Shenanigans, the movie, the game, but actually a thread.


Advice

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zainale wrote:

are you asking what you might make next? because i have been kicking around an idea for a while a wrathful holy executioner build thing.

bloodrager paladin or bloodrager inquisitor or paladin inquisitor as a "holy bounty hunter"

I wasn't quite asking, but i take requests.

What exactly do you want them to do?


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I apologize for comepletly derailing this thread.


Nah. The "best" (fastest) way to grow a thread is OT discussion or vtrolic argument or both, and I prefer the OT discussion method of growing a thread...


Think holy executioner out to hunt down evil and punish those who break the law where ever it may be found. a god's holy wrath incarnated on two leg.maybe something that walks the line and has a risk of falling with one miss step. I was thinking of using all three of the classes I mentioned. but then my thinking breaks down after that.


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zainale wrote:
Think holy executioner out to hunt down evil and punish those who break the law where ever it may be found. a god's holy wrath incarnated on two leg.maybe something that walks the line and has a risk of falling with one miss step. I was thinking of using all three of the classes I mentioned. but then my thinking breaks down after that.

A list of classes is hardly helpful- classes are just a way to get to an end goal.

"A holy executioner" can be easily pulled off by paladin. If you want one focused on those who break the law, paladin with a prestige class into hellkinght.


hellknights are good guys? I thought they where evil. I mean hell is in their name.


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Hellknights are lawful.

if I remember correctly hellknight was something others called the organization to try to cast it in a bad light, and so they took the name and owned it. also they model themselves after the most efficient and organised military in any plane, the lawful evil armies of hell. I'm a bit sketchy on the lore but that's what I remember. Hellknights can be good, evil, or neutral, but always lawful


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^^^This is correct.^^^

When Hellknights were first established (before they had a name), it was by a guy named Dundel Ruel. His son had gotten mixed up in a demon cult and died, and his wife had been deceived and murdered, too. The cult had built up its presence and power and influence in the ancient city there (under the guise of "totally not a demon cult, you guys") until they had so many corrupt officials in their pocket, as long as they maintained even a facade of not being a demon cult, they could get away with murder - literally. It was anarchy.

So he collected his posse of vigilantes, and waged a personal war against them.

A number of corrupt priests of the god Aroden (the god had nothing to do with this; it was just corrupt priests falsely acting in his name), and several wealthy elite denounced the guy and his followers as "Hellknights" and heretics for not following the priestly mandates. Dundel then owned it, instead, spurning the corrupt priests of the religion that denounced him, and declaring that they followed absolute order. As he technically hadn't violated any laws, he was allowed free and eventually won.

Thus was the beginning of the Hellknights.

Of course, delighting in the name, Asmo immediately set about attempting to corrupt the organization, but Dundel's best bud quickly ascended to become a Lictor (the highest position in the organization) of a new Order, called the Order of the Scourge. Dundel's order, the Order of the Wrack, worked with the 'Scourge to develop the Chain and Measure until one night Dundel disappeared and the Order of the Wrack was destroyed in a mysterious fire. By that point, several new orders had popped up, though, and the Hellknights were well and truly established as a force for absolute Lawfulness.
It is implied that much of Dundel's later work on the Chain and Measure was influenced by a particular bone devil that was busy duping him about the whereabouts of his son's soul; that said, it's pretty clearly stated that Hell isn't to have any sort of overriding authority on the Hellknights as a whole. They are servants of Law, and use Hell as a model for how to achieve that; they are explicitly not servants of the Hellish plane or anything there. Any orders that have forgotten this have been purged by the Hellknights themselves.

Much, much later, during the Chelaxian civil war (caused by the death of Aroden), when the country threatened to kill itself from sheer infighting, the extremely talented Abrogail Thrune I managed to convince an extremely charismatic and persuasive lictor that only house Thrune had any chance at all of winning the civil war.

Convinced of this, he called a major council of all of the lictors of the various Orders, and gave a very persuasive presentation. Despite many objections, and despite the fact that most of them didn't like it at all, eventually his arguments won out, and the Hellknights agreed to support Thrune, but only until and unless they, as a whole, deemed the alternative less awful in every way.

(As an aside: that same lictor later fell into heresy and his order was eradicated by his once-fellow Hellknights.)

The Order of the Scourge (already the most influential) became the defacto head of the Hellknights in organizing the suppression of the various civil war factions, and Abrogail I was so impressed that, after the civil war, she offered to make them her personal bodyguards, and shower them with honors and riches.

The lictor of the order told her, "No: you and your people are only in charge so long as we deem you less terrible than civil war. As soon as you cross the line, we're going to replace you." and then - and I love this part - they built a brand new citadel sitting juuuuuuuuuuuust outside of Egorian, just so they could watch the Thrunes, and stand as an eternal reminder/threat to them.

