Recent Posts

Pages: 1 [2] 3 4 ... 10
11
RPG General Discussion / Re: A character I probably won't get to play
« Last post by Particle_Man on January 27, 2019, 11:53:41 pm »
Stepping away from my comfort zone a little, I thought of a spellcaster.  In particular an Arcane Hierophant (basically a wizard/druid).  If I go into it with three levels of wizard (with a bat familiar at first) and druid and two levels of mystic theurge, then 10 levels of AH, then two more levels of MT, I would be able to get 9th level wizard and druid spells at level 20.  I think a grey elf would be appropriate for this - they love nature and take the long view of things, and the int bonus doesn't hurt either.  So generously giving myself a 32 heroic point buy, I would start with str 6, dex 10, con 6, int 20, wis 18 and chr 8 character.  So not a front-line character.  I would not get wild shape until level 10 and thus take the natural spell feat at level 12, and it would be 5 levels behind (eventually 7 levels behind) that of a single-classed druid.  My animal companion would be similarly behind, but it would also gain familiar intelligence and abilities, which is a nice touch (I think I would get an owl, partially to avoid the temptation to buff my animal companion instead of my fellow pcs).  For feats, I figure I would get practiced spellcaster (druid) at level 1 (taking two levels of druid first, then wizard), then practiced spellcaster (wizard) at level 3 (oh and I would take the 1st wizard level as an elf racial generalist wizard substitution level - no banned schools here!), and then use some feats from the Tome of Battle: Book of Nine Swords (it is not just for martials!).  At 6th level I could take Martial Study (Action Before Thought) so that I could as an immediate action substitute a Concentration check for a Reflex save once per encounter - with my bad save and low hp, that could be a lifesaver!).  At 15th level, I would similarly take Martial Study (Mind Over Body) to get the same substitution for a Fortitude Save.  At 18th level I would take Martial Stance: Hearing the Air to get Blindsense 30' and +5 listen (thus finally learning the "way of the bat" of my original familiar).  Since it would be my only stance, I could have it always on while conscious.  And elves donít sleep!  As for 9th level, I think that Magic of the Land would be thematically appropriate to indicate my arrival as an arcane hierophant.

So thematically this is a character that is a little like Merlin, but wimpier.  I can help buff others and do other such magical things, but I would need to stay in the back away from the fray with my low hp.  But that could fit some campaigns.  If there were other spellcasters I could take over the spells that they were unwilling to cast or help double up on spells they felt the party needed a lot of.  I don't think I would steal the spotlight of a pure caster as they would usually have access to higher level magic.

While I don't think that the pure power up is necessary if a DM allows for the domain wizard option I think the abjuration domain would work.  Using magic as a natural protective force seems fitting.  And a bonus caster level to dispel magic can't hurt.  :)

Similarly, if flaws were allowed I could take both shaky and noncombatant in order to take natural bond and improved initiative as additional feats.  But I wouldn't worry about it if flaws were not allowed.

Hmm, the owl is practically its own character.  I guess the extra feats could be fly-by attack (for delivering touch spells), hover, and wingover (for cool flying).  Skills would be spot, listen and move silently, but given that the owl doesn't get int of 10 or 12 until much later, most of its career it will eek out a small number of skill points that probably are best spread between spot and listen (with a one-point favor to spot when they are not even).  On second thought maybe I would max out move silent and just run with it. Gotta keep the scout safe!  Also the owl could have white feathers and yellow eyes to match the silver hair and amber eyes of the grey elf.

Now, what stalls this (aside from 3.5 not being in vogue these days - Pathfinder comes close but isn't quite the same) for me is that this is a lot of spell slots to keep track of!  That said, it is oddly less paperwork than a single-classed druid in one way - I rarely would drop a spell for Summon Nature's Ally as they would be so weak.  Similarly, I would not use a combat wildshape form, but more stealth forms, so that leaves out some stat blocks to write. 

I guess what got me on this kick was looking at a Master of Nine build and realizing that it could get complicated enough (20 maneuvers known with three base classes in there) that I might as well go full on spellcaster and be done with it.
12
RPG General Discussion / Re: A character I probably won't get to play
« Last post by Particle_Man on January 17, 2019, 10:20:57 pm »
Still loving the Tome of Battle.  The Ruby Knight Vindicator is a very cool prestige class, but I want to get away from cleric for a while so let's use Paladin as a base:

I am thinking of a character that would be assigned to a Cleric of Wee Jas in a PC party, as servant and bodyguard. So I will avoid stepping on the cleric's toes with a Vindicator build that ends up with a cleric's 9th spell level slots in their own right. 

