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Krun Thuul

Ciaran Barnes's page

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I'm sure there is a better way to write it, but that what you get for about three minutes of work. :) I originally had "proficiency in all marial weapons" as a prereq, but that kept rogues out.

Role: shoots and/or blows up shoots things, etc.

Alignment: Any.

Hit Die: d8.

Medium BAB
Good Fort
Good Ref
Poor Will

Starting Wealth: 4d6 × 10 gp (average 140gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The engineer’s class skills are Appraise (Int), Climb (Str), Craft (Int), Disable Device (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Linguistics (Int), Profession (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiency: Engineers are proficient with all simple weapons, plus the hand crossbow, net, and bombs. They are proficient with light armor and shields (except tower shields).

Bomb (Ex): Engineers are adept at swiftly building various volatile chemicals to create powerful bombs that they can hurl at their enemies. An engineer can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the engineer must use a small vial containing an ounce of liquid catalyst—the engineer can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most engineers create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the engineer for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a bomb inflicts 1d6 points of fire damage + additional damage equal to his Intelligence modifier. The damage of an engineer's bomb increases by 1d6 points at every odd-numbered engineer level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the engineer's level + his Intelligence modifier.

Engineers can learn new types of bombs as Engineer Talents (see below) as they level up. An engineer's bomb becomes inert if used or carried by anyone else.

Engineer's Lore: At 1st level, an engineer selects one Craft skill that he specializes in. He adds 1/2 his level as a competence bonus to that Craft skill and to Knowledge (engineering) checks (minimum +1).

Trapfinding: An engineer adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). He can use Disable Device to disarm magic traps.

Bonus Feat: An engineer chooses Exotic Weapon Proficiency (siege weapons only), Gunsmithing, or Throw Anything, and gains it as a bonus feat.

Engineer Talent: At 2nd level and every two levels thereafter, an engineer gains an engineering talent of his choice (see below). An engineer cannot select an individual trick more than once.

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Your training protects you against deadly attacks.

Prerequisites: Int 13, Heal 5 ranks, and Armor Training, Favored Terrain, or Uncanny Dodge.

Benefit: You gain a bonus equal to your Intelligence modifier on all saving throws. Subtract the highest spell level you can cast from this bonus.

is this equally ridiculous? ;)

Hit dice should be dropped to d8.

The skill list scattered. Diplomacy seems out of place, except in that almost every class gets one social skill. Heal, and Spellcraft feel out of place too. Linguistics I am -eh- about. I only mention that Perception feels unusual because nothing in your description aludes to it, and almost every homebrew class I see gets Perception. Is suppose Stealth makes sense for sneaking in and placing his bombs. In your own words, this is a "non-magic" class, so Use Magic Device is very out of place. It feels like its here for the same reason as Perception: its a great skill. I would add in a couple more Knowledge skills, Appraise, and Profession. 4 skill points seems fine.

Starting wealth should be next to alignment and hit dice, not referenced in a table. Look at any Paizo class and try to follow the format.

Proficiencies need to be trimmed back. Start with simple weapons and light armor, then go from there. He already gets some crossbows, but all crossbows seems overkill because almost anything could appear in a splatbook or 3rd party material. Add in hand crossbows if you think it is important enough. Lance? He doesn't even get Ride as a class skill, and it makes no sense. Nets, scythes, and starknives? Why? He is already proficient in bombs because they count as improvised throwing weapons.

Weapon and Armor Proficiency: An engineer is proficient with all simple weapons, plus all Crossbows, the Lance, Net, Scythe and Starknife as well as bombs, firearms and siege weapons. Engineers are also proficient with light armor and shields (except tower shields). The class features are getting pretty numerous, so since proficiency with guns and siege weapons normally cost feat, I suggest perhaps a class feature that lets the engineer gain them as he advances in level.

A skill bonus to Engineering makes sense, but UMD makes absolutely none. If anything, I would make Trapfinding a class feature, and perhaps some other class feature thats a bonus to Craft that advances at a slower rate, such as 1/3 or 1/4. Or, simply take a cue from the alchemist and let him add his level to all craft (siege weapon) checks. You could justify granting a bonus to Craft (traps) as well.

