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I would say that the "pact-wide laws" count at Absalom and the space between the planets of the Golarian system as well as the protectorates without a own unified government (Diaspora etc.).
Also, as far as I understand it, the "pact-wide laws" even count on the planets, as long as the planet hasn't it's own laws which overrules them.

@Topic: I would go with the Knights of Golarian if you are looking for THE "good guys".


Don't forget "Skill Synergy" - one feat = two class skills. :)


If stats are needed I would take the All-Terrain Transport from the CRB for it. But since the Fleetfury will never really hit the Stryker you don't really need stats for this encounter.


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A friend of mine and I did a few calculation based on some todays stats.
- A normal european harbor city (Hamburg) has a population density of ~ 2500 per sqkm.
- today you need 1 sqkm to feed 100 people.

We assumed a the measurements above (8 km diameter, 10 meter per deck)
We made the following assumption:
- 1 sqkm of "scifi farms" can feed 1000 people
- Absalom should be half self-sustaining
- 1/3 of the space is dedicated to life support and other "life in space" stuff (o2 Generator, Waste recycler etc.)

Based on this we did some math:
- total area of Absalom Station ~ 10.000 sqkm
- dedicated to food production ~ 5000 sqkm (would feet 5 Mio people)
- 1/3 of the remaining space for live support etc. (~ 1.500 sqkm)
- 3500 sqkm left for people, Industrie etc.
- 3500 sqkm x pop densitiy = 8,75 Mio people

still more then in the book, but much closer then the 35 Mio I estimated above.
It's really interesting if you do this kind of math and really "see" waht space is needed. :D


For the Idari I would guess that beside the normal people, there were also several thousands of Kashata in cryo-sleep. It's a exodus arc, so you try to evacuate as much people as possible.


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You are poking into a generell problem in many tales or RPGs. Humans are really bad in setting sizes (and especially volumes) into relations.
Take the a medium size ship (~80 Meter] this sounds small or?
But it's quite large. I normally do a rough 3D block-out of my players ships and put a human in scale next to it, so my player know the size (or put it into a game engine, which is even better).
And you would be supprised how f!#!ing big a 70 x 20 x 10 Meter ship is.

Now take Absalom station, 5 miles/8km diameter diameter, so one deck has a area of 50 square kilometers (20 sq miles).
Now assume 10 meters per deck = 4000 / 10 = 400 Decks => 20.000 sq km
Half this number since it's not a cylinder, but more of a half globe and we have 10.000 square km (or ~ 4000 square miles) which is roughly 50 times as big as Washington DC.

And now we are at another problem with "space sizes":
If Absalom Station only contain housing, commerce, industry like a normal city this space could house ~ 35 Million people.
Ok, let's assume one third of the station is life support, energy & food regeneration etc. then we are still at enough space for 22 Mio people at a density similar to a modern city.
So the problem is not the size of the station but the low population (you have similar issue with the space ships in SF (and other Scifi IPs, see e.g. Star Trek https://www.youtube.com/watch?v=Lwx5uB0pyhQ)).

So basically it's a generell problem with three dimensional space and size. ;)


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The problem is that you try to merge a mainly linear progression system (ships BP) into a non-linear/exponential system (credits progression) and this will not work without some major math.

I also would like to see a system were both are connected in some way, but this would need a complete revamp of the SF economy (and with it) the level system.


My bad, sorry.

But basically it's story-reason plus Serum of healing didn't reattach/regrow limbs.


@Noven: Wrong post? and No it can't.


theelcorspectre wrote:
I do agree Ascalaphus that’s Solarians should gain proficiency with Heavy Armor, as nearly every melee Solarian build demands it. Maybe you could give players the choice between Heavy Armor and Longarm proficiency?

Houserule:

I tied this to the Stellar Manifestation a Solarion chose.
If he chose the blade he will get heavy armor prof. (melee build)
If he chose the armor he will get longarms prof. (ranged build)


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First I would make clear that they are in for a "military" campaign, this campaign is not for the typical rag-tag group of adventurers.

For the obstacle course, I would run some basic simulated combat encounter. simply to show the player their options, the importance of cover and the general combat lethality.

Also maybe you should provide them with some basic equipment-packs they can choose from instead of giving them the freedom to equip themself (which can be daunting to new players). Also this would fir the APs general theme.