I will assume that there are long-standing legal agreements in place that exempt paladins of Wee Jas from obeying any orders from the clergy that would violate the paladin's oaths, and that a cleric of Wee Jas would know this. With that presumably well-known caveat in place, the character would be there to serve the cleric, protect her and her companions, follow her orders, and, of course, be cool. 

I am taking some "kewl powers" (Cute little fire elemental for flanking! Immunity to Fire! Budget teleportation! Awesomesauce saving throws!). I am also trying for a "lockdown on a budget" build.  This is trying to stop the bad guys from getting past me and hitting squishier party members.

So I guess part of what I am looking for is whether I have built the character legally, and understood how it works appropriately. And of course, I post this partly to bore you all by telling you about my character.   

Ok, here goes:

Human Paladin 1 - 4. Max out Know (religion), Intimidate, and (painfully) Hide (cross-class). Try for Diplomacy too if possible (I would love to be a polite servant, almost butler-level polite).

Feats: 1, H: Combat Reflexes, Stand Still. Try to get armour spikes and then a martial reach weapon of some sort. Brother, can you spare a potion of Enlarge Person? 3: Martial Study: Distracting Ember (I will name her Sparky) (Initiator level 1). Since I pick this up before getting a level in Crusader, it would only be used once per encounter. On the plus side, it would not take up a slot of the Crusader's readied manoeuvres. I would start buying a little Tumble if I can do so and still meet the prerequisites of the prestige class. It would only be useable when I am out of armour (town encounters, night encounters, etc.) but I have my reasons; see below.

Crusader 1 (at 5th). Initiator level 3. I would probably use only 2nd level Maneuvers here, avoiding the Shield one because I am going for that reach weapon which is likely two-handed. So, Foe Hammer, Mountain Hammer, Stone Vise, Battle Leader's Charge, and Tactical Strike, for Maneuvers, and Iron Guard's Glare for the stance (so a little lock-downish with the stance and Stone Vise). Again Tumble would be nice.

Ruby Knight Vindicator 1 - 10 (Character level 6th - 15; Initiator level 4 - 13). First Stance: Child of Shadow (nice default one when not in combat). Second Stance: Thicket of Blades (better late than never). Manoeuvres: Defensive Rebuke, Divine Surge, Shadow Stride, Crushing Vise, Ancient Mountain Hammer (I thought about Death in the Dark but that didn't seem really paladinesque, somehow). Keep up that Tumble!

Feats: 6: Extra Granted Maneuver (Crusader love!). 9: Extra Turning (RKV love!). 12: Robilar's Gambit (Lock-down love!). 15: Martial Stance: Flame's Blessing (see, those ranks in Tumble finally pay off, I can turn on fire resistance 20 and in one level I can turn on fire immunity if I chose this stance!).

Crusader 2 - 6 (Character level 16 - 20; Initiator level 14 - 18). Stance: Aura of Perfect Order (also a good default stance out of combat, if I don't mind being flashy). Manoeuvres: 17: White Raven Tactics, 18: White Raven Hammer (replace Foe Hammer), 19: Strike of Righteous Vitality, 20: Mountain Tombstone Strike (replace Stone Vise). Getting some armour that is enchanted to give bonuses to hide and move silently couldn't hurt.

Feat 18: Martial Study: Diamond Defense (+16 (and more later!) to a saving throw? Please and thank you!).

Paladin Spells: Bless Weapon, ???. I dunno. I am tempted to fill the spell slots with nothing but Bless Weapon, frankly. Wands would be nice too.

So I think I end up with Distracting Ember (1x/encounter) and then Moutain Tombstone Strike, Strike of Righteous Vitality, White Raven Hammer, White Raven Tactics, Diamond Defense, Crushing Vise and Shadow Stride as my 7 readied manoeuvres qua Crusader, although the other manoeuvres see use during the character's career.

