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Krun Thuul

Ciaran Barnes's page

5,258 posts. No reviews. No lists. No wishlists.


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Nice variant on the fighter. I made one like this a few years back. There's more alike than not. :)

Agile Fighter (fighter)
Skills: Acrobatics (Dex) and Escape Artist (Dex) are class
skills for an agile fighter.
Weapon and Armor Proficiencies: An agile fighter is
not proficient with medium and heavy armor or with tower

Deft Movement (Ex): An agile fighter gains Dodge and
Mobility as bonus feats, even if he does not meet the
prerequisites. He does not gain the benefits of these feats
when his speed is reduced due to armor or encumbrance.
This replaces his bonus feat at 1st level.

Burst of Speed (Ex): Beginning at 2nd level, an agile
fighter can move his speed as a swift action. He can use this
ability once per day. At 6th level and every four levels
thereafter, the an agile fighter can use this ability one
additional time per day.
This replaces Bravery.

Nimble (Ex): Beginning at 3rd level, an agile fighter gains
a +1 dodge bonus to AC. At 7th level and every four levels
thereafter, this bonus increases by +1. He looses this bonus
when he wears medium or heavy armor or carries a
medium or heavy load.
This replaces armor training 1, 2, 3 and 4, and armor mastery.

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?

"Sorry, the file you have requested does not exist.

Make sure that you have the correct URL and that the owner of the file hasn't deleted it."

"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:
Ciaran Barnes wrote:
This is the homebrew forum, not the use pre-written material forum. You are mean to write new material here.


What, I've worked on this class for 3 days, this class is 100% my own homebrew.

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.

Yeah, why are sharks smarter than whales? I think you could get more creative than just giving all of the races a strength bonus.

Neither crocodiles nor whales can breathe water.

It's hard to make a "crafting" class and then give it options in combat without just making it a "fighter". I mean I suppose you could give it a bonus to sunder, damage bonuses to objects and constructs, a way to bypass hardness, a way to ignore the AC bonus of armor, or stuff like that.

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.

These seem fine, although for the sake of opening it up to a variety of classes I would change the feats to "Masters Craftsman OR any item creation feat".

I suggest 3/4 BAB and d8 HD.

Saving Throws:
I would be OK with this having two or three good saves.

First off, jack this up to 4 or 6 skill points per level. Second off, every one already has Craft and Profession so there is no need to list those. Using your list as a cue, I would make the class skill: Appraise, Knowledge (all), Spellcraft, and Use Magic Device.

What is an Iron Chef? ;)

This is fine.

Quick Crafting:
The wording is funny so it's not fully clear how it works. If anything I would say "A craftsman crafts non-magical items in half the normal time. Eassentially, the progress he makes each week or each day is doubled."

Bonus Feat?
How about a bonus item creation feat at 1st level? If he has the master craftsman feat, he should also be able to qualify for those. Maybe he has a caster level equal to twice his craftsman level for the purpose of qualifying for them.

Skilled Crafting:
The first part is fine. I'm kind of meh about the second part because he already proficient in most weapons anyways. I might change it to:

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.

I like these, and I'm glad that you decided to limit it to one per item. It would get out of hand quickly.

Unneccessary. In Pathdinder, Swim's ACP is not doubled. It is not increased in any way. You could change this though to reduce the ACP to Swim checks by 1.

Could use a boost. How about increase hardness by 1 per craftsman level and HP by 2 per craftsman level?

Quick Enchanting:
Well this pretty much negates my Master Crafter idea. The wording you have needs to be clarified. Read the rules for crafting magic items and make your wording work with those words. This should also be a capstone, not just a level 3 ability.

See Weak Points:
Maybe move this to 3rd level. Is this a constant ability or does it require an action to find the weak point. Perhaps to give this character a little more adventuring ability, he becomes able to score critical hits on objects and constructs.

Ring or Rod:
What if he doesn't want to make these? If he has the ability to qualify to item creation feats, you don't need to hand him one in place of a capstone.

Sorry this post is kind of rambling. It kind of jumps around.

Boomerang Nebula wrote:

@ Brother Sooth any update on this?

What other character classes are you working on? Any chance of a Slayer archetype based on the band Slayer? I'm thinking a metal Barbarian would be cool, when I hear Refuse/Resist I think Barbarian.

Some kind of urban barbarian who opposed corrupt authority with some kind of smite law/smite evil hybrid.

The dim they makes with their pals.

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.

Cutting the likelihood of a crit by 50% sucks, but remember that with these rules you also have minimum HP and will probably loose you armor at some point too. These do sound pretty harsh though. I would have to see the rules in more specific detail. How often do the PCs die?

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.

You are looking for a PC class, but is this for a PC or NPC?

A few times when I have used groups of identical monsters, I put a small circle of white out on the base and then numbered each one. But still, in groups for sure.

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CrystalSeas wrote:

The Town Musicians of Bremen might be a workable start for your setting

Musicians of Bremen

It involves animals that could be standard classes and the plot is about four of them going off on an adventure

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.

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The grimm's tales edited to reflect a time more chivalrous then actually was. I don't think it would be terrible to stretch what the perception of the fairy tale world some. Then again, Pathfinder might not be the best system for it.

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Perhaps since it is a fairy tale world, awakened animals are much more common. Not common, but a professional woodsman is likely to know at least a few.

Just curious, are you looking to do this for a me chick combo or strictly for thematic reasons? The two can use similar physical ability scores, but use a different mental ability score. You'd be stretched kind of thin.

