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Rogeif Yharloc

Lemmy's page

Pathfinder Society Member. 7,475 posts (10,051 including aliases). 4 reviews. 1 list. No wishlists. 11 aliases.


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Ciaran Barnes wrote:

Armor Adjustment

This appears to stack with Armor Training. Is that intentional? A hole I see in your current scaling is that it starts at +1 and does not increase to +2 until level 10. I would simplify the bonus +1, plus an additional +1 for every six fighter levels. This allows him a few levels to enjoy the +4 maximum bonus. Although by that point it will make little difference. Instead of skill penalty, use the terminology armor check penalty or ACP.

Ah, yeah... I made this while I was using the old armor training scaling and forgot to revisit it when I changed it.

Ciaran Barnes wrote:

Art of War

Since Combat Prowess is gained at 2nd level, there is no purpose to stating that there is a minimum +1 bonus.


Ciaran Barnes wrote:


This ability can be selected at 2nd level, but Bravery is gained at 3rd level. At 9th and 12th level, he gains Climb and Swim speeds, even if he has never invested a single skill point into Climb or Swim. If anything, the fighter is encouraged to not invest skill points into them.

Hmm... Good point. I'll change it to make it scale with skill ranks in the mentioned skills.

Ciaran Barnes wrote:

Damage Reduction

I would move this to the advanced section

It scales with level. I don't mind.

Ciaran Barnes wrote:


I feel like this one should maybe scale, and not start out as potent.

Indeed... I'll see what I can do.

Ciaran Barnes wrote:

Fake Surrender

This one is just strange. If I max out Bluff I would surrender multiple times per round, every round. Do they stop falling for it at some point?

Well... The Reflex save requires a swift action now, so only 1 per round. :)

Ciaran Barnes wrote:

Heroic Dive

When the fighter pushes his ally to safety, does the ally move? You should not something about the run-on sentence at the end of this one.

I was visualizing it as the Fighter simply blocking the blast, not necessarily moving his allies. But I'll clarify it. I've been meaning to revisit this one.

Ciaran Barnes wrote:

Impose Will

I have used something very close to this in three different homebrews of mine in the past, so I like it. However, I would move this to the advanced section. If this is a fighter ability, you should remove the mention of BAB and replace it will fighter's level. Remember that character class names are not capitalized, saving throw names are capitalized, and the ability score names are capitalized and should not be abbreviated.

Hmm... I'll make this one scale based on ranks in Intimidate. I'm not sure if I mind other classes using Fighting Prodigy to get it.

Ciaran Barnes wrote:

Maneuver Mastery

This is a clever way to avoid ability score requirements and avoid acquiring feats like Combat Expertise. However, since you already have two 1st level class features to get past that, the perks of this class feature seem redundant.

Anything that allows martial classes to skip Combat Expertise is a good thing in my book. XD

Ciaran Barnes wrote:

Phalanx Fighting

Definitely should be moved to the advanced section.

Definitely shouldn't. Hell! It shouldn't even require a class feature or feat! Spear & shield is literally the most common combat formation in human history.

Ciaran Barnes wrote:

Poison User

The only skill used to interact with poison that I know of is Craft (alchemy). It does seem weird that applying poison suddenly goes from standard action to swift action, bypassing move altogether. Maybe at 6th level, he can use a faster action to get one use out of the poison, or a slower action to get two uses out of it.

I1'll make it scale with level.

Ciaran Barnes wrote:


You should move this to advanced, and you should work on the wording.

I like it as a basic combat prowess. It gives you 1 SLA, twice a day... Then you get more as your level increase. It's a good ability, but nothing game-breaking IMO.

Ciaran Barnes wrote:

Shield Expertise

The name doesn't up with the ability gained. Change "when attacking with the shield to "when using a shield as a weapon". The last sentence is overly redundant. It would suffice to say "The fighter can ready a shield as an immediate action." Although I would make it a swift action.

Good point. I'll see what I can do to make it clearer.

Thank you for the feedback. Though i don't think I'll change the googledoc right now, as I have to leave in a few minutes. :P

Ciaran Barnes wrote:
Lemmy wrote:
With that in mind, I'll say that a few of the listed things are not nearly as powerful as they might sound...
The point is not that each of my bullet points are individually powerful. They must be looked at together. The level must be looked at as a whole, because it is gained as a whole.

I know, I know...

But other than the two bonus feats and weapon training, the rest isn't anything unique to the Fighter or particularly powerful. Paladins, Rangers, Slayers and Gunslingers get very similar stuff.