Also make sure to explain the environment rules, especially the environment protection system and make sure they have a general feeling of ingame time in the first AP (especially in the first part time is a really important factor).

Beside of this don't hesitate to add some small stories/encounter to show the merciless swarm and the threat it pose to the whole system.


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From what you tell, it seems more that your players don't wanted to lean in on the "military theme" of the adventure.
Sure some pieces doesn't looks logical at the first look, but also keep in mind that there are always things happen who are not shown/told in the AP.

Example: Why only one fleetfury?
When the convoy moves out Cmdr. Najiri of course told the HQ in Reos about it. They sent a swaudron of fightercrafts to backup the convoy. When Fort Gallant exploded, they are enganging the enemy sqaudron which tries to kill the convoy. They managed to hold them back, but one enemy slipped through their lines ans chased the convoy.

Why not evacuate immediately from Reos?
Because there are civilians and the duty of a soldier is to protect civilians. So the civilians will be evacuated first.
There were only a number of ships available, so it will take some time to evacuate several thousands of civilians.
That's why they were told "It will take 2-3 days to evacuate everybody from Reos".
They already had a days march from Fort Gallant to Reos behind them, so giving them some sleep before the next mission is logical.
If your player head right after the convoy to the temple I would suggest to take a look at the "Sleep Deprivation"-Rules.

For me it looks more a "player issue" then a AP issue


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Simple Reason:
Storytelling & Atmosphere. It's the same reason the BBEG didn't kill the main character in a movie in the first five minutes.


@Micheal Smith: Indeed I missed the last sentence of the Feat. And I think I see your point now.

But the question is: Is this slightly increased, fixed healing worth the investment(One Feat, Focus on Int, Skillpoint? (Compared to a Serum of Healing)?

A Serum of Healing can be used by anyone, for roughly the same amount of healing (average - luckly even more (or less^^)) with no check etc.

So where is the benefit of Sprayflesh compared to a Serum of Healing? (It should have a benefit since you have to invest more).

I see your point, but still I'm not convinced that this is a valid alternativ to Serum of Healing...


Let's assume a mid level character (Level 9) with INT +6 and the medical expert feat, so you are able to grant a character lvl +6 hp.

Sprayflesh:
1. You have to use a full action (instead of 1 minute thanks to the feat)
2. You have to pass a DC 25 (30) medicine check
3. Your target only only get 9 (15) hp when
a) he does a 10 min rest
b) spent a Resolve Point
c) forgo his stamina regeneration

Serum of Healing MK II:
1. You can draw and apply it within a full action too
2. you don't have to pass any check
3. you get 3 to 24 hp (average 13,5) instantly

If you put your serums of healing into small Syringe, you can even apply them to your friends.
(If you have a Auto Injector you can heal yourself even in a move-action.)

I don't really see the benefit of Sprayflesh here, it takes more time, has the chance of failing, costs more and is less flexible.


Sprayflesh is wasted money in my view.

Sprayflesh
Item Level 5 Price 440 credits
Requires a Medicine Check and you can choose to get your level hp instead of stamina the next time you rest for 10 min and spent one RP.

Serum of Haling
MK I: Item Level 1 Price 50
MK II: Item Level 5 Price 425

You get 1d8 / 3d8 hp instantly, no check, no rest & no RP needed

So why should I use the worst option to regenerate hp?

I think this a basic problem with Starfinder, the technological solution are most times more expensive and less effective then the magic ones.
I think a solution would be to reduce the price of the sprayflesh dramatically (especially since it already has three drawbacks (check, rest, RP spent).


Good to know, never really looked into PF2, myself. :)


Don't forget that they are already awake for quite some time.
2 hours for walking to their patrol area, 13 hours of patrol (a day in Suskillon has 26 hours), 1 hour back, 1 hour fighting etc.
So they are awake for around 17 hours when they start the long march.

This will also mean that their environment protection systems (eps) will be empty before they reach Fort Gallant.

My group is half way through the first book (they arrived in Reos) and the march to Fort Gallant was really tense, not only because of what just happened (SpaceDock-1, Jamallak, destruction of the City etc.) but also because their eps were close to run out of battery.
They only make it without Cold Climate rolls because they activated the eps not when they moved out of camp but a few hours later (and made the cold climate rolls then).
But the bridge and the low energy really brought up the pressure. (I also reminded the player during the march from time to time about the way ahead and the energy of their eps^^ ("8 miles to go and your energy is at 30%, let's hope nothing happens on the way..." *rolled a dice behind the DM screen*).


