beemer4188's page
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So I was just messing around and rolling on the tables to make an Intelligent magic item and it turned out pretty good I think.
The Chaos (Insert cool and appropriate word)- 17 Total Ego
Base Item: +5 Speed Earthbreaker
Alinment: Chaotic Neutral
INT 10
WIS 14
CHA 18
Languages: Common
Communication: Telepathy
Senses 30 FT
Item Powers: Spell- Mad Monkeys 3/day
This Item is thrilled in causing chaos at any opportunity it can see and most of the time only casts Mad Monkeys during combat but in the spirit of causing chaos occasionally casts it out of combat just on a whim. It also loves when it's wielder sunders and disarms opponents weapons in combat. It's personality is basically pure insanity, think The Joker but not evil.
I was going for what a Drow is to an Elf rather than a sub-race. Snow orcs have evolved from orcs.
Klorox wrote: Question, normal orcs have the -2 on wisdom too, why did you suppress that on snow orcs?
I dot this for later checking and comparison with standard orcs...you seem to have deleted ferocity and weapon proficiencies, and I don't know what else.
The Wisdom is because snow orcs have "evolved" to be "smarter" than orcs but not in a bookish intelligence type of way so I thought that it was fitting.
Weapon familiarity should be Short bows and long bows to show their favoritism to ranged combat. And I'm not really sure why I left off Ferocity....maybe going with the theme that they are more "civilized" than orcs and that they utilize hit and run tactics rather than the toe to toe combat favored by orcs.

I wrote this sub race of orcs for 3.5 and recently found my old notebook so I thought I would convert them to Pathfinder and see what you awesome people thought. So here it goes...
Snow/Mountain Orcs
Ability modifiers: +4 Strength -2 Intelligence -2 Charisma
30 Feet base Speed
Immunity to snow blindness (possibly giving them -2 to ranged attacks like the Dayrunner alternate racial trait of Orcs but not sure)
Climate Tolerant: Snow orcs do not need to make fortitude save when exposed to cold environments. Functions as spell Endure elements but only for cold enviroments.
Languages known: orc and common
Bonus languages from high intelligence: Dwarven, Goblin, Gnoll
Snow orcs are more materialistic than their orc counterparts and are more prone to be Fighters or rangers rather than Barbarians, also they are more ranged combatants that use hit and run tactics(why I was unsure to dive them the -2 to Ranged attacks). They are not as "savage" as regular orc and would rather trade with a village/settlement than pillage it.
I didn't reference the race builder for RP I just converted what i had to what I thought would be the Pathfinder equivalent. So if anyone would like to figure the RP it would be more than welcome.
Let me know what you all think.
As I have stated I am not currently running a campaign I just came up with this idea for an encounter and thought I would see what the community thought about it.
I know it's regeneration isn't difficult to deal with but the spellcasting PCs will still opt for fire or acid spells when they see a troll if they have them available.
Ok here's a quote from the PFSRD in the protection from energy spell:
Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.
So the wizard just needs to prepare it twice, one for fire one for acid. Then the bard either have no archetype or the savage skald archetype to boost the Trolls even more. Then the bard can do most of the buffing and the only buffs the wizard would need is the protection from energy spells and maybe haste or something, after those he could focus on battlefield control or offensive spells.
So what you are saying is I need something that provides immunity to fire and acid (temporarily) to put on the trolls that needs to be overcome by the PC's? If so what does that?
The fire resistance comes from the Bardic Performance and so the 30 is a constant effect that would be renewed every turn so if it gets blown through one turn it will be back the next.
Magic jar into charmed troll is super evil.....
Unsure about the Ravenloft reference but yes that is the basic premise of this encounter
Or maybe have a giant slaying campaign and have the BBEG a sorcerer with a custom Giant bloodline that is trying to unite all of giant kind for world domination
Also I was thinking as to why the wizard would have troll minions....can dominate monster be affected by the permanency spell? If so the wizards boss (probably a level 20 evil wizard) dominates trolls with permanency and tells them to obey his apprentice. Or say that they have been dominated so many times that it has changed their minds in a way that it is now engrained in their minds that they serve the wizard???
