Hello everybody! This is a post by guest writer DragonBringerX, with 7 rules on how to run a sandbox game. I thought it was great, and I'm sure you guys will too. You can find the original post here (used and edited with his permission).
1 - Do not tailor the game to the players or their characters. Players should be encouraged to play whatever they want. If they come to an obstacle they cannot overcome, let them fail or come back to it later. This will influence players to be more well rounded in their character creation, or at least as a group.
2 - DO NOT ASSUME ANYTHING, EVER! I cannot stress this enough. DO NOT require a skill check [OR ANY TYPE OF ROLL] to move the story/plot/mission/quest further. If the players need to find a clue to move on, they simply find it. If not, then call for a skill check. Lets use the locked door as an example. The 3 obvious choices are lockpick (if able), bash (if able), find keys (if able). If there is a possibility they could fail all 3, it should not be required to get through that door. Instead, the door should have something else behind it that helps the players if they do succeed. Such as a shortcut, treasure, or possible just an empty room (whatever the situation calls for).
3 - The 3 clue rule. When planing a mission/quest/adventure, always try to leave at least THREE (3) possible conclusions to said mission/quest/adventure or 3 clues to solve it. If the players feel/look like they are getting stuck, or are bored, or lost, give them clues. For example, I had a player get stuck trying to move through the sewer under a ruined city. Climbing up and moving through the city was always an option (a dangerous option, but an option). Never assume the players have a particular skill or a particular skill high enough (or roll high enough) to accomplish anything (see above).
4 - Be FAIR. This doesn't mean what you think it means. It means, in a TRUE sandbox game, if a character gets killed by a goblin, the character gets killed. If they fail a save, they fail. If they succeed, THEY SUCCEED. Plain and simple, whatever the outcome maybe, move on.
5 - Do NOT become attached to anything! When fleshing out your world, do not become attached to it. I know this can be difficult, especially for your NPCs you worked so hard to be cool. But here's the truth. They ARE NOT COOL. No NPC can, will be, or should be cool EVER. I use a rule of thumb that if you think the players will like an NPC, the players will try and kill them. And you need to be fine with that, and allow it to happen (because it will). This includes NPCs, locations, items, and even plot-lines. That's right, quests. Your players will hate your quest you spent 5 hours on, and love the one you spent 5 minutes on. This leads me to my next point...
6 - 10 Minute Rule. When planing a mission/quest/adventure/anything (except the world), do not spend more than 5 to 10 minutes on it. Jot down a few bullet points, important names, 3 clues, reward...and DONE. That it. Trust me, your players wont even realize.
7 - The WORLD. This is the ONLY exception to the above rule. Spend days, weeks, or even months planing the world. Create towns, cities, economy, factions, companies, governments, gangs/criminals, guilds, schools, religions, magic, and the meta-physics of your world/universe. The one thing that makes any sandbox game work is a world for your players to explore, become immersed in, and do stuff in. So, after you have a world (or a small piece of it) fleshed out, plan plenty of things for your players to do in it; and expect for about 1/3 of it to NEVER get used. See rule 6 above. I recommend creating about 10 to 20 missions for your players to pick and choose what they want to do. If the players come up with their own thing...roll/role with it.
In the end, NEVER say no. Says yes, asked for a roll/role, and decide the outcome. Sometimes players may want to do things or ask for things they cannot do or have yet...that's fine; just tell them "not yet".
A few more pieces of advice. Keep DC's low, use NPC classes ALOT, do not overuse Core classes, keep treasure rewards low but frequent, give players plenty of options, and above all BE CLEAR WITH YOUR PLAYERS, BOTH AHEAD OF TIME AND DURING THE GAME!
Zenith Games
Saturday, April 6, 2013
Monday, March 4, 2013
How To Round out Your Party
I see a lot of people asking how they can round out their party. They already have a wizard, a melee fighter, and a Zen Archer, and they are wondering what they are missing. Now, there is a scientific way to find out!
Science - what a baller.
Check out this Google Doc: Rounding Out Your Party
You can then either edit it directly - there are multiple sheets in the google doc, so use of of those if somebody is editing the first page.
In the left column, put how many of each class/archetype your party already has. The middle column will then tell you what your party is good and bad at. The right column will provide suggestions to help you round out your party. The higher the number is, the better it is for your party. A match number might be negative, but still add to the party - just look for the highest one!
