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Don't suppose you guys would be willing to include some Legs Slot items?
Distill Panoply. Can be taken as early as second level. I'm pretty sure you can mix shots with melee, Panoply Barrage gives you TWF with half the attacks being throws and half being melee.And I just realized my approach doesn't work cause you should be able to TWf with your melee Daggers from Distill Panoply.
How about going more simple? Mind blades created from panoply of blades do not count as a valid weapon for Two Weapon Fighting. And the Distill Panoply gets a line 'Blades distilled with this talent can be used for two weapon fighting' or 'If the character possesses the Mind Daggers blade skill, he may use Two Weapon Fighting with these daggers'. And change Panoply barrage from 'When making a full attack' to 'As a full round action' so you can't use Panoply barrage while Two Weapon Fighting.
Can someone please tell me that this is b~&*#&%~? That this is not actually a thing you can do?Cause I was thinking of getting SoP too, but not if it manages to somehow be more broken than regular vancian casting. This is Simulacrum levels of b%+!!!!#.
Maybe something like "The armory can't use weapons, natural attacks or off hand attacks while using Psychokinetic Throw"? Would also prevent someone trying to mix regular weapon attacks with the armory blades. Or godsdamned armor spikes.
Edit "The concentration required to manifest the Panoply of Blades means the psychic armory can't use weapons, natural attacks or off hand attacks while using Psychokinetic Throw" Maybe add a penalty to concentration checks too, depending on how you want the class to work as a dip for a wis caster.
Brutality Blade is much better. His blade is better than the normal soulknife for most of his career, but it's balanced. Raging Surge is great and seems well balanced for what it costs. And I like Raging Euphoria in it's Wrath Augment version.
For Psychokinetic Throw, maybe make it it's own full round action, like Spell Combat and Flurry of Blows? Not sure if this would still allow Rapid Fire. Maybe keeping the wording as is would be better.
Psychic Platform allows for double jumping, sticling to the ceiling and skating around. I love it. Every Soulknife I ever make will have it.
Psychic Armory is beautiful. Just a few suggestions for Armory Tactics: the ability to gather the blades in a single giant blade that falls from the sky, or raises from the ground (single throw but with higher base damage, maybe can be combined with Vital Strike); the ability to make the blades pop up from the ground under the enemy, like spikes (area damage + difficult terrain for a round?)
Who the heck thought the Brutality Blade was good like this? A +1 to +5 weapon enhacement is worth way, way more than one feat and throw psychic blade. The chance of psychic enervation is not nearly enough to offset this since it only goes up on the first round of the fight. And it allows you to go above the hardcap of +10 bonus on a magic weapon something that noone else can do.
Pious Soul seems balanced, but there are some concerns on the vows:
Augmented Blade seems to have no problems. He loses some of the soulknifes more nifty tricks, but he gets some versatility and he gets to make a golfbag of weapons actually useful. I like it.
I look forward for the Psychic Armory. Archer from F/SN type of stuff is a cool concept. Gilgamesh from the same anime too, just hitting you with all the weapons.
On Blade Skill:
So dimension hopping from NeoExodus, to Thunderscape, to Kaidan, to Midgard, to Cerulean Seas, to Necropunk type of stuff? Could probably be made with all NPCs and sample characters from several 3pp classes and not a single Paizo PF class too.Yes. That would be awesome. You should have started with that, everybody who supports 3pp will probably support that, it's awesome. It also shows a little from different publishers so you can get a taste of everything, show a highlight from each world and why they would be fun to play, just enough rules on the stat blocks to be playable while making you want to go and buy the class and see what else it can do, it would be great publicity for all involved.
I think I just had a nerdgasm.
Quick: A small races oriented bloodline. Halfling, Gnome, Kender, Goblin, Ratfolk, Wayang and even Quicklings. The opposite of the Brute bloodline, focusing on agility, skill and being small.
Chronal: Time related bloodline. For those descended from time dragons, from wizards or scientists that experimented with time travel, or from the misterious Temporal Nobles.