Heavy armor proficiency isn't much without armor training and (And tower shield proficiency shouldn't even count. Those things suck). :P

Anonymous Visitor 163 576 wrote:
I'm a little cautious when I see one-strategy builds show up at my PFS tables. My experience is that some of these characters are over-clocked for their one strategy, and it means that they are really very poor at Plans B, C, and D.

That's a possibility, but your examples aren't the best ones...

Anonymous Visitor 163 576 wrote:
I've seen archers balk at going underwater
Who doesn't? Going underwater screws everyone... there are ways around it, but it's usually a pretty bad situation for everyone.
Anonymous Visitor 163 576 wrote:
charge builds that couldn't deal with flying opponents

Don't they carry a bow? That's literally all they need to do. Hell! Just having the Deadly Aim feat makes you a decent secondary ranged combatant.

Anonymous Visitor 163 576 wrote:
reach builds that are helpless when grappled

Wait... Is there any reach build in the world that doesn't include gauntlets/armor spikes/cestus?

Anonymous Visitor 163 576 wrote:
and enchanters who couldn't affect mindless creatures.

This is just a really bad decision. Every class that can make an "enchanter" has access to a multitude of spells that would help them and their party to fight all sorts of creatures, mindless or not.

Anonymous Visitor 163 576 wrote:
Fire sorcerers who can't deal with fireproof creatures are a particular pet peeve.

Again, this is just going beyond "having a theme" and into "idiotic narrow-mindedness"

Anonymous Visitor 163 576 wrote:

So, yeah. In my experience, you only get to use plan A about half the time.

As a GM, this makes me smile. Because there will be an encounter or two where you are are unstoppable, but there will also be an encounter or two where you don't have much to contribute (searching the crime scene for clues), and someday, something will arrive that's immune to your trick. That's probably the day that I kill you.

That's the reason I hate feat taxes and the "game of inches" philosophy that haunts martial characters...

A few days ago, my players almost suffered a TPk because none of their 13th level characters were prepared to deal with incorporeal enemies... Some of them complained the enemy was too strong, my reply is that if by 13th level you aren't prepared to deal with incorporeal creatures, that's on you. I'd feel around zero guilt if they had failed to run away and ended up TPK'd.


I really, really, really don't like abilities that force you to pick it multiple times just so they stay relevant. The "game of inches" thing that afflicts so many martial options in Pathfinder is one of the greatest weaknesses of the game, IMHO. That makes character-building quite boring.

Some of the training abilities are really good, like the one that allows you to move half your movement speed as a swift action. It's probably too good for a 3rd level ability (Don't misunderstand me, I love the idea of martial classes getting better mobility, but I also think that full-attacking should have some advantage over moving and attacking, only it shouldn't be such a wide gap as it is per RAW).

The ability to always "Take 10" on attack rolls is cool, but I'm not sure if it's balanced... Obviously, you're giving up on critical hit, but you're also basically never missing an attack ever again. Specially with the bonus to attack/damage rolls.

Minor nitpick: you say he trains for 8h but then says "at the end of the 4 hours. Is it 4 or 8 hours? I assume the effects don't disappear once you go to sleep, since characters are unlikely to have 8 free hours everyday, but you should probably make that very obvious, just to be safe...

You probably shouldn't allow DR to stack... DR can get insane pretty quickly if it stacks.

These are the only problems I have with the homebrew. Like I siad before, I'm not a fan of using the Brawler mechanics as core features, but it works.

Aelryinth wrote:
Using Charisma for Will saves creates more MAD, Lemmy. Unless you're going to start handing out Ability Score bonuses, probably not a good idea.

It only increases MADness if you aren't building a CHa-focused Fighter... In which case, why the hell that Cha-training?

Ciaran Barnes wrote:

Alright, so I want to get back to the dead horse: 1st level. We have:

-Two good saving throws
-A reasonable selection of class skills, two class skills of choice, and finally enough skill points to work with.
-A list of proficiencies that has been called "the best in the game".
-A scaling class feature that helps our hero qualify for certain combat feats. Starts small, ends big.
-Expertise with one group of weapons.
-And finally, we have two bonus combat feats. One of choice, one from a pretty damn good list.

