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Messages - twoswords

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Min/Max 3.x / Re: [PF] What the crude to I roll up?
« on: September 08, 2012, 08:12:33 AM »



In addition to that, I've been rail roaded into playing a homebrewed race that basically gets +10 movement speed (+20 in total to base movement speed in a charge, or any other movement that takes more than one move action) and +4 strength, +2 con, -4 dex, and -4 cha (It's also large size and get endurance for free. But doesn't get reach. Yeah. Stats aren't great). But where do I go with something like this?

(And all PF material, no 3.5 -- again I know. It's upsetting. And the setting has a very heavy Eastern theme to it...)

Trip specialist fighter using a chain. You will support the group and have a HUGE bonus on all trip attacks as well as do pretty good damage.

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A bard with intelligent use of enchantment and illusion magic?

It's a tad hard to plan for something if you don't know what the campaign is going to be about, your social rogue for instance wouldn't survive all that long in a fight against a pack of minatours, but would do quite well in a social setting. What's your DM like? Has he told you anything about the campaign and what direction he's planning to take it in? Is it going to be 80% hack-and-slash, mostly puzzles or just a lot of RPing?

As for what PhP class would give you the best survivability overall, probably a wildshape druid or plain old cleric, but those are pretty obvious and I'm not entirely sure how the magic system works in Iron Kingdoms.

The bard is the one class that is so changed in IK that it did not really seem feasible to play anymore. I have been told that there will be room for both combat as well as social interaction, so I would assume that it is not only combat going on.
The major change in Ik is that clerics can only safely heal a certain amount of points per day (a lvl 8 cleric can heal around 60-70 points) before both caster and receiver need to roll on a table to see if there are any ill effects from it. They can also only risk-free heal those close to their own alignment or their Gods alignment, and we have not been allowed to see each others characters as of yet, but we know there is at least one cleric. Death is also close to permanent. Very few clerics can or will revive a character from death, and there is likely to be a hefty price (monetary and ill effects) to pay for it.

3
I am about to embark on a campaign taking place in the Iron Kingdoms. We are using the IK world, culture, healing limitations, and changes to base classes, but everything else will be 3.5 PHB only. I noticed that the game turns very deadly in a single crit or a bad hit combination.

I have done a lot of 3.5 characters overall, but never been restricted to the PHB alone. What would be the class that would give me access to the best survivability overall, yet not being pegged into an extreme archetype? My thought so far has gone to a rogue utilizing more social skills than anything else, but I am not fully sure yet.

I am asking for suggestions from the crowd and as reward I am offering up that smug feeling you get when you can point at someone and say "hah, I bet he didnt think of that." :)

4
I am running a 3.5 campaign. The characters are now 15-16th level. So far they have experienced quite a bit, have traveled extensively and made contacts and connections. Their next adventure is about to be of a political/military nature. What I need is templates of military leaders and high officers, as well as various nobility.

The PC's must try to bring order and focus into a bee's nest of political backstabbing.  The PC's are about to face a political summit that takes place in a land area (former Sembia, Forgotten Realms) now plagued by civil war, and threatened by an external force. Even more trouble brews on the far horizon in form of infernal hordes.
I am after quirks, mentalities, physical descriptions, anything I can to make all these different NPC's able to come to life. This part of the campaign will span over some time (likely several years ingame, so a political/military contact gained can be worth much if played correctly (Think Game of Thrones)).

5
Min/Max 3.x / Can I improve this level 1 Ranger further?
« on: December 14, 2011, 09:19:47 PM »
Good evening all!
Due to some unforeseen circumstances I found myself rolling up a ranger instead of a Wizard for an upcoming Pathfinder game. The fact is that I have never played something even close to a ranger before. I have read through some of the guides for rangers. Just be warned: some of his gear may look weird or seem that he has to much of it (like a ton of weaponry). It is part of his background story, and he will eventually lighten his burden.

What I need help with: Have I missed something that could help support this character now, or further ahead in the campaign? The campaign is likely to run to around level 12-14, possibly longer.
The character is intended to have his main focus as an archer, but should be able to support from the front-line in the capacity of providing damage, NOT to soak damage as a "tank".

