Choice of Classes for This Tristalt Campaign?


Advice


Campaign Backstory:
Roughly one thousand years ago, an Anthro warlock by the name of Blüdvark the Dire made a deal with the forces of the Abyss to prepare a curse to render all of the Anthros and Dragons of the world unable to speak or understand each other's languages. A band of heroes, whose names has long since been lost to history, managed to find and kill Blüdvark, but not before he could finish the curse.

And nowadays, there's a new problem arising. Starting last week, Humans, a race that have never before existed in this dimension, have been popping up from another dimension. This has become a matter of concern, but investigations have only just started looking into the cause.

Our adventure begins on the day Blüdvark's curse finally fizzles out, tied up in a bandit camp within the Forest of Sorrow, in the Kingdom of Belloway. We are looking for the Anthro princess, who was kidnapped by a Dragon.

TL;DR: Long ago, some jackass cast the world into diplomatic hell, and now some funny-looking weirdos are popping up. We're out doing typical, fairy-tale questing crap.

I'll post the special rules for this campaign next.


And now, the rules:

· All PCs will begin play as a 1st level Tristalt, but one part of the Tristalt will be locked into a "racial class", which may or may not sport a choice of its own.

Ability Score Generation Method:
· First, roll 2d6+5 for each score.

·Next, determine the converted point cost of each character.

· Finally, characters gain points equal to the difference between their point cost and the highest point cost amongst the party, and everyone gains an extra 10 points to boost their scores. Scores cannot be reduced to generate more points to boost other scores.

· If your race offers a choice of "racial class", this choice must be made at character creation and is locked in for all 20 levels.

· All classes must either be a Spheres class or have a Spheres Archetype applied. Having a Spheres class doesn't preclude applying Archetypes, provided you retain Sphere talents.

· The races mentioned below are the only races allowed.

· You may not opt for the normal racial trait that the traits below replace. You may instead trade these traits for other alternate traits.

Humans:
· +2 Int, one floating +2, one floating -2. These racial ability modifiers don't stack and must be applied to other ability scores. Alternatively, you may trade in either the floating +2 or -2 (but not both) to double the effect of Skilled or negate Skilled, respectfully. Replaces racial ability scores.

· gain Technologist as a bonus feat. Additionally, you gain any feat that lists Technologist as a prerequisite as a bonus feat as well, provided you meet the other prerequisites as well. Replaces the flexible bonus feat.

· Human PCs begin play speaking High Anthro and one real-world language (I.e. English, Spanish, Mandarin, etc.) of your choice. Humans with high Intelligence may learn additional real-world languages. Additionally, for the first real-world language and every 2 languages thereafter that you gain from high Intelligence, you gain a bonus class skill. Replaces languages.

· You choose either Scholar or Technician as your "racial class".

Anthro (from Fursona):
· Anthro PCs begin play speaking High Anthro and one Anthro dialect of your choice. Anthro with high Intelligence may learn additional Anthro dialects. Additionally, for the first Anthro dialect and every 2 dialects thereafter that you gain from high Intelligence, you gain a bonus class skill. Replaces languages.

You may choose either Mageknight or Magus as your "racial class".

Dragon (renamed from Taninim from Company of Dragons):
· Dragon PCs begin play speaking Ancient Draconic and one Draconic dialect of your choice. Dragons with high Intelligence may learn additional Draconic dialects. Additionally, for the first Draconic dialect and every 2 dialects thereafter that you gain from high Intelligence, you gain a bonus class skill. Replaces languages.

· You gain Draconic Paragon as your "racial class". You gain Expert combat training and may cast magic as a full-caster. However, you may only take magic talents from Destruction and one other Sphere of your choice, and you gain the Energy Focus and Shape Focus Destruction drawbacks, gaining the Shaped Blast and a (Blast Type) talent corresponding to your Draconic Essence, should you invest talents gained through this class towards Spherecasting, and should you change your Draconic Essence, you must retrain your (Blast Type) talents if they conflict with the new Essence, which is done for free during the shift in Essences. While you may buy back the Shape Focus drawback, you may not buy back Energy Focus. You also gain a bonus feat at 1st, 2nd, and every 2 levels thereafter, may be used on Magic, Combat, Dragon, or Monster feats that you qualify for. You use Constitution as both your Practioner and Spherecasting ability score. All this replaces all iterations of Draconic Weaponry, Draconic Defence, and Draconic Gift.

Noble Animal (any from Noble Wild):
· Noble Animal PCs begin play speaking languages as normal. However, Noble Animals with high Intelligence may learn any animal language, High Anthro, and Ancient Draconic. Additionally, for the first animal language and every 2 languages thereafter that you gain from high Intelligence, you gain a bonus class skill. Learning High Anthro and Ancient Draconic does not count for the purposes of gaining bonus class skills. Replaces languages.

· You may choose either Druid or Ranger as your "racial class".

Next up is the party comp.


Is there a question, or is that not until the end of however many posts you're putting up?

Silver Crusade

They want advice on something we can't possibly understand due to all the custom rules.


Sorry, it just seemed necessary to post all the preceding information before the party comp and the question so everyone could get a better feel/vibe.

Anyways, here's the party comp:
· LG Ursine Anthro (still picking Gifts of Nature): Mageknight/Cavalier (Order of the Dragon)/Warpriest (Life and Protection Blessings). He's supposed to be some kind of war medic/commander.

· N Human: Bard/Blacksmith/Technician. She's a tailor who's into costumes, and the trip lets her use magic through the clothes/costumes she makes.

· LN Noble Wolf: Rogue/Ranger/Cleric (Life and Nature Domains). He's going for an apex predator who cares for his hunting pack (and no one else).

I kinda want to round out this weird menagerie by going Dragon. I will play as a well-intentioned goofball who is extremely interested in anything the two-legs make (his kind has no artistic style or vision) and harbors an intense hatred of armbands and anyone (or anything) that wears them, mainly because he associates armbands with bandits and highwaymen. I'll go for a blend of might and magic, preferring to either get his enemies tilted or use his eventually legendary CMB to fight, and starts off living in some hole-in-the-ground den in the Forest of Sorrow. Any advice?

Grand Lodge

Maybe some kind of sorcerer/bloodrager/dragon disciple combo type setup? Party seems heavy on divine magic but light on arcane, and a bloodrager framework supporting full 9 level casting could be quite powerful, while fitting with your dragon theme.


I just realized I could just go Conscript/Incanter/Draconic Paragon, then in just a few levels, I could shapeshift into some eldritch horror and just kill folks by backhanding them into walls.


If you like that, go for it. Sounds effective.

I'd have thought your guy more self-trained, which might be reflected by classes like brawler (possibly brutal pummeler to make use of spheres of might) // shifter (spheres of power not ultimate wilderness). YMMV.

Silver Crusade

I would probably gestalt a form of ranger and wizard. I don't know much about the spheres system, but ranger fits having survived on his own, wizard because he taught himself magic, and became fascinated not only with the two-legger's crafts, but also their spellcrafts.

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