Just call the bomb feature Bombs and keep it fire damage. Force makes no sense. Force damage is as magical as you can get.

There is so much in this class that throwing in Gunsmithing and Brew Potion is just getting over the top. Give him a Bonus Feat progression and write up a bonus feat list that includes the siege weapons and the gun stuff.

Your devices/spellcasting feature needs to be revisited.

The self-defense feature? Why is this here?

More bonus feats from Siege Focus? Same as above.

The basic idea of Quick Engineering is fine, but needs revisiting. The cost is already cut in half when you craft an item, and there is no need to go further. Half the time is pretty good. If you want to give another benefit (just as the alchemist's swift alchemy does), I suggest coming up with something else.

Why did you choose gun training? I thought that siege weapons and other devices were important too. Strange to focus on this.

Fast Bombs seems an odd choice, furthering the scatteredness. I am thinking that he should gain an Engineer Talent at every even-numbered level. Here is where you can put the alchemist bomb discoveries, the bonus feats, the affinities for guns, traps, siege weapons, etc.

Large Weapons is okay in concept, but I would instead say that he counts as being one size category larger when making attacks siege weapons and firearms. But you could easily do without this one completely, or make it a talent.

I would scrap you capstone and try again.

Paint some smaller, less awesome minis to improve your painting skills first. You could pick specific paints ahead of time, but in my experience you would be better served by using different paints to become more familiar with them before taking on the dragon. It could end up a spectacular piece. Have patience.

Cyrad wrote:

1) Force bombs at 1st level is too powerful. Force is one of the strongest damage types in the game. It also doesn't make thematic sense since it's not a magical class and force effects are created through magic.

One of the strongest? :)

I understand the sentiment. It comes down to GM style (GM style = preference + interpretation + rigidity + etc/other/who knows/take your pick), and in the martial vs. magic argument certain assumptions are made about GM style. Magic classes are considered superior because at higher level their abilities are defined in paragraph form, while martials are still defined by damage/HP. Those abilities in paragraph form defy the laws of nature, while martials just hit things harder and more frequently.

So, it depends on your GM.

However, magic classes end up with more flexibility in and out of combat, while martials just chop stuff in half. I'm generalizing, but I think you understand that.

The sentiment in the end of your post is great. Teamwork = great.

If you are the kind of person whose friends are those in the gaming group, then you should be talking to them on a regular basis. Use your words, talk it out. Some of us are too busy to have non-gaming friends.

Heavy Hand needs to be rewritten. The wording is not clear.

Anathemize is just too good, especially for a 1st level abilty. It can be used as a move action, it has no save, no attack roll, no maximum duration, and has no limit on the number of uses. It is superior in every way to a 1st level spell that might do the same thing.

In order to salvage this ability and keep your thematic elements, make it a 3rd level ability that triggers on a sneak attack. Allow a saving throw and implement a duration. Alternately, allow some kind of action to shake off the effect instead of the duration, wherein the creature gives up attacking for the round in order to end the effect. This would make it similar to being on fire.

Granting a hex/talent/power at 1st level in addition to every even-numbered level doesn't feel right to me. Perhaps in place of the 1st level hex, he gains a pool of points associated with Anathemize.

The navigation is fine. Its simple enough. However, once you have found something, there are too many clicks to actually download it.

It would be easier to critique your class if the class features were written out, along with what levels they are gained at. I'm afraid I must chime in with raising the hit die or lowering the BAB. While this class could focus on ranged attacks, I imagine the intention is for melee attacks. He's going to need some hit points. As suggested, make the class vulnerable by not offering defensive abilities, and not having class features keyed off of Constitution.

You could name is Standard Attack, or you could just capitalize the "A" and leave it as Attack. I understand that there is ambiguity, but my group has never once has an issue implementing this rule.