A party's and class's capabilities is broken down into the following categories:
The General and Combat Party Scores will help you get a grasp of how many bases your party covers. General Party counts all factors evenly, while Combat counts the Combat factors more than the non-combat factors. Get rid of those negatives to help yourself out.
Feel free to post your party score online or in the comments!
Enjoy!
Science - what a baller.
Check out this Google Doc: Rounding Out Your Party
You can then either edit it directly - there are multiple sheets in the google doc, so use of of those if somebody is editing the first page.
In the left column, put how many of each class/archetype your party already has. The middle column will then tell you what your party is good and bad at. The right column will provide suggestions to help you round out your party. The higher the number is, the better it is for your party. A match number might be negative, but still add to the party - just look for the highest one!
A party's and class's capabilities is broken down into the following categories:
- Does Melee Damage
- Does Ranged Damage
- Heals my Allies
- Acts as a Tank
- Many Skills, Great out of combat utility
- Does Blasting, Area Damage
- Buffs my Allies
- De-Buffs My enemies and Controls the Field
- Has Magical Capabilities
- Trapfinder
- Acts as the Face of the Party
- Sneaky
The General and Combat Party Scores will help you get a grasp of how many bases your party covers. General Party counts all factors evenly, while Combat counts the Combat factors more than the non-combat factors. Get rid of those negatives to help yourself out.
Feel free to post your party score online or in the comments!
Enjoy!
Friday, February 22, 2013
World Creation
So you wanna be a GM. More than that, you want to design your own world. It is fun, rewarding, and a great exercise, but it can be a lot of work.
The easiest and most effective way of creating an interesting world is determining one specific element or gimmick. Once you have that element, use it to inspire the rest of the world.
Below is a list of categories of world elements (and examples) to get you thinking. Pick whichever one inspires you the most, and branch out from there. Don't try to build your world all at once. Start with the element that you have developed strongest in your mind, and use that to inspire everything else.
Factions/Major Races: Factions, nations, cultures, and races will likely play a major role in your campaign. Because this element is so important, it can be useful to pick it first, then make the world suit its needs.
Conflict: War is hell, but if can also make for excellent material. In this world, a single conflict is so important that it defines all other factors. Conflict is often intrinsically linked with Factions.
Geography: I love maps, and often start world creation with one. Take this map of Svalbard for example, a random island north of Russia and ask yourself "If this were a continent, what would it be like?"
World Event: Often there is one immense event immediately prior to the campaign start which defines the world. It likely changes all other elements, and will serve as the focal point of the campaign.
Campaign: Perhaps you already have a broad campaign in mind. There is nothing wrong with building the world around a campaign. In fact, it's often the only way that a campaign can be run, if you are working at the epic level.
Once you have an initial element, start asking yourself a few questions. Given the paramaters you have set, exactly how would things go down? Here are a list of questions to consider. They may seem broad at first, but remember to answer them according to the World Element you have set.
How to Begin?
Below is a list of categories of world elements (and examples) to get you thinking. Pick whichever one inspires you the most, and branch out from there. Don't try to build your world all at once. Start with the element that you have developed strongest in your mind, and use that to inspire everything else.
World Elements
Broad Gimmick: Many world have one overlying gimmick that defines them. All other factors stem from this point. These elements tend to be incredibly broad and vague, but they color every aspect of the world.
- Magic is very prevalent in this world - it seems that virtually everyone is able to cast some spell.
- The entire world is nothing but one immense jungle.
- Ghosts abound, and spirits never leave unless forcibly driven out.
Factions/Major Races: Factions, nations, cultures, and races will likely play a major role in your campaign. Because this element is so important, it can be useful to pick it first, then make the world suit its needs.
- A nation of Elves has come to subjugate all other nations, slowly turning the other races of the world into slaves.
- The world is primarily human, and seven major european-esque nations hold an unease truce.
- The Orcs, sick of ceaseless prejudice, have banded together with a nation of Ogres in a big, strong, dumb alliance.
Conflict: War is hell, but if can also make for excellent material. In this world, a single conflict is so important that it defines all other factors. Conflict is often intrinsically linked with Factions.
- A small uprising has grown into a full rebellion.
