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If you aren't playing PFS, why not run him as an Azlatni, reflavored as a Hylian?


My cousin was running a modified XCrawl campaign. I was running a Gnome Hacker. First crawl in, we encounter a horde of goblins with chainsaws. First attack, crit, and maxed out damage.

I spent the rest of the session writing up 3 backup characters.


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Rolling!


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Chaotic_Blues wrote:
OC now I want to play a Vigilante, with the odd investigator levels. I think I'll call him Dark Wing.

I had a modern Japanese Vigilante that was basically if Tony Stark was Darkwing Duck. I went and learned a bunch of old Darkwing-isms in Japanese to yell throughout the game.

Spoiler:
By "learn," I threw them on a list and read them off as needed.


A player of mine has expressed interest in running an Alchemist coming up in a homebrew I'm running, and was saddened by the lack of Changeling options for the FCB.

I was leaning towards the +10 minutes to Mutagen that we have seen on other races, but I also think the "Add an extra lower level extract" could also work. I know the player is planning on going more claw focused, so the Mutagen might be a little more cheese for them, but I am inclined to think that works better.

Thoughts?


With Starfinder being a thing now, are there plans to branch the 8-bit world into space? I, for one, would be completely down to see the approach of playing an Android that is much like a 3.XX Spell-thief, learning enemy moves and the like.

Spoiler:
Even if you do a Megaman thing for PF, I'd love it. Hint hint, wink wink, nudge nudge.


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I need a rehash of a Rifts Juicer. I've been trying to bounce around the ideas in my head for a standard PF way to do it, but I think an SF form might be easier.


Dotting this. I have been pumped to try to figure out how to do as much BL work in SF as possible.


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It is in the Vampire Hunter D handbook that Kickstarters got. It's functionally identical as Possessed Hand, and has a few of the same feats (but does have 3 that are exclusive to it.) I think the only real difference is the name, and the implication to the origin (PH has a spirit, whereas a Carbuncle is....whatever it is.)


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What else is fun is that it looks like Possessed Hand and Countenanced Carbuncle from the VHD book can both be taken, so you could end up with 2 talking hands.


I'll be running something for my kids, and since our group is small (see also: just the 2 of them,) I'll be having a DMNPC for back-up for them.


The GM issue is an afterthought, as it'll be me.


I was considering Witch, since all but one of the spells are on their list. If I went Wizard, would Divination be the best school to specialize in? I haven't built a Wizard since 3.0, so I'm way out of sorts with them.


I have been bouncing around the idea of a Sacred Geometry character (so homegame, obviously,) for a while. Especially since I discovered the various spells that deal with the Path of Numbers.

Assuming 25 point buy, what would the best options for something like this be? I'm thinking either Gnome (just for all the Knowledge-Engineering bonuses,) or Samsaran (to grab the other spells if need be.) Mostly just trying to figure out which race and class is best, and which spells lend best to this concept.


To avoid the risk of getting lost in the stack, do you have anyone Harrow-friendly?


You may want to look into Dreamscarred's Lords of the Night for vampire colony ideas. What you've got is pretty rad looking to this point, very oWoD Toreador.


I have a recurring tavern pop up in my home games we call the Ugly Suzy's.


I was having a (likely) terrible idea for a Kinetic Knight to go into Hellknight. I'm leaning towards Chaokineticist (but I still need to go through all the KoPs and LK to make sure I'm good with that,) with the intent of having a character becoming something of an icon to a group that I'll be dropping in Starfinder when it drops.

I'm just having an issue figuring out which Order to run with, and whether or not Void is a viable Knight element.


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So, we know the devs have said we can convert classes/races/monsters/etc from PF to SF. What classes do we think are going to be the most brought over, and why is it Chaokineticists?


My old party consisted of my Kitsune Monk (hated shapeshifters, didn't know he was one,) an Oread Ranger obsessed with dragonslaying, a Tiefling Slayer that was playing it full-on murderhobo, the DMNPC was an Ifrit Skald (guitar-axe, light all the things on fire,) his wife was our Samsaran Witch that was also the money of the team, and we rounded out by our Aasimar Cleric of Nethys that tried to be healbot focused.

