Ravingdork's Crazy Character Emporium


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Ravingdork wrote:

NEW CHARACTER CONTRIBUTION

From Skylar Malik:

Venture Captain Nael Hissen, 20th-level half elf qinggong zen archer and evangelist

I'm told it's a PFS legal character.

I have almost that exact character. The only difference is I shoehorned in the Improvisation feats, totaling up to +10 in every skill I have no ranks in, and I can use them all untrained. It's 3 feats and half-elf, but it works nicely.


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Having skill modifiers like that on a PFS character ought to be a lot of fun in Society Play, which constantly calls for tons of wide-ranging skill checks!

How does one get a PFS character to level 20 though? I thought it capped out at 12 or 14.

Silver Crusade

Three legal retirement arcs, one ends at 13.2 exp, and the other two end of 16, lots of legal modules and adventure paths for play to get to 19. Only one scenario can take you to 20 though, and requires the character to be 19.2.


Ravingdork wrote:

NEW CHARACTER CONTRIBUTION

From Skylar Malik:

Venture Captain Nael Hissen, 20th-level half elf qinggong zen archer and evangelist

I'm told it's a PFS legal character.

Not exactly, he's using the Jingasa/Fate's Favored combo which no longer works due to errata. Might be there things, but that's what I saw at a glance.


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Tels wrote:
Ravingdork wrote:

NEW CHARACTER CONTRIBUTION

From Skylar Malik:

Venture Captain Nael Hissen, 20th-level half elf qinggong zen archer and evangelist

I'm told it's a PFS legal character.

Not exactly, he's using the Jingasa/Fate's Favored combo which no longer works due to errata. Might be there things, but that's what I saw at a glance.

Yeah, he mentioned that to me in Private Messaging. Rest assured, he said he was going to fix it soon.


Ravingdork wrote:

Having skill modifiers like that on a PFS character ought to be a lot of fun in Society Play, which constantly calls for tons of wide-ranging skill checks!

How does one get a PFS character to level 20 though? I thought it capped out at 12 or 14.

Mine is a Kingmaker character, if that helps.

That said, the skills portion completes at 10th, so it works just fine in PFS.

Half-elf can get +10 to all rankless skills and use them all untrained.
Human, Half-Orc, Aasimar, and Teifling can get +8. They are merely missing the Half-elf trait.


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CHARACTER UPDATE

The 9th-level unchained rogue, Kujo, the Butcher, now has a debilitating weapon (Spymaster's Handbook). It increases the penalties he applies with his debilitating injury class ability, making him an even nastier melee debuffer than he was previously.


Haven't been able to check all of the characters but what/who would you say is the most iconic "barbarian" type of brute character in here? I'm looking for someone who exemplifies the mentality if charge in and slaughter everything in his path.


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Grimm, the Bear, is probably the most archetypical barbarian in my gallery, in my opinion.

Guinn Black (mythic variant) also makes a great "charge in and wreak havoc" barbarian due to his high speed.

Fultor Spellbreaker, on the other hand, specializes in breaking up/through battle lines in order to get at the spellcasters in the back.


Do you use some kind of character generator or you go straight to the word document?


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Frankie Boy wrote:
Do you use some kind of character generator or you go straight to the word document?

Straight out Word document. Everything is done manually, though these days I have so many characters that, when working on a new character, I often start by loading up the character sheet of a pre-existing similar character, then modifying it as needed.


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NEW CHARACTER!

Introducing Wan Shi Tong, a 15th-level equivalent monster character. He is a giant owl (6 HD) psychic 12.

It occurred to me that psychic classes are a perfect fit for intelligent monsters lacking arms or the ability to speak. Since psychic spells don't possess verbal or somatic components, or require non-expensive material components, spellcasting remains possible with such creatures. So I decided to capitalize on this idea to make something fun and flavorful.

The result was an intellect bruising giant owl that knows 10,000 things, and can fit into and move through narrow hallways better than most medium creatures can. Also excels at Stealth despite his great size.

Enjoy!


Ravingdork wrote:

NEW CHARACTER!