It's a great idea to drop any game. I would make the DCs difficult so that someone really has to be good to pull it off, and because a skill point is a much easier investment than a class level.

How many RP is this? With a total of +10 to various skills, plus other features, it seems higher than 10.

Did the GM think the events would play out differently, or did he expect you to all die?

You should go over this whenever you can to correct spellings, and grammar, clarity. I also suggest paying more attention to what gets capitalized and what is supposed to be lower case. For example, ability sccores, abbreviated ability scores, name of feats, and names of skills are all capitalized.

I encourage you to build on this section. Develop the concept further.

In standard Pathfinder style, abbreviated ability scores are capitalized. For example, change (dex) to (Dex). And I'm sure I do not need to point out that Seduction is not a Pathfinder skill, which I think is intentional.

There's nothing wrong with this class having a full base attack bonus, but it feels to me that lowering it to a 3/4 base attack would allow you to add more class features, possibly to emphasize the supernatural abilities to the masks.

The list of weapons feels long and clunky. If you keep a full BAB, then just change it to all simple and martial weapons. If you should change it to 3/4 BAB, make the list more like that of a rogue or bard. Also, I feel the difference between proficiency in just bucklers vs all normal shields is very, very small and that you might as well change it to all shield except tower shields.

1000 FACES
Having a number in the name feels a little strange. How about Many Faces? Capitalize both skills.

I recommend rewriting the main entry of this class feature. It is unclear and has mistakes. Also, I think that having physical, tangible masks can lead to problems. There is no discussion on how the mask is obtained or what happens if it is lost or broken. I recommend that the mask be completely supernatural. Maybe it appears in his hand and he puts it on, maybe it just materializes on his face. A lost or broken mask can be called back to him at full hit points.

I strongly recommend changing this to work like the paladin or ranger style of spellcasting.

What kind of apocalypse?

Ask the GM if you can swap out the levels.

I encourage working Social Identity into the strangler archetype.

Just food for thought, yes there are rage powers that grant +level to the skill, but not all skills are equal. The barbarian can get it for Swim or Climb, but those aren't as good as skills like Use Magic Device or Perception. Gaining +level to Acrobatics would make tumbling really, really easy, but only granting the bonus to jumping puts it more in line with the Climb and Swim bonuses. For many skills, granting a bonus to a specific use of the skill - instead of the entire skill - makes +level easier to swallow.

As far as Stealth goes, I dunno. It can be a good or poor skill. Just depends on how the GM decides Stealth can be used, and the style of campaign. Personally I would recommend applying only 1/2 level, or some other perk such as subtracting your level from the penalty for sniping.

It would be nice if the ability and it's DC were rewritten, so that it does not require a healing kit, but a caveat at the end says what happens if you do use healing kits.

I have a low-level cleric of Pharasma whose backstory is that he has been sent by his superiors half-way across the inner sea region to track down a low-level necromancer and deal with the problem before he gains power and becomes a larger concern. I don't know that this back story will ever play out in game, but I like to have characters with a little more depth than "murder hobo".

Clerics do not have many skill points, and have a skill list not well suited to this type of character. Yes, he has access to his entire spell list, but the character in my head has more tools at his disposal that magic. He is supposed to be highly educated and capable of looking at challenges in a "big picture" manner.

The character will not progress beyond what a cleric can do, and thats fine. However, it gave me an idea for a new class or archetype. It was tentatively named Inquisition Cleric, because his purpose was to track down heretics and enemies of the faith. Sounds awfully close to an inquisitor huh? What I have worked on begins with cleric and then adds skill points, class skills, and a modified form of the investigator's inspiration class feature. So far I have tossed out one domain, channel energy, and medium armor. Still a work in progress.

Before trying to finish this or posting what I have, I am seeking ideas on how some of you fine people would build such a class or archetype. The general schtick is to mix the investigator and the cleric. And I want to open up the concept - broaden it beyond tracking down enemies of the faith. Thoughts?

Was it intentional that Raging Sneaker stacks with Lesser Mantis Technique?

