Hobgoblin Commander

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Well its sounds amusing so why not take a moment.

Magus Black, the Grim Watcher [LE]

Category: Newly Risen God
Areas of Concern: Order, Security, Surveillance, Assassination
Edicts: Witness and record all transgressions; Judge all by Orders Decree; The City Must Survive, but not all people need too; No one is beyond scrutiny; Be brutal, but precise.

Anathema: Allow pandemonium unchallenged; Allow emotions to colour Judgment; Neglecting ones duties; Bend knee to anarchist.

Follower Alignment: Lawful Evil, Lawful Neutral, Neutral.

Devotee Benefits:
Divine Ability: Constitution or Intelligence
Divine Front: Harm
Divine Skill: Society
Favored Weapon: Arquebus
Domains: Cities, Duty, Death, Toil
Spells 1st: True Strike, 2nd: See Invisibility, 4th: Discern Lies

Divine Intercession
Magus Black, the Grim Watcher is slow to slow his favor to those whole grim duties are upheld without baggage. Unfortunately his ire much easier gained from those that spread disorder into the world.

Minor Boon: The Grim Watcher pushes for clarification in your duties. Whenever you roll a critical failure at a check to Sense Motive in an urban environment, you get a failure instead

Moderate Boon: Your gun is tool of death, and a Black Guard’s arms are long indeed. Arquebus have double the normal range increment for you.

Major Boon: Favored well is the Black Guard that does his duty well and without complaint, neither city nor you shall sleep. You can cast Vigilant Eye as a Divine Innate Spell. When you are in a urbane environment, the city sustains you without the need for sleep or rest. You can cast the Dread Ambience Ritual without any Secondary Casters or Secondary Checks.

Minor Curse: A subtle bullseye is placed on your corporeal form. You gain a Weakness 5 to Piercing Damage.

Moderate Curse: When you refuse to do your duty the will of Grim Watcher forces you to follow through. Whenever you would derelict on your duty, no matter how cruel or grim, you are compelled to finish the job.

Major Curse: The Grim Watcher has come for you and his Dread Bullet has pierced your very soul. You become permanently Doomed 3, and nothing short of another intercession can remove the condition. If you should die with this curse still effecting you, your soul is dragged off to the Blackstone Prison in Hell preventing all forms of Resurrection. In order to free a soul bound in the Blackstone Prison the Defense must make their case to the Judge and Lord of the Nine, Asmodeus.


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The 'Beast" sounds like Nyarlathotep, the outer god with a thousand forms would most certainly have something matching this story's disciption. Plus his whole theme is spreading chaos from the shadows...and well Chaos is what certainly following in the "Beasts" wake.


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Blayde MacRonan wrote:
Just purchased your pdf, but I'm having issues downloading. It lists as being damaged or incomplete. As this has never been an issue before, I was curious as to what can be done.

Likewise, all my other Legendary Games files work fine but this one says the file is empty.


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Matthew Morris wrote:
UnArcaneElection wrote:

But no support for the granularity needed for a cello . . .

There's always room for cello!

It's true, this guitar has no pick.


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Honestly for my old group we decided it dumb that only a single Stat mattered for each roll...primarily because "DUH!" leadership requires some Charisma and people skills.

So we made it so that all Roles use the total of your Charisma +X (X being what other stat the Role required), with the sole exception of Ruler which used all 3 Mental Score Mods (Int +Wis +Cha).

Among other things it eliminated the whole Bard/Sorcerer nonsense (unless the Bard was Smart and Charismatic, Sanity would then be relative).


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Unfair Accuracy "AKA: Terribly Unsporting NPCs"
Ranger (Ilsurian Archer) 1/ Gunslinger (Bolt Ace) 1 (CR 1)
1st Level Feat: Deadly Aim

DEX Mod: +2
BAB: +2
Masterwork Gastraphetes: +1
Bullseye Shot: +4
Deadly Aim: -1
Total Attack Bonus: +8

Weapon Stats: +8 1d12+2 (3-14) 19-20/x2 120ft.
*Spend 1 Grit on Sharp Shoot to hit Touch AC at 120ft.


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I'll try to keep this in simple terms as I can but on Proteans.

