Advice on Martial Traditions.


Advice


One of my groups has adjusted the character creation rules and I need to adjust two of my characters to match. The characters now all get a martial tradition whether they normally would or not. Or whether we use Spheres in the rest of the build or not. I have no idea what would be good choices for my characters.

The first character is a Human Gunchemist with 3 levels of Trench Fighter and will be later gaining 4 levels of Phantom Thief Rogue. He's a reformed thief that shoots ice with his gun and also owns a bar.

The second character is a Dwarf Forgepriest. She mainly uses a warhammer but can also use improvised weapons and is a crafter. She owns a shop of where she sells unusual weapons.

The original rules for the group said that if one forgoes a tradition, they can take an extra trait. Now the rule is 2 traits and can take a drawback for the third. If anyone could suggest decent drawbacks so I can have my characters keep their third trait, that would be helpful as well.


Okay so your martial tradition is more or less just supposed to give you 4 options that can be chosen from the following groups

-Base Spheres
-Equipment Talents
-Feats rarely

That said, if you DM only allows the rules as they are I can recommend a few.

/Gunchemist
-Pirate Training
-Combat Gunner
-Mechanic

I'd also suggest trying to pick up gun kata, mechanical savant, and unarmored training, however you can.

/Forgepriest
-Barbarian
-Armored Dreadnaught
-Crushing Juggernaut
-Heavy Armsmen (This one specifically has dwarven heritage)

For this one just pop off. I would never really trade a martial tradition for traits, just because some of the spheres you can get are SUPER good.


Ok, so Gun Kata lets me make unarmed strikes without provoking and using the enhancement bonuses of the gun? That's not bad.

Just so I'm clear on the rules, when it says I get a Sphere, I get the abilities mentioned before the talents. Is that correct? With the Barrage Sphere, I'd get the two abilities that would replace Point-Blank Shot and Rapid Shot? But nothing else?


Heather 540 wrote:

Ok, so Gun Kata lets me make unarmed strikes without provoking and using the enhancement bonuses of the gun? That's not bad.

Just so I'm clear on the rules, when it says I get a Sphere, I get the abilities mentioned before the talents. Is that correct? With the Barrage Sphere, I'd get the two abilities that would replace Point-Blank Shot and Rapid Shot? But nothing else?

Correct. If you gain more talents in that Sphere either from the tradition or the Extra Combat Talent feat then you can select talents.

Keep in mind you can take drawbacks for a free talent in the Sphere when you acquire the sphere as well. This is a great way to gain Trapfinding if you dont want to actually make traps.


Ok, I've been working on it and I think I've got my Gunchemist's Tradition down. Going with Rogue Gunner and taking the Master Thief talent Scoundrel talent.

As for my Forgepriest, I have been informed that custom traditions are allowed. We are not allowed to take Custom Training, but otherwise just follow the 'creating a tradition' rules on the Martial Tradition page.

The Toolkit Training talent is perfect. She uses improvised weapons and sells most of those weapons in her shop. The Craftsman theme works well too. Half-time crafting mundane items and basically getting a free skill rank, which is really important for the Warpriest class.

I'm blanking on the other talents. Can anyone suggest anything that's either thematic or helpful?

Here's her basic build for comparison. She's currently level 5 but built to level 13.

1: Toughness (Racial bonus)
1: Weapon Focus Warhammer (Class bonus)
1: Catch Off-Guard
3: Craft Magical Arms & Armor (Class bonus)
3: Shikigami Style
7: Blessed Hammer
9: Forge Ring (Class bonus)
9: Cunning. Will probably change this one as the talent basically gives me it.
11: Step Up
12: Vital Strike (Class bonus)
13: Lunge


Heather 540 wrote:
The first character is a Human Gunchemist with 3 levels of Trench Fighter and will be later gaining 4 levels of Phantom Thief Rogue. He's a reformed thief that shoots ice with his gun and also owns a bar.

This isn't terribly helpful, but this dude sounds awesome.


Thank you.


For the Gunchemist, I would seriously question what exactly you hope to gain from Phantom Thief Rogue since it hurts your BAB, saves, and has virtually no real benefits aside from a tiny skill bonus.

I'll second Mechanical Savant for boosting damage. Barrage sphere is great and has some really solid talents.

For a Forgepriest:

Weaponmaster from the Equipment sphere is cool. I like stuff from the Shield Sphere for a Blacksmithy type character. The Spherecasting Warpriest is also extremely potent if you're willing to drop spells for Spheres of Power stuff.


It's thematic. The character is a thief that only goes for very high class items. And with the dex to damage at level 3, he can easily fight in melee if he has to.

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