It's not only the maps, also the artwork doesn't match (in quality and content), e.g. the map of the "Terminus Wild" in AotS doesn't match the description or the ships picture at all.

But the reason is simple: Art is expensive.

What you would need to fix it is Art Bible or Style Guide as well as QA. But to work with this you need an art director (someone who is an artist himself and not only a manager) and time.
Both of which costs a LOT of money (freelancer artist aren't cheap at all (and this is ok!)) and since RPGs are more or less a niche product you don't have that much money for every book.


What you need is context, background and (believable) consequences. Once you have this and your players act based on this the slapstick comedy will be gone

I had this experience with my group. My first campaigns were homebrew, loose adventures without any context or (character) backgrounds.
The second is "Attack of the Swarm" and it's a completely different tone. Just because know they have a background, a story and most important a purpose.
Now they have this framework, they feel that their actions have consequences and this changed the tone.


The 2E Medicine looks a little bit strong to me (Result hp / hour), but I think moving to 1/hr with the amount of SF (lvl (+Int if DC +5)) sound ok. But then the question would do you get as benefit from the the Med Lab?


Not good, not good…
Would love to play this battle-mech-engi-team…
The Exploding weapons have one big drawback, we have a melee fighter who could/would be in the explosion radius :(


Hi there,

I'm currently playing a drone mechanic (level 9) and have the idea of a "battle-mech & field-mechanic"-team (similar to this: https://paizo.com/image/content/Starfinder/PZO7105-MonsterCreation1.jpg).

The first idea was to got with a combat drone and push it towards ranged combat. Unfortunately after doing a little bit of math the stealth drone would be the far better ranged drone (higher AC, flying, more dex…).
Does anyone knows a way how you can create a good tank/ranged drone from the combat drone chassis?

My idea so far is:
Mods:
- Weapon Prof. (Heavy Weapon)
- Enh. Armor
- Manipulator Arms
- Reistance: Fire
- Armor Slot (for some Armor Mod tricks, e.g. a Jet Pack)
Feats:
- Deadly Aim (for more DMG)
- Lighning Reflexes (to counter the weak Ref Save)
- Versatile Specialization (to get the Level to the Heavy Weapon Damage)
- ???
Then grab a heavy weapon and attach a underbarrel granade launcher to it to get some serious firepower.

My only problem is that this drone still have less survivability and hit chance then a (combat) stealth drone :(

Does anyone has an idea/suggestion? (aside from "take a stealth drone" or "build a melee drone")


Hi there,

I have to say I really loved the Pathfinder NPC Codex and with Starfinder the game even more shifts toward "NPCs (instead of Monsters) are the bad guys" (at least in my round).

Did anyone heared something about a NPC Codex is comming for Starfinder? (maybe Paizo or 3rd PP)


We were aware of the missing forth PC, thats why we use roll-dice for attribute creation and also had two pet-class. We thought this would made up for it, but unfortunately not. :(

The "off-player PC" is also something we considered, but so far none of us is really used to it to run two characters.
But I will suggest this to the DM.

Today is our next session, we came up with new characters and I think this time the boss will be steamroled, since we are all well rested (and I doubt that our DM "refill" the tower with encounters (she is a little bit inexperienced and not so flexible).

So far we are now:
Skald - melee build
Alchemist - bomber
Cleric - switch hitter

So let's see how this is going. :)


The StarWars CR90 Corvettes are on the upper scale of what a corvette today is (even more toward a destroyer).
Let's take the USS Freedom (one of the most modern LCS/Corvettes) and compate it to a CR90 from SW.

Attribute Freedom / CR90

Crew: 15-50 / 165
max Crew & Passengers: 75 / 165 + hundreds
Length: 115m / 150m

Always be carefull when using stats/ships from scifi sagas/games/books/films, not many of them are realistic in numbers.

If you want to take a ship from star Wars as inspiration for a hero ship in Starfinder I would go for a mix between the CR90 and the Defender Class Light Corvett from SWtoR.

Also keep in mind, if you use real-world ships as comparison that most starships have much more equipment on board then todays navy ships (engines in all directions, life support, structural reinforcements etc. etc. etc.), so having a smaller crew on a similar sized vessel is total reasonable.


