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We're playing in 3 days and the berserker and eldritch knight can't make it.
The party is a hill dwarf Life cleric (me), elf arcane trickster, human ranger hunter archer, and human diviner wizard blaster.
My friend might be able to pinch hit as our tank. What should we make for him?
College of Valor bard, barbarian, War cleric, Circle of the Moon druid, fighter, monk, paladin, ranger, Swashbuckler rogue, Blade Pact warlock?
HOPEFULLY we scared the dragon away.
But hope is for corpses.
We need a decent dragonslayer tank that is also versatile enough to be fun and useful in Rise of the Rune Lords.
I've got an idea. How about instead of having the Dual Identity class feature, there is an optional ruleset where PCs (and NPCs) can have a Character Background. It would provide minor crunch and features for a variety of different backgrounds, with additional features granted at 1st, 2nd, 6th, 10th, 14th, and 18th levels (levels where PCs don't get any non-class abilities like feats and ability score increases).
Dual Identity could be one. Others might be Folk Hero, Noble, Pilgrim, Hermit, Urchin, Pirate, Sailor, Merchant, Master Craftsman, Tinker, Priest, Savage, Feral Child, Academic, Constable, Seeker (journalist/scientist/detective), Courtesan, Courtier, Jester, Apothecary, Hedge Witch, Witch Hunter, Criminal, Charlatan, Outlander, etc. etc.
The power level would be something around Trait-level. It would mostly be flavor, but would really flesh out character concepts by giving a little crunch to what is usually mostly fluff.
Class Skill: In addition to the standard class skills of the vigilante, the zealot vigilante also gains the following class skills: Climb (Str), Heal (Wis), Intimidate (Cha), Knowledge nature (Int), Knowledge planes (Int), Knowledge religion (Int), Ride (Dex), Survival (Str), Swim (Str).
Base Ability: The zealot vigilante gains the following ability, regardless of his current identity.
Penitent Stance (Ex): At 1st level, the zealot is adept at opening himself to attacks. He can enter a Penitent Stance as a swift action. While in a Penitent Stance, he takes a penalty to his AC and Reflex saving throws equal to his Charisma modifier (minimum 1), but gains a bonus on Fortitude and Will saving throws equal to his Charisma modifier (minimum 1). In addition, each round as a free action, he gains a number of bonus hit points equal to his class level multiplied by his Charisma modifier (minimum 1); these bonus hit points last 1 round or until reduced by damage.
Vigilante Talents: A zealot vigilante can select from any of the following vigilante talents.
At Death’s Door (Ex): A zealot vigilante with this talent gains Diehard as a bonus feat. For a number of rounds per day equal to his class level, the zealot vigilante gains fast healing equal to his Charisma modifier (minimum 1) when he is at or below 0 hit points; these rounds do not need to be consecutive.
Blessed Bastion (Su): The zealot vigilante uses his class level as his BAB when determining his CMD; in addition he adds his Charisma modifier to his CMD. Any space adjacent to or occupied by the zealot vigilante is considered difficult terrain to his opponents.
Call Out (Ex): As a swift action, the zealot vigilante can provoke his opponents into attacking him in preference to all other enemies. The zealot vigilante makes an Intimidate check opposed by his opponent’s Sense Motive checks; if the zealot vigilante succeeds his opponents attack him (or move to attack him) for 1 round, plus 1 round for every 10 points the zealot vigilante beat his opponent’s check. The opponents must be able to see or hear the zealot vigilante and have an Intelligence score of 3 or greater. This is a mind-affecting effect.
Creepy (Ex): A zealot vigilante with this talent may make a Bluff check in place of an Intimidate check on creatures at least one size larger than him, but he suffers a -10 penalty on Diplomacy checks.