Abrogail I was so ticked, that she nearly had them all beheaded, and then remembered, "Oh, yeah, if I do that, I'll lose everything, as the collective of Hellknights can squash me like a bug." so she "graciously" allowed them to leave with their heads (and thus her throne) intact. Thrune has also tried (with some success, albeit limited) to create more loyalty by establishing charters for more Hellknight orders - one of which claimed the name of the Order of the Wrack. This new Order of the Wrack claims to be the inheritors of Dundel's original order, but they clash with the Order of the Scourge all the daggum time.

Hellknights over all skew toward lawful neutral.

The Order of the Wrack skews toward lawful neutral with a strong thread of lawful evil.

The Order of the Scourge - the oldest non-broken order of all Hellknights - skews toward lawful neutral with several strong members of lawful good.

They are definitely in the midst of a cultural battle for their soul, however, as Asmook really wants to own them, and is working through Thrune to try to make that a reality. Given the success rate of the "Thrunite" orders, it doesn't look good for old A-face.


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A simple build today.
Comes online at level 5 and with continued investment works all the way to level 20.

Instant kill rouge:

Unchained rouge (knife master) 5-

STR: 5 DEX: 20 CON: 12 INT: 10 WIS: 10 CHA: 16

Halfling

Traits-
Killer, hidden hand.

Feats-
Piranha strike
Childlike
Pass for human

Rouge talents-
Underhanded
Deft Palm

Items-
Cyclops helm
Bloodbane clasp
Masterwork punching dagger

Slight of hand +18
Stealth +17
Disguise +11 (+23 to pass as a human child)
Bluff +11 (+13 to convince someone of your innocence)

Surprise round sneak attack-
1d3 + 24(sneak attack) + 5 dex + 2 piranha strike

99999999-
Get into a flanking position, use cyclops helm to roll a 20 and bloodbane clasp to auto-confirm-
3d3+3d8+15 dex+6 piranha strike+3 killer.
This can also be used during the surprise round against tough enough foes.


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you should never, ever, let me have a 20th level charecter.

because I'll do stuff like this.:

Sorcerer (arcane) 20-

Race- samsuran

Cha 36

Triaits-
Magical knack (mage's sword)
Adopted (wayang spellhunter (meteor swarm))
Key items-
+6 headband of charisma
+5 tome of charisma

Key abilities from bloodline-
Standard action metamagic, +2 to all evocation save DC.

Feats-
Dazing spell
Extended spell
Lingering spell
Spell perfection (torrent of elemental fury)
Spell focus (evocation)
Greater spell focus (evocation)
Elemental focus (fire)
Greater elemental focus (fire)
Elemental focus (cold)
Greater elemental focus (cold)

Bouns feats-
Elemental foucs (electricity)
Greater elemental foucs (electricity)

-----------

Shocker breaker-
Storm of vengeance, Obtained from witch list using racial.
Save DC 38

Star blazing-
Lingering meteor swarm-
Save dc 38

Chaos saber-
Extended mage's sword.

Chaos buster-
Torrent of elemental fury, dazing.
Save DC 51

Nameless move-
Prismatic spray, lingering, DC 40.

Also, I promise that's the last undertale reference for a while.


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I'm not sure how you'd do it. But I would love to see you try and build one of the mario brothers (preferably Luigi) I think that'd be interesting, although I have no clue what you'd do


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Dox of the ParaDox twins wrote:
I'm not sure how you'd do it. But I would to see you try and build one of the mario brothers (preferably Luigi) I think that'd be interesting, although I have no clue what you'd do

Adding that to the list.


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Yay


Can you do a Jack the Ripper kind of guy. The only place I seen him was in Assassin's Creed: Syndicate, in his own DLC, where he was mutilating people to death, scaring everyone else in the process. And there was text flashing on the screen, saying "kill him" and "traitor". Not psycotic at all.


Lazaryus wrote:
Can you do a Jack the Ripper kind of guy. The only place I seen him was in Assassin's Creed: Syndicate, in his own DLC, where he was mutilating people to death, scaring everyone else in the process. And there was text flashing on the screen, saying "kill him" and "traitor". Not psycotic at all.

I know very little of this charecter. I'd need a lot more detail to go on.


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All in all, not too hard.

I didn't bother setting up a point buy, but all the feats and classes are layed out.

The bros in a shellnut:

Race- human.
Replace bouns fest with the skill foucs at levels 1, 8, and 16 option.

They've seen quite a bit of adventure, so I'm pegging them at level 11.

Items of note-
Potion of angelic aspect (wing cap)
Potion of stoneskin (metal cap)
Potion of enlarge person (guess)

Basically everything else should be your standard stat buffing items.