I am not currently running a game but for the story aspect I was thinking the that since the party would be around 12th or 13th level for this encounter this could be one of the first encounter with the wizard/bard combo BBEG. They could be a couple of evil spellcasters that have teamed up for world domination and power. Or they could be lieutenants of the real BBEG's organization. I tend to run PC'S vs large criminal organizations as that can be shaped into any flavor of campaign...can be a straight forward bring the fight to them or more of a infiltrate the organization and bring it down from the inside/espionage type of thing.
That being said I have only ran 2 short campaigns before so I'm not all that experienced, hence why I am here for help :)
Martial- Barbarian
Arcane-Bard or Sorcerer can't decide
Divine-Cleric
Nature- going outside the box here with an archetype...Mad Dog Barbarian gets a full companion and companion can rage with you with Ferocious Beast
OVERALL- Barbarian
Not going for a TPK at all just a different/challenging encounter. And I thought by making it look like an easier random encounter of trolls and then see how the players react when fire and acid doesn't hurt them
Ok, but the idea is covering the trolls weaknesses. If the trolls are ineffective throw the advanced template on them and a few class levels on them, probably Barbarian and make them relevant. Put invisibilityon the wizard and the bard and make the players think it's more of a random encounter tho they start attacking the trolls with fire or acid and watch thier faces when it doesn't hurt them.
So I was reading over the Flame dancer Bard Archetype and I got this idea, and I guess it isn't "unbeatable" but it would be a pretty tough one.
So the encounter would consist of a level 11 (or higher) flame dancer, for the fire resistance 30 from thier Fire Break ability. A 12th level wizard with communal protectionform energy (acid) maxed out. And then for the muscle of the encounter....[pause for effect] TROLLS. Not really sure on how many but I would say one per party member should be pretty tough.
What do you all think?
Ok I got another question. The Monstrous Companion feat, would that get me a Dire Ape?
Coherent Rage-awesome thanks
Animal Companion is an Ape. And if before you rage you can use handle animal to attack your opponent and then rage and if your companion will still fight at least to defend itself.
Didn't see that Boon companion only brought the companion to your level. And didn't see that Pack Flanking was a teamwork feat...back to the drawing board.

Human Mad Dog Barbarian
25 point buy
STR 18 (+2 Racial)
DEX 10
CON 15
INT 13
WIS 13
CHA 12
Ability advancements: 4,8 and 12 to CON 16 to WIS 20 to INT
FEATS:
1. Power attack, Boon Companion
3. Combat expertise
5. Pack flanking
7. Iron Will
9. Extra rage power- Ferocious Beast
11. Extra rage power- Greater Ferocious Beast
13. Extra rage
15. Combat Reflexes
17. Extra rage power- Greater Animal Fury
19. Extra rage
Rage Powers:
4. Beast Totem lesser
8. Beast Totem
12. Beast Totem greater
16. Animal Fury
20. Penetrating Bite
Animal Companion:
Starting Statistics
Size Medium; Speed 30 ft., climb 30 ft.; AC +1 natural armor; Attack bite (1d4), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 10, Int 2, Wis 12, Cha 7; Special Qualities low-light vision, scent.
4th-Level Advancement
Size Large; AC +2 natural armor; Attack bite (1d6), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4
1st level stats with Boon Companion:
STR 22
DEX 16
CON 14
INT 3 (+1 advancement at 4 HD)
WIS 12
CHA 7
+5 natural armor
Evasion
Link
Feats:
Toughness
Power attack
Planned feats:
Light armor proficiency
Medium armor proficiency
Improved natural attack claws
Improved natural attack claws
Improved natural attack bite
Improved natural attack bite
Full attack damage at 20 HD (character level 16):
6d6+ 55 (with rage and power attack)=76 DPR
Mad Dog Gear:
Belt of STR and CON as good as you can afford, belt of physical perfection when can afford
Mithral Breast Plate
Boots of Striding and Springing or Boots of speed
Cloak of Resistance
Amulet of natural armor
Companion gear:
Custom made mithral Breast Plate
Handed down belt of STR & CON
Please tell me what you think of this build. Built it purely as an exercise.
