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Why not just play a spellslinger? :P
Like multiclassing fighter and cleric for paladin, or fighter and wizard for magus :P


@Irontruth: in Pathfinder, Rogues have d8 HD.


TriOmegaZero, wrote:

*bashes head against screen*

Excuse me for being stupid, but what is the reason for this? :P


The last sentence makes it better :p


The facing rules actually limit the rogue's sneak attack more, Ivan.


Maybe make sneak attack into two different abilities: backstab and crossfire.
Backstab functions just like the normal sneak attack,melee only. crossfire can be used after moving 10 feet or something :P
ranged only.
Also full bab 1/2 sneak attack?


Cheapy wrote:

I have some ideas to turn the rogue into a master flanker

Care to elaborate on said ideas? ;)


What do you think about:
-making sneak attack do damage similar to smite?
-Making the Rogue a full-bab class, but reduce sneak attack to half\quarter?
-More & better combat talents?
-Making sneak attack deal additional damage from int\dex?
Just off the top of mah head.
If anyone has ideas to improve ranged rogues those would also be nice ;)


838 & 839.Happy & Magic- Target thing becomes happy\sad. can be cast on ANYTHING.
Remember this from elementary school....sure had some fun with it :D


Ultimate Combat contains a Bard archetype called Archeologist. They get trapfinding AND trap sense AND rogue talents, at the cost of performances and other stuff.


Why use the scimitar which bards don't have proficiency with when you can take the rapier though?


Sorry I am not editing my post, I can't see it unless I'm writing a new one for some reason 0.0
Is falchion great enough to waste a trait on a proficiency?


Thanks, amorangias!


Thanks for all the tips, guys! Those came really fast.

I have read the guide before, but it did not really answer my question, which is why I came here looking for advice.
If I use a longsword then I should use it 2 handed, and when casting spells hold it in one arm as a free action, right?
Also, what weapon should I ake if I get the Heirloom Weapon trait?


Heh, the song is real funny Howie! I would even consider putting it on youtube.
Anyway, quick question from a starting bard here. As a melee human bard, which main weapon should I choose? I have seen people suggest the Falchion, but doesn't it only get better then the greatsword when you get the improved critical feat?


I can see your point, but shouldn't you try to specialize in a weapon (i.e weapon focus, critical chain?)?
If I choose the longsword, then the best idea is to 2hf it, right?


Hey, Torryn here.
This seemed like a good thread to ask a question I have:
Which melee weapon is best for a melee Bard (ala viable at all levels, not too much trouble to get, good for a human arcane duelist)? Thanks in advance.


I think that archetypes that replace the armor features (medium and heavy) and gives something else, perhaps:
-Int to AC
-Int to attack (and damage?) rolls
-Ability to fly
-Sneak attacks maybe?

Also, Archetypes that replace the Arcana pool might be good:
-Ki
-Grit
-Again, rogue talents
-A familiar?

Maybe one that replaces the spellcasting to spontaneous like the Sorc.


I really hope Treantmonk Updates the guide with the new APG stuff.
I really think there are some good spells there, and the Arcane Duelist Archetype is fascinating...


I have decided changes are in order.
instead of HoMaM,PoC, and the bonus feats, the Songblade will recieve the following:

Blade tunes:The Songblade, at every 3rd level (meaning six times by level 20)begining at level 3 will recieve one of the following special abilities.

Sonic Vibrations:Using the power of sound, as a move action, the songblade may cause his weapon to vibrate lightly. this gives him a -4 on all attacks with the weapon, while giving him a +4 bonus on disarm and sunder attempts.only usable while channeling. this effect ends after the songblade stops channeling.

Bolt of sound: this ability lets the songblade unleash the full power of channeled music in his weapon. this ability is only usable after channeling music for atleast 2 rounds, without attacking with the channeled weapon. when used, as a standard action the Songblade manifests a bolt of sound (range: 400ft area: 20-ft radius saving throw: none) that deals the normal channel damage plus 1d6 for every round of channeling past two.

