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I played one in 3.5 and enjoyed it, but (unsurprisingly) I found that in situations where I couldn't range attack or faced enemies immune to precision damage I was almost worthless. In PF these problems would not be quite as bad, but it would still steer me away from playing the class again. Due to the steep prereqs, crap skill points, and only gaining the bonus damage with weapon focus weapons, I think the class could be fine as written. Besides, the bonus damage requires a standard action, so is not compatible with of those juicy ranged full-attack actions.
Eeeeeh yes. If you want to quote the "rules" then you need to pick a playable race. By playing a magic dinosaur you've already stepped outside of the rules. CR is s guideline and doesn't apply to player characters. Ask your GM if you can have more Hit Dice than your party members. Nothing said in the forums amounts to anything if the GM says no.
The base ability scores look pretty good, so I wouldn't roll.
In this case I would count the racial hit dice equal to class levels. As a level three character you will have two really high ability scores, 60 ft speed, three natural attacks (two of which have an expanded crit range), low-light vision, scent, +1 natural AC, evasion, leaping charge, and +4 to four skills. Good offense, good saves. This seems like a decent starting package. I might go barbarian or slayer.
if you follow the "traditional" adventuring day then I don't think anyone would bother tracking it. Wake in the morning, prep spells, go explore something, make camp, repeat. Only when you get into sticky situations with time a critical element should it require tracking, in which case the GM is arbiter.
I played Skull & Shackles up through 9th level. Since there are rules in the handbook about losing limbs (that we never used), and we had quite a few deaths in the party, I thought we should have done away with raise dead spells and just have the "dead" person pull through and loose a part.
I played in a 3.5 campaign that used taint and corruption. I was hit harder than the other party members, and by the time we were halfway through it was really starting to suck. It started out kind of interesting but that feeling was lost as the penalties stacked up.
Nice variant on the fighter. I made one like this a few years back. There's more alike than not. :)
Agile Fighter (fighter)
Deft Movement (Ex): An agile fighter gains Dodge and
Burst of Speed (Ex): Beginning at 2nd level, an agile
Nimble (Ex): Beginning at 3rd level, an agile fighter gains
There are certain design standards for PF classes I think you should move to. It might seem silly, but I still suggest it. For example, Base Attack Bonus and Hit Die are tied together in Pathfinder RPG with rare exceptions. If you want a full-BAB class, you should have a d10 Hit Die. Also, just give them a saving throw progression identical to the ranger: the Fort and Reflex should be +2 at 1st level and +2 at 20th, Will should be +0 at 1st level and +6 at 20th.
You list "Languages" under skills. This should be a class feature, similar to a wizard or cleric.
The Jump ability in intriguing in principle, but it's also a mess. For starters, how about they get to add their level or 1/2 their level to Acrobatics checks made to jump? Second of all, you make it sound like they get to jump and attack all as a move action. The uses per day is weird, the distance jumped is weird, and the attack bonus is weird. Only the uses per day increases with level. How about this:
Dragoon's Leap (Ex): A dragoon can perform a dragoon's leap a number of times per day equal to 1/2 her dragoon level + her Dexterity modifier (minimum 1). This ability can be used as a move action or a part of a change. When she does so, she rolls an Acrobatics check made to jump and adds her dragoon level to the result. Her jump is treated as though she had a running start. During a dragoon's leap, she gains a +4 bonus to her AC against attacks of opportunity. When used as a move action, the distance she jumps cannot exceed her base move speed. If she exceeds this distance and has a move action remaining, she can use it to jump up to a maximum of twice her base move speed. When used as a charge, she must jump at least 10 feet and the distance she jumps cannot exceed twice her base move speed. If the distance she jumps is sufficient, she lands in the first square from which she can make an attack against the target of her charge and gains a +2 bonus to the damage roll, if successful. She gains a +1 bonus to the damage roll per four dragoon levels she has and a +1 bonus to the attack roll per eight dragoon levels she has.
I know thats pretty long. It would be better if it were shorter.
I agree with Cyrad about the Wyvern. You call it a familiar, but it looks like it is to be used like a melee combat animal companion? And if you call this a dragoon, shouldn't you be riding it at some point? I feel like you need to decide what the Wyvern is and use the base rules for either familiar or animal companion (or paladin's mount or whatnot).
You have multiple abilities that all have a separate number of uses per day. Jump, healing breath, and variation I think. Perhaps a single pool to fuel them all, as well as some of the higher level abilities? There are several existing ways to calculate the size of a pool. The gunslinger, magus, alchemist, and bard all have a different formula. depending on which one you choose, the various abilities can spend a single point or multiple points.
Several of the class features you have written are difficult to fully understand. Why does he have a dragon familiar if he is a dragon hunter?
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"Throwing Knives" could most easily be defined as light throwing weapons. So judging by the SRD that would include brass knife, dagger, kunai, spring blade, wooden stake, throwing axe, light hammer, switchblade knife, starkknife, aklys, flying talon, deer horn knife, and drawven maulaxe.