The cleric player left the group, and was a replaced by a Dhampir Antipaladin that became fast friends with the Slayer. We killed off my monk, and I rerolled as my Half-orc Barbarian (Sea Reaver)/Cavalier (Daring Champion, order of the Cockatrice.)

By the time we added the town Alchemist (Lugram the Destroyer, CE as hell) to our ranks, as well as reworking a stagecoach as both a battle platform and a sandwich truck.


Torbyne wrote:
pulseoptional wrote:
What would we do for the crew from the Borderlands games? I'm assuming most of the Sirens would be some flavor of Solarion, but I'm at a loss otherwise.
Roland - Mechanic/Mercenary, that one jumped right out at me.

Probably the safest bet for Axton too, and potentially Gage.


Daring Champion Cavalier is my vote for the best pirate. Reflavor the feather in your hat, or your flag, as your Banner, then go to town.


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What would we do for the crew from the Borderlands games? I'm assuming most of the Sirens would be some flavor of Solarion, but I'm at a loss otherwise.


Dotting this so hard.


Thanks again for all the ideas. HE has decided Slayer is his best option. Being more dependant on actual spells doesn't appeal to him, and I think trying to monitor Burn would be a little out of his league right now (he is only 9, and the aforementioned "second character" paradigm.)

He is also OK with the shoulder turret and more invisibility than the Stygian Slayer bonus being tied to his armor. So everyone wins there. Now we still need to decide if he wants to go more spear or claw.


I hadn't even considered the ES Rogue. I know he has been a bit iffy about the idea of spellcasters in general (this will only be his second character, after playing a Feral Gnasher in WBG!) Stygian Slayer could work pretty well too, so I'll bounce those ideas off of him.

For the most part, I was going to build the shoulder cannon and invisibility more into his armor than his race or class. Almost make it like a 3.5 Legacy Item that evolves with him, that sort of thing. When I get home from work today, I'll bounce the ideas around for him and see what he wants to do, since him being happy is the main goal.


My son, who has been watching horror movies since he was able to crawl, has taken a shine to the Predator series as of late. After seeing several action figures at our LGS on Free RPG Day, he has decided to model his next character after one. Since he knows there are different styles, he has taken to more of the original movie, but he said he is okay being more spear focused.

Looking at classes, I think Ranger (Sword Devil) may be the best bet. I am completely stymied on race, though. I'm figuring it'll have to be something I build.

Thoughts or advice on the matter? If this should be in Conversions instead, feel free to flag.


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step 1: burn the character sheet.
step 2: take a speaker magnet to the DM's computer/phone/whatever device he has the sheet saved on.
step 3: delete this thread so all evidence is lost.


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Looking back on my earlier post of class placement amongst the Belmonts, I think Richter might be best suited as a Bloodrager, with Item Crash being something tied to his bloodrage.

Which leaves Magus open for Alucard, depending on which way you want to play him.


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I would probably say that the mundane subweapons would largely be unchanged. The holy water can just be an alchemical thing. The time stop would probably be a little more of something you would have to pump some mojo into, same with the lightning from SotN. The holy stone would be something that would probably grant some of the ricochet feats.

If you wanted to get into the item crash, I would probably add that as an archetype for the Vampire Hunter.


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Imbicatus wrote:
For a Belmont, I would try a fighter with AWT for scaling whip damage, adding more skills and armed bravery.

I think it might actually depend on which Belmont you were going with, and whether or not we are counting anything from the Lords of Shadow era. Trevor, Leon, and Julius being fighters works. Simon might be more towards a Barbarian, Richter could arguably be a Magus. Not sure where I sit with Leon and Gabriel (mostly because I didn't play Lament, and my only exposure to Gabriel was the train wreck that was LoS 2.)