There, I think I've run out of bloodline ideas.
Disgraced: For those with the blood of infamous villains and notorious failures and that wish to redeem their families or create their own legends.
Occular: Beholder themed bloodline. Can include some magic alltering, some improved vision modes, some anti magic. Most powers should give an extra eye.
Phrenic: An Illithid/Githzerai/ Githyanki flavored bloodline. Psionic if you're okay with third party, occult if not.
Unrelated, two ideas for the blood of ____ series:
Champion: for those descended of great athletes and sports champions;
Sage: for those descended from great thinkers, scholars, philosophers and inventors;
And another idea:
Super: for those with a humanoid alien with godlike powers in their family tree. Basically kryptonians others like that. Cross with Martial or Heroic for asgardians and amazons or with Thelassic for atlanteans. Crossblooded with Bizarre makes for a nice martian bloodline if still lacking the telepathy powers..
Maybe allow a choice of getting either an akashic shield or akashic blade or akashic bolt, making it an alternative for the soulblade, soulbolt or mindshield, possibly making it compatible with those archetypes somehow.
Also, I just realized that veil is Erics shield from the D&D cartoon. Are there veils for the others too? Just an yes or no before I spend an hour looking for them.
Edit: I'm guessing the Mind Shield would work as the shield for Chusaders Shield, so the akashic veils are not replacing the mind blade. Are there any similar veils that enhance weapons?
Small nitpick: on the Lamyros bloodline, in the Cursed Form power, in the Raptorian option, you only mention the arms becoming wings, but you also gain two talon strikes. Maybe you could add that the feet become those talons when the Scion transforms.
If you're still looking for bloodline ideas how about a speed, agility and quickness based bloodline, for those whose blood gives access to the speed force?
Well what is your suggestion? Just make full attacking a standard action? Just give everyone pounce? Give an idea so we can judge it's merits.
Maybe as a feat? Call it Leading an Army, or Leading a guild, or something more generic like Leader, or Leadership, or something. :)
Would Leadership be unbroken if it was two feats one for the followers one for the cohort?
First I'll add to the chorus, the ability should be namded One Thousand Faces, or A Thousand Faces, or something. 1000 Faces is weird.
Masque: First what is the point of having a masque if he doesn't have to wear it? Second how is it reformed immediatey, what action does it take or s it a no action? What is the point of it being an object if it can't be stolen or brooken even for a round? Try this wording:
Thematically why would he only have one masque? He should be able to have several masques known and then be able to switch between them to gain different powers.
The masques themselves seem to be a little stronger than domains but not by that much too sustain a class on itself.
Graceful Strokes: Holy mangled english Batman. Try: "A Harlequin is adept at striking when his enemies are otherwise preocuppied. At second level he gains a +1 (morale? competence?) bonus to hit enemies that are threatened by one of his allies. This bonus increases by +1 at seventh level and every five levels after. This bonus stacks with the bonus from flanking."
Sneak Attack, Nimble, Harlequin Discipline and Harlequin Spells are good.
Masquerade Dance: You gain a second Domain. Underwhelming.
Masquerade Host: you gain two more domains. Very underwhellming for a capstone.
Mechanically it could probably be redone as a Slayer archetype, it doesn't rally have anything going on that deserves it's own class.
I like the idea that full attacking is your best attack, but I also wish the martials could move and lose only 10%-20% of their damage.
Orfamay Quest wrote:
Some version of the barbarians Groundbreaker rage power. An often forgotten rage power because it's only adjacent squares, and instead of using his CMB to trip it uses a fixed DC 15 ref save. Not a 10+Str+1/2 level, a fixed 15. A better version would use his CMB and do a small amount of damage, with a Improved version giving a longer radius and the ability to make it a cone instead of a radius.
