will actually be neutral as he does evil but believes in good. There is no Good/Evil alignment but neutral is close. Probably Chaotic Neutral actually.


I wanted to avoid summoner just because of the eidolon and evolution points being too confusing. Cruel Hex should apply before the sleep effect as the hex hits, damage and save are simultaneous with the sleep kicking in right after the save is failed. What hexes would you recommend because buffing and healing would be counter intuitive when my hex does damage. I am a halfing so that I could raise my familiar's str by 2 with Caretaker. The problem with leadership is that I'd have to be evil but with Demon-Sworn I could just be on the wrong end of a bad deal but have a cool demon anyways.

As for barding, I was planning on having the hawk wear light armor and by 9th have the Quasit wear heavy armor. I haven't checked but I think that with a perfect flyspeed, he should be able to fly in heavy armor and if not then I might do mithral breastplate. I will certainly have to check. If I stay in one class and heavy barding hinders perfect flight, I'll just get him some elven chain and save two feats. Thank you for the advice.

I'm not too familiar with Hexes and none of the major hexes looked too major so some suggestions would be much appreciated. Another thing I need help with is an alternative familiar if hawk ends up being a no-go. I still want something that could defend me on the backline and maybe rush in to aid the frontline.

I have not even looked at patrons as I thought Demon-Sworn had its own but that is not the case. Infernal Contract looks great though it combined with Demon-Sworn means that I effectively have no bonus spells from my from patron itself. I think I will take it regardless so the question will be which Patron Theme to choose? I think strength is thematic enough though vengeance could work since its Ironfang. Its just fluff at this point.


Hmmm, the party has a cleric and spiritualist so I may be able to dip my casting. I've always wanted to play a Gloomblade and Eldritch Guardian is cool but there are some problems. EG trades his first feat for a familiar, which I would already have and I'm not sure that the familiar shares fighter proficiencies. Quasits get martial weapon proficiency just for being outsiders but this will allow my hawk to wear barding. Gloomblade alters skills making it incompatible with EG and it loses heavy armor proficiency, such a shame.

If EG does indeed grant proficiencies then this will be my updated build,
Witch 1 / Fighter 2 / Witch +
This will allow me to give the familiar Fey Foundling and I could take extra hex to get flight earlier and not die when I fall off my hawk. My hex effectiveness will be irreparably behind two levels as well but that should be fine.


As this is not a rules question, I am operating under the assumption that Cruel Hex is indeed compatible with Beast-Bonded and that Improved Familiars can be Mauler familiars. If you see any glaring problems that any normal GM would have against this then please let me know.

The idea came from trying to make a Demon-Sworn's Quasit more effective. This is my backup character should I die in our Ironfang Invasion campaign.

The Build:
Race: Halfling
Stat Priority: Int>Con>Dex>Str>Wis>Cha
Class: Witch - Demon-Sworn stacking with Beast-Bonded
Alternate Racial Traits: Caretaker and Evasive Nomad
Traits: [need advice],
Campaign Trait will be Foxclaw Scout

Feats:
1. Fey Foundling (Transfer)
3. Power Attack (Transfer) [Battleform and Caretaker should be enough to qualify]
5. Light Armor Proficiency (Transfer)
7. Medium Armor Proficiency (Transfer)
9. Heavy Armor Proficiency (Transfer)

Familar: Hawk then Quasit at 6th.

Hexes:
1. Slumber
2. Mauler's Endurance (Familiar Feat)
12. Flight

I think my problem here is that my character himself has no feats. Is this build anywhere close to viable? Are the rule hand waves too much? Is there something else that does this but better? I really just want to be a caster with a cool demon bodyguard.

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