Sometimes I choose a traditional character class that I haven't played in the current edition yet. Sometimes I choose a new character class I have ever played before. Sometimes I have a cool figurine I am painting and design the character around that. Obviously, party composition plays a part in everything.
Lucky Salamander wrote:
I apologize for resurrecting an old thread. My original post was in response to Juda de Kerioth, not you.
It's not going to happen in every game because opportunities to peel back the layers of a character will not always occur as often as you would like. The best you can do during interactions with PCs and NPCs is to respond in authentic way. Hopefully you have a GM who can make use of part of a character background you write up. Don't blurt out at the first session of a campaign "I'm an escaped slave who fights oppression while searching for his family, and doesn't yet know that he's the heir to a lordship!" If your PC sees a slave he might have strong words with the master, or deliver a beating. Perhaps he mutters something about his past to indicate his past, and to give his allies a chance to respond before he starts a fight. Give it time and see how it develops. Some adventures won't have many opportunities to delve into a character. Sometimes it comes down to the play style of the group. The type of RP you might works best when all of the players are committed.
This isn't the kind of charcater building you are talking about, but I played a noble knight character years ago, and over the course of his 8 or so level career, he never once moved into a flanking position. Not with a move action, not with a charge, not with a 5-ft step. This pissed off the rogue's player to no end. He yelled about it a lot, and I can't blame him. The knight never moved out of a flank, he just wouldn't initiate it.
The Master Craftsman feat allows the character to avoid that requirement.
I'd say that all in all this prestige class is good for crafting, but pretty weak otherwise. It needs a boost. I think this should take on a skill money aspect instead of warrior.
BAB / HD:
What is an Iron Chef? ;)
Skilled Crafter (Ex): A craftsman adds his level to all Craft skills he makes and to his caster level for the purpose of crafting magic items and qualifying for item creation feats. He also gains a +4 bonus to his CMD to resist combat maneuvers made against items he crafted.
What about a repair ability? I think he should gain either mending or make whole as a spell-like ability, or he should gain an ability to repair HP damage to objects quickly by making a Craft check (or something). If you choose the spells, it should be better than the normal spell. Hmm. Maybe he gains mending as an at-will spell-like ability. As he gains levels he can gains Make Whole 1/day and then Greater Make Whole 1/day.
Master Crafter (Ex): Beginning at 2nd level, a craftsman can create magic items more quickly than normal. Creating an item requires 8 hours of work per 1,200 GP in the item's base price, plus 100 GP for each additional craftsman level he gains to a maximum of 1500 GP.
See Weak Points:
Ring or Rod:
Sorry this post is kind of rambling. It kind of jumps around.
Boomerang Nebula wrote:
Some kind of urban barbarian who opposed corrupt authority with some kind of smite law/smite evil hybrid.
If you want a mix of melee and ranged, then get 14s in everything but Wisdom, or some layout like that. You could instead focus on ranged and forego Srength.
Spells per day, spell level, and DCs will always be behind the curve so it's fortunate that the two lists have a variety of self-buff spells.
Bombs will help you succeed on your Smite Evil attacks. You will have lower bomb damage and lower Smite Evil damage, but I think thay will balance out.
You'll have healing from two sources but will be healing less damage at a time. You'll probably use Lay on Hands (swift action) and save extracts for other uses, so the amount healed will be lower.
I feel like this character will eventually have a great variety of skills, combat options, and spells, will not excel at much and never get to enjoy higher level class abilities the way the other PCs will. I think the character can contribute and even survive, but rarely thrive.
There's no healing I know of that is part of Wild Shape.
Having a 2nd character to help you flank and who gets their own attacks is a great ability, and it's more powerful than being able to shapechange like the druid. One great benefit of the druid's wild shape is the versatility of choosing a form based on your present needs, in additiion to natural a armor and natural attacks. For example, being able to climb, swim, fly, use scen, gain darkvison, etc.
I guess I would have him choose an animal from the companion list and let him change into that, but following the rules of the beast shape spells, as appropriate foe his ranger level. In additional, I would let him change the chosen animal form in the same manner that a ranger would select a new animal companion, including performing the 24-hr ritual and choosing one appropriate for the terrain.
Without a doubt my favorite story when I was very young. I used to cackle while reading through the robber's description of the ambush, particularly he describes Satan calling for him from up on the roof. Some of the stories call him a judge instead.
Seattle does have a lot of conventions and a lot of people working in the "game" industry. Lovely Summer's too. Maybe I take them for granted because I've been here all my life and don't go to that many! However, I have met more than a few people with a level of "geek celebrity" outside of conventions.
As for the other side, there is a local radio talk shows that has been poking fun at Flordia news reports for longer than just recent events. They have a section of their daily news report called "Things Are Not Right in Florida", and a oft-played sample of a little girl bemoaning "Oh Florida". I haven't been to the state but I understand they have lovely weather, golf, and beaches. A nice place to retire. On the other hand they are they only place where you will find both alligators and crocodiles.