- Two mighty nations are in an all-out slugfest, at great cost to their citizens and the very earth around them.
- A single monster or powerful wizard wages his own personal war against the entire planet.
Geography: I love maps, and often start world creation with one. Take this map of Svalbard for example, a random island north of Russia and ask yourself "If this were a continent, what would it be like?"
- Originally uninhabited, the North East island now acts as a refuge for those fleeing the growing theocracy.
- The Central, square island is home to unimaginably rich gold mines, and is the object much aggressive attention.
- Immense peaks and cliffs make the center of the main island virtually impassable, forcing travelers to make a long trek around the parameter.
World Event: Often there is one immense event immediately prior to the campaign start which defines the world. It likely changes all other elements, and will serve as the focal point of the campaign.
- A new, vengeful god has risen, and has smote his wrath upon the greatest cities, reducing them to ruin.
- The dead are coming back to life, zombie style!
- A comet has, or is about the strike the earth. Can no one stop it?
Campaign: Perhaps you already have a broad campaign in mind. There is nothing wrong with building the world around a campaign. In fact, it's often the only way that a campaign can be run, if you are working at the epic level.
- Our heroes are out for revenge against an mad tyrant.
- Our heroes are marooned on an unknown island.
- Our heroes are fleeing for their lives from an angry god.
Expansion
Once you have an initial element, start asking yourself a few questions. Given the paramaters you have set, exactly how would things go down? Here are a list of questions to consider. They may seem broad at first, but remember to answer them according to the World Element you have set.
- Who would thrive? Who would starve?
- How would societies function differently?
- What resources would be valued? What resources would be unusually common?
- Are people content with how the world is structured? Would people try to tame the wilds?
- What would cities look like? How would people live?
- What major factions would emerge? Who would band together?
- What major conflicts would emerge?
- How would the geography best suit this element? Would the geography be changed by this element?
- What major event caused this element? What major events would be caused by this element?
- How has history led to this point? What is the likely trajectory of events, if our heroes do not intercede?
Sunday, January 27, 2013
Killing the Tarrasque
The Tarrasque is often presented as the big bad of Pathfinder, the omnipotent destruction machine that can't be stopped. From even a cursory look, it's clear that this CR 25 colossal beast is no joke. He's got 525 hp, 40 regeneration, and 40 AC. He has immunity to a host of maladies, including ability damage, energy drain, mind-affecting effects, and, if you can believe it, permanent wounds. And he's got great melee and ranged attacks.
But invincible, he ain't.
Methods for dealing with the Tarrasque should be divided into two categories: Getting Him Down, and Keeping Him Down.
1 - Pummel Away: Of course, you can just whup him good. Go toe to toe and come out swininging. Difficult, but perhaps the most rewarding. The Zen Archer One is a good example of a build that can destroy the Tarrasque through legitimate means. He can get the Tarrasque down to approximately negative 16,000 without the Tarrasque lifting a finger, then have about 40 minutes to figure out what to do while the Tarrasque heals back up.
2 - Magic Jar: Classic, timeless, the Magic Jar. It's only a sorcerer/wizard level 5 spell, but it will do the trick. You target the Tarrasque's worst save, and get to possess it! Then, you can either stay a Tarrasque, or suicide with him, moving the Tarrasque and the jar out of range of each other. This method will keep him down too.
3 - Ability Drain: While the Tarrasque is immune to ability damage, he is not immune to ability drain. There is some debate as to whether this is intentional or an oversight, but it is RAW (rules as written). One way to inflict some ability drain is to create some Wraiths or Shadows, through the Oracle's Juju mystery or some other means. Wraiths will deal him d6 con damage, though only if he rolls a one on his fortitude save. Still, the Tarrasque can't do anything about the Wraith hanging around, so it's a good long term strategy. Also, because the Tarrasque won't regain con, he will stop at 0 con and be dead.
5 - Divine Intervention: Divine intervention can seem like a cop out, but it is what a lot of GMs are looking for. Get on the good side with a god, and have him deal with the beast.
1 - Constant Damage: Constant Damage is the simplest way to keep the Tarrasque down. There are, of course, a multitude of was to do this. Dumping the Tarrasque in a volcano will do the trick, as will hiring a small army to constantly pummel him. Alternatively, you could open "Joe's Tarrasque Burgers" selling 41 hit points worth of juicy burger every 6 seconds.
