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Organized Play Member. 21 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.


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@avr Yea if they're undead that would make things simpler xD


I'm playing a devotee of Pharasma in the Mummy's Mask AP (No spoilers please). With the heavy Egyptian theme going on, I have a feeling scarab enemies/swarms will happen. If not, that's a relief... but if there is an encounter... well... From Faiths of the Balance: "As her follower, you are forbidden to kill her psychopomps, such as whippoorwills and scarabs, for they are the goddess’s eyes and ears." Options? Pray for mercy? They're still insects, and it doesn't mean they're always or ever doing her will necessarily BUT its still forbidden taboo to kill them. How can my character deal with them within the bounds of his faith?


A Greataxe deals 1d12 damage.

Primal Warrior Stance:
By taking a wide stance that invites the death of any before him, the mighty disciple of Primal Fury wields the power of overwhelming force to it's greatest effects. The initiator ignores difficult terrain when charging while in this stance, and whenever he is subject to a size modifier for CMB checks or to his CMD, the disciple is treated as one size category larger if doing so would be advantageous to him. He is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. Additionally, any melee weapon, unarmed strike, or natural weapon is treated as if it were two sizes larger. The benefits of this stance stack with abilities or effects that increase the initiator's size (such as enlarge person).

Our Greataxe goes from dealing 1d12 damage to 4d6 damage.

Vital Strike:
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

With Vital Strike it hits for 8d6 damage?


Awesome, thanks for all the suggestions


Pendagast wrote:

yea I was going to suggest blade bound kensai magus.

IS the barbarian you're playing with taking the sea reaver archetype?

another fun choice would be the mobile fighter archetype with dual saber fighting.

High Dex str con, and enough int left over for combat expertise and eventually whirlwind attack

he's a strix titanmauler


kestral287 wrote:

Magus. Multiple good stats can support the rare non-Dex based build, and you have the flexibility to frontline or support as your spells dictate. And you can emulate the Swashbuckler pretty well. I'd go Hexcrafter, personally, but baseline, Kensai, and Bladebound can all work out.

Besides. Why kick down the door when you can cover your foot in electricity and disintegrate it?

Yeah the big thing is I want to take advantage of a MAD build, instead of just playing a strong, dexterous, tough guy, and definitely want more utility. Magus seems to fulfill that... never played one before so I'll start looking at it and those archetypes right now. Thanks kestral287!

If anyone has more suggestions, please give them :)


yazo wrote:
The viking archetype for fighter is a really fun archetype if your willing for a little heavier armour.

Feats AND rage? that does sound fun


Still looking for suggestions. With these stats would TWF be good? Maybe a Warlord or Warder


Castarr4 wrote:
That feat is from the Council of Thieves adventure path. It's a bit out-dated since Blood of Fiends came out. Blood of Fiends's rules let you pick an alternate heritage without using a feat, but the rules for them are a bit different (each heritage in BoF replaces your ability score changes, your +2s to skills, and your spell-like ability)

Oh cool. Thank you


yazo wrote:

not related but, where do you find alternate heritages?

http://www.d20pfsrd.com/feats/general-feats/fiendish-heritage


Thanks TGMaxMaxer. I've always had a preference for lighter armor (even when not on ships) so I was excited when the new Swashbuckler came out. There are definitely firearms in this world.


The campaign is set in an ocean world, so much of our time is spent on our ship sailing around (lots of "downtime" makes crafting a real option?). We're currently level 6 and the party has 2 druids and a barbarian. One druid is healing/support focused and the other is an archer? (Not sure yet.)

This is my stat array from highest to lowest: 18 17 16 13 12 11. Before racial modifiers and level 4.

I want to play a martial tiefling, one who kicks down the doors, charges in, and leads a boarding party, but I'm really flexible on class. I've never had such a strong stat array that could support the more MAD builds before and wanted to find suggestions.


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chaoseffect wrote:
I'm always willing when it comes to touching myself.

Your avatar is perfect.


Maxximilius wrote:

Check the messageboards for threads giving advices on DMing, they should be easy to find with the amount of suggestions already given. :)

Check the thread about the worst DM stories to gain a better perspective of what a DM should never do.

Check roll20 or the PBP system to find a game in your town or online ; it's better not to play, than play with a control-freak who basically wants you to play the characters of the awesome story he wrote and have no fun as a result.

Thanks! I did not know about roll20.


StreamOfTheSky wrote:

The first rule is bad, it basically just makes AoOs less interesting and nerfs melee.

The second is unbelievably awfully bad, to the point I probably wouldn't play in such a game because the DM's basically declared, "play a spellcaster or you fail at life."

Readied attacks on casters is practically the only way TO stop them from casting...

Yeah.. and he seems pretty adamant about not "screwing over" casters. He doesn't even allow the Disruptive feat. I don't see getting that rule overturned.


Corren28 wrote:
My advice...quit. I don't mean to speak poorly of your friend but he sounds like a crappy DM who is trying to alter the rules and fix the game in his favor because he can't figure out how to present a challenge to the PCs with the rules as they stand. Granted, the DMs job is to bend the rules when necessary for story progression or to make the game more enjoyable, but these should be temporary changes. Not something permanent to make the player's experience more tedious.

Yeah... I've come to this conclusion as I've learned and experienced other gaming groups online. He doesn't use a DM screen cuz he wants us to see his spectacular rolls, haha. He is not a very good DM in this way, he never bends the rules. Campaigns live or die by the dice.


ossian666 wrote:
wow what a waste of a weekly game...next week ask the GM to tell you a different story because basically forcing people to play characters you as the GM want is like telling someone a story where they don't participate.
RumpinRufus wrote:

RED FLAG

Seriously, the GM is telling you what character you have to play? I would tell him that if they're that essential, he can play them as GMPCs while I play a character I actually want to play.

I'm newer to gaming and its my first group, so I didn't know any better... Unfortunately its literally the only game in town. Thanks for the advice! Seems like I'm making progress undoing the no CMs for AoO's already. I'm having fun but combat can get annoying due to lack of options and inability to impact it other than "I attack again" type situations.

Related question since you guys are so cool... know any good resources for DMs with no experience? :) I'm interested in running my own group


Yeah playing martial characters in his campaigns is not very interesting since they all become very similar. Options are limited. But he requires a fighter-type and a rogue in the party (and nobody ever wants to be those people, because of these rules I think). Also he keeps the 3.5 rules of what is sneak attack immune. I'm currently the (finesse) rogue and my AoO's are basically worthless.


I'm looking for opinions on my DM's house rules about AoO's:

Attacks of opportunity can ONLY be a single melee strike. No trips, disarms, or sunders. (Unless you have it "always on", like a wolf's trip)

also.. somewhat related:
You can't ready an action to strike a spellcaster if they start to cast a spell.


I'm currently playing a couple of rogues, and I love when I get the chance to throw my standard daggers :) Especially for sneak attacks!


Hey~ I've got a group that plays in Hollister, CA. We're looking for 1-2 more consistent players.

Also I'm really interested in your game, AlanRex! I've only been playing tabletops for ~6 months now but I've decided I'd love playing in a low powered game