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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.

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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.

Is everyone in your gaming group playing Pathfinder for the first time? Are you playing 1st level characters?

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I didn't know he was going to be a father soon. Tragic.

My interactions with Steve were mostly via e-mail a couple years ago but this is sad news. He was quite a prolific writer.

EltonJ wrote:
The magus gives you the mystic abilities, the monk gives you the physical abilities, and the fighter grants you the use of the sword.

A magus can already use swords.

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Each attack should detail all effects, such as lightning bolt spell or alchemist fire. There isn't a general use section of the rules for additional effects.

The obvious choices would be monk or brawler. Were you looking for an option outside of that?

Weables wrote:
back in 3.5, you didnt make it past level 3 without prestiging out to some class or another, often having 3-4 prestige classes alone by high levels.

You didn't? I must have been playing D&D wrong.

Two hours is still pretty long. Maybe if you cut it down to 30 - 60 minutes.

Ask your GM.

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Dragon Disciple is the only one I can think of that people on the message board still talk about.

I think there should be more 3-5 level prestige classes, and fewer with 10.

Step 1.
Realize that a Jedi-inspired class will not be able to do everything jedis do in the movies.

Step 2.
Name some aspects of Jedi that are the most important to you. The class needs a starting point.

Davor wrote:
Just pick literally ANY other trapfinder. There are so many to choose from, nobody NEEDS a rogue anymore.

No way. Every party needs a rogue AND a cleric. Oh, AND a wizard.


Does PFS put limitations of any kind on MW tools? Most of the Paizo tools that grant +2 have some kind of mitigating factor, such as having a limited number of uses, only good for certain uses of a skill, only in a certain city, etc.

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Ruined castles might not be completely vacant. Perfect for a fantasy adventure game...

Have them be Chelaxian agents who must rise up through the ranks in order to have a shot at succeeding. Did you see the movie Valkyrie?

I would be surprised if it appeared on the FAQ but go ahead and check.

You posted on three threads with identical responses? Just use the higher of the two intelligence scores.

1st level spells aren't meant to be very good. Obviously some are better than others, but that doesn't mean they should all cripple an enemy. Succeeding on a ranged touch attack is not hard. Getting past someone's Fort has varying difficulty depending on the target you choose. So you have to pick your target. If this were a higher level spell, it would probably have only one or the other.

With aberrant, abyssal, and accursed lineages, why would most of them be good?

You don't need to note Craft (all). You can just write Craft.

Throughout what you have written, you have capitalized many words that don't need capitalizing. Was there a purpose to this?

Detect Magic would be just fine is you only said that it could be cast as a spell-like ability. Basically it would be a free cantrip. I understand that you're trying to emulate the paladin's detect evil, but detect magic is quite more useful (in my opinion), but I don't that it needs a special boost like being able to get three rounds worth of concentration in. Perhaps that could be an option available at higher level. Also, what it Eldritch Votary?

Why is Smite a move action? I think this would be more interesting if it were more ike the paladin's smite by attaching certain creatures types to it. So, maybe a but of ranger it it but restricting it to "magical" creatures with dragons, outsiders, abberations, fey, etc.

The lineage feature mentions spells and an extra skill, but looking through them I see neither. Did you forget that part? Does the character cast spells at all? It's supposed to be half sorcerer.

The Thaumaturge feature is obviously a variant on the paladin's save bonus, but the exception that he uses Cha instead of Wisdom for Will saves. This allows the charcater to dump Wisdom and still have a good Will save. I would either make it identical to the paladin ability, or if you want o mitigate keep the "creature of magic" theme then have it apply to only spells, spell-like abilities, and supernatural abilities. This would cause his to not gain the bonus against poison, disease, etc.

The part about gaining an item owned by his family at 5th levels is weird. Where as it for the previous four levels and how did it suddenly come into his possession? If you moved this to 1st level, you could make this a bit more of a paladin/magus ability.

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Brother Fen wrote:
This sounds like bad GMing. If he ok'd your build, you should be allowed to play it.

It seems that the GM didn't understand what he was agreeing to. Shouldn't that make a difference? And what about sacraficing the group's fun for the sake of one players?

Hmm I guess that makes sense. It could have been explained a little better.

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A smurf who can smurf.

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You didn't do anything 'wrong' but the rest of the group's fun suffered anyways. Just be a good sport and make a different character. Maybe two of the anti paladins should do the same. Egos got hurt. Don't worry. You'll get over it. So will your group.

Browser ate my post so this is the short version. Slow the level advance in order to keep them at low level. You could give them pseudo power increases by giving them magic items that are gifts from carnival NPCs for completing a quest or on load while undetaking one. Kind of like the kids in Hary Potter getting inappropriately powerful items, but you don't need to give them cloaks on invisibility or time turners. For example:

-A wand with higher levels spells or caster level, but with 5 charges or so. At 1st or 2nd level, being able to shoot 3-5 magic missle at one is pretty awesome.
-A flaming sword might be more than you want to hand out, but they might be able to borrow one from the tiefling sword swallower so they can fight a creature with the ability to freeze people.
-A scroll with some spells relevant to a particular quest can allow them to solve problem that might not normally be within a low level party's capabilities.
-A magic box may have been magically locked long ago and it well beyond the ability of low level characters, but a chime of opening could get them inside.
-A potion with a higher caster. If you don't want characters to be able to fly yet but have some hard to reach areas, a potion of jump that gives a +30 bonus to jumping can solve that problem.

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