|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
D'oh ... can't believe out of the 100's of archetypes out there not one of them suites my needs.:( Thanks again all! Appreciate the help.
Edit: For those interested I will be using the Vengeful Hunter archetype (with some slight modifications of course) as a stand in for what I am looking for.
Waiting on a review before I purchase this produce, I was close to simply buying it outright for these two reasons: Witchknight (Inquisitor) and Gunmetal Mystic (Monk)! Seems like the product is gonna rock mightily.:)
@Those that mentioned the Evangelist idea ... very cool and awesome. I finally got a chance to look further into it and gotta admit it's pretty kick arse! Think I will create both and then, if I ever get the chance, I can choose between the two of them based on group composition.
Many thanks for the incredible insight and comments folks!:)
Not really familiar with mythic rules and whatnot. What additional options are available for this type of concept as a mythic character?
I actually have bless on my spell list from being a celestial bloodline sorcerer. I am sure prayer would be provided by the groups cleric if needed.
Thanks for the feedback and ideas so far folks! Greatly appreciated.
Most games certainly don't get to level 20. Gotta agree with that. However, our group randomly plays high level one or two-shot adventures. So I like planning out my ideas to level 20 just in case.
The levels of paladin are to meet the requirements for the Sacred Summons feat.
Lightening Reflexes is there so that my final saves will be 9/9/14 plus Charisma.
D'oh ... can't believe I missed picking up Superior Summoning! Thanks for pointing that out. :)
Summoner is an excellent idea and I had thought about that as well but would like access to 9th level spells (I know it's very limited). I have also played one in a previous game and wanted to try a different sort of summoner. Actually, I have never played a sorcerer come to think of it.
@ Create Mr. Pitt ... you sir deserve a cookie. It's one of the reasons why this idea came about. A while ago a friend of mine introduced me to Angel Summoner and BMX Bandit. I wanna rock out his outfit but not the beard. :p
Not sure why but I had this random idea for an "Angel Summoner" type character. I have the basics down but wanted to know if there were any other feats/tricks out there that would be a good fit for this concept. Below is what I have so far:
Build: Paladin 2/Sorcerer 18(Celestial)
Traits: Magical Knack, Deft Dodger
I will be aiming for a Robe of Eldritch Heritage to max out my bloodline powers. I was also thinking about picking up the Arcane Armor Training Feats and some celestial armor of some kind.
I am curious if there is anything that I missing or would be considered critically important for this type of build. Any and all comments welcome.
One word ... Mechagodzilla!:) Also, it just needs one more ability:
You are correct, the bonus to AC is an armor bonus. I thought this would have been implied by the ability description, my apologies for not making it more clear.
hmmm... now I want to create an archetype for my idea for mixing the technology guide and the dracomancer...
I say ... go for it! I would also like to mention SKR's product: The Robomancer. It might offer some inspiration for your idea.:)
So I picked this up on a whim and have to say that it's an excellent class. Very flavorful and most likely a blast to play.:) However, while reading the document I just could not get the idea of an armored drake companion out of my head (mostly due to this pic of an armored dragon).
The rules prevent a drake companion from obtaining armor proficiency so I thought that an archetype would make for an effective method of overcoming this restriction. After a couple of hours of feverish writing I finally managed to cobble together a passable archetype (I think). If you're interested I have included it below just because sharing is caring.:p
The Warguard Dracomancer:
Through a highly specialized form of armor smithing the dracomancer can forge a suit of protective plates for his drake companion. The armor grants a +1 bonus to AC at level one which increases by an additional +1 bonus to AC every 6 levels.
The drake is more interested in the visceral glory of melee combat and the improvement of its martial capabilities. This focus impedes the drake's ability to develope and improve it's other draconic powers. The dracomancer's level is divided by two when determining his drake companions breath weapon advancement.
Reduce the drake's breath weapon by one step. For instance, if the breath weapon inflicted 1d8 points of damage, it now inflicts 1d6 points instead.
This ability replaces the feats that the drake would normally receive at level 5 and 16.
Special: Bleeding damage from this ability does not stack with itself (the drake can inflict a maximum amount of bleed equal to it's number of natural attacks, 1 point for each natural attack). Bleeding damage bypasses any damage reduction the creature might possess.
This ability replaces the feat normally obtained at level 10.
This ability replaces Improved Evasion.
Some really brilliant ideas here folks! Thanks for sharing.:) I will pass these along to my friend.
PS on a side note the lvl requirement for the growth mutagen discovery seems to be very ... steep?
Found it under the Master Chymist prestige class. Shame you've gotta be 16th level though.
Growth Mutagen (Su): When the chymist assumes her mutagenic form, she increases one size category, as if under the effects of an enlarge person spell. The character must have an effective alchemist level (alchemist level plus chymist level) of at least 16 and must know the enlarge person, giant form I, or polymorph extract to select this ability.
D'oh! So ... close.:( Hopefully he and his GM can work something out so that he can still use that discovery. Having to wait until lvl 16 is a harsh requirement as it is.