Divine Bastion (Su): As a swift action, the zealot vigilante can enter a divinely empowered stance that grants him a sacred bonus to his CMD equal to 1/2 his vigilante level (minimum 1). At 5th level, the zealot vigilante also grants this bonus to allies who are adjacent to him. He can use this ability a number of rounds each day equal to its vigilante level. The rounds need not be consecutive. Ending the stance is a free action.
Domain: Like a cleric’s deity, a zealot vigilante’s deity influences his alignment, what magic he can perform, and his values. Although not as tied to the tenets of the deity as a cleric, a zealot vigilante must still hold such guidelines in high regard, despite that fact he can go against them if it serves his crusade and goals. A zealot vigilante who takes this talent selects one domain from among those belonging to his deity. He can select an alignment domain only if his alignment matches that domain.
Fear is the Mind Killer (Ex): A zealot vigilante with this talent may choose to make an opponent confused instead of shaken when he succeeds on an Intimidate check to demoralize a foe.
Fervor (Ex): The zealot vigilante adds his Charisma modifier to his initiative checks and can take both an immediate action and a swift action each round. He gains a +10 foot bonus to his speed during the surprise round and the first round of combat if he moves towards an opponent or between an opponent and an ally.
Life Bond (Ex): As an immediate action after an ally within 30 feet is damaged by an attack or an effect, the zealot vigilante can create a bond between himself and that ally. The zealot vigilante then takes half of the damage that the ally would have taken once that attack’s damage is mitigated by any resistances, damage reduction, or other protections possessed by that ally. The damage taken by a zealot vigilante using this ability cannot be reduced in any way. The zealot vigilante can use this ability a number of times per day equal to 1 + his Charisma bonus. A zealot vigilante must be at least 4th level to take this talent.
No Pain, No Gain (Ex): Whenever a zealot vigilante with this talent is subjected to a single attack that does damage greater than or equal to his character level, he gains a bonus on attack and damage rolls equal to his Charisma modifier (minimum 1) for 1 round. Additional hits during the same round increase the bonus to attack and damage rolls by +1.
Penance Gaze (Su): A zealot vigilante with this talent gains a gaze attack he can use for a number of rounds per day equal to his vigilante level. The rounds need not be consecutive. Activating the gaze is a swift action that lasts until the start of the zealot’s next turn, at which point he has the option to continue it as a free action or end the effect. This is a gaze attack (Pathfinder RPG Bestiary 300); enemy targets must succeed at a Will saving throw (DC = 10 + half the zealot vigilante’s level + zealot vigilante’s Charisma modifier) or become shaken and also take a –2 penalty on saves against fear effects for 1 minute. A creature that successfully saves against penance gaze cannot be affected by same zealot vigilante’s penance gaze for 24 hours. A zealot vigilante must be at least 8th level to select this talent.
Penitent Wards (Su): Whenever the zealot vigilante enters his Penitent Stance, he gains the benefits of one of the following Penitent Wards. He can change to a different Penitent Ward as a swift action.
Celerity: The zealot vigilante gains a +10 foot bonus to his speed. This increases by 5 feet at 5th level and every 5 levels thereafter.
Durability: The zealot vigilante gains DR/- equal to half his level.
Purity: The zealot vigilante gains a +1 sacred bonus to his Saving Throws. This increases by +1 at 5th level and every 5 levels thereafter.
Resistance: The zealot vigilante chooses one of the following energy types: acid, cold, electricity, fire, or sonic. He gains energy resistance 5 against the selected energy type; this resistance increase by 5 at 5th level and every 5 levels thereafter.
Vitality: The zealot vigilante reduces the amount of ability damage, ability drain, and bleed damage he suffers from by 1. This improves by 1 at 5th level and every level thereafter.
Second Wind (Ex): A zealot vigilante with this talent can use a swift action to regain a number of hit points equal to 1d8 + his class level. This increases by 1d8 at 4th level and every 4 levels thereafter. The zealot vigilante can use this ability a number of times per day equal to his Charisma modifier.
