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Overall this is a great idea. The Fate char-gen is great for creating personalities and stories. I use it for most of my characters in any game, regardless of mechanical impact.

As for mechanics, I will second (third, seventh...) the point that a flat +2 bonus won't work past low levels. Developing a progression is one solution. You could also consider dropping the bonus to rolls all together, and use them for rerolls and improv declarations. Frankly, the strongest ability of the points in FATE was allowing players to create parts of the narrative on the fly. It increases the overall buy in for players by allowing them to craft parts of the plot, and I think it's strong enough to use in that capacity alone, though I'd also allow the rerolls too.

I'd suggest using this IN ADDITION to the trait bonuses, especially if you drop the "bonus to d20 rolls" part. Make the aspects first, then choose 1, 2, or 3 (depending on game) trait bonuses based on them.

FYI, I was introduced to FATE by the Dresden Files RPG, so my use of the system may be influenced by specifics that aren't part of the root system.

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lol, damn names for everything being similar, I'm still adjusting.

Thank y'all three very much for the help tweaking this idea. I'm really looking forward to playing it.

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Melkiador wrote:
...play your first 3 sessions as a cavalier and then reroll to your actual build...

This is totally legit, but I feel a little dirty doing this premeditated.

Doc, thank you for explaining the dog companion, I get it now. And the power attack with the lance, that's really cool.

Which free PFS book are you referring too, and where can I find it. I didn't see Boon Companion listed in any of the free material that I've found so far, and I would take that feet in half a heart beat.

Also, the only Armor Master I could find is the Fighter archtype. Is that what you're referring to, or is there something else?

DocShock wrote:
...switch hitter works well because it isn't trying to squeeze mounted combat into the equation too.

I definitely can't excel at all three things. I did keep everything in the original build that made the archery effective, though I still plan on switching to melee most of the time. I'm giving up one feat for a little boost on the mounts toughness, but overall the riding is just an extra trick in the bag. Aren't I still as effective in melee as the standard switch hitter set up? ....well, aside from the halfling bit, I know I'm taking a hit overall there.

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Well shoot. I guessed I missed that when checking the additional resources doc. Thank y'all for mentioning that.

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I'd been thinking all or none for a mount, but the pony would be better than nothing starting out. Nice! Doesn't fit the character in my head really, but I can RP the dichotomy.
I could see switching to wolf, though looking at the stats between them confused me about the dog companion. It starts as small and grows to medium, while the riding dog starts medium. Are these two things compatible?

As for weapons...
Wow, I've never noticed the 1 hand bit with lances, but now that I'm picturing it, I feel dumb, lol. Those are a lot of good points for 1 hand. I'm more sold on that than the double damage on charge. Can really count on charging more than a couple times a fight?

Damage:
Assuming I keep the Str at 16 and am using Power Attack...
Lance: 1d6+5; 6-11 (12-22 charge)
LHammer: 1d10+7; 8-17
It looks like I'm hurting my overall damage unless I can charge a whole lot.
The benefits of a primary greataxe is worth considering.

This also makes me wonder, any chance I can tie a weapon cord to my saddle instead of my wrist? I doubt it.

Mithral Fullplate doesn't sell you on Heavy Armor Prof?

Is max Handle Animal useful after mid levels? I'll definitely be maxing it early game.

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Hmmmm, I hadn't considered that at all. Well, now that I am...
-I don't PLAN on doing a lot of charging, since I'm good at range. Maybe I'm wrong thinking there.
-With the small size character, the biggest damage die I could grab was appealing.
-Variable damage type is nice, with bludgeoning being good for my focus on undead.
-I always had trouble picturing someone attacking with a lance w/o charging, but that's not a real reason.
Is there a reason for lance besides the double damage on charge I'm not seeing?

And yes, just for level 1. My first purchase is going to be a MW Comp Longbow Str +3. I'd have gone with a Slingstaff instead of javelin, but didn't have the gold left over from dog, armor, barding, and lucerne hammer

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Hello everyone. I'm making a character for my first time playing in a local pathfinder society game, and I was hoping y'all could double check my setup for pitfalls. I'm only working from CRB and APG.

I really liked Treantmonk's switch hitter ranger build, so I'm melding it with a character I've been thinking about for a while: a halfling rider.

Backstory:
Originally thought up in Eberron, he would be from the Talenta Plains. A veteran of the last war, a scout for his tribe, primarily fighting against Karrnath's undead army.
To make that work in Golarian, I'm making it a nomadic tribe somewhere in Arcadia. I can't figure out a way to do a dino mount with my sources in PFS, so I'm thinking Riding Dog.

Okay, build...
Halfling Ranger

Str 16
Dex 14
Con 13
Int 10
Wis 12
Cha 9

Alt Race Trait: Halfling Outrider

Traits: Armor Expert, Rich Parents (calling it "Well Supplied")
I know, I know, Rich Parents is absolutely awful, but it's the only way to afford my mount at level 1 and buy ANYTHING else at all. And I really like Armor Expert for this character, even though Reactionary is amazing.

Favored Enemy: Undead, others based on character's experiences playing
Favored Terrain: Plains or Forest, others like above

Feats:
1 Power Attack
R2 Rapid Shot
3 Mounted Combat
5 Deadly Aim
R6 Manyshot
7 Quickdraw
9 Heavy Armor Prof
R10 Improved Precise Shot
11 ?

Skills:
Perception
Stealth
Ride
Survival
mix of others

Weapons:
Lucerne Hammer (MW): w/ Power Attack +5 for 1d10+7
Javelin (replaced with Comp Longbow later)
Greataxe (backup)

Faction:
Liberty's Edge or Silver Crusade

The plan:
I stay mounted as much as possible, part of the appeal being a mount that will fit in most adventuring spaces.
Ranged attacks at range (haha), switch to hammer when close. I'll keep foes at reach as much as possible, but when they do get adjacent, the dog will be ready to attack (tripping when able). The dino would have been better for that bit, but oh well.
I'll make doggy my animal companion at level 4 to keep him relevant.

It's not the most optimal set up, but I think it will be a strong contribution to a party and a fun character to play. Are there any problems or ideas that I haven't considered here?

Thanks in advance for the help.