If we get into the subcharacters, Sypha is an Arcanist, Grant is some sort of Rogue with Knife Master. Hector (Curse of Darkness) is some sort of Summoner multiclass thing. I skipped most of the handhelds, so I'm not sure where to go with everyone from them.

Spoiler:
If you don't have the Vampire Hunter D book, and want it, shoot me a message and I'll throw it your way.


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You would also have to consider which era of the castle you were using. If going with SotN, which I'm guessing was the main idea, would you also include the upside-down aspect? Would you deal with the Order of Ecclessia stuff?

Artifacts could include the Vampire Killer, Crissaergrimm, the Alucard set, and the Axelord Armor.


1: I had a Poverty monk. His "item of value" was a bag of marbles (that the DM later swapped out for a near-artifact level item, but that was his call.) We ran it more as "personal" value over monetary. If you wanted to attach a GP value to it, though, probably no more than a Masterwork item (enchantments up to DM-fiat.)

2: For Bluff and Intimidate, I would rule that you could use your body language to replace talking. Diplomacy could work with that too, but not as easily?


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Cellion wrote:

Working on two main projects right now, a revision of the Unchained Rogue that's been inspired by the Operative reveal for Starfinder, and fleshing out one of the final encounters for my long-running homebrew campaign.

The Unchained Rogue revision picks up a built in way to make your enemies vulnerable to your sneak attack via a skill check(similar to the trick attack ability of the Starfinder Operative), gains a quickly-regenerating pool of points that are used a little bit like a cross between rage and inspiration (turn it on in combat to bump your attack rolls to equivalent of full BAB, gain bonuses on skill checks, but also spend extra points to do various cool things), and has built in magic interaction class features without gaining magic itself.

The homebrew encounter has been a long time coming and is against a master of spying who wields psychic magic and has an army of incorporeal servants. Since its one of the four big bads of the campaign, I'm really trying to give the encounter a lot of love. Right now I have a pile of elaborate mechanics I want to incorporate, from having it take place in a variant of a mindscape, to having a multi-phase fight where the big bad gets progressively more eldritch horror as it goes.

On my back burner I have a two idea husks that need a lot more work, one a homebrew martial class that fights by making illusory clones of themselves, the other a homebrew class that is essentially a "prepared" martial that composes battle dances at the start of each day and then executes them later on. Both of these ideas seem fun to me, but they've proven to be an absolute bear to execute. The clones-fighter has game slowdown problems like a summoning specialized caster that I haven't been able to resolve without gutting the class. The battle dancer is really hard to balance because of how it disregards the normal rules for moving and attacking.

Why not use the Path of War classes as a sort of shell for your Dancer? From how you described it, the dances just basically sound like Manuevers.


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I'm still tinkering around with my Powder Mage class, either keeping it as a PrC or making it some sort of archetype (I've even considered making it a Prestige Archetype for Arcane Archer or Eldritch Knight.)

I've got a variant version of the Savage Technologist archetype sitting around that's based on Unarmed Strikes with firearms (my friend wanted to play something like Hellboy, so I took the framework of the ST and ran with it.)

I wanted to try to convert the Juicer class from the RIFTs system to PF, likely as a Alchemist/Barbarian hybrid, but I don't know if that's something I'm going to have the time to give the proper attention to.


Emerald Fusion
V-Trigger
One Winged Angel
Meltzer Drive
Burning Hammer
Rainmaker
Sharpshooter
Rock Bottom
Dirty Deeds
Cattle Decapitation (best used on a pacifist ship)
Flatliner
Go To Sleep

Spoiler:
Who knew wrestling had so many names for ships, just sitting there?


Mangadrive, for your futurepunk needs.


Slight necro on my own thread.....

If I decided on a natural attack build, what feats and discoveries should I be considering the most? I know I need Feral Mutagen, but I am at a loss otherwise. Assume that I run with a half-orc for the race, and again trying to keep the book count on the somewhat lower side.