The Littoral Combat Ships (US: Independence and Freedom class, Sweden Visby Class, German K130) are good examples for current time corvettes.

Unfortunately their statistics/equipment/mission profile can't be duplicated with medium ships in Starfinder.

I would look more to scifi-sagas (e.g. Mass Effect or Babylon 5) for comparison.

Normally a Corvette is the smallest multi-crew vessel in a combat fleet, their mission profile include light combat scenarios like reconnaissance, stealth operations or pattrol duty .


Hi there,

We re currently running RoW with a three player group and we have a lot of troubles with the AP.
We are still in the first book and already had two TPK. The first was in the winter dome with the Ice elemental and the second at the last encounter on the tower.

Our first party was sub-optimal, but not total worthless (Witch, Fighter, Inquisitor(Tactician)) the second was much more optimized (UC Summoner, Druid, Arcanist) but neitherless we didn't made it.

The first TPK was simply a bunch of unlucky rolls, but the second was a WTF moment.

First our Summoner was blinded by a swarm of crows (with a DC 20 Heal to "fix it") then the BBEG also deafen him, so he was out of combat (the Eidolon already died) at the raven encounter.

I really wonder because of the damage output, Spells and DCs we encounter and wonder if the AP is really this hard or if we simply miss(ed) something.


It's a difficult task to fit a corvette in this system, since it's based on size and corvettes vary in size from 50 to 100 Meter.

I think I would go with the transporter or explorer frame.


Metaphysician valid Point. It seems I'm simply not used to a "tiered" system in a city ;)


The biggest problem with a (grey) city based campaign in starfinder is that due to the level & flawed economy you will get in logic issue sooner or later (the same problem exists in Pathfinder & DnD).

Let's assume you start at level 1, then your city guards have to be around CR 1 (or even lower) otherwise the players have no chance.

So now it's 5 Levels later, the players confront an evil organization (e.g. a corp or gang), their guard are now ~ CR 5 (while the city guards should still be CR 1) so why didn't the corp/gang didn't took over the city before?

Or how is like this: The player are level 2 and should steal some high-tech goodie from let's say Abadar Corp, why does the guards in the R&D lab are only equipped with Item-Level 2 weapons/armor if the con they are working for could easily equip them with higher level equipment for less then a promile of it's monthly revenue?

The D&D rule-set isn't really made up for a such campaign (at least if you want to keep it believable). For this level-less systems (e.g. shadowrun or cyberpunk) are more suited.

Don't get me wrong I love Starfinder, but I also think that the move to stick to the Pathfinder base system for it wasn't a good move by Paizo. Cybepunk/SciFi Systems and Level-Based Progress and Economy don't work good with each other.


I like the general idea of drones combined with the optional role of Drone Controller.

Maybe we can even take more from EVE and tie the amount of drones you can control to your pilot skill or similar.


One thing I always suggest for firearms is that instead of iterative attacks, the damage scale with level, if you use a full round action to aim and shot.

So instead of making a second attack, you get an additional damage die for firearms once your BAB hits 6 and every 5 points thereafter.

This plays toward the "slow attack, massive damage" trope of the early firearms.


We ha similar issues with the battery rules and decided to ignore the whole "you have to pay for recharge" thing.

Batteries are automatically recharged if the players are one day+ on their ship (they have a f&$~ing nuclear/fusion/necro/mage-tec reactor which powers a 70 Meter long spaceship with energy shields, possible beam weapons etc. There will be enough spare energy to power some hand held devices).

I understood why they gave energy weapons some ammunitions, but the supporting rules for the batterys are... not good.

I'm also missing the support on the character sheets (e.g. ammunition check boxes at the weapons).
It's another point which shows that Starfinder is a not well thought out pathfinder scifi reskin.


Changing the class, attributes or race isn't an option anymore (my DM is very clear with that).
For the "you can't sleep in heavy armor" problem, I thought about buying a second suite of armor (e.g. an armored coat), so I have something to suite up in case of a night attack.

Paladin and Cavalier were on the table, but I decided for fighter (gut feeling decision and I never played one before^^).

In our party I will (and did already) took over the role of the front line blocker/melee damage dealer.
Since we have a summoning inquisitor and a buff/debuff witch I think I will keep this role.