And the last point is where I get back to kicking. I understand providing enough class features to let a player play the character concept at level 1. Its why the alchemist and magus are fun classes, and why the eldritch knight path is lame. But honestly, that is the purpose of one bonus combat feat. At character level 1, the fighter will have three feats to choose from (four if human), but level 1 is not the weak spot of the fighter class. If anything, he shines at early levels and begins to become limited after that.

If anything, I would reduce the fighting style class feature to choosing a single feat from a list that is made up entirely of feats that are used as prerequisites (like the one you have).

I understand your point... And I'm thinking of ways to scale down his... uh... "front-loadedness". To make it so the Fighter isn't such an amazing dip class...

With that in mind, I'll say that a few of the listed things are not nearly as powerful as they might sound...

two good saves: Slayer/Ranger/Gunsliger/Paladin also give you this and full BAB.
reasonable list of class skills and enough skill points: Again, Slayer/Ranger/Gunsliger. They can pick class skills, but 2 of those give more skill points per level.
-A list of proficiencies that has been called "the best in the game". Meh... Like I said, without armor training, heavy armor isn't anything to write home about. Tower shields are awful. This one really doesn't bother me...
- The scaling class feature is a scaling class feature... So it won't provide that much of a bonus unless you stick with the class. That's at least 4 Fighter levels to make it go to +2 (and 4 levels is already kinda pushing the concept of "dipping").

- Two bonus feats and Weapon Training: These do worry me... I'm thinking of diminishing the benefits of Weapon Training to only attack rolls and then having it scale to affect damage rolls and CMD at 5th level.

About Fighting Style... I'm considering keeping the two combat feats, but splitting them into separate levels... Though I really don't mind people dipping into Fighter to jumpstart their feat chains. Fat chains suck.

Anyway, I can promise you that I have all of this in mind and am trying to work a solution that doesn't make it so Fighters are sill screwed by feat taxes.

Ciaran Barnes wrote:

Not everyone expects the fighter to have class features for that. Personally, I think that aspect of play is better served by the player being a good role-player or being clever. If I wanted a class with mechical means to support out of combat gameplay, I would choose a different class. Or maybe play a multi-classed character.

But, you're right.

I think all classes (Fighters included) should have enough out-of-combat utility to meaningfully contribute to the party. Admittedly, this can be done through role-playing, but that basically amounts to the GM giving the Fighter "phantom" skill points because the player is being nice... If we are going to let the Fighter do cool stuff, might as well make it part of the rules, right? :)

Seth Dresari wrote:
I still haven't seen that many suggestions regarding Out-of-Combat utility.

Indeed... I going through it a bit slowly, since those are a tad harder to create and balance...

But here's a few things this Fighter has to help him on his journey...

- A decent number of skill points and a great (and customizable) list of class skills
- Combat Prowesses that allows him to add his Bravery bonus to certain skill.
- Combat Prowess that allows him to cast Command as a supernatural ability at will
- Combat Prowess that allows him to craft runes that give him the ability to use a few 1st level Sorc/Wiz spells as sla a couple times a day.
- Advanced Combat Prowess that gives him Leadership with a bonus to his Leadership score
- Greater Combat Prowess that allows him to cast Raise Dead as a supernatural ability to summon dead warriors to serve him. (This one still requires some fine tuning, though).
- Greater Combat prowess that makes him immune to all types of disease and poison.
- Immunity to fatigue. He can literally keep going all day long. The ladies will love him! XD

- A Feat that gives him a scaling Mount/Animal Companion.
- A 2nd feat that gives his mount darkvision, SR (that doesn't affect harmless spells), constant Water Walk and, eventually, non-magical flight.

And that's before we get into archetypes!

- The Paragon gains access to a bunch of level-based scaling powers that included darkvision, flight, ability to breathe underwater, invisibility, , ability to compel others to tell the truth, etc... They do lose access to Combat Prowesses, though...

- The Runemaster can create runes holding spell-like abilities that mimic spells of up to 4th levels.

Serghar Cromwell wrote:
I really dig the Shovel Knight picture

That Shovel Knight picture is the most important thing in the whole homebrew!!!!

Purple Dragon Knight wrote:
To the OP: nice job! Monumental task! Wow!

I'm Glad you like it. :)

Purple Dragon Knight wrote:

I'm much, MUCH more lazy! In my upcoming homebrew, I basically filled the dead levels with lukewarm goodness... here is my revised fighter:

Unchained fighter - fighters and fighters only get a Stamina Pool via Combat Stamina feat (free at 1st level); on top of Combat Stamina for free at 1st, fighters also receive Endurance as bonus feat at 3rd, Toughness at 5th, Diehard at 7th, Extra Stamina at 9th and Push the Limit at 11th. Eldritch Knights and Ulfen Guards can count their levels as fighter levels for the purposes of calculating their total Stamina Pool, but must have at least one level of fighter to gain the Combat Stamina feat in the first place (more details available upon demand, if applicable to your character).

