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Bardarok wrote:
matande31 wrote:

Thanks for all the ideas guys, I think I'll just stick to the giant totem and won't do anything for Bruce, hulk only.

Now I need some help building iron man. I think I'll make him a wizard, and like hulk, he will always be in his battle form, so no worries about Tony stark. If you have another suggestion for a build for him or any spells that would fit him good, please tell me.
Evocation wizard with high Cha for Paladin multiclass to get heavy armor, paladin doesn't fit thematically so much but RAW if you are only going for armor proficiency you can ignore the anathema.

I build him as a 20th level human wizard so the armor proficenecy won't be a problam, espacilly with the new ancestry system, so i can just invest 3 general feats into armor proficncy, which gives me the heavy armor.

I actully want help deciding on the spell list, building a 20th level spell list from nothing is quite hard, even if most of those spells are diffrent level magic missles.


Thanks for all the ideas guys, I think I'll just stick to the giant totem and won't do anything for Bruce, hulk only.
Now I need some help building iron man. I think I'll make him a wizard, and like hulk, he will always be in his battle form, so no worries about Tony stark. If you have another suggestion for a build for him or any spells that would fit him good, please tell me.


@Excaliburproxy i've considered that, but than again, if i can't benefit from the extra speed a monk archetype grants with a feat, i don't have much to do with that, except for flurry of blows perhaps.

@Nettah i know that, but i'm going to use a light armor anyway to benefit from the high dex unless i can do the monk unarmored stuff, so either way it'll be trained


TheMonkeyFish wrote:

@DanceYrself - Ya know, I'm going to put myself out on a limb here for saying this, but I'm like 90% sure the only reason they added Alchemist was because of the Goblin Bombarder everyone wants to play. Considering their alchemist skills and trap making, and the fact that they are SMART enough to learn they need to ask for help to survive, Intelligence makes much more sense than Charisma. Something like:

"Naturally curious by nature, Goblins are quick to learn - especially when it comes to making things blow up."

@ Paizo - If you are listening, what do you think of the whole idea of Goblins being +Dex/+Int and switching back Halflings to +Dex/+Cha like the old ones we used to know and love?

@ Grimcleaver - Waylangs and Vine Leshy would like to have a word with you.

While i see your point, i must remind you that the goblins aren't much alike the other small races. While gnomes and halflings are the two most similar core races as of today, the goblins tend more towards orcish/koboldish form. They are green, barbaric and tend to primitive societies more than the adaptive halflings or the fascinated gnomes. they also tend more towards martial classes then the spellcasting ones than most other races (i don't consider sorcerer an option because it's genetic, not choosable). As such, the str flaw would hurt all the possible goblin barbarians, which are defenetly more common than an halfling barbarian or gnome barbarian.


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I'm trying to figure whether shields count as armor for the purpose of using the monk unarmored benefits. and also, if it is neglecting them, can one use a shield only as a weapon for shield bash? it's important for me for a build i'm trying, captain america-typed, using both his shield and limbs for fighting.


Bardarok wrote:

Giant Totem Barbarians just seems the way to go.

Lvl 6 Giant's Stature lets you go Large when raging (at lvl 11 you can do this as a reaction when you start raging)
Lvl 12 Titan's Stature increases that to size Huge

If any multi class I would go monk for iron fist and flurry. Legendary Acrobatics, Athletics, and Intimidation.

Of course if you want to do Bruce as well then it gets more complicated since he would be like an expert I guess but that doesn't exist in PF2.

Bruce alone is an obvious alchemist, but combining it with the hulk doesn't really work. i guess i'll just do the hulk stuff. Iron man can do the knowledge stuff (which i builded as a simple man with a suit that grants him the powers of a wizard, abusing magic missle and other similar stuff).


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I'm currently trying to build Marvel's Avengers into the playtest (the movie version, not the comics one) and had some trouble building one particular character: The Incredible Hulk.
(i should note here that i'm changing some minor rules, and adding a few class and ancetry options, because characters like Thor aren't flat out humans).
To the issue:
I'm not sure which build would fit the hulk right. at first i figured a alchemist/barbarian multicalss, but i can't seem to find any type of Enlarging elixir, and the mutagens aren't even close to making the hulk.
I even considered a wizard/barbarian, because the buffs from magic are much stronger. But i keep thinking that just buffing isn't enough.

So i'm asking you guys to help me figure out how to do so, be as detailed or as general as you want, just please help me out here


Hello, i'm about to start my first adventure in the pathfinder playtest as a player, and after some hard decisions i've decided to play the tank fighting cleric of Gorum. I'm starting at level one and would like to go for the Greatsword caster build, probably taking some fighter archetype feats because there aren't many useful for my build. I don't really care about haling and utility, because we'll probably have some other characters with minor healing, but i still want a decent number of channel energy uses, 3 at worst. My current options for ancestry are Dwarf and Human. I'm tending to Dwarf but if you guve me a good Human build i might consider it.