Magic Items: No real firmed up ideas aside from my scattered thoughts above. I mean, I would not say no to a Holy Avenger.
13
RPG General Discussion / Re: A character I probably won't get to play
« Last post by Particle_Man on September 21, 2018, 11:58:58 pm »
Going back to 3.5 and my beloved Tome of Battle: The Book of Nine Swords, I think there is some nice room for a low-power "rule of cool" ninja type.  So let's see where this goes:

Swordsage 1/Monk 2/Swordsage 2/Setting Sun Ninja 10/Swordsage 2/Paladin 3.  Human, LG.

Ok, what does this give one?  Well picking the right swordsage manoeuvres via class features and feats allows one to overcome one of the major problems with monks: How to move up to an opponent and flurry of attack them in the same round.  The monk bonus feats I would go for would be Stunning Fist and Deflect Arrows (the first one almost never works but it is great when it does; the second is just cool and my hands would be free anyhow).  SSN levels (aside from enabling some weird abilities) allow monk advancement so my unarmed damage goes up (and I get the two extra attacks a monk gets at 11th level).  The feat Ascetic Knight at level 18 allows the paladin levels to stack for unarmed damage (hey, why not!).  If I find a monk's belt it gets better too!  I don't get the 9th level manoeuvres, but for this character, I don't want the Big Strikes - I am more about the flurry.  Note: I can only use one Stance at a time, and the other manoeuvres are spend in combat like spells.

So feats:

H: Adaptive Style (all swordsages need this - I can spend a full round to get my Manoeuvres back and can change them around)
1: Extra Readied Manoeuvre (one more "spell prepared").
3: Martial Stance (Flame's Blessing) (I love fire resistance/immunity)
6: Martial Stance (Dance of the Spider) (hey spider climb!)
9: Martial Stance (Leap of the Dragon) (all jumps are running jumps and I get +10 feet on them!)
12: Martial  Study (Pouncing Charge) - I can charge and full attack if I spend this one.
15: Martial Study (Inferno Blade) - adds extra fire damage to my attacks the round I spend it.
18: Ascetic Knight

Stances (in addition to above feats):
1: Step of the Wind (ignore rough terrain - small bonus to those in it)
4: Child of Shadow (concealment when moving)
10: Step of the Dancing Moth (slow movement over water, lava, etc., slightly above ground)
17: Balance on the Sky (walk on air)

Manoeuvres (note: not all are available each combat, kinda like how a wizard uses a subset of spells in their book for what they know that day):

1: Wolf Fang Strike (only useful at 1st level, but hey, two attacks!)
1: Sudden Leap (jump as swift action - nice combo with flurry)
1: Counter Charge (ruin opponent's charge)
1: Burning Blade (fire damage on blows)
1: Distracting Ember (free flanker)
1: Shadow Blade Technique (useful at 1st - two tries on one attack and extra damage if both tries succeed)
4: Cloak of Deception (invisible for your turn)
5: Baffling Defense (sense motive as AC vs. an attack)
6: Feigned Opening (provoke Aoo, either you get one or your allies do (your party is your flurry this time!))
8: Shadow Garotte (ranged touch attack because I can't fly)
11: Mirrored Pursuit (enemy leaves, you follow)
14: Shadow Blink (50' teleport as swift action - need line of sight and effect, but wow!)
16: Raging Mongoose (2 extra attacks)
16: Girallon Windmill Flesh Rip (extra damage based on number of successful hits on the target that round)
17: One with Shadow (become incorporeal for one round).

So I start with only 5 available manoeuvres and that eventually increases to 9.  My BAB eventually gets to 14 (so not great but ok).  My saves are amazing.  This is not a powerhouse by any means but could be fun to play. 
14
RPG General Discussion / Re: A character I probably won't get to play
« Last post by Particle_Man on August 28, 2018, 09:27:00 pm »
Pathfinder Paladins are fun.  Pathfinder Antipaladins are cartoonishly stupid.  I canít imagine playing the standard model.  Thank goodness (evilness?) for archetypes.

First, there is the Tyrant archetype from Pathfinder Intrigue.  This one is nice because, first, it switches alignment from Chaotic Evil to Lawful Evil, which is much more cohesive for most groups.  Second, the Tyrant is allowed to do actions that seem to be good, so long as they ultimately serve the Tyrantís ends (to gain power over others).  As many adventurers are in it for money and power, and as one could often argue that doing heroic seeming actions are a great way to earn a reputation that one can later use to further oneís ends, this is an antipaladin that can work with most parties.  You also get the diplomacy skill.