How do I find a society game near me? I live in northern NJ. Sorry if this isn't in the right place of the message boards. Thanks.
Oh and I used 25 point buy
And keep in mind "superstitious" is just a name you can re-skin the feat's name for your character to Mind wall or Spell Defense or whatever you think fits your concept. So you can tell your party members that when you rage you will be harder to buff and they need to do it before you rage.

I made this mad dog barbarian just as an idea with no campaign or anything in mind. Please check it out and let me know what you think!
Human Mad Dog Barbarian
STR 18 (+2 Racial)
DEX 10
CON 15
INT 13
WIS 13
CHA 12
Ability advancements: 4,8 and 12 to CON 16 to WIS 20 to INT
FEATS:
1. Power attack, Boon Companion
3. Combat expertise
5. Pack flanking
7. Iron Will
9. Extra rage power- Ferocious Beast
11. Extra rage power- Greater Ferocious Beast
13. Extra rage
15. Combat Reflexes
17. Extra rage power- Greater Animal Fury
19. Extra rage
Rage Powers:
4. Beast Totem lesser
8. Beast Totem
12. Beast Totem greater
16. Animal Fury
20. Penetrating Bite
Animal Companion:
Starting Statistics
Size Medium; Speed 30 ft., climb 30 ft.; AC +1 natural armor; Attack bite (1d4), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 10, Int 2, Wis 12, Cha 7; Special Qualities low-light vision, scent.
4th-Level Advancement
Size Large; AC +2 natural armor; Attack bite (1d6), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4
1st level stats with Boon Companion:
STR 22
DEX 16
CON 14
INT 3 (+1 advancement at 4 HD)
WIS 12
CHA 7
+5 natural armor
Evasion
Link
Feats:
Toughness
Power attack
Planned feats:
Light armor proficiency
Medium armor proficiency
Improved natural attack claws
Improved natural attack claws
Improved natural attack bite
Improved natural attack bite
Mad Dog Gear:
Belt of STR and CON as good as you can afford, belt of physical perfection when can afford
Mithral Breast Plate
Boots of Striding and Springing or Boots of speed
Cloak of Resistance
Amulet of natural armor
Companion gear:
Custom made mithral Breast Plate
Handed down belt of STR & CON
Thanks all.
Renegadeshepherd wrote: beemer4188 wrote: If you really want to step way outside the box...you could play a Barbarian with superstition rage power line. How is that out of the box? That's the go to standard for tanks IMO. If not for caster issues I would suggest a dragon disciple for the health and armor. Alternatively go find yourself any class that is full BAB and make full use of combat feats like combat expertise. Invulnerable rager barb is good too. A cleric with reactive healing feat is very paladin like if you just need to get around alignment issues. Scarred witch doctor if you can use the old original version. And then there is the classic "too much AC to hit me" tank. It is out of the box because the rest of the party is spellcasters. And I think it would make it interesting to have a mage hunter in a party of mages.
If you really want to step way outside the box...you could play a Barbarian with superstition rage power line.
My GM runs epic fantasy games and we roll 4d6 re-rolling 1's and 2's. We also get max HP every level. The Monsters also get full HP and possibly the advanced template but I'm not sure about the template. A few times we did a "point buy" but we had all stats start at 15 and we could one for one move them, no stats above 18 or below 8. (That was for our dragon slaying campaign and our first combat was an adult black dragon)

Dracoknight wrote: 666bender wrote: beemer4188 wrote: A Knifemaster/Scout rogue TWF and finesse with daggers one level of shadow dancer for HiPS and d8s for sneak attack on a move of 10ft or more. If you take Piranha strike you don't even need STR. With TWFing and spring attacking it would be tight on the feats not sure if it is possible without actually building it out. oh, i totally agree daggers might be better than a curve blade , not when spring attacking or Vs elemental - but when full attacking... sure.
