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![]() I'm sorry but the more and more I look at PRPG the more and more I hate the system, all it is is 3.5 with a few houserules added on, barely anything is fixed, and all my big problems with 3.5 will never dissapear seeing how Paizo is in a backwards-compatibility mindset. I'm moving on from the bloated whale that is 3.5 and the failure (Not in a business sense but in a play sense IMO) that is PRPG. Peace, have fun with the system to all of you that play it. I'll probably still stick around here for the 4E forums and take a look at the Pathfinder setting and convert it for use in 4E. ![]()
![]() Going to be starting a playtest on Myth-Weavers soon. The Campaign is just a simple homebrew one to test out Pathfinder. Character generation works as follows. Characters will start at 3rd Level.
In the party we have A Half Orc barbarian (Moi, and yes I know how cliche).
I will be getting the character builds from everyone else soon. Mine is as follows:
STR: 16 (+2 for Racial)
I hate 20 pt. buy. Max Ranks in:
Equipment:
Feats:
As time goes on I'll update this. ![]()
![]() So I'm going over the newest Alpha Release and I read over the Races section, the race fixes were one of the few things in PRPG that I really liked in the first beta, all the choices were good (Though that Elf -2 CON still really hurts), and it was nice to see the Hal Orc and Elf not get boned anymore. Then Alpha 2 and 3 came along and completely screwed over the Half Elf and I gotta ask why? They really don't gain much, sure that floating +2 to any stat is nice but the human gets that, more skill points, any bonus feat, and a free Martial weapon pro. When all the elf gets really is a few skill bonuses,some immunities, and a free skill focus feat (Which really aint that good). ![]()
![]() “Onward to victory! They cannot stand before us!” Warlords are accomplished and competent battle leaders. Warlords stand on the front line issuing commands and bolstering their allies while leading the battle with weapon in hand. Warlords know how to rally a team to win a fight. Your ability to lead others to victory is a direct result of your history. You could be a minor warchief looking to make a name for yourself, a pious knight-commander on leave from your militant order, a youthful noble eager to apply years of training to life outside the castle walls, a calculating mercenary captain, or a courageous marshal of the borderlands who fights to protect the frontier. Regardless of your background, you are a skillful warrior with an uncanny gift for leadership. The weight of your armor is not a hindrance; it is a familiar comfort. The worn weapon grip molds to your hand as if it were a natural extension of your arm. It’s time to fight and to lead.
Role: Leader. You are an inspiring commander and a master of battle tactics.
Armor Proficiencies: Cloth, leather, hide, chainmail; light shield
Hit Points at 1st Level: 12 + Constitution score
Trained Skills: From the class skills list below, choose four trained skills at 1st level.
Build Options: Inspiring warlord, tactical warlord
Warlord Overview Characteristics: You are a strong warrior in melee, able to stand beside the fighter or paladin in your party. Your powers grant allies immediate actions (usually moves or attacks), provide bonuses to attack or defense, and grant healing in the midst of battle. Religion: Warlords favor martial gods such as Bahamut and Kord, and those who have a particular eye for strategy or leadership esteem Ioun or Erathis. Evil and unaligned warlords often worship Bane. Races: Dragonborn make excellent inspiring warlords, and half-elves are equally inspiring leaders. Eladrin are skilled tactical warlords. Tiefling warlords are versatile, combining powers from both builds, and humans can excel at either path.
Combat Leader
Commanding Presence
Inspiring Presence: When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one-half your level + your Charisma modifier. Tactical Presence: When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half your Intelligence modifier. The choice you make also provides bonuses to certain warlord powers. Individual powers detail the effects (if any) your Commanding Presence selection has on them. Inspiring Word
The two warlord builds are inspiring warlord and tactical warlord. Some warlords lean more on their Charisma, while others rely on Intelligence, but Strength is important to every warlord. Inspiring Warlord
Suggested Feat: Inspired Recovery (Human feat: Toughness)
Guarding Attack Warlord Attack 1
Encounter Martial, Weapon
Hit: 2[W] + Strength modifier damage. Until the end of your next turn, one ally adjacent to either you or the target gains a +2 power bonus to AC against the target’s attacks. Inspiring Presence: The power bonus to AC equals 1 + your Charisma modifier. Bastion of Defense Warlord Attack 1
Daily Martial, Weapon
Hit: 3[W] + Strength modifier damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter. Effect: Allies within 5 squares of you gain temporary hit points equal to 5 + your Charisma modifier. Tactical Warlord
Suggested Feat: Tactical Assault (Human feat: Weapon Focus)
Warlord’s Favor Warlord Attack 1
Encounter Martial, Weapon
Hit: 2[W] + Strength modifier damage. One ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn. Tactical Presence: The bonus to attack rolls that you grant equals 1 + your Intelligence modifier. Lead the Attack Warlord Attack 1
Daily Martial, Weapon
Hit: 3[W] + Strength modifier damage. Until the end of the encounter, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + your Intelligence modifier. Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target. |