The don't 'choose' to exist.
Existence is an inherently "Lawful" thing, to 'exist' is to be "defined" to be under "limitations" and "boundaries" and "expectations"

...and so on!

I think you get what I'm saying here so far, right?

Well for them them to influence "Existence" they too much "exist" which goes against their "nature" (another Lawful concept).They are creatures of Paradox, manifestations of "Chaos's Will" to return all things to "Non-Existence" ('Pure' Chaos).

But they aren't 'defined" by just what they 'are' they are MORE "defined" by what they 'are not'. They're not foolish optimists with pie-in-the-sky ideals, nor are they selfish nilhists wnating to destroy everything out of spite (remember the qlippoth don't want the universe to end, they want the universe to be empty). The "niche" to carve out for themselves are none of those things, or anything else for that matter.

What the Proteans want is not a return to Zero, but a return to less than Zero, less than Numbers or Definitions or Structure. Less than Existence.

The want "everything" to become "nothing" again.

They aren't doing it for malice.
They aren't doing it for virtue.
They aren't doing it for ethics.
They just are.


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UnArcaneElection wrote:
Magus Black wrote:

If you build for it the Bullseye Shot feat combined with Vital Strike is a good combination that sadly never got more support.

But if want some a little cheesy with Gunslinger.
Combat Stamina + Bullseye Shot (Swift Action) + Dead Shot

Spend 5 Stamina and a Swift Action to add +4 to all the attacks that you roll for Dead Shot...you pretty much cant miss even with penalties.

Correct me if I am misunderstanding these feats, but Combat Stamina lets you spend up to 5 Stamina Points to get a Competence Bonus equal to the number of points you spent on any attack as part of the same action, whereas the Swift Action option of Bullseye Shot lets spend a Swift Action and 5 Stamina Points to get a bonus of +4 -- the latter seems strictly worse EXCEPT when you are already working under a Competence Bonus, in which case paying a 20% tax to convert your bonus to an untyped bonus (so that it will stack) seems reasonable.

Ah yes you got me there, the Circumstance Bonus from Stamina was something we had considered so broken-by-default that we banned it from the beginning...and I forgot that's not how it written. Apologies!

As far as the Child of Acavna and Amaznen goes, nothing short of a total remake will EVER fix that blight (Stamina or no).


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If you build for it the Bullseye Shot feat combined with Vital Strike is a good combination that sadly never got more support.

But if want some a little cheesy with Gunslinger.
Combat Stamina + Bullseye Shot (Swift Action) + Dead Shot

Spend 5 Stamina and a Swift Action to add +4 to all the attacks that you roll for Dead Shot...you pretty much cant miss even with penalties.


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No they shouldn't get Full-BAB, but they do need better stuff (Slayer is poorly designed class anyways).

I know this might sound like an advertisement but I stand by it all the same.

Check out Legendary Games' "Legendary Rogue" is goes into detail of all the issues that Rogues have these days and provides solutions (via alternate/new Class Features). Better still, its modular so if you think one/more things fix everything you have with the Rogue (but think other options are too much) you can drop them into the class with almost no effort.

Frankly I see it as essential if your thinking about 'fixing' the Rogue to read through it because it's very thorough about the "how and why".


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Not as far as I know, but theoretically a dragon could life 'forever'.

By their eldest age they are effective 20th Level Spellcasters which opens up all kinds of methods to beat death back with (becoming a Draco-lich is only one of them). Most Dragons live until they either get tired of Life, or are killed.

The wiseass answer to your question therefore is:
"Until they meet the Party."


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The problem of making it optional for a Class though is that the weight of the mechanic is too heavy to balance.

What would be "proper compensation" for NOT choosing Partial Spellcasting for a Class?

Considering what you get for Spellcasting (limited though it may be), what can you possibly GIVE to balance the books against other options. There really isn't concrete trade-off here that can be simple to implement, nothing quite measures up to the ability to call upon spells of utility or combat on demand.

...well not without high-jacking the main Class Features of other classes.


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After looking at this whole Discord thing I’ve come to the conclusion that it was made for “Chaotic-alignment” humans in mind as I cant tell what the blazes are going on!