Shield Allies (Su): A zealot vigilante with this talent adds his Charisma modifier (minimum 1) to the AC and CMD to a number of allies (but not himself) within his reach equal to half his class level.
Stalwart (Ex): A zealot vigilante with this talent can use mental and physical resilience to avoid certain attacks. If he succeeds at a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he avoids the effect entirely. A helpless zealot vigilante doesn’t gain the benefit of this ability. A zealot vigilante must be 12th level before selecting this talent.
Stern Gaze (Ex): A zealot vigilante with this talent is skilled at sensing deception and intimidating his foes. The zealot vigilante gains a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 his vigilante level (minimum +1).
Strike Fear In Their Hearts (Ex): A zealot vigilante with this talent may make a free Intimidate check against an opponent he successfully hits with an attack of opportunity.
Track (Ex): The zealot vigilante adds a bonus equal to 1/2 his vigilante level (minimum +1) on Survival checks made to follow or identify tracks.
Vengeful Strike (Ex): The zealot vigilante gains Combat Reflexes as a bonus feat, and he may use his Charisma modifier in place of his Dexterity modifier when determining how many attacks of opportunity he may make per round. Whenever an opponent successfully hits the zealot vigilante, it provokes an Attack of Opportunity from the zealot vigilante.
Zealous Strike (Ex): Whenever an opponent successfully hits an ally of the zealot vigilante, it provokes an Attack of Opportunity from the zealot vigilante. The zealot vigilante must have the Vengeful Strike talent before selecting this talent.
Instead of being a wannabe inquisitor, what should the zealot's role be?
I propose they should be about guilt and forgiveness and redemption. I think they should have some diabolical-based powers, and seek justice as a way to atone for their infernal gifts. They do this by sacrificing their wellbeing for the sake of others.
In essence, they would tank. They would have an ability to draw the attacks of their opponents away from their allies and toward themselves. They would also have judgment-like abilities called wards that would protect them from these attacks.
Wards would be (almost) purely defensive, possibly granting DR/-, fast healing, bonus hit points and the like. Possibly bonuses to AC & CMD and saving throws. Energy resistance, and maybe even fire shield-like effects. I think an interesting ward would be gaining 1d6+Charisma modifier temporary hit points each round for 1 round, possibly increasing by 1d6 at levels 4, 8, 12, 16, and 20.
They would still get the Divine Training II-VI talents, but with spells taken from the cleric/oracle class list. Keep the Divine Training, Discern Lies, Domain, Life Ward, Penance Gaze, Stalwart, Stern Gaze, and Track talents, but add more that can emphasize divinations, preaching, and protecting the weak. They shouldn't be trying to re-build the cleric, druid, inquisitor, oracle, or paladin, but doing something divine and different.
Maybe an ability that heals others by causing non-lethal damage to the zealot? Maybe the ability to add her Charisma modifier to hit point total, Fortitude saves, and CMD too? Maybe a way to use the Intimidate skill to goad opponents into attacking her? Maybe a way to penalize opponents that do not attack her first? Maybe a list of bonus feats like Bodyguard, Combat Reflexes, Stand Still, and Toughness? Maybe they hear voice or have visions or premonitions; these can be used as wards (protecting the zealot from harm) and as ways to guide the zealot to where she can what she does best.
I also picture the zealot as being particularly potent against foreign faiths, rival divine agents (both mortal and supernatural), and other heretics. She would be a temple raider, a sacrifice rescuer, a relic hunter, a ritual disrupter. She would spread her faith in secret, hiding from the theocratic powers that be, and also working directly against them in vigilante role. She might have a way to disrupt Channel Energy, be particularly adept at countering divine magic, and also have specific resistances to hostile divine magic.
I think there should be enough interesting choices for Divine Training II-VI to not be the obvious options.
I think I found a possible solution to the costs of increasing spellcasting with Arcane Training II-VI and Divine Training II-VI.
