|
alexander leah's page
Organized Play Member. 80 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
|
Serisan wrote: I whipped up something in Hero Lab that you could mess around with. I gave it only token gear, but I tried to fit Ilmater's themes into the setup. It punches hard (1d6+15 on first punch, 1d6+12 on subsequent) and has decent non-punching utility.
** spoiler omitted **...
that is what i was talking about, i will use this as a bare skeleton for the build, thanks!
Hey all, i had a great idea for this character, i have this great story already planned with my gm,now i need a good character sheet!
We play into forgotten Realms, deity is Ilmater:
http://forgottenrealms.wikia.com/wiki/Ilmater
Little recap: we are in a dark age for the realms, a hundred years after the spellplague, ilmater church became the most popular among the civilized nations and became much like the catolich curch in our dark ages:burn heretics, curch have a lot of political power and corruption.
My characters is raised by the church young ages because his parents were found dead and declared heretics, now he is unveiling some mysteries about his family past, a vanishing of a friend and some secret about the higher ups of the ilmaterian church.
Sorry for the long post, so ilmater favored weapon is unarmed strike what coud be a good way to build this inquisitor?
Schizophrenic sorcerer CN, psichic bloodline and false priest, he thinks to be a servant of sarenrae, he yell sermon thinking that are divine spell while instead are casted by his crazy mind like this
"Accept our morning lady in your heart and your body will be healed by FAITH" and then cast infernal healing.
Best played to do the right thing for the wrong reason by replaying his madness
i love this concept so much, i think i would go brawler 1/weapon master x, since i would like to take too many advanced weapon training, also being locked in a single weapon isnt so bad when you can use a fallback plan and start casting spell
1 person marked this as a favorite.
|
cartmanbeck wrote: Here's the preliminary guide that I've put together. Still need to work on build details, but I've pointed out a few ways of getting off the ground with the build and rated each of the Item Mastery feats.
Cartmanbeck's Guide to the Iron Caster
Please give me feedback on what else you'd like to see in the guide! I'm gonna work on a suggested build now.
I cant acces the guide yet, but as a general suggestion you may give credit to https://m.reddit.com/u/TristanTheViking that is the one that posted the build for firstt in reddit
still good for home games, brawler 1/weapon master 4 still nets you 6 base fortitude save at lv 5
i'm glad that my post was so inspiring, i was looking into opening a new discusiion on the forum but seems that we can continue here, i think that you need to also have the skill rank prerequistie for each item mastery feat, it requires 3 Stealth, 5 Heal, 5 UMD, and 6 base fortitude save to use all the feats.
9 people marked this as a favorite.
|
Not my idea, i found it on reddit, you could make a CON caster using a fighter!
Go martial master
Take barrom brawler feat and use abudant tactics on it (or dip 1 level brawler)
When you acquire a magic item use use barrom brawler to take Advanced Weapon Training (Item Mastery), choosing whichever item mastery feat you want.
The fighter gains an item mastery feat as a bonus feat, which functions with any magic weapon he wields, even if the magic weapon does not meet the feat's normal requirements.
All abilities gained this way are casted with CON and use your bab as caster level , there are a lot of usefull one, telekinesis, teleport , compulsion, dispel magic, bestow curse, ecc
The storm sorcerer changed to melee warpriest,im not torn between summoner and witch
a fighter summoner with his personal valkirye, that is really a good idea
storm concept is taken by the air sorcerer
Derklord wrote: First, Vikings weren't rather civilized compared to the other european people. The main culture shock (and the main reasons they were called deemed wildlings) came from thir disregard for cristian sanctuaries.
Second, Vikings had gods and religious scholars too. Buffing and healing your raiding party in the name of Odin, the god of healing, death and battle, feels totally viking-ly to me!