Creation rules:
- Base races allowed
- Only allowed direct Pathfinder books (NO 3.5 books)
- Generous dice for stats (which you can see from the stats!)

STR: 18
DEX 17+2= 19
CON 16
INT 15
WIS 14
CHA 13

Race: Human
Level: 1
Feats: Point Black Shot, Precise Shot.
Traits (2): Rich Parents (RP reasons), Reactionary.
Favored Enemy: Human
Initiative: 6 = Dex 4 + Reactionary 2

Skills: (1 rank in all, 1 skill point remaining)
Climb, Handle Animal, Kno (Dungeoneering), Kno (Nature), Perception, Ride, Stealth, Survival, Swim.

Languages:
Common, Elvish, Orcish

Notable Equipment:
Composite Longbow (4)
Kukri (RP reasons, its how I befriended another player)
Morning Star
Buckler
Greatsword
Some spare throwing knives (3)
Arrows: Regular, Blunt, Flight, Alchemical Silver, Cold iron.

Armor: (AC 22)
Chain Shirt
Lamellar horn arms
Studded leather legs
Buckler


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Min/Max 3.x / Re: Tune up a ignorant cleric?
« on: November 29, 2011, 01:37:57 PM »
Quote
I learned about Divine Metamagic too late and didn't go that way - but that's life. Doing this all over again I would have gone with a cloistered cleric, DMM and some different domains but this isn't too bad =)

Pay a wizard to cast a couple of Wishes on you and you have that all sorted out.

7
D&D 3.5 and Pathfinder / Re: Pathfinder classes that keep working smoothly?
« on: November 29, 2011, 10:46:03 AM »
Thanks all for the input. I made my decision and I am going with a wizard. If you have any input or advice for the poor fellow, feel free to look here: http://www.minmaxboards.com/index.php?topic=1722.0

8
Min/Max 3.x / Bling my wizard.
« on: November 29, 2011, 10:44:04 AM »
After having listened to some folks in a previous thread, I settled for a wizard. Now I am looking into help pumping this fellow so he is all that he can be. We are creating them first level and we are going from there, so feel free to come with suggestions both for optimizing him at first level and beyond. I am presenting a very generic base here that can be quite tweaked. All Pathfinder books are allowed. I am looking at anything from skills, specific spells, equipment, tricks, feats, or anything else that support this fellow to stay alive and prosper.

Class: Wizard
Level: 1
Race: Elf (+2 Dex, +2 Int, -2 Con)
Favored Class: Wizard. (Will take the HP offered unless a better idea is given.)

Feats:
Improved Initiative (+4 Ini)

Traits:
Reactionary (+2 Ini)
Elf (+2 Ini)

Familiar:
Compsognathus (+4 Ini)

This will allow for a quick-to-react wizard with Initiative (Dex+12) at first level. I aim to use rods to take care of metamagic feats when I cast spells, mainly because I believe that the higher level cost for spells are a bust, especially when one has to decide when re-learning the spells which ones are affected.

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D&D 3.5 and Pathfinder / Pathfinder classes that keep working smoothly?
« on: November 28, 2011, 10:42:13 PM »
Looking at rolling up a character for a new Pathfinder campaign. All Pathfinder material is available. I am that kind of person who enjoys characters that can hold true to either the same class, or follow a strong concept (i.e. rogue --> ranger --> warrior works, but rogue --> barbarian --> wizard to gain max benefits feel weird).
I am not opposed to maxing a character, I just want to do it utilizing the main strengths, feats, etc, not by dipping into different classes to try to add stuff that will work well at level 20 when it all comes together.

What are some of the classes that you have played that you have found works well in the long run, can keep the concept flair going, and do not fall behind to become a 2nd rank character behind the "class-hoppers"?

10
Introduce Yourself / Signing in.
« on: November 16, 2011, 11:12:48 PM »
As I guess you can see by now, the handle is twoswords. Over the years I have played, or actively play, a large majority of games out there. The favorites would have to be Vampire (when its actually roleplayed), T2K, and Pathfinder. Other than that I am also one of those geeks who participate in the S.C.A. and beat people over the head when I can.

I hang out in Western New York, USA. My home country is Sweden though. I follow most of the other forums that other people usually post in as well.

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