Introducing Wan Shi Tong, a 15th-level equivalent monster character. He is a giant owl (6 HD) psychic 12.

It occurred to me that psychic classes are a perfect fit for intelligent monsters lacking arms or the ability to speak. Since psychic spells don't possess verbal or somatic components, or require non-expensive material components, spellcasting remains possible with such creatures. So I decided to capitalize on this idea to make something fun and flavorful.

The result was an intellect bruising giant owl that knows 10,000 things, and can fit into and move through narrow hallways better than most medium creatures can. Also excels at Stealth despite his great size.

Enjoy!

You have too many phrenic amplifications. At 11 you get one and the CHOICE to pick a major amplification; you don't get both.

Intuitive Spell is a really bad feat unless you're combing with other metamagic. Otherwise you can just burn a move action to center and get the same effect, vs a feat known and a full round action. The feat literally does nothing unless you stack a second metamagic on top. Unless you're planning against being in a situation where you have an emotion effect, need to use combat casting, and can afford a +2 adjustment I'd swap this feat for an extra phrenic amplification feat.

Shadow Step has worse range than Dimension Door and won't work if you're Shaken, as it has an S/E component. All it gains you is the ability to take move/swift actions after you Shadow Step. For a Psychic who wants a quick escape option especially when under an emotion effect DD is clearly better.


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Dimension door also ends your turn, whereas shadow step does not. As such, shadow step combines well with Flyby Attack for popping in and out of shadows while continuing movement, which is pretty thematic to the character concept an owl swooping in and out of the shadows.

Your other advice seems pretty sound, and I will likely change the feats a bit as a result. Thanks for sharing your thoughts! :)


Ok, that makes sense and is pretty cool. I like this concept a lot.

Phrenic amplifications are obviously a lot to taste, but I don't like Mindtouch very much. There's no duration listed, so presumably the Detect Thoughts effect only lasts one round, and it's not clear unless you have a foregiving GM how much a round of detect thoughts actually benefits you in combat.

I always like Will of the Dead for the ability to hit undead, but since you're relying on Mind Thrust, which is a divination, maybe take Defensive Prognostication, which gives an insight bonus to AC after every divination spell you use.


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Haha. Wow. I never noticed that mind thrust was divination before. Man. Never thought I'd ever see a direct damage attack spell in the divination school!

Yeah, now that I know that, Defensive Prognostication looks a lot more appealing then it did initially. (At first, I was thinking that I wouldn't be casting divination spells during combat so, like, what's the point?)

I've since put Merciful Spell on his feat list as I kind of liked the idea that he could blast someone's mind without killing them (and then could proceed to steal their thoughts and memories while they're unconscious).

Not sure what I'd move around for Defensive Prognostication. Any suggestions?

Probably won't give him Will of the Dead though. I'm fully aware of how useful it is (essentially a must have for most psychics), but it just doesn't seem to fit the character concept in this case. I don't really want him to have any power over undead, other than destroying them (likely via telekinesis).


Hey RD, love your characters. I've recently started building a Mage Hunter Bow Barbarian. The whole thing revolves around having a 3 level dip in Archer Fighter so he can sunder at range. The Barb has the Urban archetype so he can get Dex Rage. Also picks up Ace Trip and Burrowing Shot. Everything else is standard Superstitious/Witch Hunter/Spell Sunder barb.

There's a 30 foot limit on the Spell Sundering, but the concept of a spell-killing arrow tickles me. Basic setup is as follows:

Human Archer Fighter 3/Superstitious+Urban Barbarian X
L1 (Fighter) - PBS, Precise Shot, Deadly Aim
L2 (Barb)
L3 (Barb) - Superstitious, Ranged Trip
L4 (Barb)
L5 (Barb) - Witch Hunter, Martial Focus (Longbows)
L6 (Barb)
L7 (Barb) - Spell Sunder, Ace Trip
L8 (Fighter) - Rapid Shot
L9 (Fighter) - Burrowing Shot

What do you think?


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I haven't delved into it enough to know that everything is rules legal, Dormin, but at a glance it looks pretty badass.