It makes sense if you consider that in a magic rich environment more people are born above average and that in a high adventure world there are more chances and paths for talented people to rise above others and become better.If you compare NPC arrays with point buy and Arrays for PCs and important NPCs you'll notice that in universe these are people who are simply naturally born with higher attributes.
After all, a person who has worked all their life as a cabinet maker and eventually becomes a highly skilled master craftsman may not know a lick about swinging a sword around...and let's not even talk about hit points.
A person who has worked all their life as a cabinet maker and eventually becomes a highly skilled master is still a 5th level character. You need 2,400,000 experience points to reach level 20 on the fast track. There are no rules for getting experience from working or even training. Even if the expert cabinet maker gains points for defeating social and skill encounters, if he lives a mundane life he will NEVER find an encounter that gives him the 5,000 thousand xp needed for sixth level much less the 2.4 MILLIONs needed for twenty levels. With normal CR1 and CR1/2 encounters, which would only hapen once on twice a month (a cutpurse trying o get his cp, a hardy bargaining noble) he would take thousands of years to reach high level.
That there is another reason that can explain why the best of our world is level six once a generation but Golarion has hundreds of them in every city. We just don't have high CR challenges to give enough XP in one lifetime to break that barrier. It took the Theory of Relativity encounter to get Albert Einstein to sixth level. It took most of WW2 to make badass like Simo Hayha and Audie Murphy.
A few things:
Little Red Goblin Games wrote:
Maybe the start of a Gonzo 3, or the LRGG take on a technology guide with technology based classes?
Ciaran Barnes wrote:
I was working on a speed-based class, that I called the dynamo. Its an unfinished project - one where I'm struggling to get the pictures in my head out onto the page. It can be difficult stretching a thin concept out to 20 levels. You're welcome to take a look and see if it gives you any ideas.
Don't remember if there ws a thread for this one, but here is some comments:
Celerity: Free action +1 bonus to all dice rolls that lasts for most of a fight? No. That is too much.
Unerring Action: Why spend a point for something that you can gain permanently with a feat? Give it a different bonus like miss chance or make it a dodge bonus against all attacks till the beginning of your next turn.
Swift Attack and Extra Action: This ones are really nice.
Dash: That is pretty bad. If movement is going to be your schtick, it should start as good as the barbarians +10 feet at level one and end better than the monks +60 at level 18. Also allowing someone to moving 55ft as a non action is at the same time to much and underwhelming. Maybe include an option on Celerity to spend a point and do a second 5ft step or do a 10ft and later 15ft step.
Flurry: Switch the damage bonus to 7th, attack bonuses are much better than damage bonus. Maybe up the attack bonus to 15th and at 11th he can forgo flurry and gain Rapid Attack from the Mobile Fighter.
Deflect Arrows: Add that he can spend celerity points to deflect more projectiles in one round. Also give Snatch Arrows if he is higher than 10 level
The Recovery Line and Dodge Ray are awesome.
Pounce: Clarify if this works with Flurry. Probably shouldn't.
Uncanny Might and Uncanny Endurance don't make any thematic sense with the rest of the class. I can see why you would want to maintain that symmetry but they don't mesh with everything else.
Everything else is pretty good.
Capt Darling wrote:
Not allowing a melee class to do any damage is terrible design, forcing a class about speed and dexterity to have str 16 and dex 12 to function is even worse. Dex to damage should be at least a talent you can take at second level.
Dex to damage definetly. At level one.
This is for a more or less mundane class, like the fighter or rogue. If it goes more supernatural like the barbarian or ranger we can give it some true speedster powers:
Fixing Dual Identity:
The vigilante has a vigilante identity and a social identity. At first level he chooses which one is the real one, that identity has his real alignment. He can pick any aligment for his other identity. Effects that detect or work based on aligment use the aligment of the identity he is using. If he is subjected to an effect that would alter his alignment it affects the aligment of his real identity. The vigilante only fulfills the alignment prerequisites for feats, classes, or worshipping a god if both identities fulfill that prerequisite. For example a vigilante can only multiclass with paladin if both his idetitie are LG, but he can multiclass as cleric of Iomedae if his vigilante identity is LN and is social persona is NG.