That's not a bad decision... It's just I don't feel the Stamina system does enough and I don't know how many players use it... Being an "optional rule", I thought it would be safer to assume people aren't using it and simply let they add it to the mix if they want.

I see you made a few changes to it. I'll take a look tomorrow and give you my feedback. :)

Anzyr wrote:

I can't figure out what this is trying to say.

Speaking objectively and factually, 2 damage per round *is* twice as good as 1 damage per round. Literally.

Well... I suppose he has a point if the enemy only has 1 hp... Or infinity. :P

Male Human Dungeon Master 10/ Munchkin 10
Rynjin wrote:
It's hard to keep up with all the homebrew classes you're makin'.

I'll take that as a compliment. XD

Rynjin wrote:
Warlord gives Competence bonuses too?

To attack and damage? Yup. It's specifically made so it doesn't stack with Bardic Performance (though the bonuses against fear and charm do stack).

Male Human Dungeon Master 10/ Munchkin 10

I think the current Paragon is much better... But still, since Rynjin is going with a Bard, there is not much of a point in me going with a Warlord, since their bonuses to attack/damage don't stack (though I suppsoe we could benefit from having twice as many rounds). :(

And it was the perfect opportunity to play the merfolk Warlord too... T_T

I guess I'll go with the 2-handed build, then...

TriOmegaZero wrote:
It's nice to be 10th level and have a SoD to compliment the party witch. Icy Prison is such fun.

I think most witches would be fine with a simple "hello" and a polite handshake...

Cavall wrote:
Leading townspeople to repair a dam IS a solution. I can't think of a reason it isn't.

Of course it is... Fighters just aren't very good at it. Not any better than Commoners, anyway.

Freehold DM wrote:
I love the tongue in cheek names for some stuff, and would like to see it more. I want to see a semi-joking character who asks people he is fighting for the time, as he does not want them to miss the next train(or wagon) to SUPLEX CITY!

Heh... I'm glad you like it. IMHO, Pathfinder suffers from a severe lack of martial options that are both useful and cool-looking/sounding.

You don't know the amount of sheer joy that fills my heart every time I build an effective Fighter without using Weapon Focus and Weapon Specialization into the mix (I only took Weapon Focus for my sample archer build because I like Snap Shot :P).[/ooc]

Devilkiller wrote:
@Lemmy - I think you've confused MC Hammer with Sir Mix-A-Lot.

I believe I have, indeed.... Well, can't edit it anymore, so unless Liz feels like correcting my joke, we will ahve to find a way to live on knowing that I reference the wrong person. XD

Arakhor wrote:

I recognise WIP from other forums, such as Bethesda's, but I'd forgotten about PEACH not being universal. That shows where I've also spent time. :)

Edit: I'm also a big fan of ageing- and health-related powers. Double-plus for the Paragon now. :)

Shhh... Don't say that too loud! Scavion will attack you with his Warlord character

PS: I'm glad you like it! Thank you for the feedback!

Kirth Gersen wrote:
Ah, OK. Thanks!

Glad I could help! Feel free to take a look at the revised Combat Prowesses and tell em what you think BTW. The Reised Figher evolved quite a bit since your last feedback, in part thanks to you. ^^

Liz Courts wrote:
Edit: Lemmy, I unremoved your post—that was removed in error, and I apologize.

It's okay, Liz. No biggie. I was just confused. Thank you for all the good work you do around here.

Uh... The post I referenced is still there... And it's not offensive or breaking any forum guideline. oO

DM_Blake wrote:

DM_Blake... This was so wise, beautiful and poetic that I'm starting to tear up.... *Runs out of the room while he still has a drop of manliness left*

3 people marked this as a favorite.

Well... Technically, all classes have a variety of options to use...

BUT (And this is a BUT so big that MC Hammer would blush)... Realistically, the more martially-inclined classes, specially the ones without are (ironically) restricted to only a handful of options in-combat.


Because every time they try to do something slightly different, the game punishes them with attacks of opportunity, major penalties and/or downright saying it's impossible... Unless, of course, they are willing to spend a bunch of feats on it. Many of which are pretty weak and/or have (often unreasonable) prerequisites. And even then, you have no guarantee that your character will be more than a 1~2-trick pony.