Mario-
Level 11 master of many styles

Feats-

Human-
Skill foucs (acrobatics)
Skill focus (swim)

Monk-
Pummeling style
Pummeling charge (works with unarmed strikes. You can jump on charges. And unarmed strikes can be feet.)
Dragon style
Dragon ferocity

Level-
Elemental fist
Outflank
Power attack
Improved grapple
Weapon focus (unarmed strike)

Use quinningog monk to replace high jump with scorching ray- fireballs.

Luigi-
Level 12 master of many styles monk-

Human feat-
Outflank

Feats-
Martial focus (unarmed strike)
Power attack
Wild flanking
Ally shield
Advanced weapon training (fighter's tactics) (allows you to be on the receiving end of betrayal feats without the other person even having them.)

Monk-
Snake style
Snake sidewind
Snake fang
Crane style


Lazaryus wrote:
Can you do a Jack the Ripper kind of guy. The only place I seen him was in Assassin's Creed: Syndicate, in his own DLC, where he was mutilating people to death, scaring everyone else in the process. And there was text flashing on the screen, saying "kill him" and "traitor". Not psycotic at all.

More spefically, what does he fight with, and how does he fight with it?


icehawk333 wrote:
Lazaryus wrote:
Can you do a Jack the Ripper kind of guy. The only place I seen him was in Assassin's Creed: Syndicate, in his own DLC, where he was mutilating people to death, scaring everyone else in the process. And there was text flashing on the screen, saying "kill him" and "traitor". Not psycotic at all.
More spefically, what does he fight with, and how does he fight with it?

He fights with kukris and appears to frantically make several long and deep cuts in the torso/abdominal region. His primary targets are assassins (Batman that sometimes kill) and prostitutes.


Lazaryus wrote:
icehawk333 wrote:
Lazaryus wrote:
Can you do a Jack the Ripper kind of guy. The only place I seen him was in Assassin's Creed: Syndicate, in his own DLC, where he was mutilating people to death, scaring everyone else in the process. And there was text flashing on the screen, saying "kill him" and "traitor". Not psycotic at all.
More spefically, what does he fight with, and how does he fight with it?
He fights with kukris and appears to frantically make several long and deep cuts in the torso/abdominal region. His primary targets are assassins (Batman that sometimes kill) and prostitutes.

I'll get to it, but probably not today.


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found this, Lazaryus. Not sure if I even need to do anything more.


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I'd like to see your take on an Indiana Jones inspired character. Preferably a non-caster, though I could see him with a great UMD.


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Bard Archaeologist archetype.


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♣♠Magic♦♥ wrote:
Bard Archaeologist archetype.

It so badly wants to be Indy, but I just don't buy Indy being a 3/4 BAB caster. Maybe I'm being too picky.


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Hushed wrote:
I'd like to see your take on an Indiana Jones inspired character. Preferably a non-caster, though I could see him with a great UMD.

Tomorrow's project, then.


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Alright, so, not really done too much work on it yet, but I realized that it happens to be a one handed slashing weapon.

With thst fact, and the whip feats, putting it the hands of a swashbuckler gives them a 10 foot threatened reach and a 15 foot reach otherwise.


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Turns out the're really isn't too much special to be done.

Charmed life allows you to get stupid lucky, swashbuckler with slashing grace gets dex to damage, and precice strike is obviously great. Whip feats do the rest of the Indy stuff.

Whirlwind attack is also interesting, as it has a reach of 15 feet.

Shadow Lodge

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fate's favored trait and proficiency in firearms and improved unarmed strike would also fit well
maybe catch off guard


^^ That's pretty important. ^^

:)


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Indy more or less ends up being a swashbuckler with-

Important gear-
+5 dueling whip (the one that gives you double your enchantment bouns as a luck bouns to CMB with the weapon)

Traits-
Prehensile whip, fortune's favored

Weapon focus (whip)
Slashing grace (whip)
Whip mastery
Improved whip mastery
Greater whip mastery
And possibly the guns and other things? I rememebr basucally nothing about the movies, so, add what needs to be added past that.


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there's an archetype i think that gets you onehanded weapon + pistol stuff too - might be a gunslinger or swashbuckler


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How to be a birb 101-

wild whisperer:

Race- half-elf

Level 12 wild whisperer Druid

Favored class bouns of +1/3rd level to wild shape's natural armor.

Items-
Agile amulet of mighty fists (key) 4K
Wild +1 darkleaf leaf armor 17500
Belt of dexterity +4 16k
Cloak of resistance +5 25k
Ring of protection +2 8k
Wild +1 darkwood shield 17500
Polymorphic pouch 4K
Lesser metamagic rod (extend)
95000k

Traits-
Beast of the society (key) allows you to maintain a single wild shape for 24 hours.