There we go. Closes all the loopholes, is powerfull enough to be better than a normal disguise focused class, and allows you to decide if it's Bruce Wayne or Batman that is the mask.
Would it be better if they got full six level casting as the base ability and the base abilities of the Avenger and Stalker were buffed to match, or would that be too powerfull?
The main problem remains the super long time needed for Dual Identity.
Eschew Secrecy: You can spend a full round action changing your mentality from your social identity to your vigilante identity. In this mindset you can use the abilities of your vigilante identity even without the disguise. Anyone that sees you, including any enemies you fight with, get a sense motive check as a free action every round they see you against a DC of 10+half your level+your charisma modifier to connect your social identity with your vigilante identity.
There we go. Take a moment to make sure you really want to do this, and if you're sure it's worth the risk you can kick ass even as Bruce Wayne. The mooks probably have really low Sense Motive, but you should be worried, what if one of them rolls a twenty. But try this in front of a cop or worse the Joker and you secret is busted. Using, stelth, invisibility or smoke bombs would keep your identity secret, and is what Batman or Daredevil would try if they had to fight in civilian disguise.
Maybe have the main class be a transformation (quick change but most of your power is locked in your vigilante persona) and then have a Badass Normal archetype (trade a slower change for having access to most of your abilities even in your social identity). A Super humanoid archetype (Quick change, keeps most of his powers in social identity) could be possible but it would hae to trade in other stuff, like Many Guises, Loyal Aid and all the Appearance abilities.
Maybe if everytime time you chose a talent, you could also choose a talent for your social persona. So at second level and every even level you get two talents, one social, one vigilante. Then you can have social talents like:
The only one I can think of is having 6th-level arcane and divine spellcasting, but that would eat up pretty much all of your talents in return.
Doesn't even work, the magic training talents have the Arcane Training I or Divine Training I as prereqs and those are base path abilities. So even if you divorce the talents from paths, you still can only get arcane magic if you take the warlock path and divine magic only if you take the zealot path.
Edit: Some nice combos:
Vital Punishment with Leave an Opening on a Stalker is a nice way to rack some damage on the first round but is not even close to unbalanced.
Expose Weakness with Favored Maneuver (Dirty Trick) on an Avenger makes Expose Weakness actually possible instead of a very shiny trap.
Armor Silence is kinda of a must for Stalkers. Avengers would like Up Close and Personal, just for the extra attack as swift action when they have to move.
My only concern is the warlock specialization. Will it eclipse the magus class because it has a more powerful spell list?
Not at all, because the warlock vigilante has much, much less spells per day. He starts with one more spell per day over the magus, the magus catchs up at level 2, the magus is one spell ahead at 3rd level, the vigilante catches up at level 4 and then the magus is ahead at every level after.
This is a horrible idea.
Purple Duck Games wrote:
It's also lacking the Awalim, Brujo and Infinyte, and others like Sheriff, Shinobi and Timebender hould be changed from 4 Winds Games to Purple Duck Games. Is Path of Power II ever getting finished?
So your saying you want holy, unholy, axiomatic, anarchic related blasts?
I think he means more the planes of Positive and Negative energy.
A kineticist linked to the plane of Positive Energy would be a biokineticist (vita is a latin root) and have a positive energy blast that heals people and harms undead. If chosen as both primary and secondary element gains a Holy blast that deals blunt damage and does extra damage against evil targets. Other powers would include controlling plants and animals, some degree of shapeshifting, healing, and some other holy powers.
A kineticist linked to the plane of Negative Energy would be a necrokineticist and have a negative energy blast. Other powers could include causing disease, generating pure entropy, and general necromancy abilities.
A kineticist linked with the Shadow Plane would be an umbrokinetic (the greek version is skiakinetic and it just doesn't work) and have a shadow blast that is touch and can deal blunt, piercing or cutting damage but can be disbelieved and only deal half damage. Powers would revolve around controlling shadows, stealth and illusions. Fire Kineticists got would get some light using powers to balance.