Go ahead! Try and make a TWF or archery-focused character and see how many feats you have left to invest in anything else...

Hell! Pathfinder even went as far as NERFING combat maneuvers while simultaneously INCREASING the feat tax required to use them properly.

For starters, feats that do anything other than giving you a +1 are few and far between, and more often than not only give minor bonuses, way too situational, or a hidden behind a monstrous walls of awful feats...

To make matters worse, thanks to Paizo delightful "nerf the old to make the new look shinier" design philosophy, there no guarantee that even if you decide to fight this uphill battle, whatever trick your character got won't be Crane Winged into the crapper like... Well... Crane Wing.

Kirth Gersen wrote:
Forgive me, but I have to ask -- what the hell do the square-bracketed acronyms in the thread title mean?

[Work In Progress] and [Please, Evaluate And Criticize Honestly]

They are commonly seen in thread titles in the homebrew forum. :)

Although I'm still not 100% satisfied, I'm a lot happier with the Paragon archetype... I believe it's much closer to the other Fighter archetypes in terms of power and theme.

Ciaran Barnes wrote:

You could do that. 4e did. For me though, it feels weird for a non-archetype fighter to lose out of that heavy armor, and possibly the tower shield (even though no one uses the tower shield). Maybe thats just old fashioned though.

Totally agree on mithril breastplate.

Yeah... It feels weird to take heavy armor away from the "Core" Fighter...

Well, I guess I'll simply have to accept that Fighters are diptastic and stick to the plan of making it more than a dip class by giving it truly useful (and cool) abilities at higher levels!

On separate news, I modified the Paragon so that it has a short list of scaling "Paragon Powers" from which he can choose what abilities he wants to have. This way players can make him as human or super-heroic as they wish. The Paragon pays for this by losing access to Combat Prowesses (other than those gained through the Fighting Prodigy feat, that is).

Also, I fused Slashing Wind and Slashing Cyclone into a single BAB-based scaling feat.

necromental wrote:
I always like multiclass restrictions, like if you multiclass you only get one thing instead of all three or something. It's not standard, but it works. I used to use for things like Divine Grace, like you can only apply your charisma bonus to saves up to paladin levels if you multiclass. If single class apply all of the bonus.

Hmmm... I prefer to keep it consistent, so that it's easier to remember and use the rule.

Ciaran Barnes wrote:

If the intention is to lessen the feat tax, consider the following instead of handing out an extra feat. Those feat tax feats still bestow a benefit.

At 1st level, a fighter chooses a feat from the following list: ...... He does not need to meet the prerequisites for this feat. The fighter possess this feat for the purpose of qualifying for prerequisites, but do not gain the benefit of this feat. If he gains this feat at a later time, he can choose a different feat from the list.

The problem is that most of those feats are pretty much required to play the combat style they represent (Mounted Combat, Two-Weapon Fighting, Weapon Finesse, etc).

What if I removed Heavy Armor Proficiency but added it to the list of bonus feats he can choose?

Personally, I don't value heavy armor proficiency all that much because I tend to give my characters a decent Dex and buy them a belt increases Dex as well... But I know some players are okay having Dex 10~14 all campaign long and only buying belts of Str/Con.

Without Armor Training, I generally consider mithral breastplates to be the best kind of armor one can get before they can afford celestial armor.

2 people marked this as a favorite.

Heh... At this point, Dreamscarred Press (and few other 3pp, actually) is a better Paizo than Paizo.

CW was nerfed because it made Swashbucklers feel bad. Since that class is still pretty weak, they went another step ahead and nerfed all classes who did the "charming duelist" better than hi and managed to nerf an already pointlessly restrictive Dex-to-damage feat...

The designer of the Shwashbuckler ignored 99% of all feedback he got during the playtest and ended up giving us an underwhelming class... Now they "fix" it by nerfing everything similar to Swashbucklers.

Nothing to be surprised about... That's Paizo errata policy 101.

To be fair... One of the feats is mostly just the payment of feat-taxes... -.-'

Hmmm... I gave Weapon Training at 1st level... But I don't know if that's a good decision... The class is pretty diptastic as it is.

Gonna think on this one... -.-'

Scavion wrote:

I assumed you made it a move action to start because Fighters are much more inspiring leading the charge rather than hanging in the back like a Bard.


