Highlady Athroxis

Viktor_Von_Doom's page

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Heres the main site

Here's the thread where one of designers talks about the product and shows off some of the art.

Heres a link to there preview of their 3.5 version. Third link down

I admit I didn't know about these guys till a few days ago but I must admit I love what I see from the art, to the fluff, and to the mechanics.


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.
20 point buy. Let's see how it works.
Starting Hitpoints will use the Racial variant found on page 14 of the P:A3.
Hit points for levels after first are determined by half-hit die +1 per level, or roll. Player choice
Deities will be used from P:A3, page 21
Experience progression will be based on the table on page 13, and using the Fast column.
All classes and races from P:A3 are allowed.
Starting gold is standard for 3rd level characters.

In the party we have

A Half Orc barbarian (Moi, and yes I know how cliche).
A Half Elf Infernal Sorceer
A Halfling Paladin
A Human Fighter
A Elf Rogue
And A Dwarf Monk

I will be getting the character builds from everyone else soon. Mine is as follows:
HP: 40
AC: 15 Flatfooted: 11 Touch: 14

STR: 16 (+2 for Racial)
DEX: 12
CON: 14
INT: 10 (-2 for Racial)
WIS: 10 (+2 for Racial)
CHA: 8

I hate 20 pt. buy.

Max Ranks in:
Acrobatics, Climb, Intimidate (Wish I could get this higher), Knowledge Nature, Perception, and Survival.

Equipment:
Chain Shirt, Greatsword /w,Least Rubicund Frenzy Armor Crystal, X2 Potions of Enlarge Person, X2 Potions of Bulls Strength, X5 Potions of Cure Light Wounds

Feats:
Power Attack, Intimidating Prowess

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).


Heres the link.

“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.
Class Traits

Role: Leader. You are an inspiring commander and a master of battle tactics.
Power Source: Martial. You have become an expert in tactics through endless hours of training and practice, personal determination, and your own sheer physical toughness.
Key Abilities: Strength, Intelligence, Charisma

Armor Proficiencies: Cloth, leather, hide, chainmail; light shield
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier

Trained Skills: From the class skills list below, choose four trained skills at 1st level.
Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Intimidate (Cha)

Build Options: Inspiring warlord, tactical warlord
Class Features: Combat Leader, Commanding Presence, inspiring word
Warlord Class Features

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.
All warlords have these class features.

Combat Leader
You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Commanding Presence
Choose one of the following two benefits.

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
Using the inspiring word power, warlords can grant their comrades additional resilience with nothing more than a shout of encouragement.
Creating a Warlord

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
You lead by exhortation, encouragement, and inspiration. Your powers help your allies find new surges of courage and endurance within themselves, helping them heal, shrug off debilitating conditions, and defend themselves from attack. Your attack powers rely on Strength, so that should be your best ability score. The benefits you give your allies, though, depend almost entirely on Charisma, so make that second best. Intelligence is your best third choice, so you can dabble in other warlord powers and to help your Reflex defense. Select powers that make the best use of your high Charisma score.

Suggested Feat: Inspired Recovery (Human feat: Toughness)
Suggested Skills: Athletics, Diplomacy, Heal, History
Suggested At-Will Powers: commander’s strike, furious smash
Suggested Encounter Power: guarding attack
Suggested Daily Power: bastion of defense

Guarding Attack Warlord Attack 1
With a calculated strike, you knock your adversary off balance and grant your comrade-in-arms some protection against the villain’s attacks.

Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC

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
Honorable warriors never fall!

Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC

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
Your leadership takes the form of quick commands, cunning strategies, and tactical superiority. Your powers guide your allies to extra and more powerful attacks, as well as helping them move quickly in combat situations. You also assist your allies by moving your enemies around or knocking them prone. You use Strength for your attack powers, so make that your best ability score. Intelligence is secondary, because your Intelligence determines just how effective a leader you are. Charisma should be your third best score, so you can dabble in other warlord powers and to improve your Will defense. Select powers that make the best use of your high Intelligence score.

Suggested Feat: Tactical Assault (Human feat: Weapon Focus)
Suggested Skills: Endurance, Heal, History, Intimidate
Suggested At-Will Powers: viper’s strike, wolf pack tactics
Suggested Encounter Power: warlord’s favor
Suggested Daily Power: lead the attack

Warlord’s Favor Warlord Attack 1
With a calculated blow, you leave your adversary exposed to an imminent attack from one of your closest allies.

Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC

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
Under your direction, arrows hit their marks and blades drive home.

Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC

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.