Feats-
Skill foucs (sense motive)
Improved unarmed strike
Snake style
Weapon finesse
Natural spell
Spiritual ally
Planar wild shape

Insperation pool 12+cha
Investigator talent- empathetic. Rolls all sense motive dice twice.

Nature bond- herbalism. Make potions at the start of the day. Use spiritual ally to drink them or hand them out as needed later.
Or sell them for extra money.
This nature bond can be downright nuts. The potions never expire.

Greater magic fang-
Prepare and cast three greater magic fangs at the start of the day. Extended metamagic rod makes them last 24 hours.

AC-
10+1 size+7 dex+6 armor+5 natural armor+2 deflection+3 shield
AC 34.
Can use sense motive in place of AC as an immediate action.

SR 17
DR 10/evil
Resist cold, electricity, acid 15

To hit-
+9 bab, +7 dex, +3 enchantment, +1 size.
+20 to hit.


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Living Grimoire Inquisitor? Smash people with a holy book. It's pretty bad but I'm playing it tomorrow in PFS.


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icehawk333 wrote:

How to be a birb 101-

** spoiler omitted **

what's birb?


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Armor on a tiny creature isn't that helpful - half the armor bonus means you're paying 17 500 gp for a +2 AC. This is a case where bracers of armor are better. Also since you're using immediate actions a lot, it may be worth getting a corset of delicate moves in case you ever want to use a swift action.


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avr wrote:
Armor on a tiny creature isn't that helpful - half the armor bonus means you're paying 17 500 gp for a +2 AC. This is a case where bracers of armor are better. Also since you're using immediate actions a lot, it may be worth getting a corset of delicate moves in case you ever want to use a swift action.

Can't be tiny, only small. The wild whisperer archtype can only do small and medium as per beast shape 1.

I don't even know what that second item is.


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dharkus wrote:
icehawk333 wrote:

How to be a birb 101-

** spoiler omitted **

what's birb?

A misspelling of bird, meant to be slightly comical.


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Woodoodoo wrote:
Living Grimoire Inquisitor? Smash people with a holy book. It's pretty bad but I'm playing it tomorrow in PFS.

I'll look into it.


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So, from what I found, there are two really cool things about living grimoure.

Both of them stem from the fact that all language used to refer to the living grimoure doesn't actually stop it from being an improvised weapon- it can just be enchanted as if it wasn't, and you don't take a penalty for wielding it.

This is huge, as the suprize weapon trait will net you a +2 to hit on it's own.
Secondly, If you take catch off guard, the book will make targets flat footed if they don't have a weapon. The second one is only really useful if you make a habit of disarming people.


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A kitsune fighter can have Dominate Person 2/day by level 6.


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There was an FAQ or something somewhere that deemed the book as a weapon not an improvised weapon. But I can't find it anywhere.


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Daedalus the Dungeon Builder wrote:
A kitsune fighter can have Dominate Person 2/day by level 6.

Magical tail isn't a combat feat.


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Woodoodoo wrote:
There was an FAQ or something somewhere that deemed the book as a weapon not an improvised weapon. But I can't find it anywhere.

If this is the case, I have no advice.

Just another arctype thst pazio ruled all the synergy out of.


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There is a kitsune trait that allows you to take magical tail as bonus combat feats. I believe it's called nine-tailed scion.

How do we make an amazing build like that?


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My goodness, there is. I'm off to look into that now.


I still think it would be better on a rogue even though you only get it by level 7.


Woodoodoo wrote:
I still think it would be better on a rogue even though you only get it by level 7.

Any mechanical backup for that?


I seem to be missing how you can get it with just fighter by level 6.

3 feats from normal progression.
4 feats from fighter (1,2,4,6)

A total of 7 times.

8 is needed to get to dominate person.


A foxy Dragon-

2 scaled fist monk/2 viking fighter/unchained rouge 2

Race-
Kitsune

Trait-
Nine-tailed scion

Feats -
Improved unarmed strike
Weapon finesse
Fox form (replaces stunning fist)
Magical tail * 8 (replaces monk bouns feat *2, fighter bouns feat * 3, and uses 3 regular feats)

Shadow Lodge

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I am pretty sure you can't use specific bonus feats to retrain into the racial feats
just the feats you would get to choose


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icehawk333 wrote:
Woodoodoo wrote:
I still think it would be better on a rogue even though you only get it by level 7.
Any mechanical backup for that?

Kitsune got a new favored class bonus that lets them get 1/6 of a magical tail feat and it works for all classes you just have to be kitsune.

But even without that the kitsune rogue gets 1/6 of a rogue talent as the FCB so it gets the equivalent of 8 feats/rogue talents by level 7.

Lord Foul II wrote:

I am pretty sure you can't use specific bonus feats to retrain into the racial feats

just the feats you would get to choose

You are correct.

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