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Love the class. I would like to see an archetype that takes lethal damage from burn that can be healed normally, but with some sort multiplier as time goes on that can double, triple, etc the burn damage you take in a fight. Kind of like the 3.5 frenzied berserker, you just drop dead at the end after pulling off the un-imaginable.
Your party is designed to beat up low level encounters. They are going to beat up low level encounters. Traps, knowledge checks and social situations are going to bother them later, and the weird flying magical crap in the later modules will too. Play the whole game before you make judgements on how good they are, what seems overpowered at 4th level might be terrible at 14th.
Well if you want to increase the silliness you can switch it to primalist bloodrager with the abyssal bloodline, cast monstrous physique 2, add perfect style and untwisting iron strength, and add another +13 to the strength check. Wonder if there are any monstrous humanoids that somehow resemble a pitcher of kool-aid.
Many have commented on the totally awesome kick-in-the-door feat Stunning Irruption and it's possible uses. Adjusting my bow tie, I gave a stab at it.
Male Half-Orc Barbarian 20 CN
1 Power Attack
Fun Facts! Assuming you started with a 20 strength, and placed your stat ups until at least 24 strength, then added a +6 strength belt, your rage will boost you up to a 38, which is a +14 mod. You stroll up to a Iron Door with its 10 hardness, 60 hitpoints, and strength break DC of 28 and scoff. You could shred this with your +74 strength check, but instead you decide to burst through the wall right next to it (at a mere +67)! <Queue guitar riff> Suddenly you Perform Oratory "OH YEAH!" and force your opponents within 20 feet to make a DC 30 fort save or be stunned, and those within 10 feet to make a DC 34 reflex save or take 1d4+8 damage as totally gnarly shards of hewn stone fly into them. BUT WAIT there's more! If your stupefied opponents are not stunned you launch into a terrifying air guitar solo as smoke machines fire up, forcing those fools to make a DC 34 will save or be panicked for 1d4+1 rounds! All this and you have some tubular sunder/spell sunder/bite you and poison you skills as well. You may be one weird Rovagug-loving Pathfinder barbarian, but hey at least you're not bored.
Juggernaut pauldrons will help when you can afford to make them. Start abusing the "add another magic item to another for 1.5 times its cost" rule, slap some resistance to them when you make em. Slap anacondas coils onto a +6 strength belt. Your build and feats make me sad you're not just a straight Unarmed fighter archetype, they are a lot of fun. Urban barbarian rage (+4 str) actually raises your CMD unlike regular rage, and the +1 to attack and AC for adjacent enemies kicks in often.
One of my players was asking some questions about this prestige class and pointed something out.
Inner Sea Gods wrote:
Aligned Class (Ex): Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.
No where does it state you add your Evangelist level to the class features you gain for determining their power. The example he pointed out for him personally was:
From Rakshasa Bloodline:
Bloodline Arcana: Add half your sorcerer level to the Spellcraft DC for others to identify spells you cast. If their checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell (selected by you when you begin casting).
Then he asked "This is a reference to sorcerer level, but it effects the relative strength of the feature, not whether or not it will be gained. Since Evangelist only mentions summing levels for gaining new features, this then means that for a Sorc5/Evan10, half of one's sorcerer level would be 2, and not 7?"
I was just wondering if this has been brought up before.
I've seen 5 PC's slain to this abomination of an optional rule. I do not use it in my campaigns. Worst one I saw was a level 16 arcane trickster standing 80 feet away minding his own business when the fighter charged a neutral CR 6 Beetle just to get into a fight. The 2nd one charged off a cliff at the trickster for some reason and laid a 41 damage crit on it, sucking out a natural 1 (the trickster was small sized and the 3.5 rule subtracted -10 for each size below medium). Way to many things can accidentally do 50 damage at higher level. I felt sick the first two PC's I killed with it in my homegame and took it out for the next one.
Iron Will, Toughness, Great Fortitude all spring to mind. Don't ignore your defenses. Worst thing that can happen to a weak will base class with huge damage is to get dominated and rip up your party. If you're planning your 9 and 11 feats iron Will and Improved Iron Will are pretty good, or Iron will and Great Fortitude.
James Jacobs wrote:
Sorry my computer went crazy and the rest of my post had to be snipped off. I was wondering About the normal tiny size ("1 to 2 feet") and the fact the average male Grippli is 1 ft 11 inches, while females clock in at 1 ft 9 inches. Is this kind of thing frowned upon in the design department, much like a medium race over 8 feet tall?