Have you considered ranged sundering a spellcaster's spell component pouch rather than their spells? In some cases that could wreck their day more than knocking out their various spell effects.


I completely hadn't thought of that, thanks! On a similar note it'd probably ruin a wizard or Arcanist's day to find an arrow through their beloved spellbook too.


When playing a wizard my spellbook is not so in sight that you can throw an arrow at it.

I like the idea of target the spell pouch, but this plan is not quite ineffective against spellcasters with Eschew Materials feat?


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4mb4r4b4 wrote:

When playing a wizard my spellbook is not so in sight that you can throw an arrow at it.

I like the idea of target the spell pouch, but this plan is not quite ineffective against spellcasters with Eschew Materials feat?

I play the same way. I also carry multiple spell component pouches on myself and my companions, just in case. One should also be aware that using this kind of strategy on NPCs opens it up as fair play for the GM to use on you. Many GMs won't play that way by default, because they know it's not fun for most players, but what's good for the goose is good for the gander, as they say.

For spellcasters with things like Eschew Materials, Silent Spell, and Still Spell, there aren't too many options short of killing them. I remember there was a thread a while back about how to imprison sorcerers. The general consensus was that it couldn't be done, at least not without extraordinary effort and expense. I think the best idea thrown out was to petrify them via flesh to stone and store them somewhere for the length of their term.


Which really doesn't do anything unless it's modified so they experience that length of time...


How to imprison a sorcerer: Dimensional Shackles + continuous Silence effect.

Could this answer your question?


Azten wrote:
Which really doesn't do anything unless it's modified so they experience that length of time...

Depends on how long it lasts. The Takeshita Kovacs series stores people for long terms (up to 200 years) without consciousness for crimes, the suffering comes from disruption to your life and broken relationships.

4mb4r4b4 wrote:

How to imprison a sorcerer: Dimensional Shackles + continuous Silence effect.

Could this answer your question?

No, Silent Spell metamagic still lets you cast and escape. Disintegrate, Gaseous Form, etc.


Plausible Pseudonym wrote:
No, Silent Spell metamagic still lets you cast and escape. Disintegrate, Gaseous Form, etc.

Can I argue that you are not free of complete the somatic components of the spell if you hands are impeded from the Dimensional Shackles enchanted with a continuous Silence effect? Especially if as in my mind your hands are tied behind your back.


4mb4r4b4 wrote:

When playing a wizard my spellbook is not so in sight that you can throw an arrow at it.

I like the idea of target the spell pouch, but this plan is not quite ineffective against spellcasters with Eschew Materials feat?

Yep, that certainly makes things quite a bit harder! At least for arcanists they need to have access to their book for Quick Study.


4mb4r4b4 wrote:
Plausible Pseudonym wrote:
No, Silent Spell metamagic still lets you cast and escape. Disintegrate, Gaseous Form, etc.
Can I argue that you are not free of complete the somatic components of the spell if you hands are impeded from the Dimensional Shackles enchanted with a continuous Silence effect? Especially if as in my mind your hands are tied behind your back.

Doesn't account for Still Spell. A sorcerer with Silent and Still Spell pretty much requires permanent effects like flesh to stone to keep trapped.you have to prevent them for being able to cast spells, and the only way to do that, short of some antimagic effect, is preventing them from taking any actions.

Theoretically, one could create a trap that permanently stunlocks them via the daze, stunned or nauseated conditions.


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STEALTH ERRATA!

Due to new stealth errata released with Occult Adventures, the following characters have had their favored class bonuses altered:

Cracked Man, The (19th-level human creationist)
Heathcliff, the Blood Knight (12th-level human Aldori Swordlord)
Hesbra Dehlonna (6th-level gnome witch doctor)
Nudel the Devourer (15th-level half orc nature guardian)
Vallairs Urn (6th-level half-drow underdark druid)

I also updated the formatting of Shisio Dafoe (20th-level samsaran abjurant champion), so that the text isn't so small.


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CHARACTER UPDATES!

Blind Ganji (both standard and unchained versions) has had his Racial Heritage (orc), Keen Scent, and Smell Fear feats replaced by Blinded Blade Style, Blinded Competence, and Blinded Master.

