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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.
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.
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.
As soon as I first saw the Living Grimoire archetype, I immediately wanted to try to build one that also included some Tome Eater Occultist. As it is, I have no experience with either class, let alone the archetypes. Would this be something better suited for a Gestalt game, going one class more than the other, or leaving it on the cutting room floor?
I'm going to be making the aforementioned Magus in a home game, using this as my generation method. I was thinking about taking a 2 level dip into Vigilante, probably Cabalist, to grab the Thrown weapon talent (or whatever it is called, I'm away from books and functional SRDs at the moment.) Race wise, I'm probably looking at some sort of Tiefling, though a Skinwalker or Dhampir also have struck my interest. I guess I'm more just curious to see if anyone has tried this build. I was also contemplating giving him at least the first Possessed Hand feat, so he could at least stash a few cards away for a rainy day.
I just ran We Be Goblins for my kids (aged 10 and 8,) for their first exposure to tabletop gaming. They, thankfully, loved it, and have asked me to continue them on the path. My son wants to take his goblin onto whatever I run, while my daughter wants to make another character. I've never ran an AP, and I'm thinking that would be a lot easier for their first real run through. I was just going to do Jade Regent, because it makes some sense to. They have sense decided that I should run something else. I really want to run Iron Gods, but that's mostly for my own selfish chance to run through it myself. What APs, if any, are slightly more kid appropriate? Our group is mostly just them, and whatever DMNPCs I give them.
I have never played a Dwarf, or a Druid. No particular reason why, they just are things that haven't hit my table. I've theory crafted for both (a PoW Dwarf blender, a 3.5 VoP druid for a Norse Campaign, a Halfling Goliath Druid for a battle arena set up,) but it's never advanced from there. What are some things you folks have left by the wayside? I'm not so focused on things that have only been out for the last year or so (though, I have already ran a Vigilante for a couple one-shots,) I'm looking more over the grander scale.
I'm going to be running We Be Goblins for my kids within the next couple weeks. I've been dying to use PoW:E since I got it, and I'm figuring this could be a good chance. I'm debating between going Hobgoblin, or Oversized, and I'm bouncing the idea around in my head of going Ravenlord. Have any of you folks taken a run at the class going through the module? The idea is only for the first WBG, but with the chance of running through the sequels down the line.
A friend of mine and I are doing a couple test builds to help her get a little more experience in character building. One of her ideas was a level 7 (we were doing them at levels 1, 7, and 12,) Tengu rogue. I suggested the idea of using Swordmaster and Scout, after noticing the synergy of the Tiger trance. Now I kind of want to see how far down the rabbit hole we can take this. As this is something more I am playing with, I'm ok with making it a URogue instead, and I'm looking more at our standard forum build routine (up to 12, 25 point buy, PFS legality is whatever.) Third party is allowed, but I'm more keeping it to Path of War stuff, and the ARMR Zephyrus class (which I've already considering taking at least a 2 level dip into.)
From This Thread Now it has come to the time to build this thing. I'm thinking Bolt Ace 5/Slayer 7 for a level 12 frame. Non PFS, and probably going to do the old fashioned stat rolling. For sake of ease, let's just play with a 25 point buy. Multiweapon fighting will almost definitely be level 1. Besides that, I've got no idea where I'm going with this. I've never built an archer, and even less desire until recently to mess with crossbows. I am also aware that gear is going to be expensive, but we house rule all non-magical or special material ammo is infinite. So that helps. In theory, I'm almost picturing the wrist launchers will be used more for specialized ammo, or delivering poisons. So if, besides proficiency, feats are different for hand crossbows and the launchers, the crossbows are more primary.
One of my players is new to tabletop, and I am new to charging builds. He decided that with his knowledge of Dragoons from Final Fantasy, he wanted to try to do a Zephyrus. Racially, we went with Fanglord Skin-walker. The party just hit level 3, and I am stumped with which way to suggest his feat choice to go. Level 1, he took Nimble Striker (I allowed it, as it makes sense.) I was leaning towards Power Attack, but I'm not really sure which way to help steer him from there. He's pretty much open to however I suggest the building, he's almost just there to run the character (it's his first, so I'd rather handle the mechanical aspects and let him do the rest, at least until he feels more comfortable.)