Using two classes that cast using the same ability score, such as oracle and sorcerer, allows you to focus on one ability score instead of two. Obviously those are both spontaneous casters. And obviously there are certain advantages to playing classes left or cleric and wizard, if you have the patience. So first figure out what your two classes are.

Based on having seen two theurges in play in my time, I suggest going for the role of support caster. If you try to blast everything, your spells will be gone that much sooner. Casting a spell on an ally allows the spell to make a difference over a longer time.

Put points into Perception and Stealth. Boom, you're a scout. Skills like Climb and Survival will add your scoutiness.

When you roll a d20 and add a relevant bonus, you are making a check. A check is made against a target number. A saving throw or skill is a check a DC. An attack is a check against an AC. You roll dice for damage and miss chance, but those are not checks. Strength and wisdom are not statistics - they are called ability scores.

My suggestions for Focused Channel

Change the name to Channel Energy. This will allow the character to use existing channeling feats.

The alternating d3 and d6 motif is actually kind of annoying. You can either substitute the entire thing with d4s, or use d6s and slow the progression (levels 1, 4, 7, 10, 13, 16, 19 or 1, 4, 8, 12, 16, 20 or 1, 5, 9, 13, 17). If you feel you need to, you can drop the number of uses per day from 3 + Cha to either 1 or 2 + Cha.

Be careful with terms like rolls and statistics. Both are words we use while gaming, but neither one is actually a Pathfinder game term. Use checks and ability scores.

Get rid of the last paragraph. Copy and paste the cleric's Channel Energy class feature into your document and make the appropriate changes. If there is another class feature that plays off of Channel Energy, then you can mention it here but keep the details in the other class feature.

Outsider hit dice.

Ciaran Barnes wrote:
Happened to me with Side Step too.

That was supposed to say Step Up.

How about the hunter class?

You can remove the last sentance of the second paragraph of Silent Rage. It's redundant. Also, I'm not sure that UMD fits into the class.

I agree that you should make some custom techniques

Happened to me with Side Step too.

That's how I played my cleric in 3.5, which taught me action economy. We play it loose now.

"No one makes me bleed... My own blood."

"It's curtains for you, evil-doer! And for mother's parlor. When will we be in town? I need to run some... Errands?"

"A paladin's hair is never big, nor is it ever flat. He styles it precisely as he means to."

"Nice shoes. Wanna fight?

"Not the hair, damn it!" Need for atonement follows soon after.

Easy to ignore unless you're looking right at them. They're basically objects anyways...

They're not missing. I took liberties. :)

It's worded how paizo words their stuff.

Expertise (Ex): A meister trains exhaustively with her arms to develop a fighting style that emphasizes her strengths. At 1st level, she chooses Agile, Intelligent, or Strong. At 2nd level and every four levels thereafter, she chooses one weapon. Henceforth, these weapons are referred to as her expert weapons. Once chosen, the fighting style and expert weapons cannot be changed. As a meister advances in level, she continues to expand her fighting style through mastery of new weapons.

An agile meister gains Weapon Finesse as a bonus feat even if she does not meet the prerequisites. When making an attack with an expert weapons, she can add her Dexterity bonus in place of her Strength bonus on damage roll, but a Strength penalty still applies. A meister does not apply 1-1/2 times her Dexterity bonus when wielding an expert weapon in two hands.

A strong meister gains Heavy Armor Proficiency and Shield Proficiency as bonus feats. Each time she chooses an expert weapon, she also gains the relevant Weapon Focus feat as a bonus feat.

An intelligent meister can make an Intelligence check instead of a Dexterity check when making an initiative check. When wielding an expert weapon, she can add her Intelligence bonus as a dodge bonus to her AC against attacks of opportunity. When she scores a critical hit with an expert weapon, she can add her Intelligence bonus to the damage roll (but she does not multiply it).

Additionally, whenever a meister deals damage with an expert weapon, the weapon damage is based on her level and not the weapon type. The damage for Medium meister is listed on the main class table; see the table below for Small and Large meisters. The meister can decide to use the weapon's base damage instead of the expert weapon damag - this must be declared before the attack roll is made. This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.