BUT .... knife master? your minor magic acid bold is now 1d4... and lets take level 10 (9 rogue) , 5d8 Vs 5d6 AND opponent run away (skill unlock intimidate & free rake with SUPER pluses....)
or thug, that can panic & sicken no saves ?
not seeing how 5-10 damage is worth the versatile addons.
Could be that they are not focusing on the minor-magic at all, and just focusing on the main attack which is most likely going to be your TWF-Daggers.
Plus Daggers are used due to the benefit of Deific obendience of Pharasma that gives you +2 sacred to-hit with Daggers, plus you can pick up the River rat trait for +1 damage with daggers.
If anything your "meager" acid splash with 1d4s is hardly going to be used and its more of a "back-up" solution than a main offense... so you optimize your main venue of attack by sacrificing your back-up solutions.
The idea is that if you have to use acid splash to sneak-attack in combat you are doing it wrong, technically its role is similar to why you bring along a bow or a sling.
Also if someone want to go a different route and pick up "underhanded" you could potensially gain +2 damage for every die of sneak attack you have.
Additionally you could go a Eldricht scoundrel and gain more effective spells, but in this setup if you manage to get a sneak attack in you already caught up due to debilitating injury which can reduce movement speed.
I agree the minor magic shouldn't be your main offense. It's just an extra tool in your toolbox. TWF with daggers should be your main offense and you should upgrade your main offense as much as you can.
I'd say superstitious barbarian with witch hunter and spell sunder is a great take on it and still very useful vs other opponents as well
A Knifemaster/Scout rogue TWF and finesse with daggers one level of shadow dancer for HiPS and d8s for sneak attack on a move of 10ft or more. If you take Piranha strike you don't even need STR. With TWFing and spring attacking it would be tight on the feats not sure if it is possible without actually building it out.
I was thinking for more RP reasons for the Chevalier levels and giving him a +5 holy bane (demon/devil/undead/dragon whatever fits the campaign) and make him a paly wannabe type and I also choose Chevalier to get a better will save as I am not a fan of superstition.
Good point new stats 20 pt buy still:
Str-17
Dex-13
Con-14
Int-7
Wis-10
Cha-13
Racial and all level advancements to strength
I may boost cha more and go for an intimidate build with the later feats instead of the step up line

CG Human Invulnerable barbarian 17/ Chevalier 3
STR 22 (+4 LVL, +2 Racial)
DEX 14
CON 16 (+1 lvl)
INT 7
WIS 14
CHA 7
Feats:
1. Power Attack, furious focus
3. Combat reflexes
5. Dodge
7. Hammer the gap
9. Raging Vitality
11. Extra rage
13. Iron Will
15. Step Up
17. Stunning assault
19. Step Up and Strike
Rage Powers:
2. Lesser Beast Totem
4. Animal Fury
6. Beast Totem
8. Bloody Bite
10. Greater Beast Totem
12. Reckless Abandon
14. Flesh Wound
16. Penetrating Bite
Total 8 DR/- doubled for non lethal damage
Attack bonus while raging: 29/24/19/14 without power attack 29/19/14/9 with
Saves while raging: fortitude-18 reflex-8 will-18
Any two handed weapon will do, I'm partial to greataxes so that's what I'll use.
Damage while raging: d12+13 with out power attack
D12+31. So power attacking and hitting all five times is on average 195 DPR.
Smite evil 1/day
Aura of courage- immune to fear
Immune to poison
No AC penalty while charging combined with pounce!
+3 moral bonus on attack and damage rolls in the first round of combat.
How to play:
Rage, charge the biggest baddest enemy as soon as possible full attack, as soon as he falls charge the next biggest baddest and repeated until all the badies are dead. In the first round of combat you should be doing over 200 points of damage.
Back to the drawing board....