But anyways I guess I’ll give what I might like to see in this ‘refinement’ process.

Spell Levels and Spell DC’s are the most important factors for Full Spellcasters, while lesser Spellcasters are more interested in having their spells LAST. Make Caster Level for the purpose of Duration and other effects be based on Character Level, this will allow the those of limited magic to still get the milage for their more ‘basic’ spells without stepping on the toes of Full Spellcasters (who will more likely care about the Higher-Level spells with more powerful effects).

Remove Partial Spellcasting (0-4) from the class design, this will free up the issues of both Players not wanting to have it if they don’t want it…and Designers wont have to agonize over the effects that Partial Spellcasting has over the overall Class, allowing them to focus on the known variables of the Class. Iconic Spells like the Paladin’s “Holy Sword” can be moved into the realm of actual Class Features (perhaps using Smite or Mercy uses to activate).

General Archetypes, both as Archetypes that are broad enough in and off themselves that anyone can reasonably apply for them; and in the sense that instead of costing Class Features they use the General Feats gained at Level 1 and there after. For flexibility sake you would be able to enter and exist these Archetypes whenever you wish (whether at Level one or at the Last General Feat gained through Level).

Move Partial Spellcasting to General Archetype based on three different types (each counting as a separate Archetype and ALL of them based on Charisma): Arcane, Divine, and Druidic. Divine casting needs a Patron that must within Alignment restrictions, and Druidic must be some form of Neutral. In addition to being able to cast Spells the option to pick up limited options from other Spellcasting Classes (EX: “Familiars” for Arcane, “Domains” for Divine, “Shape-changing” for Druidic).

Move Favored Terrain to Level 1 for the Ranger and double-down on the nature of these abilities. Got Favored Enemy (Dragon) in addition to the normal abilities granted by the Class Feature currently, you also get a bonus to resist Fear Effects (and Intimidation); take Favored Terrain (Swamp) and you also get a bonus to resist the effects of Poison and Disease. Make it so that the further a person ‘pursues’ those specializations the more abilities they gain from (EX: A hardcore Dragon-slayer may get a possibly Fire, Acid, Cold, and Electricity Resistance of 30 as a ‘Capstone’ ).

And that’s it for now.


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TOZ wrote:
Magus Black wrote:
Going back to what’s been said in the earlier posts: If success is guaranteed, and failure has little meaning…then there is no real value to your characters choices.
The freedom to starve is small solace.

That depends on 'why' your starving though, if your doing it because doing so benefits others then you can say that only is it a personal choice, but that it's a noble act.

If your starving because the world's been blasted to irradiated ash and soot, for which you can do little more than curse mankind and the gods...then it's a tragedy.

...and if your starving because your utterly incompetent and too lazy to farm or hunt, then your a goblin!

Choices should matter, especially in a Role-playing Game...this isn't E.A. after all.

Gorbacz wrote:
From my personal experience, the people who talk about the value of not being able to solve a problem or the virtues of finding yourself up the manure creek and without a paddle are the people who lose their peanuts first when actually confronted with such situations. And they tend to blame GM first, the other players second and never themselves nor the ruleset :)

Cant speak for anyone else but I'm too much a veteran of the old Warhammer 40k RPG's to have that mentality (40k is inherently an 'unfair' setting), I'm too used to having no other choice but to grab every tool or idea at my disposal to survive another day.

I also refuse to recognize that there is a problem that high explosives cannot solve!


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Fall-forward mechanics are a bad game design..

As mentioned by John Lynch 106 it’s not only is a massive tool of railroading, it commits the worse sin against tabletop RPG’s: Discouraging Intelligent though.

Now this might seem outrageous but it’s tragically true, why bother thinking about a alternate method to overcome an obstacle if your already going to succeed using the default option regardless of success or failure . It encourages ‘one true method’ thought process and teaches Players and GM’s alike that there is only room for ONE answer to any question.

To use the ‘locked door’ example you can pick the lock to proceed…or you can
…rip it off the hinges (Strength check)
…smash it pieces (Damage)
…use acid to melt the lock (tool use).
…cast the Knock spell either through class feature, wand or scroll [Magic).
…exit through the window and shimmy across the drainpipe to unlock the door from the other side (alternate Skill use).