2 - Planar Relocation: One method of getting the Tarrasque out of your hair is to take him somewhere far, far away. Plane Shift will do the trick, for a very daring spellcaster. Best of all, the Tarrasque doesn't even need to be dead. Just run up to the baddie, cast Plane Shift (and beat his pitiful +12 Will) and he is outta there! For more fun, take him to the astral plane where he can do no damage. Or take him to a plane where time moves excessively slowly. Or maroon him out in the "Plane-Where-There-is-Nothing-Oh-I-Guess-There-Is-a-Tarrasque-Here-When-Did-That-Happen."
3 - Suffocation or Starvation: The Rules for Regeneration clearly state "Regeneration does not restore hit points lost from starvation, thirst, or suffocation." Thusly, placing the Tarrasque at the bottom of the sea, encased in rock, or in a plane with no food would be enough to get rid of him forever.
4 - Into the Sun: This is really a combination of several strategies, but worth mentioning anyway. At the center of the sun the Tarrasque will take massive damage, be unable to breath or eat, and be squished down to the size of blood cell. After all, the sun is right there.
5 - Harpooned by Immovable Rods: Let's say you build a cage out of immovable rods, or simply use them to harpoon the Tarrasque into the ground. Each immovable rod can hold 8,000 pounds of force. With a strength of 41, the Tarrasque can push at most about 36,000 pounds (max carrying capacity times 5). This means that 5 immovable rods can contain him. To play it safe, grab a couple dozen rods (they are only 5,000 gp a piece) to skewer and restrain him. Technically, immovable rods can be moved with a strength 30 check, meaning the Tarrasque has to roll a 15 or better. However, it is perfectly reasonable (at least in my mind) to assume that being harpooned into the ground and restrained incurs at least a -6 penalty to strength checks, making the roll impossible.
6 - Helm of Opposite Alignment: This method is a bit risky, but can potentially be a huge boon for realm of Good. As the Tarrasque is regenerating (or when he is up, if you can figure out how), plop a Helm of Opposite Alignment onto his head. This will have a 50% chance of making him either Lawful Good or Chaotic Good, and with an intelligence of 3 and wisdom of 15, he should hopefully realize that wanton destruction is wrong and join your party. Worst case scenario, he becomes chaotic or lawful evil, and easier for your friendly neighborhood paladin to smite. Keep in mind that he's only got a 15% chance to fail this will save, so it may take a few tries, but hopefully you are attempting this method when he's already out for the count.
7 - Polar Midnight: The spell Polar Midnight will do the trick. Besides dealing some damage and dexterity damage, the 9th level spell has some particularly nasty effects against creatures that do not move (say, an unconscious Tarrasque). Two rounds in the area of effect, and the Tarrasque's body will be transformed into ice - he can only be saved now by True Resurrection, Miracles, or Wish. The Tarrasque's fort save won't even help him here, and saving against it doesn't prevent this effect. Easy!
But invincible, he ain't.
Methods for dealing with the Tarrasque should be divided into two categories: Getting Him Down, and Keeping Him Down.
Getting Him Down
2 - Magic Jar: Classic, timeless, the Magic Jar. It's only a sorcerer/wizard level 5 spell, but it will do the trick. You target the Tarrasque's worst save, and get to possess it! Then, you can either stay a Tarrasque, or suicide with him, moving the Tarrasque and the jar out of range of each other. This method will keep him down too.
3 - Ability Drain: While the Tarrasque is immune to ability damage, he is not immune to ability drain. There is some debate as to whether this is intentional or an oversight, but it is RAW (rules as written). One way to inflict some ability drain is to create some Wraiths or Shadows, through the Oracle's Juju mystery or some other means. Wraiths will deal him d6 con damage, though only if he rolls a one on his fortitude save. Still, the Tarrasque can't do anything about the Wraith hanging around, so it's a good long term strategy. Also, because the Tarrasque won't regain con, he will stop at 0 con and be dead.
4 - Suffocation: The Rules for Regeneration clearly state "Regeneration does not restore hit points lost from starvation, thirst, or suffocation." This means that you can take him out through the spell Suffocation or Mass Suffocation. The bad news? The spell targets his +31 fort save. None the less, it is possible to get him down through these means. The Vacuum is a great example of a build that can pull it off.