CG Human Invulnerable barbarian 17/ Chevalier 3
STR 22 (+4 LVL, +2 Racial)
DEX 14
CON 16 (+1 lvl)
INT 7
WIS 14
CHA 7
Feats:
1. Power Attack, furious focus
3. Combat reflexes
5. Dodge
7. Hammer the gap
9. Raging Vitality
11. Extra rage
13. Extra rage power- increased DR
15. Extra rage power- increased DR
17. Extra rage power- increased DR
19 Extra rage power- increased DR
Rage Powers:
2. Lesser Beast Totem
4. Animal Fury
6. Beast Totem
8. Bloody Bite
10. Greater Beast Totem
12. Increased DR
14. Flesh Wound
16. Increased DR
Total 14 DR/- doubled for non lethal damage
Attack bonus while raging: 29/24/19/14 without power attack 29/19/14/9 with
Saves while raging: fortitude-18 reflex-8 will-16
Any two handed weapon will do, I'm partial to greataxes so that's what I'll use.
Damage while raging: d12+13 with out power attack
D12+31. So power attacking and hitting all five times is on average 195 DPR.
What do you guys and gals think of my build?
I built it with 20 point buy and didn't add any magic gear. I was also thinking for playability Barbarian 10 Chevalier 3 and finish the restbarbarian. I didn't build it for a specific game just for fun.
Ok here's the magical gear I am thinking so far based on suggestions: cloak of resistance +5, amulet of natural armor +5, ring of freedom of movement, boots of speed, handy haversack, +5 full plate (specific enchantment suggestions are welcome), +5 keen mighty cleaving falchion, Cap of the free thinker. Thanks and keep them coming :)
I was looking at archetypes and I really just want to be primarily a damage dealer so 2 handed fighter.
As for the reason that I when fighter is because I wanted to be well rounded as I will be focused on melee but I wanted to have enough feats to upgrade my archery as well. I normally play barbarians and I wanted to play a different class without stepping out of the front line melee.
The AC- I didn't add in magical equipment in the stats so just a +5 amulet of natural armor and a +5 enchantment on the full plate gives me a 32. Which I think is sufficient. The goal is to kill them faster than they can kill me not really stand there and take a beating.
From the sounds of it there will be fodder and stronger opponents on the same battlefield, so I might be going from laying waste to a whole platoon of regular soldiers to fighting a more equally matched opponent. The goal is to be good at fighting hordes and signal stronger opponents.
It's a ONE SHOT. We all wanted to actually get to play level 20 characters without running a whole campaign to get there so he is running one combat focused session for us before we start our next campaign. We all bought in to the fact that since it is a one shot that the roleplay/backstorry my be lacking. Can we get back to the advice potion of this post? What other magic items should I get? Is there any other feat options that I missed?
I think we are going to be like an elite squad doing missions that regular soldiers cannot do. But he did say that there will be at least one massive army vs army battle that we will be in.

As the title says my GM is running a one shot level 20 session. As far as I know it is core only and is a military style so we will be fighting large groups of humanoids. I put together this intimidate fighter build:
Male Half-Orc Fighter 20
Chaotic Neutral
Strength 25 (+7)
Dexterity 16 (+3)
Constitution 18 (+4)
Intelligence 12 (+1)
Wisdom 16 (+3)
Charisma 14 (+2)
Size: Medium
Height: 6' 0"
Weight: 270 lb
Eyes: Black
Hair: Black Straight; Average Beard
Skin: Green
Total Hit Points: 224
Speed: 30 feet
Armor Class: 22 = 10 + 8 [full plate] + 3 [dexterity] + 1 [dodge]
Touch AC: 14
Flat-footed: 18
Initiative modifier: + 3 = + 3 [dexterity]
Fortitude save: + 16 = 12 [base] + 4 [constitution]
Reflex save: + 9 = 6 [base] + 3 [dexterity]
Will save: + 11 = 6 [base] + 3 [wisdom] + 2 [iron will]
Attack (handheld): + 27/ + 22/ + 17/ + 12 = 20 [base] + 7 [strength]
Attack (missile): + 23/ + 18/ + 13/ + 8 = 20 [base] + 3 [dexterity]
Combat Maneuver Bonus: + 27 = 20 [base] + 7 [strength]
Combat Maneuver Defense: + 40 = 10 + 20 [base] + 7 [strength] + 3 [dexterity]
Languages: Common Orc (? 1 more)
Throwing Axe [1d6, crit x2, range inc 10 ft., 2 lb, light, slashing]
Falchion [2d4, crit 18-20/x2, 8 lb, two-handed, slashing]
Greataxe [1d12, crit x3, 12 lb, two-handed, two-handed, slashing]
Composite Longbow [1d8, crit x3, range incr. 110 ft., 3 lb, piercing]
Full plate armor [heavy; + 8 AC; max dex + 5; check penalty -2 50 lb.]