Glad I saved the pdf last night >_>

To be fair, he does it an an (Ex) ability... So without magic, he is indeed more inspiring than the Bard. But Bards cheat... As all spellcasters do. XD

(Also, he gets to do it as a move/swift action considerably earlier, in exchange to only having a single type of performance and no spells).

Ciaran Barnes wrote:


This archetype has some strange abilities not explained by the name alone. Perhaps a paragraph of introduction would help.

I kinda assumed people would catch-up on the "totally not Superman motif". :P

Ciaran Barnes wrote:
Why did you decide on an enhancement bonus to natural armor, instead of a bonus to natural armor? It won't stack with barkskin or an amulet of natural armor. Also, although the character pays for this with armor and shield proficiencies, a one level dip into another class will change that. What is your intention with this class feature? If your intention is for the paragon to not wear armor, then perhaps granting him an armor bonus to armor class will do the job better.

Hmmm... That's a really good idea.

Ciaran Barnes wrote:


The glaring flaw I see with this is that gains a very handy class feature at 1st level, and pays for it by giving up a class feature that begins at 5th level. He gives up nothing for the first four levels.

Well... He gets it for 2... Maaaaaybe 3 encounters (8~12 rounds, at best). I agree that it's at advantage over the base Fighter for the first 4 levels. It's also relevant that I am considering ways of giving base Fighters the Weapon Training class feature at 1st level.

Ciaran Barnes wrote:
You also let him begin the ability as a move action, instead of a standard.

Ah, right... It starts as a move because it originally only came up at higher levels. (I also figrued that since he can't cast spells and can opnly use one type of Performance, it wouldn't be a unbalanced). I'll change it to be more in-line with Bardic Performance. I might give the change in action a bit earlier than Bards get, though (based on BAB, probably).

That is not the only ability that is gained at a different level than the one it is replacing.

Why did you mentin that Strike As One does not provoke attacks of opportunity? (Ex) abilities typically don't.

Hmmm... A few do, though. But I guess it's generally assumed that they don't unless otherwise specified. I'll remove that little bit of text.

Ciaran Barnes wrote:
The first words of this ability should be "Starting at..."

Indeed. Good catch.

EDIT: Actually, no... At 11th level he gains the ability. He doesn't keep gaining it every level thereafter. He simply already has it.

Once again... Thank you for the feedback. I really do appreciate it.

Male Human Dungeon Master 10/ Munchkin 10
Scavion wrote:
Molly A. wrote:

I REALLY wanna play this character now...

I'm actually surprised by how much I like the Warlord archetype! I didn't think I had it in me to create something that cool! XD

Scavion, you can save my homebrew as a .pdf to make sure I don't change anything mid-campaign. :)

No you can't be a Warlord first Lemmy.

You have to be a Fist-Fighter so we can properly test all the important archetypes.

I guess I'll be a Paragon, then. XD

Scavion wrote:
The Warlord is the best thing since the Inquisitor/Alchemist.

I'm flattered. Thank you very much. ^^

Scavion wrote:
How has a Fighter archetype not gotten Inspire Courage before?!

Martial class... Paizo designers... Do the math. XD

I'm kidding, of course... Mostly...

Arakhor wrote:
I'm certainly not a Superman fan (or even a DC fan, for that matter), but I've always appreciated having powerful martial characters in my D&D (that is, doing more than just fighting really well). Maybe a couple of extra stat boosts wouldn't go amiss?

Possibly... The Paragon does gain a bunch of stuff already, though... Hmmm.. Not sure if I should add the ability score increases to that Paragon or make a new one. Gotta think about it.

Arakhor wrote:

For the record, I've never liked multiple columns on a page (and I say that as someone who does that sort of thing at work). The less scrolling the better, I say.

Besides which, it's a Google-doc. You can already download the file as a PDF, if you feel so inclined. :)

I see... Well, I guess there is no harm in offering both options when I am (mostly) done with the homebrew.

Thanks for the suggestions and feedback. :)

Ciaran Barnes wrote:
I think the format of your document makes it hard to notice changes, especially for someone other than the writer. That the document is one long page makes it -similar to- a big wall of text. I don't know what formatting options you have available to you, but using multiple pages and two columns per page would make it easier to read it IMHO.

Indeed. The advantages of googledoc is that it's really easy to edit and even easier to share. After I'm done with the homebrew (or at least, mostly done... As I'm likely to create more archetypes, combat prowesses and feats whenever I feel like it. :P) I'll try to turn it into a .pdf or something like that, so it's easier to read.