5 - Divine Intervention: Divine intervention can seem like a cop out, but it is what a lot of GMs are looking for. Get on the good side with a god, and have him deal with the beast.
Keeping Him Down
1 - Constant Damage: Constant Damage is the simplest way to keep the Tarrasque down. There are, of course, a multitude of was to do this. Dumping the Tarrasque in a volcano will do the trick, as will hiring a small army to constantly pummel him. Alternatively, you could open "Joe's Tarrasque Burgers" selling 41 hit points worth of juicy burger every 6 seconds.
2 - Planar Relocation: One method of getting the Tarrasque out of your hair is to take him somewhere far, far away. Plane Shift will do the trick, for a very daring spellcaster. Best of all, the Tarrasque doesn't even need to be dead. Just run up to the baddie, cast Plane Shift (and beat his pitiful +12 Will) and he is outta there! For more fun, take him to the astral plane where he can do no damage. Or take him to a plane where time moves excessively slowly. Or maroon him out in the "Plane-Where-There-is-Nothing-Oh-I-Guess-There-Is-a-Tarrasque-Here-When-Did-That-Happen."
3 - Suffocation or Starvation: The Rules for Regeneration clearly state "Regeneration does not restore hit points lost from starvation, thirst, or suffocation." Thusly, placing the Tarrasque at the bottom of the sea, encased in rock, or in a plane with no food would be enough to get rid of him forever.
4 - Into the Sun: This is really a combination of several strategies, but worth mentioning anyway. At the center of the sun the Tarrasque will take massive damage, be unable to breath or eat, and be squished down to the size of blood cell. After all, the sun is right there.
5 - Harpooned by Immovable Rods: Let's say you build a cage out of immovable rods, or simply use them to harpoon the Tarrasque into the ground. Each immovable rod can hold 8,000 pounds of force. With a strength of 41, the Tarrasque can push at most about 36,000 pounds (max carrying capacity times 5). This means that 5 immovable rods can contain him. To play it safe, grab a couple dozen rods (they are only 5,000 gp a piece) to skewer and restrain him. Technically, immovable rods can be moved with a strength 30 check, meaning the Tarrasque has to roll a 15 or better. However, it is perfectly reasonable (at least in my mind) to assume that being harpooned into the ground and restrained incurs at least a -6 penalty to strength checks, making the roll impossible.
6 - Helm of Opposite Alignment: This method is a bit risky, but can potentially be a huge boon for realm of Good. As the Tarrasque is regenerating (or when he is up, if you can figure out how), plop a Helm of Opposite Alignment onto his head. This will have a 50% chance of making him either Lawful Good or Chaotic Good, and with an intelligence of 3 and wisdom of 15, he should hopefully realize that wanton destruction is wrong and join your party. Worst case scenario, he becomes chaotic or lawful evil, and easier for your friendly neighborhood paladin to smite. Keep in mind that he's only got a 15% chance to fail this will save, so it may take a few tries, but hopefully you are attempting this method when he's already out for the count.
7 - Polar Midnight: The spell Polar Midnight will do the trick. Besides dealing some damage and dexterity damage, the 9th level spell has some particularly nasty effects against creatures that do not move (say, an unconscious Tarrasque). Two rounds in the area of effect, and the Tarrasque's body will be transformed into ice - he can only be saved now by True Resurrection, Miracles, or Wish. The Tarrasque's fort save won't even help him here, and saving against it doesn't prevent this effect. Easy!
Wednesday, January 16, 2013
Guide to the Builds
This guide serves as a repository for all of the good and/or well organized builds out there. It can help you come up with NPCs, or it can give you ideas of how to build PCs.
The Perfect Build will look like this: Model Build Template. Feel free to use this as a template. Just copy it over to your google docs and fill it in.
The model build will have the following 7 items:
1: It will have a feat advancement list, showing what feats are taken at each level.
2: It will have a short paragraph or two explaining what the build does, and why it chose what it did.
3: It is either a good build, or it is an interesting build. This should be explained in your paragraph. It would be helpful to make a forum post to see if others find it interesting. If others talk about it, that's a good sign.
4: It should have items that the player should buy.