Each time the vigilante gains an increase to her spellcasting, she gains 1 vigilante point. Each day when she prepares her spells, she can spend a vigilante point for one of the following benefits; if she selects the same benefit multiple times, the benefit stacks.
+1 armor bonus to AC and a +1 dodge bonus to CMD
The warlock and the zealot might have similar, but different, lists.
Anyone else inspired by Brian McClelland's Powder Mage Trilogy?
I'm reading Promise of Blood now, and I can't tell if the Powder Mages are an archetype of the magus or a hybrid of the alchemist and gunslinger.
Powder Mages exist in a quasi-18th century fantasy land. They inhale or consume gunpowder to enhance their senses and aim, physiques, and can telekinetically nudge bullets. They can also sense and ignite gunpowder at a distance. They can also burn gunpowder to empower their bullets.
I think it would be neat if there was a feat that let you select a number of weapons equal to your Proficiency Bonus and gain special abilities when using the selected weapon, such as using a flail to negate the AC bonus from a shield, or getting a free trip attempt from a sickle, or the ability to fight like a Spartan with a pike and shield. Stuff like that.
I also think it would be neat to gain half your Proficiency Bonus on saves you are not proficient in.
I'm running a 5th level homebrew campaign for an half-elf alchemist, dwarf inquisitor, elf archer rogue, human gunslinger, half-orc monk, and tiefling dual-wielding kukri rogue.
They're going to a Sigily city to look for a portal to an Aztecky dinosaury area. Instead of other dimensions, there are other flying continents.
I'm thinking a Knight of the Post-like cavalier and assorted street urchins might be fun. Maybe some tengu skulks. Also a luckmonger.
Any other ideas?
My PCs will soon be level 5 in a Planescapy/Firefly-ish campaign, and they'll soon be in an Aztecky area with dinosaurs. What would be some really fun encounters with dinosaurs? I plan on one being a T-Rex vs. Triceratops classic, with the PCs being caught in the action for some reason (maybe environmental mudslide like Goonies or Romancing the Stone?).
A dwarf inquisitor, a half-orc monk, a tiefling two-weapon rogue, an elf archer rogue, and a human gunslinger.
I'm not above re-building the feats and stuff, either. Thinking about a Spring-Attacking T-Rex.
You can use low level magic with ease.
Prerequisite: Quicken Spell, Spellcraft 3 ranks.
Benefit: Select one 0-level spell you can cast. You can cast the selected spell as a swift action. This does not increase the level of the spell slot used to cast the cantrip or orison.
Special: You may select this feat multiple times. Each time you do, you must select a different 0-level spell. Even though the name of the feat is Quicken Cantrip, divine casters may select this feat and apply it to orisons.
So, does this seem too powerful? Spells I imagine might be problematic are acid splash, daze, disrupt undead, guidance, jolt, ray of frost, touch of fatigue. Possibly flare, message, open/close, resistance, spark, virtue.
My 5th level gritty 15 point build party (paladin, dark tapestries oracle/rogue(ninja?)/wannabe shadowdancer, Aldori dueling fighter, nomad psion, utility diviner) has a henchman, Milo the Ruffian, Warrior 2. His main schtick is using a heavy crossbow. He gets half XP, so is now on the cusp of 3rd, and has now qualified to get PC levels. He has Toughness and Iron Will, and his stats are 14, 12, 10, 10, 12, 8, I think.
Should we go Ranger or Fighter for him? I'm leaning towards Ranger.
We started out with an inquisitor (eaten by owlbear, replaced by paladin), dueling fighter, and oracle, with 3 henchmen warriors (2 died spectacularly!). Milo the Ruffian has been a survivor.
My level 4 or 5 PCs (human pistolero gunslinger, dwarf reach/nonreach inquisitor, half-orc grapple monk, and tiefling dual-wielding rogue) are going to go on a journey into the underdark. They are getting there by taking an elevator ride down in a Huge undead/quasi-construct spider's abdomen. It's going to be a 15 foot wide octagon (3 square by 3 square grid, with triangles in the corners, of course). The webbing is going to be the elevator cable, and the 8 legs will be safety anchors in case the web cord is cut.