Finnaly a kineticist linked to the Astral plane would be a psychokinetic and have a mind blast or the ability to make and throw psychic weapons. He would have some telekinesis but more focused on fine motion and without access to lift large weights or flying. Other powers would include telepathy and teleport, some mental attacks, and some time related powers.
That should cover the whole D&D type cosmology, unless you start making kineticists based on Heaven, Hell and other Outer Planes, but that would be too much work. Maybe a single theokineticist with varying blasts and powers depending on which outer planes he connects...
Little Red Goblin Games wrote:
Whhy is it a pain the butt? Because he gains too many of them across his career and you'd need some fifty different ones, at least? Or because they are little abilities and gaining a small thing every level is not all that satisfiyng?Maybe gain a bunch at first level and them a smaller bunch at other levels? 3+Int at first level and +3 at 4th and every 4 levels?
Hard to comment on names without knowing the names of other class abilities, but if you go with gaining multiple ablities at a time how about Household Management and individual abilities be Homemaking Tricks or Housekeeping Chores?
On Lashing Spinnerets, with 3 points of essence invested, I can throw the rope at a building 50 feet away and move a total of 100 feet movement, from one wall to another wall. Is that correct?
It's DR/magic because magic weapons also hurt him.
Vagabond? post what you already have so we know what needs doing.
Go for the more broad approach and go for latino. That can include tropicalia, samba, pagode, tango, salsa, meregue and bossa nova.
You have mastered several sexy dances and powerful rhythms. In addition you gain Bluff as a class skill.
Hip Shaking (Su): As a swift action your dancing movements grant you a +1 dodge bonus to AC for one round You can use this ability for a number of rounds per day equal to 3 + your cleric level.
Aura of Lust (Su): At 8th level, you can emit a 30-foot aura of lust for a number of rounds per day equal to your cleric level. All enemies in this aura take a -2 penalty to all will saves against enchantment spells and a -4 penalty on all Sense Motive and Perception checks.
Domain Spells: 1st—charm person, 2nd—hideous laughter, 3rd—suggestion, 4th—charm monster, 5th—dominate person, 6th—symbol of persuasion, 7th—waves of ecstasy, 8th—irresistible dance, 9th—dominate monster.
Lucky Salamander wrote:
This has nearly nothing to do with dubstep. And again would be easier to do a more broad Eletronic Domain. (music created by androids/constructs in-universe?)
I'm surprised that Lastwall Phalanx doesn't see more action. Do people just not know about it? Because it sure seems like the business. ^_^
It has the same problem of Shake it off, in that you have to be adjacent to your partner. That kills flanking, forces two characters (usually both of melees) to always focus on the same enemy, and makes you weak against all the AoEs in the game.
Little Red Goblin Games wrote:
Thank you, I had seen it on Drive Thru but didn't want to make an account just for one book, at least not while there is so much on my to buy queue.
My favorites from the decriptions are the davatti, the princess, the henshin hero, multiman and Matter Eater Lad.
Any plans for the Battle Buttler to have a Maid archetype with cleaning powers?
And where did you get the name davatti? I thought it was indian and some kind of dervish or fakhir, but Wikipedia doesn't know it and all Google has is a restaurant name...
That is what playtests are for. Hopefully we get Mark Seifter on charge of the playtest, I liked him on the Kineticist playtest.
But explaining all his powers as being from the sword makes for crappy Pathfinder. It works on Dresden Files RPG and on Mutants and Masterminds but not in Pathfinder. So we make him a paladin.
Back on topic, @fictionfan maybe if we scrap plot sense as something that has to be a thematic choice of the DM, we can make an archetype trading Lay on Hand for a more powerful Weapon Bond and a few extra combat feats?
A melee type that isn't reliant on any physical stats, just charisma.
You mean something like a SMITING PALADIN?