Bardic performance: allows the songblade to learn one level-appropriate bardic performance. the songblade uses his songblade level -2 to determine the performances he can learn. this tunes can be taken up to two times. after the second time taken, this allows the Songblade to treat a channeled weapon as an instrument, which makes him able to use the perform skill while attacking (with a plus equal to the number of channel dice he may use)

Martial training: this lets the songblade recieve a bonus feat from the fighter bonus feat list. this can be taken two times. the second time took, this lets the songblade treat his songblade level -2 to determine his appropriate feats.

Music manifest,improved: requires music manifest. this lets the bonded weapon allow an additional 2 uses of bardic performance/channel music. also, it may perform on its own, using the owner songblade's charisma score and skill training as its own. additionaly, it gains the dancing property.

minor magic: works like same named rogue talent, only usable with bard spells.

major magic: see above.

Advanced Blade tunes: these blade tunes can only be purchased at level 12 and higher.

Sonic boom: this blade tune allows the songblade to explode the raw musical energy tapped in his weapon by focusing it. to use this ability, the songblade must first have his weapon channeled for three rounds. then, he may attack with it (as a full action) and make a perform check. the channeled attack deals an additional 1d8 lightning damage for every 10 in the result (for example, Phantaruse used his Sonic boom ability, got a 25 on his perform check, and therefore dealt an additional 2d8 points of lightning damage on his attack). using this costs an additinal three turns of bardic performance/channel music to be used and can only be taken if bolt of sounds was taken.

Deadly sound: increases the damage dyes used by channel music from d6 to d8.

Dispelling strike: like the rogue talent.

Rhythm of battle: allows the songblade to cast haste as the wizard/sorc spell at a caster level equal to his level by using three uses of channel music/bardic performance.

Upon the Wings of Music: allows the songblade to use fly, as the wizard/sorc spell at a caster level equal to his level. must be upkept by using channel music/bardic performance per round of flight.
instead of making checks using the fly skill, the songblade uses perform (any).

any additional ideas and pointers will be appreciated. also, a new level 2 feature has been given:

Music manifest: similar to the wizard arcane bond. this allows a songblade to bond with a weapon, giving it the following traits:
The weapon has a personality determined by the player. the weapon also can be used with any perform checks instead of any other instrument by simply flourishing it (slashing with a sword, strumming a bow, etc).


Helllo, just wanted some help with this new variant of the ever-loved bard I made. Its purpose is to be usefull in combat, as well as having a bard feel to him.

Okay, so the Songblade:

Channel music: This is a special type of bardic performance, gained at level 1. activating it is a free action. It lets the Songblade channel pure, sonic power into his weapon/s*. Using this performance empowers the Songblade's weapon, making it deal an addition 1d6 sonic damage per four Songblade levels, beggining at level 1 (level 1: +1d6 damage. level 5: +2d6 damage. level 17: +4d6 damage). This ability replaces the bard's spells.

bonus feats: The songblade gains bonus feats every five levels, beggining at level two. these feats must be taken from the fighter's feat list. the Songblade uses his Songblade level-2 to determine which feats he can take. This replaces the bard's Jack of All Trades.

Power of Character: begining at level 6, whenever under the effects of channel music, a Songblade may add his charisma modifier instead of his strength/dexteriety modifier to his attack rolls. at level 10, he may also use it in place of his damage rolls. This replaces lore master.

Hero of might and music: at level 20, the Songblade has learned to weave music with combat perfectly. whenever his weapon/s are boosted with channel music, and he makes an attack with them (either full or normal), he may perform a different song as a free action. this ability can be used only once per round, and replaces deadly performance.

*If used on ranged weapons, it enchances 50 units of ammunition. only works while the Songblade is holding his weapons. one use enchances all wielded weapons.

So what do you think?


Thanks for the tips guys, very helpful.
Also, by core I mean only the core three rulebooks and the APG.
forgot to mention, no campaign guides as well, please.


Hello again, Torryn here.
I need help with creating a lightly-armored, rapier-wielding character.
the class used does not matter to me, as long as it can function as a capable melee combatant using mainly the rapier.
any pointers on feats, classes, stat distribution?


Thank you for your pointers,waynemarkstubbs.

So how will this dagger thrower function at level 1 (tactics, feats etc)?


