Hellknight

Crimson Seeker's page

10 posts. No reviews. No lists. No wishlists.


RSS


Thanks for the advice. looking forward to making this now :)


Somewhat inspired by the final hobbit film I was hoping to get a large stag like mount for my cavalier, but have no idea where to find the stats for one and if I'd need to take the beast rider archetype to ride one (Its seems less extreme than dinosaur riding).

As always, any help would be appreciated.


Sorry to retread old ground, and potentially ask a question thats appeared before, but with 30+ pages thought this would be a quicker way.

Could someone, with just a few basic details let me know what the new Gunslinger archetypes are like please ? any help would be appreciated.


1 person marked this as a favorite.

Thank you for the help DragoDorn :)


I've recently returned to running Pathfinder games after nearly a year of absence and have enjoyed reading about the upcoming Class guide book.

I was unsure if any test versions were still available for viewing (my players have became very intrigued by all the new options), I have noticed that a number of people are using the new classes in various forum based adventures on the site and hoped that perhaps someone would be able to share me a link so I could get a clearer idea of how each new concept worked.

Any help with this would be very much appreciated.


Wow, this is awesome for want of a better term !

As you can imagine for my first attempt I didn't want to, or perhaps didn't know how to scale the class as a full merge.

Thank you for taking the time to work through it and balance it properly. In all honestly its far stronger than I had expected it to be, but then with the time limitation factor upon shifting the scaling seems right to have increased.

I'll begin working on the evolution listings tomorrow and get them posted up for you to look over.

Thanks again.


Right, this is as far as I have got. It turns out that balancing issues are the most important thing in these builds it seems so while this isn't totally completed I wanted to show people what I've done and get some additional tips and ideas upon how to round it out.

Evolutionist (Both name and fluff text are likely to change, but still....)
Not all sorcerers are proud of the heritage they carry in their veins, and for a limited few they turn that hatred outwards. Through a secret alchemical process they find a way to forge their mystic gifts into physical traits, granting them the strength and power necessary to bring down their quarry.

Primary Class: Ranger
Secondary Class: Summoner
Hit Dice: D10
Bonus Skills/Ranks: 4+ Intelligence modifier per level, with 3 additional class skills selected from the Summoners list.
Base Attack: +1
Saves: Good Reflex/Will
Weapons/Armour Proficiencies: Light Armour, no shields, all simple and martial weapons, all natural weapons. (Decreased armor since additional weapon group was added)
Spell Casting: As Ranger (See below for altered spell lists)

Level Special
1st 1st Favored Enemy, Track, Basic Adaption
2nd Evolution Point (1)
3rd Adaption
4th
5th 2nd Favored Enemy
6th Evolution Point (2 Total)
7th
8th Morphic Form, Adaption
9th Evasion
10th 3rd Favored Enemy, Evolution Point (4 Total)
11th
12th
13th Adaption
14th Evolution Point (6 Total)
15th 4th Favored Enemy
16th Improved Evasion
17th
18th Adaption, Evolution Point (8 Total)
19th
20th 5th Favored Enemy

Favored Enemy: This would have to be either Magical Beast, Abberation or Dragon. They can be taken in any order but no others can be selected until these three have.

Basic Adaption: The Evolutionist is forever altered by the formula that enters his body, outwardly his appearance is tainted somewhat dependent upon which supernatural creatures blood was used within the concoction. The infusion type also alters access to later evolution pool choices.

Behir: +1 Natural AC (Serpentine)
Manticore: +5ft Movement (Quadruped)
Owlbear: +2 to Fortitude saving throws (Biped)

I wanted to lock any Evolutionist into a specific selection with EP without granting them a huge advantage, I think this is about the equal of Wild Empathy.

Adaption: As Infiltrator archetype abilities.
(This should better represent a short term ability to better adapt to fight a particular foe).

Evolution Points: This is the growing pool for the Evolutionist to use on alterations. I originally scaled it much higher but found that with too many points the class would overpower situational buff classes (such as Alchemist and Barbarian). With 8 points at the highest level you can have a few great traits without ruling in multiple situations. I feel that since your Evolutions are semi-permanent this is a fair payoff.