My wife made the mistake of mentioning Darkwing Duck to me whilst theorycrafting last night. Needless to say, I need to try to make him a thing. I'm thinking that modifying Tengu would be the easiest thing to do for the race, I'm just not sure what. For class, I was leaning more towards Investigator than Vigilante, but mostly because I haven't seen anything on our incoming class. Thoughts, ideas, etc are welcome.
i made this eons ago. one of my players has taken an interest in playing something along these lines. Spoiler:
The Dragoon. BAB: as fighter
1st level: Plummeting Strike (+1d6), Skill Focus - Jump
Plummeting Strike:As a full-round action, the dragoon can leap into the air, and strike the enemy with increased force. Per 5ft increment (rounded down), the dragoon does 1d6 of damage, in addition to his weapon damage. This maximum damage allowed increases per level. (For example, at 5th level, if the dragoon jumps 15ft, he will do an additional 3d6 damage. Even if he jumps 20ft, he will not get the extra damage.) At all even numbers (+2d6, +4d6, etc,) a +1 attack bonus is granted while using the ability. Can only be done with a polearm weapon. Skill Focus - Jump: The dragoon gains this feat. If already possessed, another feat that the dragoon qualifies for may be taken. Armored Jumper:The dragoon may ignore armor check penalites associated with Jump checks while wearing the listed armor type. Steady Leap: The dragoon can make running jumps from a standing position. Dragonslayer: Due to ancient rivalries against dragons, the dragoon has gained a special bonus against them. The damage die used for Plummeting Strike is changed to the listed type, but only against creatures of the Dragon subtype. For each new level of mastery in the ability, you gain an additional +1 to attack, but only against Dragon subtype creatures. Meteor Strike: The dragoon can make a Plummeting Strike against all foes within the listed radius (Reflex DC10+1/2 class levels + str mod for half.) Jump Mastery: The dragoon can Take 10 on Jump checks, no matter the situation. Armored Mobility: As the dragoon gets used to wearing heavier armor, he becomes better at moving while wearing it. Heavy armor counts as medium for purposes of movement. New Feats for Dragoon characters: Plummeting Axe:
Plummeting Fist:
Plummeting Sword:
Obviously, the skills would need reworked, seeing as how most of them are combined into one now. My other issue was how to properly balance Plummeting Strike. As it was, you would almost need to be a Thri-kreen to get the max damage out of it. And I know the weapon proficiencies would be reworded to something closer to "Simple, all weapons from the Polearm weapon group." My old group used a lot of Mercurial weapons at the time, so we needed specific flags for it. Besides that, whatever other critiques are most welcome.
Improvised Weapon Mastery says: Spoiler:
You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour.
Prerequisites: Catch Off-Guard or Throw Anything, base attack bonus +8. Benefit: You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2. so, if i took the Tavern Brawler archetype for Brawler, what would my damage for Improvised weaponry be by, say, 10th level? would it be a d8 as the Mastery feature the archetype grants, or would it be capped by the feat, or would it be amplified by the combination of class and feat?
decided the MOLD wasn't going to work out (i have a thread about the idea in Suggestions, probably the wrong spot anyways,) and decided to try my hand at my first dwarf. logically, i decide to go with an atypical bearded wonder build, and go with a duel-wielder. going with Warder (yes, 3pp, not the issue at hand.) im more trying to figure out the best traits and which weapon to go with. i was leaning towards Sawtooths, but nothing is set in stone yet. game start will be 10th level, so theres that. not PFS, so no worires there either.
a friend of mine is starting a homebrew (so PFS isnt an issue,) and I had 2 ideas for my PC, both of which involved improvised weapons. the first is a split idea, mostly based on if we build as a gestalt game. I want to build a Casey Jones type of character, but I also had a (likely terrible) idea of fusing magus/alchemist if its gestalt. are either of these ideas to feat starved to combine them? alchemist would probably go more vivisectionist than stock, so theres that. the other idea is something closer to a pro wrestler, but instead of going all pure grappler, I like the idea of him being able to grab a chair and hit for more than a couple. my other big issue is that it doesn't seem like there is a good way to get a decent amount of damage in the long game out of imp. weapons. or am i missing something?
Yes, I know we're on Beastiary 5, and I'm inquiring over an entry from 3. However, I've been fascinated with the entry for a while, and am only now really getting to a point where I can use them. However, in said book 3, we're only given names, not stats, for the more "notable" ones. Has anyone statted them out, or is it just one of those "do what you want with them when you need them" sort of gigs?
I've taken more of a shine to my own worlds, as opposed to pre-existing places. That being said, making the world map has always been the most difficult part. What do you folks use? I'm not terribly arty, so drawing my own is fairly out of the question. I usually just take bits and pieces of other places/games/random other maps, and marry them together into what I need.
I was thinking I might make the titular NPC for my players in my upcoming game. a lot of them are newer to tabletop, so i figured a little help might go a long way. however, i seem to be hitting a wall. I also thought about throwing the Eldritch Font archetype on, but again: wall. Itd be stat rolling, nothing done yet. level 1 start. thoughts, suggestions, etc? |