You could also be a summoner with a Níðhöggr dragon/serpent or Fenris wolf eidolon. Of course, a druid, probably with wolf wildshape, fits the setting, too.
never really thought about a summoner with a mithical beast best buddy, this is rather interesting
i also see the druid better suited in the setting than a cleric (strong connection to natural events, less civilized)
the gnome ranger will be an archer
we are going to play a simil viking settings in a dark age forgotten realms, much like vikings tv series and Bernard Cornwell books, 15 PB, low wealth (very low and never expect to find the right items) no civilized classes (no wizard, magus,paladins, investigastor, alchemist, monk, arcanist)
levelling will be very slow, start at 4
other players will be
old human ancestor shaman
air sorcerer
gnome guide ranger
human war drummer skald
human barbarian
human hunter with heavy focus on meleeteamworks feats with his companion
i'm not really sold on the whole viking setting so i'm having an hard time to pick a character, any idea of what could blend well ?
I would like to try a cartomancer witch , ihave a lv 4 character to build, i thinked i would go something like this:
Feats: point blank ,preciseshot, extra hex
Hex: fortune, cackle, slumber
What do you think?
I think i will stay full mesmerist, i would like to capitalize on the caster side
i thinked about the whip, good utility but i need still to use talent to get it to deal real damage
could this work?
half elf
post racial
str 7
dex 16
con 13
int 10
wis 7
car 18
feat:
lv1 weapon prof elven branched spear (half elf bonus), weapon finesse
lv3 spell focus enchantment
tricks still to be decided
it would start at lv 3, should i look for a combat strategy to integrate my spellcasting like "aid another"?
how would fare a mesmerist in a 15 PB and low wealth (so no reliance on item) game? would you advise another classwith a similar focus?

Sorry ahead for the many errors and mistakes, english is not my primary language and i'm on my phone
i played a successfull Legal evil investigator in kingmaker, and it was a blast!
I had the spymaster position, took leadership and builded my personal network of spies, i planned assassination to remove enemies of the realm, doing anything necessary to keep our lands under control, torture, killings, lies, everything to keep the hands of my good companions clean.
I played a really pragmatic character, i was a very likeable and i actually cared for my friends, working in the dark to make everything going fine, my true goal was my personal wealth and power, so more the kingdom was doing fine more power i was gaining.
Playing like this you could play a very fun evil character without being an a!@%#~% to the other players, at my table this character is very well received and no one has a problem with him being evil
SOME SPOILER AHEAD, WARNING
I assassinated in the night Grigori since he was working to make the people rebel, i made a pact and saved the evil cleric chick that was murdering babies, i made her a secret hidden temple and in rteturn she and her cult had to work for me, recently i stolen the eye of Abaddon letting the others think that was destroyed and moved my personal headquarters into the lich lair.
SPOILER END
how the wounds threshold works? we wanted to try the wounds and vigor system but in the end it dindt satisfy us, this new system is similar?
@ B. A. Robards-Debardot: sadly i cant take golarion speficic stuff, also i will give a try to the teamwork feats.
@Aemesh: Thats is why i'm attrached to the conversion inquisition, it let me have nice social abilities
something like this?
sacred huntsmaster, preacher archetype, conversion inquisition
human
14 str, 15+2dex, 12 con, 10 int, 14 wis, 7 cha
point blank shot
precise shot
big cat pet

Hi all, i'm looking to play to a Archer hunter character, a cool guy that shoot while his pet go in, i'm uncertain between the hunter and the inquisitor sacred huntmaster, sice they come to be pretty similar.
The game i will join will start at lv 1, PB 15 no traits, i know the master well and i know that we will not go up fast in levels, also we will probabily play with the vigor and wounds alternate rule.
The rest of the party will be : wizard,melee alchemist, swashbuckler and barbarian, so the frontline are alredy well furnished.
The advantage of the hunter from what i can see is a free feat (precise shot) and very good spells for my companion (barkskin, greater magic fang).
On the other hand The inquisitor seems way more versatile, i get more damage (bane and i can still get an animal focus) and better skills (also looking at conversion inquisiton to cover my socials, maybe not the strongest option but i like the idea to dump cha to free up some points and still be a good talker).
since there aren many good teamwork feats for an archer build i could swap them for the abilities of preacher.