5: It should show what the build looks like at a handful of important levels, such as 1, 4, 8, 12, 16, and 20, or 5, 10, 15, and 20.
6: It must be well-written, and well organized.
7: It should be built out to level 20.
Builds that meet all of the criteria get three stars! Builds that meet almost all of the criteria get 1 or two stars. Builds that only meet a few criteria, but I’ve put up anyway, get no stars.
Builds with “quotes” around the names are builds that did not have names provided - I have named them.
Alchemist
***Amy Alchy (Cheapy) Changeling Beastmorph/Vivisectionist Alchemist who dips into fighter, monk, and master chemist to become a ridiculously broken melee pouncing monstrosity. (Discussion)*** Four Armed Freak (KutuluKultist) Half Elf Internal/Vivisectionist Alchemist who dips fighter, monk, and barbarian to make the most of his four arms.
* Mad Bomber (Zenith Games) Half-Orc Grenadier Alchemist who just chucks many, many bombs.
"Mr. Hyde” (Duskblade) Hobgoblin Vivisectionist/Internal Alchemist Alchemist, acts as a natural attack melee beast and rogue type.
Antipaladin
* Do Not Pursue (AndIMustMask) Dhamphir Antipaladin who dips phalanx soldier fighter and becomes a reaching-demoralizing-murder machine with good tanking ability.
Barbarian
*** ”Tankster II” (Damocles Guile) Human Invulnerable Rager/Urban Barbarian who dips unbreakable fighter for a massive DR 24/- ... but it’s different from Mercurial’s build in some interesting ways (Discussion)** ”Tankster” (Mercurial) Human Invulnerable Rager/Urban Barbarian who dips unbreakable fighter for a massive DR 24/- and other great benefits.
** Astrid (AndIMustMask) Human Invulnerable Rager Barbarian who dips unbreakable fighter and fights with a Lucern Hammer.
“Standard Invulnerable Rager Barbarian” (Elder Wyrm) Human Invulnerable Rager Barbarian who deals some nice damage, has a very respectible AC, and ends up with DR 13/-.
Pandemonium Zodiac (ohako) Anglekin Aasimar Barbarian with up to 15 attack on on a charge (Level 13).
Bard
*Bard Skill-Monkey (Zenith Games) Human Bard 19/Urban Ranger 1 who gets 10 skills a level and has every skill a class skill. Uses bardic performance, enchantments, and a longbow in combat.Blanziflor Quatrefoil (ohako) Musetouched Aasimar bar with piiles of knowledge skills who dips fighter and oracle, and uses Kirin style in battle.
Cavalier
** Corranderol (Pharmalade) Gnome Emissary Cavalier, Order of the Sword who lives to charge in on his wolf and attack!
Cleric
*Dark Channeler (Zenith Games) Human Undead Lord Cleric dips 1 level into fighter for AC buffs, then wades into combat and negatively channels. (Discussion)*Dark Angel (Zenith Games) Aasimar Undead Lord Cleric dips 1 level into fighter for AC buffs, then wades into combat and negatively channels to demoralize and blow his enemies away. (Discussion)
Druid
* Xochtli, The Insect Queen (ohako) Human World Walker Druid/Nature Warden who rides a giant flying mantis!
* Vallairs Urn (Ravingdork) Half-Elf Nature Warden Druid, who uses a longbow and a tiger named Alex.
Fighter
***Crit Fiend (Zenith Games) Human Weapon Master Fighter who dual wields wakizashis to get an absurd number of crits each round.**”Whirlwind Falchioner” (Mercurial) Human Weapon Master Fighter who uses the Whirlwind feat with the Falchion to lay down some massive crowd control.
** ”Whirlwind Bardiche” (Damocles Guile) Human Weapon Master Fighter who lunge whirlwinds his way into our hearts. Not as Critty as the Whirlwind Falchioner though.
** Tripping Fighter-Alchemist of DOOOM (Gelmir) Human Weapon Master Fighter who dips alchemist to, you guessed it, trip all over the place.
* Lendar (Nicos) Human Lore Warden Fighter who gains a very high trip CMB.
* Seregon (Ravingdork) Human Fighter with a massive AC.
“Standard Armor Master Fighter” (Elder Wyrm) Human Armor Master Fighter who dual wields to deal exceptional damage and gain DR 15/- by level 20.
