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The Real Grim Shady wrote:
I'd probably go Rogue-Paladin myself.
If no spellcasting then maybe fighter. If you don't mind fake spell casting then alchemist, focusing on self-buffs. All good saves. When you can't sneak attack something, throw bombs. Investigator would be cool too, but has more overlap with the rogue.
Handle it on a case by case basis. If the party only has spontaneous casting and they need a redirection, many be only charge for material components. Make sure it's the exception to the rule. If the players expect it, definitely charge them. If the PCs host a festival and monsters attack, a npc priest would probably cast a cure spell if it was safe to do so.
Elfblack is a +2 flaming burst impervious elf bane war axe constructed from a single solid piece of dingy iron course to the touch. The blade is charred and the handle wrapped in a soft hide. Along the haft is inscribed a verse. When the weapon is heated by fire or wetted by elf blood, the lettering sheds light as a candle until it cools, dries, or is wiped clean.
Upon this charred edge shall suffer
Elfblack is aligned Lawful Evil and has Charisma 10, Intelligence 12, and Wisdom 14. Rarely is an item with Elfblack's wisdom so hateful, and no one fully understands its motives. It is possible that it was forged by a mad dwarven lord deposed from his throne, or by a scorned outsider. Whatever the reason for it hatred, it can not stand bear the continued existence of any elf and will drive its bearer to destroy them. It has an ego of 21.
Elfblack's senses extend out to a range of 120 ft. It has Darkvision and a +10 bonus to Perception checks. It can communicate its desires empathically, and its bearer will feel pain when it knows an elf is nearby. Slaying an elf will fill Elfblack's bearer with its sense of righteousness.
I'd like to see a little more flexibility in the class features. You get a string of predetermined abilities. I feel that Change Shape is supposed to provide a bunch of variety, but it's not telling me what that variety is. This class could very easily do with a bunch of rogue talent/rage power type abilites. You could recycle many of these features into such and then write another dozen or so.
Pathfinder is intended to be played with a team that together cover a variety of abilities. Also, if one player has a string of bad luck, there are other characters there to help out. In order to mitigate how much GM work it takes to cater everything to that, I suggest that the player have a character with diverse abilities: combat, magic, and skills. Maybe a bard, investigator, inquisitor, or a gestalt character.
Of course, you can make any class work, but as some classes are more one-sided compared to others (the wizards and fighters of the world), you would need to make the campaign accordingly one-sided or introduce GM boons or some sort to fill in the gaps. Link probably had superb ability scores across the board, but his talents were mostly his flawless agility, great endurance, and hitting things with weapons. Probably a fighter. But, Link also had an arsenal of high-level magic items. Such items would be an example of the boons.
Do you have one or two friends who can play occasionally? I have done the one-on-one game in two campaigns in the past: one as a kid with a friend who lived further away from everyone else, and one years later with my daughter. We had our fun, but it feels lacking compared to the dynamics of a group. I suggest trying out the on-on-one but also making some serious inquiries to wrangle some extra players in.
You can make friendly suggestions to a player when the time comes for him or her to make choices, but don't get upset when the suggestions are not taken. I played with someone for years who never quite fully got the knack building characters (oracle of battle who spends most rounds in combat healing?), and in the end you need to let it go. Basically, if you push the matter they will end up resenting you.
It's a game, and your friend needs to remember that. Is your GM tossing out challenges that cater to what you are good at?
That's an awful lot of class features for a 9/9 spellcaster
The entire Channel Energy progression is basically one class feature. For this class and the cleric, all of the +dice entries are more of a place holder than anything else. But still, if this has 9-level prepared coasting, then it is probably too many class features.
Domains: community, nobility, good, sun
Favored Weapon: shortspear
Symbol: open hand
Baldur is the son of Odin and Frigg. He is gentle and understanding god much beloved by gods and mortals alike. He encourages his followers to practice unconditional compassion and goodwill.
Domains: air, charm, community, plant
Favored Weapon: light mace
Symbol: gold necklace
Daughter of Njord and Nerthus, sister of Freyr, and the goddess beauty, love, and wealth. She makes Asgard a wonder to behold, and her favors are sought by all. Those seeking companionship, affluence, or prosperity ask her to answer their prayers.
Domains: darkness, death, law, repose
Favored Weapon: net
Symbol: clenched fist
Hel rules the underworld where dwell all the dead not claimed by the gods. She is greedy and that which she claims she does not loosen her grasp on. Her petitioners include tyrants, necromancers, and those who fear falling into her clutches.
Domains: evil, trickery, strength, void
Favored Weapon: punching dagger
One of the supernatural beasts seeking to bring about the end of the world. His ravenous hunger is unmatched. He is revered by thieves and hunters.
Cure light wounds heals a maximum of 13 points at level 5, with an average of 9.5 per casting.
You spell spells 10 points at level 5. Now, I understand that this is more because you are sacrificing HP all at once to gain it over several rounds, so I think this is OK. A pinch more would be fine too.