I still want to add a couple archetypes and a few combat prowesses before I do that, though... Specially the higher-level ones.

Arakhor wrote:
I think the Paragon is quite clever, but that's the sort of archetype that's only ever going to appear once per campaign (if that).

Heh... I'm glad you like it... Though it does feel a bit off to me. I'll try and refine it a bit so it scales more... uh... smoothly.

Thank you for the feedback, BTW.

Ciaran Barnes wrote:
I apologize. Apparently I missed a bunch.

There is no need to apologize, man. You did nothing wrong. Questioning if a developer is listening to feedback is a good thing to do, and I truly wish more people around here would do it too (even if the "developer" in question is just a random dude creating some fan-made homebrew material in his spare time ^^).

Besides, since I tried to keep the same page/word count for the list of class features, the document looks more or less the same as it did before the modifications. Without a more careful reading, it's easy to miss a bunch of changes.

I appreciate your honesty, suggestions and criticism. :)

Ciaran Barnes wrote:
I hope this is not the newest version I am looking at, because I can't see any difference. You have been given an extraordinary amount of feedback that you seem to dismiss in many cases, even when getting the same input from multiple forum members. Since you have asked for feeback and have taken every opportunity to thank people for it, I am confused why this is happening.

Let's see... Things I changed due to the feedback from this thread, off the top of my head:

- Added an ability to make Fighter harder to surprise. (As suggested by... Well... You)
- Added more shield-focused Combat Prowesses. (As suggested by Nicos)
- Added Combat Prowess that give the Fighter more out-of-combat utility (e.g.: Raise The Fallen). (As suggested by Kirth and a few others)
- Added a Bravery-based skill bonus as a Combat Prowess. (Aelryinth suggested something very similar in this very thread page).
- Based Tactical Prowess on Fighter level, rather than BAB (This one was your suggestion, actually)
- Based the progress of certain abilities on Bravery. (Based on a common suggestion/complaint of Aelryinth about Fighter-exclusive feats).
- Changed Armor Training progression to the original one. (In response to your observation that the new progression would make AC scale way too quickly)
- Changed the name of Promptitude (now Vigilance). (Also your suggestion. And VMM's)
- Clarified the wording and effects of few feats (Multiple observations)
- Clarified the wording and effects of a few class features and feats, including the capstone, Warbound. (Again, you were among the posters who suggested it needed some clarification)
- Gave Fighter the possibility of getting an scaling DR. (Can't find who suggested this right now, my apoligies to whoever did it).
- Fused a few Combat Prowesses that were too weak on their own. (In response to the observations of Aelryinth , Kirth and a few others who said some of them were too weak)
- Moved some bonuses from Relentless to Unstoppable. (As suggested by VMM)
- "Reduced the Sass". (As suggested by Secret Wizard)
- Set skill points to 4 per level. (As suggested by everyone but Scavion)

On consideration:

- Giving Fighters the possibility to gain additional ability score increases (probably going to do it as an archetype).
- Giving Weapon Training at 1st level and delaying one of the bonus feats 1 level (I'm currently trying to think of a way to do this without making the class too dipstastic).

And that's all just what I can remember I changed because of this particular thread. Messages and posts in other threads are not included.

You can be sure that even if I don't add all suggestions to the final document, at very lest, I give them serious consideration. I still do think that most people in these boards are pretty smart, after all.

I hope that clarifies things and lets you know that I am, in fact, listening to feedback.

Male Human Dungeon Master 10/ Munchkin 10

Slumbering Tsar it is, then...

Male Human Dungeon Master 10/ Munchkin 10
Rynjin wrote:
Forgot about this. Will build the Bard later.

Wait... Weren't you going to build a Wizard or Skald?