Maybe embrace it by using a Glaive (and spiked gauntlet) to cover more space and keep the enemies away from our witch and inquisitor.
Since the glaive falls under the polearm category I can get Bluff and Sense Motive with versatile training later.

The ranged weapon will be a pure backup weapon.
I also thought about taking a few level in a "scoundrel" class (rouge/bard or similar) but not 100% sure yet.


I understand that fighter isn't the best option to be a social character (or skill character), but I wanted to play, for once, a heavily armored/armed character.

I also like "unusual builds" (which don't have to be 100% the best in what they do, but simply fun to play).
I also think that the versatile training helps me in cover some aspects later.

Thanks a lot for all the ideas so far, they really help me to get some ideas for the road ahead. :)


I know that the start is far from optimized, but I don't have to have a optimized character at all, just one who is fun to play.

I also thought about some sort of cross class (and then maybe into some PrC) but am not 100% sure which one.
I really like the idea of the step up/spell cut idea.. I think I will take a closer look to this.


Currently (before selecting my Level 2 points) I have following skills:
Diplomacy 1 (Total +10)
Intimidate 1 (Total +6)
Know. Geography +1 (Total +3)
Know Local +1 (Total +7)

I also though about aiming for the Horizon Walker PrC, but I'm not sure how this class perform in the end.


Hi follow pathfinder,

I have a little problem with my current character.
We just started Reign of Winter and got our first level up and I have no clue which character development route I should go.

This is my first figther character in Pathfinder ever (I normally play characters like Magus, Inquisitor, Cleric).

We are a group of three players, one with, one monster tactician Inquisitor and myself. The DM already said that we will get one "Companion" NPC along the road, but not exactly which class it will be.

So far my concept for the fighter is: "The good mercenary who can get along with everybody and know someone in every town" (something like Terence Hills characters from the movie).
But I have no clue which route I should go from here on to embrace this and give him something more then "I smash things".

Stats (rolled out) so far:
Strength 17
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 11
Charisma 11

Half-Snow Elf (racial skill focus [Diplomacy])
Traits: Restless Wayfarer, Friends in every Town

Feats:
1. Level: Persuasive
1. Fighter: Dodge

Equipment (so far):
Breastplate, Greatsword, Shortsowrd (when the area is to crowded for a Greatsword)

Can you guys give me some help, ideas, input?
Again I'm not looking for a optimized mega build, but for some ideas how to make a fun fighter character who has also some abilities/skills beside "I smash!".


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Danny StarDust wrote:
That is basically what most bloodline powers, wizard school abilities, or cleric domain powers do, albeit it a limited uses a day power. So if you use your proposition, that would make all those bloodline/school/domain powers obsolete, since you can cast a "beter" version of it unlimitedly.

Not really.

Most of them have a 1d6+1/2 level - so at Level ten I can do 1d6+5 for 3+Attribute/day...
The fighter will hit with 3x 1d8+10 as often as he like.

The damage bloodline/domain powers are a bad joke...


I'm missing some 0-level spells which actually scale with the level (like in 5E D&D).
Currently, especially at the lower levels, the spellcaster don't really cast spells in combat but use sub-optimal weapons to try to do some damage. If they use spells they are completely depleted after 1-2 fights, while the fighter still can deal his 1d8/2d6 damage each round.

I think all casters should have some sort of 0-level spell which does some moderate damage and scale with level, so they have some magic backup instead of rely on a sub-optimal ranged/melee weapon with poor attack stats.

Idea:

Ray/Orb of [Element/positive Energy/negative Energy]
(Evocation)
Level: Sor/Wiz 0
Casting Time: 1 Standard Action / 1 Full Round Action
Components: V, S, M
Range: close or touch
Duration: instant
Saving throw: none
Spell resistance: yes
The Spell damage of it's choosen damage type which must be choosen when the spell is learned, you can learn another damage type each 5 Levels.
To deal damage the caster must succeed in a ranged touch attack, if he does the spell does 1d6+Int/Cha damage.
Once the caster reaches level 5 he can choose to cast the spell for one full round to launch a second orb/ray to the same or another target. For every 5 Level thereafter he can launch one additional sphere (3 at level 10, 4 at level 15, 5 at level 20).

Special: This spell can also be used in melee without provoking an attack of opportunity.


In my games I ruled that missiles can't target every enemey within sensor range. They just have to fly half their speed away from the firing ship before heading towards the enemy.