The problem is that at level 10 it heals 32 and at level 15 it heals 66. Depending on the specific effects, 1st level spells max out at a certain point. For example, CLW maxes out at 1d8+5. Magic missle maxes out at 5 missles. Shocking Grasp at 5d6. Divine Favor at +3. Some cap at caster level 5, some at caster level 9. Just depends on the spell. The continued scaling of your spell makes it just too good
I suggest going with fast healing 3 for three rounds. 9 points healer in all. At caster level 3, 5, 7, and 9 the amount of fast healing increases by 1 but the duration stays at 3 rounds. Thats 21 points healed over 3 rounds.
I would be careful with this, such that exploring is something the PCs are still much better at because the scouts have a lower level. Hidden things might be missed, the courts could be seen, or casualties might be suffered. Spending more build points increases the scouts chances of success. Maybe the scouts can only travel through hexes already explored. And for sure, while the scouts return with information, they keep all loot themselves.
I have TPKd three or four parties. Only once out of malice (I was 17 and a girl showed up, so I wanted to end the game and hang out with her). Once because the party attacked several demon avatars during a diplomatic gathering. Once because the party failed to use the special magic items I gave them for the purpose of defeating the enemy.
You could say that the world was one whose surface was obliterated long ago, and the builders have claimed it in order to conduct this experiment of theirs. Some areas of the planet are still untouched or in progress. This means that in remote areas of the world there are traces of the old world, places where the builders' servants are working busily, or remnants of abandoned projects. These are areas that the builders do not intend for people to explore, and each builder could react differently to intrusions. Perhaps the builders' servant could be golems, elementals, and the like. Perhaps a few builders have hidden homes on the planet, instead of living in the sky.
Various levels of technology and culture could exist in settlements not so far from one another. A builders would decide the levels the settlement begins at, and may intend for the people to never cross a mountain and see a more advanced settlement. This would allow for a pretty diverse array of settings that don't necessarily need to have a global logic to them. Builders could have varying amount of involvement in their experiments, depending on their intent or whim. Builders would not need to all have the same alignment either.
With your protective ring surrounding the planet, you could justify altering the way that some magic works. I suppose you could say that the builders themselves are deities, but you could also say they are not that this experimental planet has attracted the attention of various planar entities, and that outsiders sometimes arrive to explore or to spread the agendas of their masters. In this way, standard divine magic could be present. Of course, many of the inhabitants could believe that the builders are deities. You could homebrew faux-cleric class based around that I suppose.
Yes it is both, or is to me anyhow. Maybe you could expand the class into one that can accommodate a variety of character builds, of which the crossbowman is one. For example, an archer who handily uses his bow as a quarterstaff or a knife-fighter who can fluidly mix melee and ranged with equal lethality.
In my experience session zero happens more frequently than it does not. It's a fun day. It can also be preceeded by a string of e-mails where players bounce ideas off one another. Or over a meal, coffee, etc. In my mind, the biggest motivation for session zero is to avoid making characters during the first session. For a long-term campaign, that never turns out well.
Both the flavor and mechanics for this class are all over the place. Still, considering the short prep time, the layout is pretty good. I think the focus of this class is far too narrow: a guy who specializes in magically stabbing things with a crossbow.
If you want the bayonet to "work", that can be accomplished a house-rule or with one or more homebrew feats. Specializing in a crossbow bayonet should be an option for any class - not a class itself. You could go the route of reworking the ranger so that you have some spell casting, a good selection of skills, and lots a weapon talent. But it could go beyond one type of weapon.
Another route is make this a prestige class, which are meant to be more narrow in focus.
I will address this in more detail when I have time.
Instead of hit dice and arbitrary decisions between barbarians and wizards, you could go by the highest modifier in Handle Animal or Wild Empathy. And in what way is this cursed? Perhaps the dog instinctively swallows edibles whole as a standard action, or as a full--round action if it's too big to swallow whole.
The alchemy one is actually have the most trouble with, strangely. I suppose it all comes down to what fantastic elements my mind can consider "realistic" in a fantasy world. I can justify the spellcasting ones and martial ones. One magic weapon can heal the wounds of its wielder, shoot bolts of lightning, or teleport to safety. Another weapon makes the wielder a greater warrior - strong, fast, deadly. But a magic sword that teaches its owner how to make potions and bombs feels different. Mechanically it's fine, assuming the free class features of that weapon are somewhat balanced against the free class features of another weapon. Flavor-wise it feels weird. I suppose mutagen-like abilities would be more believable to me. Anyways, just one opinion.
The all fighter campaign does a lot to explain the concept, actually. I feel like you know exactly how each of the features functions (since you made them), but they leave a lot of guess work for someone looking to offer you input.
I'm not trying to sway you away from conceptually combining cleric and inquisitor, but I disagree about there not being enough material, particularly if you toned some of these down so that there isn't a feature at every level. Some of it seems like you are stretched thin on ideas.
I'm not sure how these, but it looks as though if you own the weapon, you get a list of class features for free?
Furykin looks quite potent for any martial class. Your BAB increases above the normal legal limit, all saving throws increase, you get tireless rage before a normal barbarian. Very powerful stuff. The stacking on those things alone seems like they could get crazy. What if I was playing a barbarian? Does everything stack? How long does rage last? What does +1DR/-1 mean?