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In a campaign many years ago, one of my friends was playing a tiefling wizard and had dumped his Charisma down to 6. We adventured for a long time and became quite powerful. When we interacted with NPC the wizard would often act as the party face, because the player is much more charismatic than his ccharacter. The GM would try to RP the NPCs repsonses appropriately and it would be frustrating for the player, because his best efforts always felt wasted. One day the GM finally blurted out that his Charisma is really bad and that when the tiefling is next to the other party members, people are likely to think he is a servant. Much like dumping Wis or Int, dumping Cha can be difficult to RP, especially if the player's hypothetical mental characteristics are very different from the PC's.

A light shield already has an advantage over the heavy shield. You have a free hand - the only caveat being that it cannot wield a weapon. Also, depending on how your GM interprets the relevant rules, you may or may not be allowed to cast spells while using a light shield.

The order in which information appears in the Expertise class feature needs to be amended. For simplicity, I think you should separate it into two class features: one strictly for the ability scores (level 1), and one strictly for the chosen weapons (level 3+)

As written now, the Dex warrior gains nothing at level 1.

The line between a creature and an object should be be thin. When something moves and talks, it might take you a moment to figure realize that it is not an object.

I hope your character has a great reason to travel with the adventuring group, otherwise he might a comfortable place to sit close to food and not follow when they leave town.

Weapon Finesse seems redundant when the character can choose any weapon and use Dex for attack and damage. It doesn't say that it has to be a weapon compatible with weapon finesse. Its essentially a class feature on top of a free feat, instead of a class feature that compliments the free feat.

As far as the free weapon finesse goes, its not as interesting as the Dex option, and its still a bonus feat on top of everything else gained at 1st level.

The Dex option is here to stay. Got it. So lets think about other options. What about one that grants heavy armor and shield proficiency, and then improves somehow as levels are gained. What about an unarmed strike or ranged weapon variant?

I was working on a speed-based class, that I called the dynamo. Its an unfinished project - one where I'm struggling to get the pictures in my head out onto the page. It can be difficult stretching a thin concept out to 20 levels. You're welcome to take a look and see if it gives you any ideas.

Increases to base speed, dodge bonuses, AoO avoidance, extra attacks... Spring Attacks maybe, with additional features to augment it?

When I think of a character based on speed, I think of him doing extra damage by launching multiple attacks like a monk, but adding dex to damage doesn't seem to fit into that.

I think level 1 is pretty heavy. Proficiencies on par with a fighter, deeds, and a free feat. I see you lowered the skill points to 4.

I think you could keep the skills at 6 if you got rid of heavy armor proficiency and the exotic weapon. You grant Weapon Finesse, which encourages a high Dex. Why would he learn to wear heavy armor?

Speaking of Weapon Finesse, why are you forcing the character into Dexterity? Perhaps it could be an option, but I think the player should be able to choose which ability score will govern his attacks.

Under "class features" you list the class name as hedgewizard.

1) Can you tell us the specific dragon in question? I see where the confusion is though. The entries for individual dragons only list the range and DC - not the effect, and the entry in universal monster rules seems to contradict itself. In the beginning it talks about shaken and frightened, but at the end it talks about shaken and panicked. I can infer the meaning, but it is not RAW.

2) Evasion is a class feature of the rogue, not the rouge. Evasion only applies to damage - nothing else.

I watched the Daredevil Netflix series recently, so Hell's Kitchen was on the top of my mind. It seems more appropriate than all of NYC or Gotham.

1) I would roll initiative and start turns as soon as one side or the other becomes aware - so before the door is bashed down. Those last moments could mean alot, especially if spells are being cast. Unless the door is bashed open in the first round, no one will be flat-footed.

2) If you are aware of your enemy but they are not aware of you, start making Stealth checks. You may or may not have strong abilities to make use of a surprise round, but at least you'll be able to act before your enemies do.

Overall, it sounds like the two teams in your example are not flat-footed.

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