Should these options not be enough you can also…
…Dimensional Door/Teleport to the other side. (Magic)
…Skip the door and break down the wall in the way (Damage or Strength check).
…or just find another way in from a different location (Occam’s Razor).

But you can still do these things in a Fall-forward RPG right? Yes. Will you though? Nope!

Why you ask? That’s because no matter what you do your success is still 100%, so the first (and most obvious) choice is the one you’ll take because…well because all of the other options exist solely because you can fail at the first option.

Compounding this issue is the lack of “Price of Failure” or simply put: You CANNOT fail, therefore there is no real price of failure. Any so-called prices are simply narrative elements that either would be there regardless of dice rolls or are minor inconveniences that don’t matter as they lack teeth.

I mean really! If your using a Fall-forward system you not going to be ‘hardcore’ with ‘failed’ results, the ninja’s do not hear your party picking the lock; use the hidden passageway and murder-knife the wizard while no one is looking, for example.

Going back to what’s been said in the earlier posts: If success is guaranteed, and failure has little meaning…then there is no real value to your characters choices.


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DungeonmasterCal wrote:
Maybe in the "Book of Vile Darkness"?

Probably not, in BoVD the lowest tier spells inflict things like "Permanent Blindness via your eyes exploding out of your skull". Converting non-lethal to lethal damage is too low-grade for that book.


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Well for me the Hobogoblin Cavalier archetype, Fell Rider , would be my choice.

For starters you have to be the master race of Hobgoblin, which is excellent because we are made of Win! Second is that the Racial Level Bonuses actually very effective and useful for this class: You gain a bonus to both Ride AND Intimidation, up to +10 on both. As for the class itself...

...you are a Hobgoblin version of a Ring-wraith, an avatar of fear, terror and awesome!

Your ability are focused on two facts that you will come to embody.

First is that you always have right-of-way...and anyone that disagrees with that will find themselves 'road-kill' shortly thereafter. Second is that you are the scariest thing anyone will ever meet and it takes nothing more than sticking out your chin and grunting to send to the kingdoms elite scampering away like whipped goblins!

And should you have an ally that deals in fear too, you can engage in jolly cooperation to send your enemies fleeing before you mind-rending terror, content that you have proven your superiority without even drawing you sword!

Praise the Hob!


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Fuzzy-Wuzzy wrote:
Roswynn wrote:

The best that could be done if one doesn't want to deal with being restricted by tenets (or with GMs who might potentially one day revoke special powers on a basis the player doesn't agree with) is to make an optional rule saying you can simply ignore them and all the fall mechanics.

It wouldn't make a lot of sense to most of us, I think, but as an optional rule, why the hell not?

It can be rationalized. The ancient Greeks had a saying (unless a modern poet made it up): The gods themselves cannot recall their gifts.

IIRC, one classic example was Cassandra. When she was Apollo's lover he gave her the gift of prophesy. When they broke up it was not within his power to take it away, so instead he cursed her to never be believed. Similarly, Tithonus was granted immortality by Aurora, but she forgot to grant him eternal youth. When he got old enough to pray for death, she couldn't grant it, so she turned him into a grasshopper instead. Presumably he's still hoppin' around out there somewhere.

Assume the same dynamic holds with clerics and paladins. Once the god has granted you the right to draw on their power, you're in and they literally can't take it away no matter how badly you behave. Of course, if you're really blatant about it in public your fellow clerics and paladins might take matters into their own hands, but even they can't strip you of your divine powers.

Just wanting to say that Cassandra broke her promise to Apollo and 'that' is why she was cursed, it wasn't because he couldn't take it back...only that it was far more cruel to leave her with an ability to know the future but be unable to change it (just ask Odin how that feels).

Also being a Cleric is a two-way street, it's a personal connection between Mortal and God, a willing agreement between two parties on the only level that the two can be equal on: Ideals. If you sever that connection, even if it didn't immediately lose all of your powers, YOU are still not Divine in nature and cant simply reproduce those abilities on your own.


