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Topics - CaptRory

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Min/Max 3.x / Pathfinder: Bard with Variant Multiclassing
« on: May 03, 2017, 01:55:55 PM »
I'm putting ideas together for a character for an upcoming game (Jade Regent). I rolled monstrous stats (18, 18, 16, 15, 15, 12) and would like to play a bard. I know bards are feat starved but I'm seriously looking at using http://www.d20pfsrd.com/classes/character-advancement/#Variant_Multiclassing to add either Sorcerer or Wizard bits to the character. I'd really like a familiar and since this is something of a legacy character I'm probably going to focus on using a rapier as well. I'll be playing the granddaughter of my current character. https://www.myth-weavers.com/sheet.html#id=529409. It is a Ponyfinder game (sort of; it is set in Golarion and the campaign this is for will be Jade Regent) and every official resource is basically on the table though the GM is likely to nix or modify anything she feels is too broken.

Specifically, I'd like to know whether sorcerer or wizard would be better for Variant Multiclassing and how much damage I'm doing to my character by spending the feats on that instead of on bard stuff.

Generally, any advice is very welcome. There's more material every year and I feel like I'm drowning in it sometimes trying to find the good bits.

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I remember seeing a sword that had holes in it and it whistled when you swung it. It counted as an instrument and maybe even continued bardic performances. I'm drawing a total blank trying to find it again.


It's the Elven Songsword

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Gaming Advice / [PF] Can't Make Heads or Tails of Monster Creation
« on: August 26, 2015, 02:18:53 PM »
I'm trying to recreate the Timberwolves from MLP:FIM. I don't want them to be quite that fragile.

My first thought was changing Wolves (and Dire Wolves) from Animal to Plant and adding the ability to just reform and get back up (or turn into much larger Timberwolves by reforming into one creature). Maybe DR vs. Piercing and a Weakness to fire. The idea being if you put them down a few times they'll just stay down til you leave, or show the ability to generate sufficient fire that they're not getting any real traction.


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A friend of mine is in a real special campaign. He makes up ridiculous enemies as he goes along, no one has leveled yet, he ignores or changes the rules on the fly. The non-combat sessions are amazing but the combat sessions kill everyone.

I need the most face-wrecking Level 5 Human Ranger Build you guys can cook up. 600gp equipment allowance. Human Only. 99.9% of the enemies are human so she wants to abuse the favored enemy class feature. You get two traits and a third if you take a flaw. Third Party stuff has to be reviewed but standard stuff is fine. 20 Point Buy.


Break. The. Game. Whatever you think overkill is, it isn't.

Edit: This is also a City Game so lots of skulking about in alleys and such.

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I'm cooking up a 25 point buy Human Wizard Conjurer. My biggest question is what schools of magic to dump; I was thinking Necromancy and Enchanting. My focus is on battlefield control.

We're starting at level 2. Average starting wealth. Two traits.

Here's the link to the sheet I've been picking at: http://www.myth-weavers.com/sheet.html#id=232859

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Other RPGs / CthulhuTech- Building a Wizard
« on: September 07, 2014, 09:25:47 PM »
Can anyone help me out? My friend and my dad both want to play characters that use magic and none of us, not even the GM, have played this game before. I figured out making a skill monkey but I thought I'd ask for help before rolling sanity checks trying to figure magic out myself.

Another friend wants to play a psychic if anyone wants to chime in there as well.


Thanks!

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Off Topic Fun / I Have a Suggestion for a Forum Mascot
« on: July 07, 2014, 04:26:18 AM »
Behold! (Twitter Link)

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If you have Facebook, Please Vote for Wendy's Design: 9A08 "Library of Adventures" Its some kind of fashion design contest. Should only take a few seconds.

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Unstoppable Force gives a +5 insight bonus to Fortitude and Will Defense against any attack or effect requiring a Use the Force check.

Imperial Military Training: Once per encounter, as a free action on your turn, you can negate any one mind-affecting effect targeting or currently affecting you.

Context:

I don't have any abilities or things that let me use once per encounter things more than once.
The GM take a broad view of what constitutes an encounter. They might last awhile and draw in what might be called several encounters.

So I'm wondering, how many mind effecting things aren't force powers and whether a single "Get out of jail free" card will be much help. "Oh, he broke out of mind control." *Whammies him again* I'm wondering if a persistent +5 bonus isn't better.

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Gaming Advice / The Gentleman's Agreement
« on: January 30, 2014, 10:12:14 PM »
Often we refer to The Gentleman's Agreement in our discussions here. I actually put a good chunk of what I felt was important for my group to know in writing when I ran my last PF Game. During discussions here I sometimes wished to have an easily linkable version to post so I thought I'd write up a copy, and if anyone has any comments or wants to post their own versions I bet we could come up with a pretty good guideline for players across most if not all games and groups.


Rule 0:  The Gentleman's Agreement


Roleplaying games are a cooperative effort between the players and the Game Master with the end goal of everyone having fun. To this end, we need to have an agreement right at the start.

As the Game Master, I will endeavor to keep the game fun and fair for everyone. It can be difficult keeping everyone's interests and characters in mind when crafting adventures but I will do my level best.

As the players, if there are problems you need to bring them to me first privately and clearly. It is my job to deal with problems but I can't if someone doesn't tell me about them in a clear manner.