Anyways, I plan on having some morlocks attack them by forcing themselves in and using their swarming ability to fill up empty squares, etc. (Morlocks can fit 2 of themselves in one 5 by 5 square.) I like to customize monsters, and am thinking of switching Lightning Reflexes for Combat Reflexes or something.
What other nasties can attack them on this trip? I figure they're going to travel 100 or 200 miles down, at about 5 or 10 mph, so for at least 20 or 40 hours.
I'm considering an incorporeal of some kind, but they're going to be encountering a ghost today, and I want to "re-enact" an encounter one of my PCs went through with a shadow in deep water.
I want to challenge them, but I don't want to kill them. They're kind of lacking in healing and AoE stuff.
Essentially, an iron ocean of railroad lines with a war between tyrranical infernal engines and demonically-possessed gunslingers. I'm pretty sure none of my players have read either of the books inspiring this region of my little cosmos.
Are there any rules in Pathfinder for railroads?
Has anyone experimented with Intelligent magical firearms?
Is there a list of creatures that have the earthglide ability? Or a template that provides it? An earth-gliding kraken sounds like a lot of fun...
The party is a dwarf inquisitor, a human gunslinger, a half-orc monk, and a tiefling rogue.
My half-orc inquisitor 3 of Desna fed an owlbear.
Now I need a new PC.
We have a fighter (dueling sword) and Dark Tapestries oracle. Sometimes we have a psion, and we can and often hire player-controlled NPC meatshields.
I'm considering a paladin, a fire cleric, and an alchemist. We need lots of healing and some area effect damage. I don't really like arcane casters. Will consider a half-orc scarred witch doctor.
15 point buy, 3rd level, standard wealth by level, 2 traits.
Houserules is no AoOs, 20s autocrit, and if you can explain it, it trumps skill checks.
One of my players (half-elf alchemist) is leaving, so the remaining 2 players may have to double up and play two PCs each.
One is a LN dwarf inquisitor with a dorn-dergar. The other is a CN human gunslinger/pistorelo.
Any suggestions of what suggestions I should make to the players? Level 3.
Any tips on increasing the longevity of a BBEG? Or just a rival NPC?
I'm running a 2nd level campaign, and I want to introduce a party of rivals. My PCs are an alchemist, fighter, and gunslinger.
Since they're low on healing and condition removal magic, or even detect magic, I want to give them an allied church, but with rivals within the church. The rivals will be a party of "brethren"--cleric, inquisitor, monk, paladin, possibly oracle and Order of the Staff cavalier, maybe ranger, evangelical bard, and/or "white" necromancer.
I'm thinking of making the leader-type a Sunder specialist, and the paladin a half-elf Bludgeoner/Enforcer-type.
I'm thinking of the church being LN, so there will be LG good-guy allies/healers/sages, but also LE scoundrels.
But what do you do to keep NPC and PC rivals from killing each other?
I'm running a homebrew kinda-Weird Western-themed campaign. Level 2. The party is a human gunslinger, half-elf alchemist, and dwarf reach fighter (re-trained from inquisitor), 25 point builds. All level 2. They also "acquired" a ratfolk 15 point buy alchemist 2. So plenty of potions.
But not a lot of magic. Not even detect magic. All Cha-dumps, so not even UMD is likely.
What kind of problems will being low magic have for this party? They're all smart and imaginative players, but new to PF.
We might run a "classic style" campaign. 15 point buy.
I made a half-orc inquisitor 1.
I plan on being a switch hitter with longbow and greataxe.
I'm trying to determine what feat to take at 1st level. I'm thinking of Improved Initiative (with it, I can get +11 to initiative at 2nd level: +4 for feat, +2 for trait, +2 for Dex, +3 for Wisdom/Cunning Initiative), Diehard (since I have Endurance), and Point Blank Shot.