Looks like spellblade gets 10 spells over 20 levels (based on bloodline), with no indication of how often they can be cast. By my estimate, nowhere near as powerful as furykin.
Like furykin, Divine Judge looks great for any weapon user. Spellblade gets bloodline spells, but this one gets spellcasting as a class. The two don't seem well balanced against each other. Again, probably too much considering that the character already has class features. Are you intending a variant of a gestalt game? Is everything active at all times or is this a uses per day thing?
I'm working on something, and have a first draft more than halfway complete. The idea is that - similar to the magus bladebound archetype - a character has a sentient weapon in place of a familiar. I might expand it to allow swapping out a companion or cohort but that can be down the road. I have been referencing material from the wizard familiar feature, the bladebound magus, and intelligent items. Generally, I write out what I think will be cool, and then the next day I tone it down.
Before I post what I have, what would you caution me to not do, and what possible pitfalls could be encountered? Additionally, I still haven't decided if this will a simple swap out or if it requires a feat. If a character has already spent feats or or done some non-optimal multiclassing, another feat could be a big price to pay.
You might be better off creating an archetype since it doesn't look like you have any new mechanics to dedicate a class around.
As an exercise, Oxylepy, try swapping out wizard class features with the class featured you listed. For example, maybe he looses arcane bond and gains the expanded breadth of knowledge. Then he looses bonus feats and gains research paths. It may not yield the exact result you want, but it's a place to start.
Combining strength and constitution would have the rather odd effect of encouraging all wizards to be super swole (since constitution is the only physical stat full casters care about they tend to dump all of their extra points in it).
1) I understand the whole "casting ability score and constitution, screw everything else" thing. However, people are strange and can have somewhat unique motivations. In assigning ability scores, I am always surprised at how many of the people I have played with leave their Con at 10 - even those playing melee combatants.
2) It is a strange situation, where wizards and such start getting stronger. But similar to #1, PCs tend to endup with strange arrays of ability scores anyways (almost every character I have ever played has an Int and Con of at least 12). And if we're being "realistic", anyone - even wizards - who spends time exploring dungeons while monsters try to kill them would be physically fit. Why would someone explore dangerous places with someone who has trouble carrying their own backpack? People who are durable tend to also be strong. I don't have a problem with wizards sporting a 12 Strength.
One thing that always puzzled me about the drug mechanics is that they aren't treated as poisons, even if they follow the same rules. I assume that was deliberate, to ensure that high-level alchemists still can get wasted.
High level alchemist sit around half the day drinking polypurpose panacea extracts, as well as higher level versions of their own design.
The problem with alternate drunk rules is that they're often so complicated that no one remembers them and no one will bother busting out the rule books to find out what they are. PF's rules are simple and easily remembered. You can handle a number of drinks equal 1 + your Con modifier. Afterward, you're sickened.
The problem with these rules is that is doesn't really reflect how a person gets smarter, tougher, and better looking the more they drink.
You should probably post at least one of them, or provide a link it, because I don't understand what you propose well enough to comment on it. If you don't know how to post a link, scroll further down to "How to format your text" and click on "Show". However, you did inspire an idea for using a weapon as a spellcaster's familiar.
DM Papa.DRB wrote:
You get to playe quite a bit! Feeling some jealousy...
Well I figured out a way to finally view your PDFs on my tablet, but I'm not sure why it works. Previously, the PDFs were super zoomed in and I wasn't able to zoom out. After clicking on yourlink, I change the folder view from thumbnails to list. When I click on the PDF, it fits on the page! It doesn't make sense but I tried it a few times and all seems well...
TONGUE OF WORMS
Sudden Action: As a swift action, the hero can use any move action that does not cause her to move out of her current square. This one deals with action economy.
Resist Debilitation: As an immediate action made when the hero suffers ability damage or ability drain, she can reduce the amount of ability damage by 2 or the amount of ability drain by 1. At 16th level, she can reduce the amount of ability damage by 4 or the amount of ability drain by 2. This one is sort of sets up the capstone ability.
Fortified Defense: As an immediate action made when an enemy conforms a critical hit against the hero, it rolls damage against her as though the attack's critical multiplier was 1 less (minimum X1). Negating the critical hit would be simpler, but this still allows X3 and X4 to get some of the extra damage in, and still allows for special effects that trigger off of a crit.
Unexpected Strike: As a swift action, the hero can make an special attack from an from an expected source (such as an elbow, hilt of a weapon, or the corner of a shield). For this check, she rolls d20 + her hero level + her heroic bonus in place of her normal attack roll. If successful, the attack deals 1d8 + her heroic bonus bludgeoning damage and the enemy suffers a -2 penalty to attack for 1 round. Sub-optimal attack for the character level, but maybe useful conditionally.
Daring Advance: As a move action, the hero chooses one enemy she is aware of and then moves her speed. During this movement, she does not provoke attacks of opportunity from that enemy. Helps get closer to an enemy.