Feats:
Combat Reflexes Additional opportunity attacks
Dodge +1 dodge bonus on AC
Iron Will +2 on will saves
Point Blank Shot +1 attack on damage on ranged targets within 30 feet
Power Attack Take penalty on attack for larger bonus on damage
Cleave One attack, AC-2, make additional attack if first one hits
Quick Draw Draw weapon is free action
Skill Focus (Intimidate)
Skill Focus (Perception)
Weapon Focus x1 +1 to hit; Weapon(s):
Weapon Specialization x1 +2 damage; Weapon(s):
Greater Weapon Focus x1 Additional +2 to hit; Weapon(s):
Greater Weapon Specialization x1 Additional +2 damage; Weapon(s):
Critical Focus +4 on rolls to confirm a critical hit
Bleeding Critical Critical hit causes 2d6 bleeding
Critical Mastery Can use two effects on your critical hits
Staggering Critical Critical hit staggers the target
Stunning Critical Critical hit stuns the target
Intimidating Prowess
Dazzling Display Using focus weapon, intimidate all in 30 feet
Shatter Defenses Using focus weapon, hindered foes are flat-footed`
Acrobatics Dex* 1 =
+3
-2 [armor]
Appraise Int 1 =
+1
Bluff Cha 2 =
+2
Climb Str* 5 =
+7
-2 [armor]
Craft_1 Int 1 =
+1
Craft_2 Int 1 =
+1
Craft_3 Int 1 =
+1
Diplomacy Cha 2 =
+2
Disguise Cha 2 =
+2
Escape Artist Dex* 1 =
+3
-2 [armor]
Fly Dex* 1 =
+3
-2 [armor]
Heal Wis 3 =
+3
Intimidate Cha 40 =
+2
+ 20 + 3 [class skill] + 2 [half-orc] + 7 [intimidating prowess] + 6 [skill focus]
Perception Wis 29 =
+3
+ 20 + 6 [skill focus]
Perform_1 Cha 2 =
+2
Perform_2 Cha 2 =
+2
Perform_3 Cha 2 =
+2
Perform_4 Cha 2 =
+2
Perform_5 Cha 2 =
+2
Ride Dex* 14 =
+3
+ 10 + 3 [class skill] -2 [armor]
Sense Motive Wis 3 =
+3
Stealth Dex* 1 =
+3
-2 [armor]
Survival Wis 16 =
+3
+ 10 + 3 [class skill]
Swim Str** 5 =
+7
-2 [armor]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
Favored class points: Hit points +20
I used a JavaScript generator so if the copy/pase looks weird I'm sorry. Stats were rolled and I got lucky and we also used 5d6 best 3 method so it is stronger that average. I didn't select any magical items yet but my GM allows keen weapon and improved critical to stack (hence the falchion). Weapon focus/specialization is falchion. All stat bonuses went to strength.
So for magic items I was thinking the basics for now: keen +5 falchion, cloak of resistance +5, belt of physical perfection +6 STR/CON. Other magical items suggestions are welcome.
Any thoughts for improvement would be great. Thanks in advance!
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