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There are also Heatstones that are a non-magical rock that can produce a comfortable (not cook you alive, or burn the house down) alternative.
They cost a measly 20 gp and can heat a tub for 24 hours.


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Gorbacz wrote:
Apparently the AP will be about stopping some super dooper fire-breathing dragon who, if not stopped, will convert matter to ash at a rapid pace, thus leading to an age of, erm, ashes.

So Dark Souls then...*sigh* Better get my Estus Flasks.


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graystone wrote:
Magus Black wrote:
threadbear
Now I want a threadbear animal companion. ;)

D'oh! ...besides which its probably a Master Snare.

Threadbear Snare 10
Consumable, Mechanical, Snare, Trap, Lolz
Price: Bear Minimal

Anything that Triggers the Threadbear, gets taken by the Threadbear.

Its upgraded version shall be the "Portable Gazebo"

TriOmegaZero wrote:
Magus Black wrote:
I don't really like this threadbear kind of Ranger, its lacks panache and style in many areas.
I don't think this is everything.

I know but as written these Class Features seem...low bar. I mean in many ways the primary feature of Hunt Target is not much different from how a Fighters bonus to certain weapons works, I'm just saying that the New Ranger looks like its just a little thin on use.

And Hell, it may be better off as an Archetype. A Fighter with the "Ranger Archetype" is focused on killing dangerous things with dangerous weapons. A Barbarian with the "Ranger Archetype" would be focused on more Primal Savagery and 'flint spear' style of combat. A Rogue with the "Ranger Archetype" may be more of the stylish hunter with overly-complicated plots and even more over-the-top traps.

But I suppose 30 days is the price we pay for knowledge.


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graystone wrote:
Jester David wrote:

So... if you're the healer, everyone else has an ass Medicine score, and you have too many magical items, there's nothing the party can do to stabilise you? They can pour a dozen potions down your throat and nothing happens?

o.0

Well they can start digging the hole... :P

I'm afraid the Shovel of Digging requires a RP per square foot dug, but on the bright side the Shovel of Hitting does not. If you attack the Earth enough I'm sure you'll whittle its HP down enough to get a hole.


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Quote:

Regenerate

The target temporarily gains regeneration 15, which restores 15 Hit Points to it at the start of each of its turns. While it has regeneration, the target can't die from damage and its dying value can't exceed 3 . If the target takes acid or fire damage, its regeneration deactivates until after the end of its next turn.

I seriously don't like this bit here. A creature with Regeneration cant be killed no matter how much damage you deal? This makes it sound like Ogres and the like are either going to absolutely viciously (regardless of level) or they expect everyone to carry Fire and Acid weapons everywhere they go.

Does this mean that their may be mandatory Holy/Unholy/Axiomatic/Anarchic weapon for high level play? I certainly hope not...


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That may be the new Spell Focus/Penetration method considering all we've seen so far.

Perhaps making it a simple way to branch out with thematically appropriate abilities. Something like:

Sense Undead
Prerequisite: Spell Focus (Necromancy) [Expert Level]
Benefits: As a Free Action once per round you may reach out with your arcane senses to find to the taint of undeath. You are aware of any undead within 60ft of yourself, but only possess vague sense of their location.


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Hobgoblins would be a MUCH better choice for many reasons:

1. They are the flawless master race (second to Azlanti) that can take any class and do well in it.

2. They're alignment may be generally Lawful Evil but even still, a hobgoblin not trying to kill you is just as reasonable as any human or dwarf (cant say nothing about elves).

3. When a Hob walks into a bar or shop nobody is going to think that he will set it on fire just for fun (like a goblin or disgruntled elf would).

4. There has already been an Adventure that can end with a Hob Empire and there need to be very little modification to set up better relations with its neighbors (a standard non-violence agreement, and maybe a trade negotiations and your set).

5. Hobgoblins hate goblins just as much as everyone else, so they have far more in common with the standard races. :p


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"The greatness story begins with a bottle of Jack and a pair of loaded dice."


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I'd think it would be nice if they took a leaf out of Rogue Trader's book and made Ancestry a combination of Race, Culture, and Upbringing.