Initiative seems generally useful for both melee and ranged combat, and for spellchucking later on when I get more attacky spells. Diehard seems like it would let me pretty much double my hit points at 1st level, and it sounds like the campaign might be old school 1st Edition AD&D gritty and brutal. Point Blank Shot will obviously be good at archery, and I can take Power Attack at 3rd level for melee.
I don't know what the other PCs will be. One is usually a tricksy magic-user or swashbuckler type. The other is usually a ranger type or support type.
Hi. Just hit 7th level.
Real basic combat gear. AC 20, 63 hp (77 when raging).
1. Power Attack
I'm not sure what order to take the feats for levels 11-19. Also, any other suggestions? I've looked over the Magus Guide.
I usually self-buff (enlarge person and shield), and then use either spell combat with shocking grasp or rage and two-hand wield my dwarven waraxe with Arcane Strike.
Arcane Accuracy and Empowered Magic are my arcana.
What is the best anti-undead class? Say, 20 point buy, around 6th level?
Cleric? Life Oracle? Paladin? Ranger with undead as favored enemy?
Something cool I'm not thinking of?
Some kind of obscure archetype?
Undead Scourge paladin archetype looks pretty good, maybe with 2-Weapon Fighting and/or Power Attack and Cleave?
I'm starting a 3.5 campaign soon. Gonna be a human cleric of Kord, Luck and Strength domains.
Skills: Concentration, Diplomacy, Knowledge Religion, Spellcraft.
I plan on using a longspear and acting like a Reach Cleric, mostly casting and relying on AoOs to do melee. Will probably use domain granted enlarge person to get some 2d6+6 spear attacks.
I plan on preparing cause fear, comprehend languages, enlarge person at 1st level.
Any advice? Any really great 1st level spells I should be considering?
We can use any 3.5 material.
I'm going to be playing a Two-Weapon Fighting Rogue (Swordmaster archetype) in a PbP. I plan on wielding twin wakazashi and eventually going for Butterfly Sting. 20 point buy.
1. Two-Weapon Fighting
Anyways, any idea what traits I should take?
We're playing the Kingmaker campaign, about to begin the 2nd chapter. It looks like our regular healer (aasimar cleric of Erastil, archer build) might have difficulty making sessions.
I GMed the 1st chapter, so I'm going to be a new PC. I was going to play a dwarf barbarian 1/magus 3, but if the party needs healing, I can step in. We have a cavalier, so I don't want to play a paladin. We also have a ranger (archer) and a rogue/witch, both with wands of CLW.
So I was thinking of playing an oracle archer, or maybe an elf druid archer. Possibly a bard, since there are 4 PCs, 2 animal companions (horse and leopard), and a familiar, so there is a lot of buffing bang for the buck.
Does anyone know anything about this locale? I'm going to be playing a dragon-hating dwarven barbarian 1/magus 3 in Kingmaker chapter 2, and I was thinking of having him come from there. Or maybe the Golushkin Mountains of Brevoy, like Grayhaven or Highdelve. Or maybe even both. I imagine his barbarian tribe got killed by some dragons, and he took on the path of the magus so he could use magic to fight dragons. I plan on taking the Wyrmscourged and Lore Keeper alternate race features. I figure he could be starting small and try to rid the Stolen Lands of tatzlwyrms.
But what's the deal with Sunder Horn? I couldn't find anything about it in the Inner Sea Guide or the Pathfinder Wiki.
I'm thinking of focusing on stat boosters, a ring of +5, and a cloak of +5, a cirlet of persuasion, and a few belts of battle. Probably a handy haversack, filled with some low-level weapons I get temporary proficiency in.
Any other ideas?
As a binder, I can summon +4 heavy fortification armor, have at will mindblank, swift summon a Large +3 anarchic warhammer, etc. etc.