This removes the orc blood silliness and grants him even greater abilities, such as better scent and even blindsight. I think it also removes the last remaining penalties for being blind (though he isn't, by default, blind).

Deacon Rann now has a +3 adaptive beaming conserving composite longbow, rather than a +4 adaptive conserving composite longbow, adding yet another option to his bag of many tricks.

Ravendark now has the darkvault spell in his spellbooks, allowing him to better protect his dark domains from the shining light of would-be heroes.


Hey RD, i've been struggling to make a card caster/hexcrafter magus for a while now due to the way spell combat works.

I started building this character in the hopes of satisfying one of my players backgrounds which included a centaur character that used explosive cards as its only weapon in addition to fortune telling abilities(i felt fortune & misfortune to be rather interesting thematically) but i've been stuck getting this to work, even more so as it likely would end up as a cohort within the game so i would like to offer a viable cohort with those restrictions in mind on a 25pb. I'd be rather surprised if you had a centaur version laying around but your builds typically are an excellent inspiration for my NPC's.

Now i know your an inventive person, perhaps you've already created a functional card caster that i've missed out on. Not sure if you would've found a loophole somewhere to get a build like that to work regarding spell combat?

Thanks in advance.


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I'm wondering if you could combine Card Caster and Deadly Dealer with feats like Startoss Style and its lineup. If so, it could be a lot of fun.


Thats....interesting. I wasn't even aware of that featchain

I think RAW it would likely not be a thing but RAI i don't see an issue with it seeing as people typically use the cards as darts which is in the weapongroup.


You could, and get the damage bump, but ammunition is destroyed after it hits so no bouncing. :/


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It says the cards are treated as darts, which aren't ammunition, but thrown weapons. I know that the ability itself says the cards are destroyed, but I think I recall a feat or ability or something that allows them to be reused (sorry I don't remember much more than that).


Thats true. I assume paizo never assumed people to be crazy enough to use cards as weapons.(What were they thinking :()

Reading through the feats it doesn't specificly mention that the weapon you threw on the first attack bounces, it just says make a second attack that originated from the first target but its a bit hard to justify fluff wise.

Edit: Actually Darts are ammunition under the thrown weapon group according to the SRD.

I'll look into the ability or feat you thought you saw tho but i can't say i've run into that one thusfar


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I can totally see it as magically enhanced cards shooting THROUGH people. :D


Actually your right. The witch archetype has this;

"At 3rd level, when the cartomancer uses the Deadly Dealer feat with a card from her spell deck, the card is not destroyed and gains the returning weapon special ability.

In addition, the cartomancer can deliver a touch spell with a thrown card. This uses the Deadly Dealer feat (see below), except the attack is resolved as a ranged touch attack and the card deals no damage of its own. This ability can be used with any card (not just one from the cartomancer's spell deck)."

Perhaps making it a witch instaid would be a viable option there. Its not quite spellstrike and missing bonus feats might hurt but at least it would function roughly like what i had in mind. Witch's bab isn't great however which would likely be the tricky part to solve with deadly dealer then.


Thought, would cards be a viable target for the abundant ammunition spell? Cast it on your deck, throw cards, any that are destroyed are recreated in your deck.

It's also worth noting that the cards can be made of different materials, including metal. Get yourself some adamantine harrow cards.


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CHARACTER UPDATES

The warlock necromancer, Rowan Mouri, and the mutant fleshwarper, Abikay Daewolf, now possess new spells and feats (respectively) from the ever so thematic Horror Adventures.


I did a update on a Winter Witch i did back in the days, i am not quite sure if the rulings work out as i think it does with the blood havoc mutation, and i avoided slumber like a plague as its just a bit too good for my taste.

But in the essence you lose out of like 1 8th level and 2 9th level spell slots, but you have caster level 20 due to magical knack and 21 on your cold magic.