Hello, Torryn here.
Was just wondering if you guys could help me make a build for a character who fights using thrown weapons.
I would rather the character to be human, but elf and halfling are acceptable.
And if your proposed class is a rogue (most likely) then I would also appreciate tips for gaining sneak attack damage from range.


E-mail:
emdekel@gmail.com

Please send the rough draft!


New system ala The Sublime Way


Any scythe ideas?

Simple: 1d8, X2
Martial: 2d4, X4, trip
Exotic, 2d4, X4, cleave, throw (stab enemy then spin scythe to toss him)


Flickering Dagger toss- allows to throw dagger and use dexterity instead of strength as bonus to damage.

Impale- on succesfull sneak attack with dagger, if using two hands,
1 1/2 sneak attack dice.

Talented rogue- for each talent you have, recieve +1 ranks in perform (your choice).

arcane trick- grants Arcane Strike feat. makes spell-like abilities count for arcane strike feat. requirements- minor and major magic.

Everything I have for now.


Exotic doesn't quite seem appropriate to imply high level of weapon expertise.
Master/Expert perhaps?


810. Cause Flatulence.
811. Burning Oil Onslaught of the Frylord- causes Burning Oil to rain.
812. Blood for nitroglycerin- Causes target to explode (20d8). He may attemp one melee attack before his death that causes +10d8 damage.
813. Th'raglar's Stuffed Demise- enemy is filled with food each turn.
after 8 turns, gory galores.
813. Curse of the haiku
five, seven, then five again
funny, don't you think?
814. Cause Phobia.
815. Summon Robotic Pirate Crew.
816. Ray of Chocolate cravings.
817. Conjure bacon.
818. Phantaruze's flaying towel.


Hmmm.....
All we have to do is think about special abilities we can add to weapons according to the control tier you have with them...

Rapier- perhaps armor ignoring attack roll? Maybe bonus on CMD and CMB on sundering and disarming attempts?
Dagger- weapon finnesse damage apply-ability?
Scythe- ability to grapple (not trip) foes?
'All I got for now.


This sounds like an awesome idea! I want to be a part of it!
I'm not quite good with computers though-can I otherwise help you?


Does the Duskblade need converting?
What do you guys think he needs changing?


That would have to be my very first character-3.5 half elf sorcerer named Balashar. He always barbecued foes with gold dragons breath.
Good times.


Maybe a flanking guide in the rogue guide?
I don't see how it is possible to flank someone easily.
-20 tumble check trying to move through his space.


@Ardenup:
Complete Scoundrel, Arcane and adventurer.


Once again, I need assistance in creating a character.
This time (as the title suggests) an Eldritch knight.
What weapon should I use? what feats to take? which arcane and martial class to start as and how to handle progression?

So far you guys helped me (a *LOT*) and I am very thankful.


Hmm...
I asked him and he decided the Kukris sound better.
Thanks again !


This is a request from my friend (email problems, can't sign in).
What should a TWFer hit stuff with?
What should he do with non TWFing feats?


Can you give me details, grasshoper_ea?


Thanks for all the advice guys! I am learning alot.


Love your guides, TreantMonk!
Looking forward to your rogue one!


Im very new to pathfinder and wanted some help making my character.
I want him to be a human/half elf TWFer (weapon dosen't matter as long as it is efficeint melee) who is good at acrobatics and stealth.
I have access to the books:
Core rulebook
Adv. playtest
Complete scoundrel, warrior and adventurer (3.5 d&d)
And besiary.
I have the roleplaying done, I just need help with the mechanics.
Thanks in advance!


My first character was a sorcerer called Balashar (I was a newbie so I only took blast spells XD)
I like rogues and bards the most.


Bard=Pimp.


Didn't notice the T. Critical failure!
sorry for all the fuss.


Xum wrote:

You can't wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage.

That's what core says.

Really? Thats funny. I just read it does. In the weapon description part.


So, if I understand correctly:
If you want to TWF: shortsword.
If you want one weapon: rapier.
correct?


thorindale: check again in the core rulebook.
EDIT: I ment that you can use 1-1/2 your strength modifier.

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