“Standard Archer Fighter” (Elder Wyrm) Human Fighter with the standard loadout of feats and abilities to deal massive damage at long range.
Retarius Magpie (ohako) Tengu Fighter who specializes in Disarm and Deadly Stroke.
Gunslinger
* Gatling the Miniscule (Jehova) Goblin Wild Rager Barbarian 2/Weapon Master Fighter 4/Musket Master 14 who deals incredibly massive damage at level 20.“Standard Pistolero Gunslinger” (Elder Wyrm) Human Pistolero Gunslinger who wields two pistols to maximize damage in the short term.
Belrim Eagle Eye (Tierce) Svirfneblin Musket Master Gunslinger with a fairly standard build.
One Handed vs. TWF Pistolero (kaisc006) Feat progression and 5th, 10th, & 13th level DPR for a one handed pistolero and a TWF pistolero.
Inquisitor
* Dazzling Inquisitor (Zenith Games) Half-Orc Inquisitor who piles on intimidate to dazzling display and shatter defenses. Dips into Cavalier (Cockatrice) and Rogue (Thug) to improve demoralizing ability. (Discussion)
Magus
** The Blaster (STR Ranger and Mathwei apNial) Human Magus who dips orc/draconic sorcerer to emphasizes massive damage from shocking grasp and fireball.** The Defiler (STR Ranger and Mathwei apNial) Human Magus who dips Witch to debuff.
** The Melee Transmogrifist (STR Ranger and Mathwei apNial) Human Magus is oriented around melee damage and using magic to gain pounce and monstrous physique.
* Kang Makhai (Ravingdork) Human magus who dips monk, a destroyer of armies, a magus transmuter of legendary power.
* Shiso Dafoe (Ravingdork) Samsaran Magus who focuses on cold based magic.
Monk
*** One (Porpentine) Human Zen Archer Monk“Grappling Monk” (Elder Wyrm) Human Tertori Monk who is built to be a grappling machine.
* Yugi Invictus (ohako) Dwarf Monk 8/Duelist 5 who uses a siangham to poke people to death.
* Blind Ganji (Ravingdork) Human weapon adept monk, a blind swordsman and martial artist who wields flying swords in combat
Captain Falcon (Tels) Dwarf Monk of the 4 Winds 15/Unarmed Fighter 5, a wonderfully amusing theorycraft who deals 192d8+4d6+75 damage on a single turn at level 20, average 953 (3 times a day). Falcon Punch!
Ninja
***Classic Ninja (Zenith Games) Human Ninja who dual wields wakizashis to get sneak attacks. He also knows how to throw Shuriken very well at flat footed enemies - it’s loverly.**Ninja Skill Monkey (Zenith Games) Human Ninja who dual wields wakizashis and throws Shuriken to get sneak attacks. Fairly similar to the Classic Ninja, but gets 240 skill points by level 20.
Oracle
* Araonna Chorster (Ravingdork) Human death oracle, leads an army of non-evil undead, including a purple worm zombie that functions as a makeshift “ground-craft carrier.”
Paladin
“Solar” (WerePox47) Aasimar Paladin with a two handed weapon and wings who looks and plays like a solar or angel.“Lay on HandiMan” (Damocles Guile) Human Oath of Vengence Paladin who maximizes Lay on Hands to gain an additional 160 hit points worth of swift healing a day at 6th level (2,552 at 20th level).
Ranger
** Mounted Ranger Archer (Zenith Games) Human Skirmisher Ranger who rides around on horseback filling enemies full of arrows.
Rogue
***”Smasher” (Mercurial) Half-Orc Thug/Scout Rogue who dips Barbarian to deal MASSIVE non-lethal sneak attacks with, well, earthbreakers. A great contradictory build.***Shanker (Zenith Games) Human Knife Master/Scout Rogue who focuses on feinting and other tricks to deal massive sneak attack damage every round.
*** Batter McShieldBash (Prototype00) Human Ranger 7 (Guide)/Rogue 10 (Thug/Scout)/Fighter 3 (Brawler) who bashes his enemies with his shield in the best possible way
“Tripping Rogue” (Elder Wyrm) Human Rogue with a fairly standard build, including dual wielding and tripping.