And in the spell-stored armor i just put in a special vampiric touch that deals 124 damage and entangle on hit. Effectively making it a 8th level slot with Max(3)+Rime(1)+Instensify(1)+Frozen Caress(Winter Witch Hex). But personally i found it to be quite a interesting setup to be hit only to buff your health, and i dunno what i would put in Witch gown, but most likely Curse or a Frigid Touch ( Scroll, Researched or similar as witch doesnt get that, but hey Stagger! ) or something mean like that.

Though in general its mostly a proof of concept "build" with no character attached to it yet, And its made to be thematic as i could without sacrificing too much combat ability.


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CHARACTER UPDATE

The time lord, Drosil, now possess the shadowbound corruption from Horror Adventures (undoubtedly gained from his time spent in the void). This grants him a host of thematic abilities befitting the theme of his character from a gaze attack that forces others to momentarily feel the burden of the ageless secrets he possesses, to extended darkvision from being trapped in the void for so long, to a ruinous touch that allows him to manipulate the age of others. He also possess all of the myriad drawbacks of these manifestations.


Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories, PF Special Edition, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

RD, you do come up with some fascinating characters. :-)


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Ed Reppert wrote:
RD, you do come up with some fascinating characters. :-)

Thanks Ed.

I love that Drosil can pick up an item made out of adamantine and essentially treat its hardness as 1, and then halve its hit points (giving it the broken condition), before dealing an additional 4d10 points of damage to it.

"Oh, I'm sorry. Was that relic important to you? I'm afraid absolutely everything inevitably ages to ruin given enough time. In the end, it is only ever time that truly matters."

lol. 8-)


I'm thinking about stealing Drosil to play the villain of an encounter I'm designing, how does he treat an adamantine item as having 1 hardness? Wrecker says you reduce the hardness by your Oracle level. 20-9=11.

Also I don't think holding the item reduces it's hitpoints, it just gives it the broken condition.

I'm trying to make this work, I'd love to be able to touch my paladin's adamantine keen odachi and wreck it, but it needs to be legal.


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Dormin, the Colossal wrote:

I'm thinking about stealing Drosil to play the villain of an encounter I'm designing, how does he treat an adamantine item as having 1 hardness? Wrecker says you reduce the hardness by your Oracle level. 20-9=11.

Also I don't think holding the item reduces it's hitpoints, it just gives it the broken condition.

I'm trying to make this work, I'd love to be able to touch my paladin's adamantine keen odachi and wreck it, but it needs to be legal.

I believe Ravingdork is referring to the Touch of Ruin's stain, which reduces the hardness of any item you wear or carry by half. So, adamantine's hardness would be halved to 10, -9 would have a hardness of 1. But he would, of course, have to pick it up as Ravingdork described.


Ah, so it doesn't work as a touch attack or a smashing action. Oh well, Aging Touch seems like a better alternative. 1d6 damage per oracle level that penetrates most of the object's Hardness. I'll look into the Touch of Ruin in Horror Adventures.


I just had the most ridiculous mental picture for Drosil.

*Drosil, who looks an awful lot like this guy, disarms enemy*
"Well, I must say now, good chap, it seems you have dropped your armaments! T'wouldnt be very sporting for a gentleman, such as myself, to continue in this spot of bother with an unarmed opponent now would it!? Let me just retrieve this for you, my fine fellow, and we may return to our rousing game of fisticuffs!"
*weapon crumbles to dust at Drosil's touch*
"Oh my, that is most unfortunate! They certainly don't make them like they use to, do they old chap? Should we continue with this bit of unpleasantness or would you like to withdraw until you procure more capable defensive measures?"


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Luthorne is correct.

lol. Oh, Tels...


I was reading Jobe the Lesser's Phantom Thief version and I love it.

The possibilities out of combat when you have skills like that are just ridiculous. High speed and quality on your Disguise with the ability to keep three or four of them on hand at any given time, throwing your voice and being able to imitate anything/anyone you disguise yourself as. The Linguistics shenanigans that are basically undetectable. God help the town guard if you had time to set up your renown before they start nosing around. Hope they're rocking a +30 Sense Motive, minimum. "Hm, yes. The sword just fell out of your sheathe and landed in his neck five times. I suppose it happens. Sorry to bother you Mr. Söze."

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