| Derron42 |
| 2 people marked this as a favorite. |
I wanted to re-build a handful of iconic, classic World of Greyhawk characters into Pathfinder ...
Would love some constructive build advice from folks familiar with characters from The Company of Seven. All would also have mythic paths/tiers.
Keoghtom - tough one here as he's VERY much a polymath ... bard/alchemist/ranger/sorcerer ... this is the one character who's stumping me
Kelanen - pretty much one of the greatest swordsmen ever ... carried a longsword and broadsword in 1st edition [2 relic blades called Swiftdoom & Sureguard]. Would love to see what people come up with for a near perfect sword master.
Murlynd - a paladin with the holy gun archetype
Heward - bard ... pretty easy concept/build
Nolzur - illusionist/alchemist ... straight wizard with alchemy skills or multi-class specialist wizard/alchemist?
Quaal - ranger with an interest in useful spells & magic
Zagig - master wizard
Thanks for any wisdom from people who remember these characters!
| Rothlis |
I wanted to re-build a handful of iconic, classic World of Greyhawk characters into Pathfinder ...
Would love some constructive build advice from folks familiar with characters from The Company of Seven. All would also have mythic paths/tiers.
Keoghtom - tough one here as he's VERY much a polymath ... bard/alchemist/ranger/sorcerer ... this is the one character who's stumping me
Kelanen - pretty much one of the greatest swordsmen ever ... carried a longsword and broadsword in 1st edition [2 relic blades called Swiftdoom & Sureguard]. Would love to see what people come up with for a near perfect sword master.
Murlynd - a paladin with the holy gun archetype
Heward - bard ... pretty easy concept/build
Nolzur - illusionist/alchemist ... straight wizard with alchemy skills or multi-class specialist wizard/alchemist?
Quaal - ranger with an interest in useful spells & magic
Zagig - master wizard
Thanks for any wisdom from people who remember these characters!
I'm unfamiliar with the characters but avoid the holy gun archetype at all costs just stat out a regular 2hander pally but swap the 2hander feats and str score for ranged feats and a decent dex score dip 3 levels of trench fighter to get extra feats and dex to damage on firearms avoid that awful archetype
| Dark Midian |
| 1 person marked this as a favorite. |
Unfortunately, a lot of the builds of yesteryear are examples of really awful multiclassing to fulfill some kind of story purpose (See: Drizz't, Elminster.)
Zagig: Super simple. Wizard + Archmage
Keoghtom: First example of multiclassing nonsense. Remember that you don't have to be an alchemist to have a grasp of alchemy. Same with hunting. Bard/sorcerer with ranks in Survival and Craft: (alchemy)?
Murlynd: Maybe a paladin with the divine hunter archetype, with a dip in gunslinger or trench fighter? Definitely stay away from holy gun, as mentioned.
Nolzor: For sake of ease, illusionist with ranks in Craft: (alchemy) and maybe the speedcrafting feats.
Quaal: Obvious ranger, but unsure how to replicate flan ancestry.
Heward: Bard
And here's where my sources differ, because according to Wikipedia the other member of the Council of Seven was Tasha AKA Iggwilv.
| Drahliana Moonrunner |
| 1 person marked this as a favorite. |
DrDeth wrote:I like the idea.Thanks! Any thoughts or wisdom on how you'd construct their builds?
Convert their classes as they are and add mythic tiers to taste. Given them all at least one helping of the Divine Source mythic path ability. My memory of the original material isn't totally clear, if any of them were multi-classed 2nd edition elf style, use the gestalt rules then, otherwise just pile the class levels up.
With mythic powers there is absolutely no need to build optimal builds.
As for Murlynd, I wouldn't make him a holy gun because despite his alignment, he's a dilletante in all of his classes, not hyperspecialised in any, and smite still works with firearms even for a standard Paladin. Just use revolvers instead of the standard flintlock weapons.
As far as paths,
Kelanan and Quaal would be Champions, Murlynd a Champion dual pathed to Archmage, Heward a Marshal, Nolzur, Trickster dual pathed to Archmage.