After reading all this here, I also think of a new action for science officers:
"Lock Target" - this allows all missile to add the ships computer system bonus (or the science officers coputer skill) to it's next attack roll.

DC 10 + enemies Tier + ECM (every +5 extend the effect for one additional round)


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I like the magic which is no magic.

Make your character look like a wizard, then paint some magic symbols on a chest/mount/whatever and speak some words in draconic.
Tell the guard/commoner/whatever to never touch the item because it's cursed now.


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I have to agree with Samantha that the Environment Protection Systems are far to powerfull and that they are removing a lot of standard scifi tropes/hazards from the game.

Additional it removes the need for specialized "hazard" armor like the EA suite (what defines them as "designed for extravehicular activity in hazardous conditions" if every armor has this feature build in?)

On the other hand I see where they come from and that they are a logical evolution.

For my games I would change the EPS so that it only provides protection like the old endure elements spell (against cold/heat).
But I would add the option to upgrade it to a Full protection system (like the one from the CRB) which provides complete protection for 1/2 itemlevel hours (min 1) and need one upgrade slot.

Additional I would give some armors (like the EVAC suite) this upgrade for free.

You could also create different levels of this Environment Protection Module which need battery power and consumes charges at different levels and so restrict the time it can be used.
Example:
EPS Blue: 20 charges, one charge per minute
EPS Green: 60 charges, one charge per minute
EPS Red: 20 charges, two charges per hour
EPS Black: 20 charges, one charge per hour

This would allow for some intressting player dilemmas have to decide how to use their batteries or how to distribute the remaining power.
Of course this would be another ressource the players have to track in these circumstances.

On a side note: With all the focus on batteries/charges in SF I wonder why there is no specific "batteries" area on the character sheet to track it...


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The ship combat system is build, so that every character can fill any role. By design it specifically deny any "This role is for class X".
Forcing this with a "spellcaster only" role now wouldn't be counter-productive.

I agree that there should be some "mythic starship" options, but I would tie them to the ability to cast spells.

In my home game I use different ship types which embraces different skills.
Tech Ships use the standard rules(Pilot, Engineering, Computer)
Biotech ships use: Pilot, Medicine, Life Science
Mage ships use: Pilot, Mysticism, Sense Motive

(each type also has two benefits and one drawback (like the bio ships from the pact worlds book)).

I can think of similar ship modules, which allows every players to use "mythic" power if he e.g. invest in the mysticism skill.

One such module could be a "scrying chamber", where a player can do a ritual which gives him a short look into the future (easier DC for one action on the ship, re-role a check etc.) or the ability to alter the space-time to boost the AC of your ship for a few rounds.

The important part for me would be that this new crew actions aren't bound to any class, so that every character, if he invest in the appropriate skill/feat etc. can do it.

Also keep in mind that the Drift, and by it also the space travel in some sort, is the realm of Triune who is a little bit "anti-magic" (no magic entry or exit for the drift)


The Divine Commander is a really good idea, I will take a look into this, thank you a lot. Same with the "talk to your DM" suggestion, since I don't really want to ride the companion in battle, more as a fluff thing when traveling around. :)


This would be a possible way, but I would like to have the companion as a class features.
Maybe I have to talk with my DM about it (e.g. taking the Beast Rider, but with a medium companion at first).


Yeah, it wouldn't be a problem for me to run the first few levels "only" with "combat buddy", but I hoped to find a way to get a monster mount before level 7. :(


Thank you for the suggestions.
The Mad Dog was also something I was looking in, but I wanted more of a classic fighter or even better knight (theme wise).


Hi there,
Since we will start a new campaign in the next weeks I'm thinking about a new character concept.
Since my last characters were all skill-based or caster I want to go with a mundane front-liner, this time.

I'm currently still working on the backstory, but I already have a very fix idea of the gameplay side.
My idea was a (medium sized) armored character who fights in tandem with a wild beast which he can also ride (best would be from start^^).

My first idea was the beast rider archetype of the Cavalier which really fits the idea thematically.
Unfortunately after checking the class rules and some forum posts I saw that this class is a hoax in some way…

While it sounds nice at first, the rule state that I can only use a horse at level 1 and get the ability to get a "monster-mount" (e.g. a Lion or Tiger) only at Level 7. :(

Did any of you guys have an idea which class/archetype would fit my idea?

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