There is still the problem of some of the antipaladin abilities.  Some of them are useful in combat, some might be useful otherwise (Detect Good is a useful way to find people that might help others, which is helpful to know at least).  Smite Good is unlikely to come up, though.

Enter a second archetype form Pathfinder Wilderness: Blight Myrmidon.  They replace Smite Good with Smite Nature (so animals, plants, vermin, elementals, fey, shifters, and those with levels in druid, ranger or hunter).  This works against any alignment (handy since most animals, plants and vermin are neutral).  I can work with that.

Now there is a slight complication as both archetypes replace the second choice of the divine bond (critter buddy) which is a no-no when one combines archetypes.  However, so long as I choose the first option of the divine bond (awesome weapon boost) there is no conflict and so I could take both archetypes.

Now what to do with feats:  I see this character as a political animal, so I could actually see going for skill-boosters for things like bluff, diplomacy, intimidate and sense motive.  I imagine Leadership would be a good one to take at the end.  But to be honest I havenít fleshed that out that much yet.  I am just ruminating over an actually playable antipaladin at this point.

I could see this guy either worshipping Abadar (and going a bit *too* far with the whole "tame the wilderness and build cities!" schtick) or straight up following Asmodeus (the classic deal with the devil for power).

There are still some issues.  That evil aura is going to be very noticeable to those that detect such things, so a paladin/antipaladin party is unlikely, to say the least.  But I think this character could work with most parties, assuming they accept evil characters at all.  At least this one is not kicking puppies to bump up the evil meter, and can help old ladies across the street (if it would prove useful to one's final plans).

I just realized that this guy would be the kind of privileged jerk that would wear gold dragon hide armour. ďA gift from a relative; the dragon probably died of old age or something.  Hey, you don't seem to care about the cow when you ate roast beef yesterday!Ē
15
RPG General Discussion / Re: A character I probably won't get to play
« Last post by Particle_Man on August 21, 2018, 11:48:21 am »
I was giving someone else advice on a character they could play in Pathfinder and then realized "Hey wait a second, that would be cool for *me* to play!" so here is the advice I gave (they wanted a character that could be a dex warrior type and kobold was one of the races they would consider playing):

"You might want to try the kobold. They are flexible. I would suggest an unchained rogue, as you get weapon finesse for free and also can add dex to the damage of a finesse weapon.

So you could go unchained rogue 3/fighter 4 (for weapon specialization in your finesse weapon, likely a rapier). Then go for the duellist prestige class. So you would need the feats dodge and mobility for that.

Maybe: level 1Rogue (dodge), level 3 Rogue (mobility), level 4 fighter 1 (w. focus rapier), level 5 fighter 2 (improved initiative), draconic aspect, level 7 fighter 4 (w. spec rapier), draconic glide, then at 9th take draconic breath and at 11th take draconic paragon (hey, you can fly!).   Making favoured class fighter helps with sneak attack damage.

After that you could take critical focus at 13th, tiring critical at 15th and exhausting critical at 17th. Then maybe improved critical at 19th if you don't have a keen rapier by then (if you do, merciless precision might be nice if allowed by the DM; Wind stance would also be nice for when you are flying). Your class levels at 18th to 20th could be whatever you wish; I don't know how high level you are going to go.

https://www.d20pfsrd.com/races/other...es/arg-kobold/

https://www.d20pfsrd.com/classes/unc...gue-unchained/

https://www.d20pfsrd.com/classes/pre...ebook/duelist/

There are class archetypes you can take for fighter and unchained rogue, and racial modifications you can make to the kobold but you may want to keep it simple for your first go round. But that said, weapon master for fighter is a solid choice and gliding for kobold is thematic. Whether you take an archetype for rogue depends on how much you like trapfinding, I guess.

This build needs dexterity and intelligence (both to use duellist abilities and to speak common). You might want to shore up con too as the kobold hurts in that department.

You could modify yourself after the heroic and noble kobold Yokyok that tried (and of course failed) to take out Belkar and avenge his father.

http://www.giantitp.com/comics/oots0348.html

Edit: If you make it that far levels 18 to 20 could be shadowdancer after you finish the ten levels of duellist.