Ancestry is simply a flavor issue, Suel, Bakluni, Flan, and the others are still the same race for mechanics purposes.
| Derron42 |
Unfortunately, a lot of the builds of yesteryear are examples of really awful multiclassing to fulfill some kind of story purpose (See: Drizz't, Elminster.)
Zagig: Super simple. Wizard + Archmage
Keoghtom: First example of multiclassing nonsense. Remember that you don't have to be an alchemist to have a grasp of alchemy. Same with hunting. Bard/sorcerer with ranks in Survival and Craft: (alchemy)?
Murlynd: Maybe a paladin with the divine hunter archetype, with a dip in gunslinger or trench fighter? Definitely stay away from holy gun, as mentioned.
Nolzor: For sake of ease, illusionist with ranks in Craft: (alchemy) and maybe the speedcrafting feats.
Quaal: Obvious ranger, but unsure how to replicate flan ancestry.
Heward: Bard
And here's where my sources differ, because according to Wikipedia the other member of the Council of Seven was Tasha AKA Iggwilv.
Thanks for the thoughtful reply! You're right ... Iggwilv IS the other member. I simply have her 3.0 stats from Savage Tide and she's similar to Areelu Vorlesh. I like Kelanen and simply threw him in there ... wanted to see how one would make their best attempt at a sword master.
| Derron42 |
Derron42 wrote:DrDeth wrote:I like the idea.Thanks! Any thoughts or wisdom on how you'd construct their builds?Convert their classes as they are and add mythic tiers to taste. Given them all at least one helping of the Divine Source mythic path ability. My memory of the original material isn't totally clear, if any of them were multi-classed 2nd edition elf style, use the gestalt rules then, otherwise just pile the class levels up.
With mythic powers there is absolutely no need to build optimal builds.
As for Murlynd, I wouldn't make him a holy gun because despite his alignment, he's a dilletante in all of his classes, not hyperspecialised in any, and smite still works with firearms even for a standard Paladin. Just use revolvers instead of the standard flintlock weapons.
As far as paths,
Kelanan and Quaal would be Champions, Murlynd a Champion dual pathed to Archmage, Heward a Marshal, Nolzur, Trickster dual pathed to Archmage.
Ancestry is simply a flavor issue, Suel, Bakluni, Flan, and the others are still the same race for mechanics purposes.
Thanks for taking the time to provide some ideas and wisdom! Any thoughts on what you'd do with Kelanen in detail?
| Drahliana Moonrunner |
Drahliana Moonrunner wrote:Thanks for taking the time to provide some ideas and wisdom! Any thoughts on what you'd do with Kelanen in detail?Derron42 wrote:DrDeth wrote:I like the idea.Thanks! Any thoughts or wisdom on how you'd construct their builds?Convert their classes as they are and add mythic tiers to taste. Given them all at least one helping of the Divine Source mythic path ability. My memory of the original material isn't totally clear, if any of them were multi-classed 2nd edition elf style, use the gestalt rules then, otherwise just pile the class levels up.
With mythic powers there is absolutely no need to build optimal builds.
As for Murlynd, I wouldn't make him a holy gun because despite his alignment, he's a dilletante in all of his classes, not hyperspecialised in any, and smite still works with firearms even for a standard Paladin. Just use revolvers instead of the standard flintlock weapons.
As far as paths,
Kelanan and Quaal would be Champions, Murlynd a Champion dual pathed to Archmage, Heward a Marshal, Nolzur, Trickster dual pathed to Archmage.
Ancestry is simply a flavor issue, Suel, Bakluni, Flan, and the others are still the same race for mechanics purposes.
I don't have his greyhawk stats handy... they were published in a Dragon article AFAIK, so I have no idea what I'd be converting from.
I do have one bit of advice. Gary Gygax didn't stick to the existing rules when he created them. Just about all of them had a unique ability or two which did not derive from any of the standard rules. Kelanan's I think was that he took half damage from all swords, whether mundane, or wielded by a god. So don't be afraid to go outside of the rulebox. Also don't worry too much about accuracy. Create them as needed for the roles you want them to play in your campaign, which may include buffing them up if your players are already god stomping murderhobos.