Male Human Dungeon Master 10/ Munchkin 10

Next on "Lemmy's Super Fighting Archetype Inspiration Show" is a Runecraft specialist! Stay tuned. ;)

Male Human Dungeon Master 10/ Munchkin 10

Warlord Molly A.:

Molly Ada
Female merfolk fighter 6
NG Medium humanoid (aquatic)
Init +7; Senses low-light vision; Perception +11
AC 26, touch 16, flat-footed 22 (+7 armor, +2 deflection, +4 Dex, +3 natural)
hp 52 (6d10+12)
Fort +9, Ref +9, Will +8 (+2 vs. fear, possession and mind-control)
Speed 25 ft., swim 30 ft.
Melee silversheen cestus +12/+7 (1d4+2/19-20)
Ranged starfall (+1 pauliel composite longbow / str +2) +13/+8 (1d8+3/19-20/×3) or
. . paueliel composite longbow +13/+8 (1d8+2/19-20/×3) or
. . paueliel longbow +13/+8 (1d8/19-20/×3)
Str 15, Dex 20, Con 15, Int 12, Wis 8, Cha 16
Base Atk +6; CMB +8; CMD 25 (can't be tripped)
Combat Prowess Impose Will, Trick Shot, Bonus feat [Force of Personality].
Feats Force of Personality, Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Weapon Finesse
Traits indomitable faith, reactionary
Skills Acrobatics +14 (+10 to jump), Bluff +9, Climb +6, Intimidate +11, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (history) +5, Knowledge (nature) +9, Linguistics +5, Perception +11, Sense Motive +8, Stealth +11, Swim +10
Languages Aquan, Celestial, Common, Draconic, Elven, Sylvan, Undercommon
SQ amphibious, armor training 1
Other Gear +1 breastplate, starfall (+1 pauliel composite longbow / str +2) (+2 Str), silversheen cestus, paueliel composite longbow (+2 Str), paueliel longbow, boots of striding and springing, bracers of falcon's aim, traveler's any-tool, 235 gp
Special Abilities
Amphibious (Ex) You can survive indefinitely on land.
Command Voice (Ex) (15 rounds/day): Give your allies the benefits of Bravery and a +2 competence bonus to attack and damage rolls.
Impose Will (Su) (DC 16): Use Command as a supernatural ability.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Swimming (30 feet) You have a Swim speed.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Trick Shot (Ex): Make a bull rush, disarm, grapple, sunder and trip as a ranged attack once per turn.
Unity (Ex): +1 to Reflex saves and AC when within 5ft from an ally.

Could I describe Molly as more of half-sea serpent and less of half-fish sort of merfolk, to explain her "strong tail" ability? Seeing a fish deftly flopping around seems silly to me. :P

Scavion wrote:
I think a Mass Impose Will would be flavorful and appropriate. I also think building in intimidating prowess synergy was very clever.

Hmmm... True. I haven't added "Greater" versions of existing Combat Prowesses because I don't want to add prerequisites to them. I'll think about how to best implement this idea.

(Also... Yeah, I'm very clever! XD)

Thank you for the feedback.

Seth Dresari wrote:
Technically, Superman did not turn back time itself, he displaced time around himself and went back in time, but he didn't turn back time itself by any stretch of the imagination. And the reason the Earth seemed to start moving backwards was just him going faster than light and thus just time distorting around him.

See, Scavion... The Paragon is cool! XD

Aelryinth wrote:

Raising ability scores gets out of hand if you let them stack on HIGH scores.

By automatically awarding it to the lowest scores, all you're doing is raising the floor, not the ceiling. And the fighter needs his floor raised.

Let's face it, if you gave the Fighter a +1 inherent bonus (max 5) to his LOWEST stat at every level, you still couldn't abuse it, because all its doing is making him less weak, not stronger.


Hmmm... I don't know... I'll think about it.

On separate news, I changed his Skill Focus combat prowess to Skill Training. Now the Fighter adds his Bravery Bonus to two skills of his choice, as long as they are class skills of the Fighter class (including the two extra class skills of his choice that he picks at 1st level). AS eh goes up, he adds that bonus to more skills.

It's like getting 2~4 Skill Focus that scale a bit slower.

Thank you for the idea. :)

Male Human Dungeon Master 10/ Munchkin 10
Scavion wrote:
Lemmy wrote:
Scavion wrote:

Whats the Setting for Slumbering Tsar?

Also dibs on playing Revised Fighter.

This post simultaneouy makes me happy and angers me... >:)

If it makes you feel better, I want to be a Warlord specifically.

It makes me feel happier and angrier! XD

Though I gotta admit I really like the Fist-Fighter as well...

Male Human Dungeon Master 10/ Munchkin 10
Scavion wrote:

Whats the Setting for Slumbering Tsar?

Also dibs on playing Revised Fighter.

This post simultaneouy makes me happy and angers me... >:)

Anyway... Like I said, I'm okay playing anything. You can simply pick one of Rynjin suggestions and go with it, for all I care.

I'll pick my build based on party compositions and what house-rules and homebrew options are in play.

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