Whats your thoughts?
you forgot Brook, he is clearly a bard fighting with a swordcane, race anything that is undead.
Also i see chopper as an mutagen focused alchemist more than a brawler.
curse will be togues, i speaked with the gm, he will actuallt talk a fey language that is indeed extraplanar and rare in our setting, its from the background.
With the wounds and vigor rule i'm failing to see a point in spending alot of point in constitution since in the long run will add so few hp
I like mobility more in the form of not being stuck with a low movement speed.
that said here some of the options:
str 16 dex 14 con 12 int 10 wis 8 cha 14
battle mystery: warsight and combat reflexes or another mystery
dex needed for AC, combat reflexes may be skipped since at lv 3 i will have the Battle Master hex from spirit guide
str 16 dex 14 con 12 int 10 wis 8 cha 14
ancestor mystery: ancestral weapon and combat reflexes or another mystery
dex is needed, ancestral weapon is cool and grant me some flexibility, unsure about the rest of the mystery revelations
str 16 dex 10 con 12 int 10 wis 8 cha 16
Lunar mystery: Prophetic Armor and combat reflexes or another mystery
dex is skipped, i may also get a nice animal companion
forgot to say that we will play probbily with the vigor and wounds rule.
Since i'm going spirit guide i may just skip combat reflexes since at lv 3 i will probily stay in the battle spirit with the hex that let me 1 additional AoO, so i will always get 2 AoO no matter what.
But if i go battle mystery i cant ditch my dex since i will be stuck with medium armor (i like mobility so my aim is a mithral breastplate) and no way to use cha instead of dex.
Would be the ancestor mistery that bad?

First of All, sorry in advance for my terrible english.
Hi all, our group just finished a 6 year long campaign in the faerun and we are going to start a new campaign the next week.
We will start at lv1, point buy 15, no traits, manual permitted : core, UM,UC, APG,ACG, everything else need to be approved by the master, the other players will play:
wizard with necromancy school focus
swashbuckler probabily will took manouver feats
barbarian
alchemist probabily more hyde than bomber
no one of those will be terribly optimized.
I have a clear character concept in mind, a spear wielder combatant powered by some external magic granted to him, loosely based on kaladin stormblessed from the stormlight archive, the one that is actually giving him power is the character that i was playing in the campaing that just ended (100 years time skip between the 2 campaign).
My previuos pc was an elven magus prince of lost land, this one should be his descendant, so i would roll a Elf or half elf.
For the class i found the perfect match that is an oracle spirit guide, i'm looking for the best route to follow:
ditch Dex, take power attack and a revelation that let me use cha instead of dex for AC
take something like this : 16 for 14 dex 12 cos 10 int 8 sag 14 car
and first feat combat reflexes
also i'm torn between the mystery the ones that actually have a good compatibility with my background are : ancestor, battle, wind (lighintig based) and lunar
hey all, me and my group are at the second books of kingmaker and we have started building a kingdom, we and our master have a doubt, he has read this part in the manual "If a building affects Unrest, it does so only once, when it is first constructed." , so he say that if we build an house (unrest -1) we get to lower the unrest by one that month but we lose that bonus the following month and unrest go up 1 again, acconrding to me he he is wrong and the unrest stay at the same amount (dont including any stability check)
My master banned Slumber when i proposed an hexcrafter bladebound for his game , he told me that he Will give it to only a witch .
yes, me and my gm may have started a childish argument, infact today we laughed at that together, still thanks everyone for the answers
Fun note aside: i skipped the last session since i was busy, group got wiped out by a single evil negative channeling cleric :P
the cloack question was more about the moonlight feats chain tough
yeah i may have missed the focal point of what i was trying to say, and yes, english is my second language and i really need to improve it a lot, that said i wasnt looking for actual builds to play, just some general direction, i posted my actual build to give come context.