What else, traits could be killer and blood of dragons (bonus vs sleep and paralysis stacks with that gains from kobold feats). Bleeding critical is a nice rogue talent at first (although pressure points (a ninja trick that rogues can use as a talent) might be more thematic).. After that there is one that lets your buddy get an attack when you miss. Assault leader, that was it.  Actually now that I think about it, maybe Assault Leader at level 2 and Pressure Points at level 20 (levels 17 - 20 are when you start using the Duelist strength/dex damage anyhow)."  On the other hand, Multitalented might complement Assault Leader nicely.
16
RPG General Discussion / Re: A character I probably won't get to play
« Last post by Particle_Man on June 09, 2018, 02:45:24 pm »
I miss 3.5 D&D. I am in a Pathfinder campaign right now and it is close but they don't have things like the Crusader from Tome of Battle: The Book of Nine Swords and they don't allow 3rd party products that mimick the same.

So as some kind of outlet, here we are:

"The White Raven"

LG Elf Crusader 10/Eternal Blade 10

Feats: 1. Extra Granted Maneuver, 3. White Raven Defense 6. Clarion Commander, 9. Weapon Focus (longsword probably - it is traditional for the elves and the white raven discipline), 12 - Martial Stance (Aura of Perfect Order), 15 Martial Stance (Immortal Fortitude), 18 - Leadership (usually a bit cheesy but at this level the full casters are rewriting reality so I don't feel guilty - besides, it makes sense for an Eternal Blade trying to restart the lost order).

Skills: Intimidate and Diplomacy at max. Spot, Listen and Search are nice to get, even as cross-class skills.

Maneuvres: Initially Crusader's Strike (swap out at 6th), Vanguard Strike, Stone Bones (swap out at 4th), Douse the Flames (swap out at 8th), Leading the Attack (swap out at 10th). 3: Tactical Strike. 4: Battle Leader's Charge. 5: White Raven Tactics. 6: Lion's Roar. 7: White Raven Strike. 8: Covering Strike. 9: Flanking Maneuver. 10: Radiant Charge. 11: Order Forged from Chaos. 13: Swarming Assault. 15: White Raven Hammer. 17: War Master's Charge. 19: Clarion Call.

(can get pretty good maneuvres through Eternal Blade's Eternal Training: Rallying Strike, Shield Counter, Diamond Defense and Strike of Righteous Vitality, for example).

Stances: 1: Leading the Charge, 2: Bolstering Voice, 8: Tactics of the Wolf, 15: Swarm Tactics (plus two from feats).

So, except for a necessary Stone Dragon maneuver at 1st (because there is nothing else to legally take) and a few Devoted Spirit Maneuvers (to meet prerequisites, and because I like certain stances), this is a White Raven build - probably works best with a large party that has lots of melee characters (warrior and rogue types). Another way to do "bard" I guess.
17
Official events and announcements! / Wargamers T-Shirt!!! Get Yours
« Last post by Freeza on January 30, 2018, 09:45:33 pm »
Wargamers T-Shirts are Coming.

We have a design from one of members, Richard Park, and it looks just amazing.

The shirts will be priced at $10 each with the design printed on the front of a black T-shirt.

We'll be accepting deposits from tomorrow, so drop by for Wednesday Board Games or find any of the execs at the clubroom to order yours.

Any profits will be going to our designer, which is probably going to fund more games anyway.

18
RPG General Discussion / D&D Setting Riff: 25 Words or less
« Last post by Particle_Man on September 23, 2017, 05:36:16 pm »
Setting riff . . .

In the OTL, you are one of a band of heroes that worked your way up from humble beginnings to end up saving the world . . . almost.

At the end, you failed to defeat the BBEG.  The world is lost, but there is an artefact that lets you cast Sending through time to reach your 1st level self to warn your earlier incarnation about what to do and what not to do.  Tragically there is a limitation of 25 words or less.

This will destroy your own timeline and replace it with a new one; hopefully, one in which the BBEG can be defeated.

What message do you send to your earlier self?
19
Current/New Campaigns / Re: Esoterrorists interest check
« Last post by GitS on September 07, 2017, 07:23:57 pm »
I'm in
20
Current/New Campaigns / Esoterrorists interest check
« Last post by Espie on August 25, 2017, 05:25:56 pm »
beep boop.

Just seeing who is around I guess?
Pages: 1 [2] 3 4 ... 10