1 pint is a reasonable catch-all, but perhaps for the sake of flavor you could say that the ritual imposes a -2 penalty your Constitution score, with an additional -1 per four Hit Dice. This penalty is reduced by 1 point per day until it is gone. Or call it drain and have it go away at the same rate. Perhaps calling it ability damage would be easier, but that is easily healed. Alternately, you could say that the character is fatigued for 1 day. At higher level he is exhausted for 1 day and then fatigued for 1 day.
I read Grimm's many, many times as a kid in multiple books, and I agree that a dwarf in fairy tales doesn't match up very well with dwarves in RPGs. So perhaps you eliminate the current dwarf, halfling, and gnome. Then create two new small-sized races called dwarf and gnome to replace them. One lives in hills, the other lives in forest, for example. Shuffle around a couple of the racial traits you like and then add some new ones you think will fit in.
I would advise against allowing a very limited list of acceptable classes. If there are a few classes you want to ban (such as the gunslinger), then ban those specifically. The archetypes you speak of certainly exist in fairy tales and in other stories, but they should be utilized for role-playing purposes - not to determine what character class you play.
I did not mean a point pool like grit or panache. I meant a point pool like the alchemist's number of bombs. A grit pool is small and can be recharged, while the alchemist's has a number than increases with with. My point being that many of your tricks each have their own point pool and it seems like a waste.
A gunslinger begins play with a blunderbuss at 1st level, which is different from choosing a permanent class feature from a list. You should be able to loose a magic item, but usually not a class feature.
I suggest taking a look at THIS WEBSITE.
It covers an awful lot. Look for "Gamemastering" near the top of the page and then click on "Combat". Look for "Special Attacks" and then click on "Two-Weapon Fighting". When you fight with two weapons you are going to get some pretty big penalties on attack rolls. However, there is a combat feat called Two-Weapon Fighting that will decrease these penalties. You need a pretty good Dexterity score to get it though.
All of the rules you need to play the game appear in the Core Rulebook, but if you can't find something specific in there then you can go to this website and use the search bar at the top of the page to look something up. For example, if you type in "Weapon Training" the very first search result should be fighter class. Click on that, scroll down to Weapon Training, and you will find everything you need to know about the Weapon Training class feature. Of course you can also open the Core Rulebook to the section on the fighter class near the beginning of the book and learn the same information.
What is the BAB? What is the Hit Die? What are the good saving throws? How many skill points per level? What are the class skills?
I like the bonus to Slight of Hand bonus, but the UMD bonus will become less meaningful before long. Let's say you get your first wand at 3rd level, you have a Cha of 16, and three ranks in UMD. You have a bonus of +10 and it's a DC 20 check with a 55% chance of success. It will just get easier from there. Plus, a lot of useful spells will be on his spell list anyways. At 6th level with a Cha of 18 you have a +16 and 85% chance. What about replacing it with Escape Artist?
Using spells with a flashy effect is vague. Instead of casting the spell and incorperaing it, say that he can give up a spell slot to augment his performance with illusionary effects to engage the senses of those he entertains, gaining a circumstance bonus to the check equal to the level of the spell.
The magic tricks need some mechanics to tie them all together. For example, at 6th level he could four tricks and four separate pools of uses per day to keep track of. You could give him one point pool equal to his level + his Cha mod, and have all or most of the tricks draw from that pool. Some of the tricks would consume one use, and maybe some of the stringer ones use multiple. If multiple tricks involve saving throws, then set the DC to 10 + 1/2 level + Cha.
I like appearing trick.
Escape anything seems fine, but you are kind of granting the magician use of a 4th level spell. Instead I would suggest being able to use Escape Artist as a swift action, or grant a bonus to an Escape Artist check.
Magic hat needs some clarifying. This should be more than just a 1000 GP Magic item. I think the contents limit should increase with level. Get rid of the bit about someone else using it. Can he choose a new command word? What happens if the "hat" is lost? Are the contents lost? Can he choose a new hat and regain the contents of the old one? If so, I suggest a time or GP investment to assign a new hat.
Is this your card seems pretty good, but needs clarifying. Who speaks the answer aloud? I think it should be the target. If it succeeds on the save, it should be allowed to be silent or to speak (possibly making a Bluff check). With a DC that low, this will be useless beyond low levels.
What happens to the copies from endless scarf? Can the magician sell them for profit? Do they disappear after awhile? Maybe its a set number of rounds. Maybe it's as long as he concentrates.
Flight would be simpler if it granted a fly speed for 1 round.
I think signature wand should change. Perhaps the swift action thing and using his own Cha for the DC. Ignoring the need to roll a UMD check is also contrary to gaining a UMD bonus.
Perhaps wand mastery is changed so you give up a spell slot instead of using a wand charge.
Greater wand mastery is probably too good. I know that the alchemist has a similar ability for potions, but wands are a lot better than potions.