Boggard Champion

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We are closed to the final choices!

Finally, we decided to mix several of Avr, Slim Jim and Secret Wizard suggestions to make a very strange build, funny to role and play. I convinced him to pick multiclass barbarian/fighter to be able to have enough feats for empty quiver flexibility.

Since he will have some fighter levels, he will be a mutation warrior. To drink the mutagen as a move action, we decided to replace the hurler archetype by the drunken brute (he read the related rage powers and laugh a lot...).

And, given that he will be some alchemist background, why not make him using alchemical cartridges in a paddlefoot pistol?

Ironically, the NPC that gives technology to my party is a gnome, that always are angry, discussing everything and fighting people who dont agree with him. The drunken technological mutated barbarian can have funny interactions with that gnome.

The build will not be 100% optimal at level 7-8, but it will be funny enough. And in a couple of levels he can do a lot of damage using dex to damage.

We could call his character Secret Slim Avr

The player was able to use his character last summer in a Intrigue setting game that we did through SMS (I use to do this on summers because our party are very split). He played a "vanilla barbarian" because I said that, for that adventure, he wouldnt need a well-defined character sheet (because I expected no combat encounters), and now we have to design it (so this is why I came here with a barbarian human idea). His barbarian could get well with some noble familys that thought he was a good exotic jerk. Well, this build confirms the nobles's impressions


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Ok, I already read the mordant spire lore on a wiki. Basically, you want flavoured ideas for a pseudo-azlant, secretive, masked elf society.

Rebirth discipline cant regenerate phrenic pool, so if you want keep using your level 5th power you shouldnt choose a lot of phrenic amplifications with phrenic pool cost.
One option to use your floating spell is to scribe it on a scroll with the scribe scroll feat (archivist flavour)

To explode brains, pick mind thrust spell with mind touch phrenic amplification


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Rysky wrote:

Rules aside if I was the GM I wouldn't allow the retrain, as it would be an insanely cheap way to get out of dying and resurrection costs.

By the rules though I don't really see anything preventing him from retraining, and I doubt he would die again.

Yes,it is cheap, but in my setting it is nearly impossible to achieve. That character learned how to summon his soul after death because a NPC medium share her soul with him, and he did tricking things by this way, so finally he could level up and i told him about that archetype at this moment (and not before, he kept playing to see the final of a war campaign trying to resurrect with NPC help).

The Raven Black wrote:

What would have happened if he had chosen another class when he was dead ?

IMO that is the situation he would come "back" to should he retrain :-)

FAQed as I would like to know the official tackle on this :-)

If he had chosen another class, he couldnt have been risen back, and his soul would be a kyton augur loyal to a NPC bigboss (nowadays defeated)

(Yes, it was a very crazy adventure)


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there are several dominion for divine casters based in disease, pestilence, vermin, etc..

But I do like the alchemist concept. You can select an archetype focused in bugs, disease and poison. One vivisectionist, plague bringer ratfolk can be very fun if your character vomit a ratfolk twin and use their swarming racial trait to flank their opponents.

And dont forget to add templates! "Worm that walks" is very nasty...


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DungeonmasterCal wrote:
Lincoln Hills wrote:
at seven or eight players, everybody's waiting a long time for their turn and you may have trouble keeping their attention.
At rare times, I have that many players, and yeah, keeping their attention during a fight can be hard. But we've all been friends for a very long time and if they're willing to drive 3 hours to one of my games I'm not going to tell them I have enough players at 4. We manage pretty well, though.

I usually play with that ammount of players. To solve the between-turns trouble, players have only 10 seconds to say me their actions, and I have their stats and NPC stats in a tracking paper to help me to calulate the results...

Besides combat, it is funny to play with 8 players always getting in silly discussions moments.


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3.5 master of masks.