Morphic Form: Grants the Evolutionist the ability to shift his selected evolution point pool. This is allowable once a week at 8th level, with one additional time per week every 5 levels after (13th and 18th).
(I think that allowing an experienced Evolutionist the chance to shift more makes sense, and given the pool restrictions should still maintain some balance).

Spell Casting Maintains as a ranger, since I feel that someone hunting supernatural monsters may need an edge, and the ability to prep spells for particular hunts, coupled with adaption and Morphic Form allows for a decent amount of choice without expanding options too far.

With that said I have tweaked this lists slightly, removing animal and plant based spells and adding in there place a small amount of summoner spells.

At current this is the access I propose.
1st-Level Ranger Spells
Alarm, Delay Poison,Detect Poison,Endure Elements,Jump, Long strider, Magic Fang, Pass without Trace,Read Magic, Resist Energy,Protection from chaos/evil/good/law,Daze monster.

2nd-Level Ranger Spells
Bark skin, Bear's Endurance, Cat's Grace, Cure Light Wounds, Owl's Wisdom
Protection from Energy, Snare,Spike Growth,Wind Wall,evolution surge (lesser),spider climb.

3rd-Level Ranger Spells
Cure Moderate Wounds,Dark vision,Magic Fang (Greater)Neutralize Poison Remove Disease,Water Walk,Charm Monster,Displacement, Evolution Surge.

4th-Level Ranger Spells
Commune with Nature, Cure Serious Wounds, Freedom of Movement Non-detection, evolution surge (Greater), Hold Monster.

So far this spell list is only from the core book but has been heavily reduced. If anyone has any spells that could add to it I'll happily add them.

The class currently has alot of holes within it. thematically its already doing much more what I wanted it to but I feel that the level 20 ability could be something like "Final Metamorphosis" that added a permanent sub-type or some such thing...

As to the other gaps I'm not sure, neither class has abilities within those slots that quite fit the image of a mystic monster hunter, so perhaps, if people have some time they could offer me a few suggestions.


Now I've cleared up all of my current questions I'll get on with developing it, thanks again for letting me know, and expect to see the class appear shorty !


Thank you for the advice, its very much appreciated.
My first query is in concerns to base attack. Ranger is full and Summoner is 3/4 so does that make it full with Ranger as the primary class ?

My second question concerns spell casting, since the ranger is a slow progression caster and the summoner is a mid range one how would you recommend adapting it ?

Taking into account as a base idea Raiders concepts for evolution point advancement a 18th level Evolutionist would have around 7 points,access to certain summoner spells would allow for further adaption without altering the power scaling too heavily and allowing the class to retool abilities via the use of spells (such as Evolution Surge in its various forms and Transmogrify). I agree that too many passive points would allow for a build that could easily overpower in certain situations so I feel that the list of evolutions might have to be adapted somewhat (looking at what was done for the Angelic Knight has given me a few ideas).

My final question was concerning flavor abilities and if they have any weighting in a class build. I like the idea that the class can repress its abilities and re-enact them as a move-action. This is more to allow the characters to enjoy the benefits without having to wander through social situations as a multi limbed monster (I've never been a fan of role play scenes suffering due to players having to hide from villagers).

Questions aside I was playing with the idea that each Evolutionist receives a passive, constant bonus at level 1, taking the place of the actual eidolon class feature. For this I'd take a key aspect from each of the current Eidolon base types and make it a constant bonus. For example if Quadruped is chosen the character might gain a permanent 10ft movement boost, while Serpentine could add a small AC bonus.

As always your thoughts are happily accepted :)


I only discovered the work you had all done last week, and wanted to drop by to say how impressed I am with both the flavor and balance of so many of the classes.

I am looking to make my own class merge but I find that despite reading your guidelines I'm at somewhat of a loss as to how to structure new abilities so hoped that you might be able to take the time to point me in the right direction.

The concept, at its base is called an Evolutionist, a class that is focused upon the tracking and defeating of Magical Beast type monsters by adapting to better fight them. The class merge would be primary Ranger and secondary summoner, granting a strong ability to fight along with the more obvious abilities required to track such creatures and the ability to evolve to better survive such encounters.

My difficulty comes with scaling of a self Evolution pool to allow for adaption to better battle such foes, and this is what i hoped for a few rough guidelines for. I fully appreciate that scaling anything is more challenging without seeing an entire build but with some concept of how to go forward I could complete it in base, and then probably bother you with additional questions....