My master isnt complaing about the damage i do, just that the UM and UC options and feats give me too much flexibility without spending any resources according to him (15 minute adventuring day).
My point of view is that the problem arent the UC and the UM manuals, since you can do silly things even with the 2 base manuals.

Hey all, i'm going to took a Tiefling hexcrafter to my gaming table, but i'm not sure about which one of these variant
Campaign with low gold, 15 PB, manual allowed : Core, APG, UM, UC, no background traits
Quote:
1- Rime Spell
3- Arcana: arcane accuracy, Hex Arcana- Flight
4- Hex Magus: Slumber
5- Bonus Feat: Blindfight, Combat Expertise
6- Hex Arcana: Evil Eye
7- Moonlight Stalker
3 good hexes, i can damage with shocking grasp, debuff with frostbite, lot of ways to gain concealment (smokestick, darkness spelllike ability, blur)
Quote:
With bladebound archetype
1- Rime Spell
3- extra Arcana: arcane accuracy (speaked with my gm, i can take extra arcana before actually getting an arcana)
4- Hex Magus: Slumber
5- Bonus Feat: Blindfight, Combat Expertise
6- Hex Arcana: Evil Eye
7- Moonlight Stalker
same as before, minus the flight hex, plus the blackblade, i save some money, i lose some pool points
Also, should i stick with moonlight stalker chain feat? i'm pretty sure i will never get a minor cloak of displacement
would you still advice the hex crafter in a game without traits (so no magical lineage)? And the moonlight feat chain knowing that you coundt get a cloak of displacement?

1 person marked this as a favorite.
|
Hey guys, the other day i got into a friendly discussion with my gm, the premise we play on a 15 pb game, no background traits and with only 4 books, core manual, apg, um and uc, i play an archer inquisitor , injfiltrator and conversion inquisition, i m nota too Much min maxed, i have like :
14 str
18 dex
12 cos
10 int
14 sag
8 carta
Feats: precise shot, point blank, rapid shot and extra bane
Composite Longbow adaptive seeking +1
Back-up Masterwork longsword
My master ranted about 2 of my spells, blistering invective and litany of sloth on how they just let me skip feats tree for Free, ie sword that UC and UM are just full of things like those 2
I said that even with just the core manual and the APG YouTube can do way more powerfull combo and i want to prove my point. Until now the first that gas come to my mind ie the sinthetist that can be a Real powerhouse, more so the vanilla summoner, and other idea?
Ps i written this post on my phone, Will check and do the correction when i Will arrive at home
i can dicth craft wonderous item since another player will take it, what about heigthen spell and spreferred spell so i can preprare all kind of good spell and still use shocking grasp?
i already get weapon focus as a bonus feat with kensai.
It more like that me and our gm have a different notion of usefull equipment, i noticed during the game that he usually hands out as loot all not so great item that i usually tend to sell, this way i can use better the money i get from selling the loot, also no one in the group has that feat so i can contribute to the team with better items
1: my DM tend to punish extreme dumps
2: i Will use shocking grasp, i just dont want to built the entire character around it
3: i forgot arcane Mark, good call

hey guys, i'm making this new character for a low gold game, since the master is really low on magic item and money i decided to make a character that doenst need a lot of them and since i wanted to play a magus from a while i decided for a bladebound kensai.
Pb 15 points, no background traits, the sta increment are two +1 instead of only one but you cant add them to the same ability score, manual permitted : base , advanced player, ultimate combat, ultimate magic, evething else need to be accepted by the master.
Dervish dance is out, but i can add agile to my blade with tha magus ability, we house ruled this way.
starting lv 7, i still dont know how much money, but probabilly will not be more than 4000
that is the first draft
tiefling (+1 armor bonus, prensile tail)
str 10
dex 15 +2 +1 = 18
con 14
int 13 +2 +1 = 16
wis 10
cha 10 -2 = 8
feat:
lv 1 weapon finesse
lv 3 craft wondrous item
lv 5 +2 point arcana
lv 5bonus :????
lv7: spell blending (mage armor and the lv 0 touch attack )
i'm not interested about the super burst shocking grasp build, i'm more concerned about a balanced character
thanks for have bumped my thread
I'm doing the last decision, i think i will go for reactionary and fate favored traits, and for the last spell i was thinking about vanish for lv 1 and heroism or mirror image for the lv2, what do you think?
this is already becoming one of my preferite character ever and i havent played him yet!