Race would have the obvious choice of the character's race, with all the bonuses and penalties that are inherited to that race, except that it wouldn't have any of the cultural bonuses (Hatred, Special Defense Training, etc).

Culture would be about the bonuses gained from WHERE they came from, and how that location helped shaped the person they become. Examples would be things like Cheliax , Mana Wastes, Sea of Damnation, Generic Elf Village, etc.

An Example of the benefits possibly given would be:
*Choice of a free skill point (they are still there right?) between two appropriate skills.
*A Generic feat that lacks a Prerequisite (like Toughness or Endurance)
*A Trait/Culture feat (like Hatred: Goblins, Special Defense Training: Giants, Stonecunning etc.)

Upbringing would be about HOW you lived before taking the one-way-ticket-to-hell that is Adventuring. Things like: Fabulously Rich, Totally Destitute, Struggling Artist, Conman, Killer's Killer, Joe Average, Failed Student of Magic and whatever else works. (Dont know how that would work yet)

That would open up options for various backgrounds and make one's past life have both meaning and mechanical benefits.


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Debelinho wrote:
Stuff

It seems that you cant ever apply Specialization bonus to explosives period. Under the Proficiency part in SRD ...seems like they're no point in specializing in explosive weapons even if you are a Bombard Soldier.

I'm starting to think this game is punishing more play-styles that it supports. -_-


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Since you have no issues with 3rd Party material using the link of Azten's and scroll a bit lower than the Grave Trappings down to Eternal Warrior; which overall better for your martial character.


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72. GM: *smiles* What's the worst that can happen.


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Just so you know there is a Final Fantasy d20 put together by Viladin and company that lets you play as a ChocoBro Knight.

You can see it here.


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Probably more the bullwhips and black leather, and the need to be one top of the Law.


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"Over here stranger, got somethin` that might interest ya` heh heh heh"

*Cues Boss Battle music*


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I'd either end up being a Monk/Lore Warden modeled after Fuhrer King Bradley of Full Metal Alchemist...at which point I turn into a rather smug bastard with a penchant for sundering tanks and deflecting bullets.

Or

I'd turn into a Sorcerer/Lore Warden/Eldritch Knight with a penchant for Necromancy modeled after the Millennium Earl of D.Gray-Man...at which point I'd likely go mad with power and find myself a 'family' to play the role of the villain just because its fun (and because if there's no villain there's no Plot, and all the Murder-hobos here will devastate the world out of boredom).


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Also erroneously known as the Mage Knights, Spellblades or War Wizards, the Knight Enchanters are an elite Order of martial-minded men and women that understand that magic is tool… and that there are only two types of people in the world: Tools and Tool Users. Eschewing the typical superstition and banal ignorance that most people tend to have on the subject, the Knight Enchanters fully embrace the existence of magic to its full martial potential and do not shy away from its study or advancement.

Most common in regions where mage-craft is common (the regions of Geb, Nex, and Cheliex in particular) many Knight Enchanters tend to find a not-entirely unjustified reputation of being the martial arms of those nations, and it can be painful for patriotic and freelance Knight Enchanters to wandering into regions where this ill-will is deep-rooted.

Lawful Knight Enchanters are the backbone of many magocracy military might and mercenary companies. While their Chaotic counterparts tend to be mavericks and monkey wrenches looking for a place to throw themselves into.

Class Features

Arcane Skills (Ex): Knight Enchanters gain 2 extra Skill Points per level these points must be spent on Spellcraft and Use Magic Device. These skills are considered Class Skills for the Knight Enchanter.

This ability replaces Proficiency with Heavy Armor and Tower Shields.

Enchanter (Su): At 1st Level a Knight Enchanter gains the Arcane Strike feat even though he is not a spell caster, using his Class Levels in Knight Enchanter to determine his Caster Level for the purpose of the feats effects. Instead of the normal benefits provided by the Feat, the character may choose instead to apply its bonus to all ranged attacks until the end of the round.

This ability replaces the Bonus Feat gained at the 1st Level.

Fueling Arcana (Su): Normally it is impossible for non-spell casters to restore lost magic to items that eventually wear out (such as wands and staves), but an Knight Enchanter is far from ordinary. At 2nd Level once per day you may spend two uninterrupted hours with a drained magical tool to restore one its lost uses, you may use this ability an additional time per day at 6th level and another use every four Levels thereafter.