Thinking by level 12, since that seems to be when PFS usually stops, I would be an (as of now) un-archetyped Alchemist 8/Master Chymist 4.


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I was theorycrafting a Hexcrafter/Card Caster, or a Vigilante (Warlock) with the line up to the Hunger feat. Makes hiding cards a little bit easier (or whatever you decide to stash in your hand-stomach.)


I had a Kitsune monk in a friend's home game. We rolled for stats, and I don't think I had a single one over 15. Just the same, we played on. I used a rule from one of the later Dragon magazines to give myself Silver knucklecaps (at the expense of -1 HP/level,) and played him up as being mentally locked into his Humanoid form, and hating shapechangers. My skills were.....bad. I was LN, playing him a little closer to LG (in a party full of -E murderhobos.)

I did fairly OK in combat, unless I was trying to use Stunning Fist on an enemy. If I was trying to knock out a teammate though, I was batting 1.000.

Long and short of it, we let him die off to a band of werewolves. The team basically split up my body parts when I shifted into the more upright fox form (the Witch made earmuffs out of my ears, the Ranger kept my hands to break DR/Silver with my knuckles, I think the Slayer ate half of my innards, etc,) and I re-rolled as my hilarious pirate with the laundry list of titles.


SmiloDan wrote:
You gotta use a triple-headed flail for your backup melee weapon!

Only if the "Triple-heads" are the skulls of townsfolk.


Keep in mind that if you stick with Magus, you can also stack Staff Master with CC. Live in all of your Gambit dreams.


I forgot to mention I also have access to Horror Adventures, if that makes any suggestions a little more enticing. I think I am leaning a little more towards Half-orc for my racial choice at this junction, since that FCB is pretty tasty good.


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Thank you guys for the swift replies. I'm AFB at the moment, and the idea kind of hit me whilst browsing Archives.


The racial trait Pain Tolerance grants a half-orc DR 1/- towards non-lethal damage. How would that interact with a Kineticist and Burn?


I was invited to join a PFS....circle? Group? Lodge? I'm not fully hip to the whole rules and regulations yet, but I know that the building rules are a little rougher than just casual play.

Let's say I wanted to build an Alchemist, that may eventually end up in Master Chymist. If I wanted to build something playable with the fewest books possible (I readily admit I am more of the "SRD is god" mentailty,) what are some of the ways to potentially go about that?

I was looking into Tengu as a race, but I can be swayed to go elsewhere if a better idea is brought up.


While it wasn't for S&S, I ran a half-orc pirate in a friend's home game that was a pirate-y as I could run with. Barbarian (Sea Reaver) 2/Cavalier (Daring Champion, Order of the Cockatrice) X. Gave him a Sawtooth Saber as a weapon, because I felt like it fit. He also had an affinity for adding new titles to himself anytime he did anything he thought was worth it (which happened every other session.)

I maxed out STR and CHA, went super heavy on Intimidate, and took the Rage Swimmer power. I think by the time we were done on the water (which wasn't very long,) I calculated I could hold my breath for.....a while. I'll try to track his sheet when I get home from work today.


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Bwang wrote:
Just for the ignert me, what is a 'living grimoire'?

An archetype for Inquisitor.


Paradozen wrote:
turtle006 wrote:

I don't understand ypur random rolls for level 4 and above. At level 4, you say roll (1d3-1)+6. That will give a number between (1-1)+6=6 to (3-1)+6=8 if you then add a d6 to that it becomes 12 to 14.

Am I missing something?

Me being dumb and working too late at night. How's about ** spoiler omitted **** spoiler omitted **** spoiler omitted **That is closer to what I had on my index card in the first place. Thanks for catching the mistake, I really shouldn't work with numbers at night.

That works a lot better than the "roll 1d20, reroll the higher numbers" idea.


I would think it might almost be easier to just roll 1d20, and reroll any of the results over the target. For the level 2 extracts (and probably 3,) I actually own d30s, so I would personally just use those. Solid otherwise.

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