@Tangaroa: a lot of good ideas, i like more the vital strike chain since is more feat light and for intimidate i prefer the spell blistering invective
@DajellyMan: very funny Archetype :D
I like the power attack-furius focus-vital strike, it will give me a good single attack, and since i'm a 3/4 bab melee my iterative will never be that good, spendings feat for combat is very good since the bard class give me so many option to use in and outside combat
Lets put down the next draft
Bard lv 4
thundercaller archetype
Race: Half Orc (toughness and sacred (KISS) tatto alternative racial trait)
Feat:
Arcane strike
Power Attack
Stat
str 15 + 1 lv + 2 racial
cos 14
dex 14
int 10
wis 8
car 14
since of my low cha i will not go for spell that allow saves.
lv 1 spell know: 4
liberating command
saving finale
silent image
??
lv spell know: 2
blistering invective
??
still to do:
traits, spells and equipments
thanks for all the answers, also a little update, starting level 4 and 6000 gold to make astarting equipment.
@BigNorseWolf: i agree with most of everithing you posted, lets go with half orc, toughness extra feat and maybe sacred tatoo (one of the KISS tatoo obviusly)
@xMorsx: while i can see some theme with sound striker i cant deny that i like thundercaller better (stunning enemies and call thunders with the power of my solos) the dirge bard isnt really something i was building
Hey all, i will soon join a new campaing and i want to bring this concept that i had in mind, the heavy metal bard, something like Eddie Riggs from the game Brutal Legend
The game will start at lv 3, 20 pb 2 traits, i will be allowed to have a Guitar axe that will let me to attack and play music at the same time, provided that i have competence with axe.
i want to go full bard, with thundercaller archetype, i know that is subpar, but it feels right my concept.
for race i was thinking human or half orc, half orc with weapon familiarty is very appealing.
i need help for traits and feats, arcane strike and lingering performace seems a must, but i dont know what to take next
for stat that is the first draft
str 16 +2 racial
cos 14
dex 12
int 10
wis 8
car 14
we get two +1, but we cant put them in the same stat
you all bringed up some very good advices, i will modify my build to include some of them
xmorsx: i cant dump to 7 unfortunately, and animal companion isnt real my thing, but travel domain is very good, and also fit my concept!
with stat i could go something like this
two +1 at 4th lv (house rules)
STR 14
DEX 15 +2 human +1 lv = 18
CON 12
INT 10
WIS 13 + 1 lv = 14
CHA 8
feats
lv 1 point blank, rapid shot
lv 3 precise shot
lv 5 ?? (Deadly aim maybe)
any advice on some particular spell?
i will be an affiliate of the church, sent to hunt monsters or to make inquiries around the world, all without being a religoius itself (The DM and me has decided that my divine power will be granted to me by a ritual that the church has done to me in order to became their agent)
Glad to hear that this class shouldnt have any problem in my campaign, i like the conversion inquisition that you named, i will take it!
weapon of choice will be a bow, plus a light crossbow tied to my arm, lets stry to put down the attributes
15 pb(two +1 at 4th lv, house rules)
str 12
con 10
dex 15 +2 human +1 lv = 18
int 10
sag 15 +1 lv = 16
car 9
Hey guys, i 'm going to make an inquisitor to join a 5 lv campaign, but i need some advice.
First of all we have 15 Pb , low wealth and no traits, is a ranged inquisitor Item dependant?
Second, fluff wise i will be a hunter sent by the Church (like the van hellsing from the movie) which domains or inquisition could be a good call? I will play in Eberron and i dont have restriction on them
|