Sometimes players come up with tactics or tricks that are too good and its hard to challenge one player while not accidentally killing everyone else in the party or resorting to unsavory "hard counters" so in the event that comes up and its affecting everyone's fun we'll have a talk about it and come up with a fix that makes everyone happy. Some examples, the player with the mastery of the rules could help the others improve their characters, or if its a combination of feats and rules they might be tweaked and the player given the chance to change his character because the underpinning rules have changed, or if the problem is with a spell or a combination of spells the caster might agree to put them in the closet and only bring them out occasionally so the solution to every problem isn't "I cast polymorph, turn into a Mindflayer, and eat the brains of all my enemies."


To summarize, we all want to have a good time but if your idea of having a good time is ruining every other player's fun then you're not welcome. When problems come up they will be easier to deal with and better solutions will be available if we agree to be flexible ahead of time.

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One of my players wants a class where they can imbue their weapon with magic on the fly. Basically change its magical properties, maybe imbue it with spells, etc.

The Spellblade Pathfinder class is the right concept but looks to me to be both under powered and over complicated. Neither of those are good characteristics for a class.

So, assuming my gut reaction is correct, can anyone recommend a class to take a look at?

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Min/Max 3.x / Pathfinder Tower Shield Fighter
« on: September 13, 2013, 11:30:02 PM »
I'm going to run a Pathfinder Game. A player wants to run a fighter that uses a Tower Shield. Tower Shield is the main focus. Secondary was the thought of using spears to jab guys at range and fling spears and javelins and crap at them.

The Fighter Handbook falls kinda short, the author doesn't mention tower shields at all. I'd rather keep everything Pathfinder Material, but 3.x stuff is available upon request if you can't do it with the Pathfinder stuff.

I'd kind of like to give this player some help regarding plotting out a Tower Shield Fighter that the enemy won't just walk around to go kill the squishier party members.

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Gaming Advice / Pathfinder and Potions: Still Sub-optimal?
« on: September 09, 2013, 07:54:34 PM »
Before (3.x) all I read was brewing potions sucks. Make a wand instead. Basically the same thing with scribing scrolls too.

Did Pathfinder do anything to make Brew Potion better? What's the major malfunction with it?

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Off Topic Fun / Things You Never Want to Fight
« on: September 03, 2013, 05:22:55 AM »
Just tell us some things you never want to have to fight for one reason or another. Could be in a game or real life or whatever.


D&D: Vampire Monks
Holy crap, vampires are dangerous enough without all the crazy monk abilities which being an undead monster makes a lot more practical.

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Min/Max 3.x / Need Some Help: Pathfinder Rogue
« on: September 26, 2012, 08:14:28 PM »
Ok, I have a concept for a character. I'm in that weird place where I know more or less what I want to do but I have too many options to get there.

I have an idea for a rogue based on the character of Fletch that Chevy Chase played. He's a tricky, snarky, investigative reporter guy that uses disguises and dirty tricks to figure out what's going on. Going by the rogue handbook, the main focus for my character would be Skill Monkey+Face. We're probably going to be rolling dice for stats. But by all means if you have suggestions I'd love to hear them.

Oh, as for combat ability, I'd love to work in Dirty Tricks, maybe things like Trip or Disarm or Steal as well. I was thinking of taking a few levels of fighter too for some extra feats and side bonuses. I really liked the look of the Cad fighter archetype because it helps with the stuff I really wanted to do. I thought maybe I'd go for the Spiked Chain to increase my character's flexibility and overall usefulness. I know one of the other players wants to play a 2h wielding fighter. I can just tell his character and mine are gonna be flanking buddies.

Let's assume that anything in the Pathfinder books is fair game; I'll ask the DM about it.


I'm sorry I'm not being extremely decisive. That's a large part of the problem. I have too many options. I'm not quite sure what path I want to take to get there.

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Min/Max 3.x / Help With Pathfinder Sorceror
« on: April 06, 2012, 01:35:01 AM »
My group is switching from D&D 3.5 to Pathfinder for this game. And while a lot of the stuff I already know carries over, a lot has changed as well. This makes it hard because I'm one of the guys that helps everyone else make their characters.

The Cleric is handling his own guy I just had to help with one of the rules. I'm having a pretty easy time with my bard since I found a nice handbook that confirmed a lot of the stuff I'd originally thought.

I've come up with almost zip for Sorcerors and I'm having a hard time helping the sorceror with his character.

Now we're still making characters so there's time to change things. But he's pretty keen on using the Draconic Bloodline. We're also using 4d6 drop the lowest for attribute generation. And he just went to bed so I can't ask him what they are til morning XD

Any recommendations for feats or skills or spells? Let's assume we're restricted to core material, but if there's anything Must Have I'll be happy to talk to the DM about it.

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Introduce Yourself / Heyas All~
« on: January 19, 2012, 03:36:44 PM »
Mandatory introduction threads are not kind to shy people like me. Hehehe~


I've been using the CaptRory handle since I first got online in the early 90's. I'm also know as Bert_the_Turtle on 40K Online and Militis Audax on Planet ADND but I haven't been there in forever.


My favorite gaming system thus far would be Big Eyes Small Mouth 2e. But that's mostly familiarity as my main group uses it for everything. Although I really enjoy D&D 3.5 as well.


As for other hobbies, I enjoy Warhammer 40k, I enjoy building and doing little projects then taking them way out of scale like this giant Dice Tower, and various computer and video games. I'm also an avid reader, I just finished the Codex Alera series.

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