This replaces your Bonus Feat gained at 2nd Level.

Mage-Craft (Sp): Knight Enchanters are some of the best users of magical tools in the world, their dedicated knowledge and insight into the creation of these tools grant them a finer level of use than many spell caster could ever hope to achieve. At 2nd level you gain a +1 Bonus to the Save DC and Caster Levels for any magic tool a Knight Enchanter uses, including rolls to pierce Spell Resistance and normally fixed effects. This bonus increases by +1 at 6th Level and every four levels thereafter.

This ability replaces Bravery.

Tools of Magic (Su): A Knight Enchanter is able to use magic tools better than most spell casters can, and are not adverse to making their own tools. At 3rd level a treat you levels in Knight Enchanter as Spellcaster Levels for the purpose of activating and crafting magical items and meeting the prerequisites of Item Creation feat. You are considered an Arcane caster and count as having all Wiz/Sorc and Bard Spells on you ‘Spell List’ (A GM may exempt spells they consider too rare to be freely given…as long as the spell casters share the same fate), and use the higher of your Intelligence or Charisma for determining Save DC‘s and meeting Minimal Ability Score requirements. Lastly you do not suffer Arcane Spell Failure for casting spells in armor when using Scrolls.

This ability replaces all of the Armor Training Class features.

Eldritch Talent (Ex): There are many basic magic tools that Spellcaster tend to take for granted, and their mundane counterpart are clueless to their value, despite their impact on the world. Scrolls, Potions and more advanced crafts have shaped the face of the world to such a degree that few notice that obvious fact that without them we would all face certain doom. In the face of an otherwise fatal end, the Knight Enchanter learns to craft their own tools so as to shape they’re own destiny. At level 4 you gain the Scribe Scroll and Brew Potion Item Creation feats, and every even level thereafter you may select either a normal Fighter Bonus Feat or a Item Creation feat.

This replaces your 4th Level Bonus Feat and alters all Bonuses gained thereafter.

Great Enchanter (Su): At 19th level the bonus gained by your Enchanter Class Feature doubles and its effects now last until the beginning of your next turn.

This ability replaces Armor Mastery.


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Has he given you reason to worry?
If not don't worry about it, even Evil characters can have friends and family that they want to protect (and an semi-Immortal Guardian is pretty badass thing to have in your corner).

Now if he's a reckless stereotype of cartoon villainy then you have a problem...and my advice is to get 'friends' (maybe another Player) so when he tries to go at you its not a fair fight.

I'd say the best and most brutal tactic would be to drop an Anti-Magic spell on him and have your 'friends' gang up on him and keep him from leaving it, while slowly (or quickly) destroying his undead ass.

After-which you find his phylactery and smash it with an enchanted rock.


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Mr. Green wrote:
WHAT GOOD IS THE ELF?

If you wait till the right season they taste good with pickels.


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brassbaboon wrote:

Well, I'm sure he wasn't cheating, I'm sure he was using things as written out of books. All I know is he had his nose in that book all the time.

He had something that allowed him to speak some evil word and it would create different effects and send our paladin into a rage.

Dark Speach, legit.

brassbaboon wrote:
He had something that allowed him to gain sneak attacks with some hidden dagger.

Not from BoVD.

brassbaboon wrote:
He had something that allowed him to gain sneak attack on attacks normally not granting sneak attack...

I dont know of any books that allows that, not even BoVd. Sneak Attack only works when a target is denied thier dexterity or flanked. While things like the Bluff skill can let some create such situations I know of no class or feat that allows someone to sneak attack regardless.

brassbaboon wrote:

But I have no doubt he wasn't "cheating." He took great pride in building his characters. He may have been using other books too, but it was BoVD that he was constantly handing over to the GM to read.

I decided that I would not allow that book in any campaign.

By the sound of it most of his build seems to be from other books, perhaps he simply kept passing back the Book for things like Dark Speach or some spells that were used infrequently.

Either way it seems Book of Vile Darkness is innocent (now that's an oxymoron!)