Samurai
** A Samurai (AndIMustMask) Half-Orc Sword Saint Samurai (Order of the warrior) 19/Unbreakable Fighter 1 who excels at crowd combat and is no slouch in solo fights.
Sorcerer
***”Enchantress” (Mercurial) Kitsune Fey Bloodline Sorcerer who has unbelievable save DCs vs. Enchantment, culminating in a 36 DC Dominate Monster at 17th level.
***”Eleanor Lorkien” (EleanorLorkien) Human Sorcerer who dips Oracle to get highly mobile crowd control via illusions.
* Incapacitator (Zenith Games) Gnome Fey Sorcerer who focuses on incapacitating enemies rather than killing them.
* Fire Blaster (Zenith Games) Half-Orc Crossblooded/Tattooed Orc/Gold Dragon Sorcerer who maximizes his damage with fire.
* Roshgog (Ravingdork) Half-Orc fire Sorcerer, leader of his tribe and undisputed master of cleansing flame.
* She’er Falen (Ravingdork) Ifrit Sorcerer with a fondness for cute animals and fiery explosions.
Summoner
*** Angry Caterpillar (Zenith Games) Half-Elf Synthesist Summoner who sprouts hands to wield falchions.*** Archer Synthesist (Zenith Games) Half-Elf Synthesist Summoner who sprouts hands to wield longbows and shoot his enemies in the face, many, many times.
** THE Master Summoner (Mercurial) Half-Elf Master Summoner who utilizes the Primal Bloodline - Air to maximize the damage potential of summoned monsters.
* Durin Wrang (Ravingdork) Half-Elf wild caller summoner with close ties to the natural world.
*Synthesist Skill Monkey (Zenith Games) Pure Theorycrafting, a synthesist summoner who gets his seven of his skills into the 40 by level 20 and has a theoretical 374 skill points (including the skilled evolution and the skill focus feats).
“Claw Synthesist Summoner” (Elder Wyrm) Half-Elf Synthesist Summoner who focuses on tanking and strong claw attacks. (Illegal build, too many evolutions)
Witch
** Debuffer Witch (Zenith Games) Fairly standard Debuffer Witch, with evil eye, misfortune, cackle, and slumber. Grabs a few healing hexes to help her buddies!The Bride of Hell (ohako) Tiefling White-haired Witch 8/ sohei 2/ Eldritch Knight 10 who grapples, flurries, and attacks with her hair.
Wizard
*** Admixture Blaster (Zenith Games) Human Admixture Wizard who dips Crossblooded/Tattooed Orc/Gold Dragon Sorcerer to really get the most possible damage out of fireballs - and he can change the elemental damage to something else on the fly.** The Vacuum (Jehova) Tiefling Foresight Diviner Wizard who rocks initiative and literally sucks the air out of the room.
* Angol Ceredir (Ravingdork) Elf Abjurer/Artificer wizard, a paranoid wizard and custom stone golem guardian that are ready for anything.
* Gilgeam Grayhem (Ravingdork) Human wizard diviner mage killer, a solemn and practical wizard known for his many quick and decisive victories.
* Akoran (Ravingdork) Human Lich Necromancer Wizard, her depravity is matched only by her false beauty.
Prestige Classes
** Champion of Irori (Prototype00) Aasimar Champion of Irori that has 20+ uses of smite evil/chaos, amazing saves, AC, and attack routine, especially against evil or chaotic characters.* Kirom Lancaster (Ravingdork) Human duelist who splits fighter to gain massive AC.
* Revin Bitter (Ravingdork) Human shadowdancer/fighter, undisputed lord of fletchling kind.
* Adin Lir (Ravingdork) Noble Drow Mystic Theurge, despicable priestess, eager to see her schemes to fuition.
* Aleil Sylvari (Ravingdork) Half-Elf arcane trickster, a survivor of the underdark and spy for the drow noble houses.
* Grey (Ravingdork) Doppelganger rogue/assassin.
* Grunk (Ravingdork) Goblin rogue/assassin.
* Robilar Smithe (Ravingdork) Human master chymist who wields bombs and guns.
* Not-A-Ninja (AndIMustMask) Elf Arcane Trickster 10/Magus Kensai 6/Rogue Knife Master,Scout 4, a rogue with more with nova and utility.
Subscribe to:
Posts (Atom)