I am helping out a friend with a character concept as his current character got himself into the dead book.:p He mentioned that he would like to play the Hulk. It didn't take long to figure out that the simplest and most direct route to this was either Barbarian or Mutagenic Brawler. My friend rather likes the brawler concept and is going to use it. However, only one slight problem, I cannot find a discovery which increases size when using a mutagen. For some odd reason I thought for sure it existed and had advised my friend that at 10th level he could take extra discovery and choose the one that increases his size. I am a bit bummed that I cannot find it, but also think that I might have been mistaken and it doesn't exist. Can anyone shed some light on this please and thank you? If there is any such discovery (either core or 3PP, doesn't matter). Please let me know.
Owen K. C. Stephens wrote:
That was my original thinking as well. Being that the warpriest only has 3 attacks vital strike suddenly becomes a much more attractive choice.
Owen K. C. Stephens wrote:
So ... I must have been having a stupid moment but mistook that feat for something else entirely. After rereading the Weapon of the Chosen feat tree I have to agree with you and others that have mentioned them already. Rolling twice for each attack made (coupled with vital strike et al) would make for a very effective combination.
I managed to sit down and iron out feat selections for the most part (still missing a few though). Take a look and let know what you folks think of this setup:
Bonus Feats by Level
FCB = Favoured Class Bonus
Race will have to human. I was thinking about taking the glory blessing due to the ability to make an Intimidate check as a swift action.
Again, thanks for the advice!
Thanks for all the feedback folks! Some really great advice here. I will have to agree with you Claxon ... going the full attack route is most likely better than vital striking. It would also make the build even more simple. I also really like the channel smite idea.
I think I will go with your setup Claxon along with channel smite and extra smite.
Raymond Lambert wrote:
Even as a long time player. I don't think running a first campaign as a GM should.be begining at level 8_10. Nit saying to start at one but 3-5 are good choices.
Sorry Raymond ... I didn't really ask for input on that matter. Did you have anything to add to my original question?
Within the next couple of weeks I will be playing a mini-campaign. A friend of mine will be DMing the adventure. He's a long time player but new to actually running a game. I thought because of this I would go with something pretty straightforward ... a warpriest.
The build so far is really simple but I think potentially fun: a vital striking warpriest of Gorum. For feats I was thinking of the following:
Coupled with the Destruction Blessing he should be dishing out a respectable amount of damage. If it matters, starting level will be 8 or 10, not sure about stat generation yet though. Last but not least all Pathfinder books allowed.
All comments / suggestions are welcome!
Really looking forward to reading this new book. However, I am anxious to know one thing, which is: does the swashbuckler have an archetype/feat/ability/whatever which would allow them to wield the elven curveblade but still gain all of the benefits from the swashbuckler class (ie swashbuckler's finesse)? I have always wanted a viable dexterity based warrior that could be an elf and wield an elven curveblade (while gaining dexterity to both hit and damage instead of having to go with the agile weapon property).:)
Alrighty, check it out, I have redone the Imbue Blood Blade ability. Hopefully this works and is both awesome and interesting.:)
Lvl Maximum Enhancement Bonus
Imbue Blood Blade (Su): Whenever the vital blade inflicts a killing blow upon a creature (or brings the creature to 0 hit points or lower), he siphons the last vestiges of the creature's life force in order to empower his sanguineous weapon. By charging his sanguineous sword with this stolen life essence the vital blade is able to enchant his blade with magical properties. Beginning at 4th level the vital blade's sanguineous sword gains a cumulative +1 enhancement bonus for every two hit dice worth of the creature slain. These can be spent on actual enhancement bonuses or on weapon special abilities. A vital blade's level determines her maximum enhancement bonus (see the table above). The vital blade may (and must, when her total enhancement is higher than her maximum bonus) apply any special ability, from the weapon special abilities list below, instead of an enhancement bonus, as long as she meets the level requirements. A vital blade can choose any combination of weapon special abilities and/or enhancement bonus enhancement bonus before assigning any special abilities. This empowerment lasts for a number of hours equal to the vital blades level. At which point he must slay another creature or he must sacrifice his own life force (see below).
Instead of having to slay a creature in order to empower his weapon the vital blade can instead sacrifice one point of Constitution as if they had suffered a point of Constitution drain. This lost point of Constitution cannot be healed by any method, nor can it be reduced, until the vital blade chooses to reabsorb the lost point of Constitution back into himself. At which point the Imbue Blood Blade ability ends. Just like slaying a creature the vital blade receives a cumulative +1 entrancement bonus for every two hit dice he possesses which he can then spend on abilities/enhancement bonuses. If the character kills a creature (or brings them to 0 hit points) while
The vital blade can choose from the following list when imbuing his sangineous sword with weapon special abilities: Agile, Keen, Corrosive, Corrosive Burst, Cunning, Menacing, Sundering, Wounding, Unholy, Holy, Vicious and Coup de Grace.
Finally, due to the constant influx of life empowering energy, the sangineous sword now bypasses damage reduction as if it were a magic weapon even when the Imbue Blood Blade ability is not active.
Ciaran Barnes wrote:
I would remove the XP cost altogether. It's something that was removed from the game. I would replace it with a points per day thing.
Bit of a bummer but you're right, I will remove the XP cost altogether. I wanted to use that as it was representative of the character actually "investing" his vital essence into his blade. However, as you mentioned, the XP requirement is really no longer part of Pathfinder. I was trying to be different but it's simply not working. Consider that removed from the class.
La'Vantis Tuen wrote:
Yup, I have to concur about removing the XP cost. Done. Your idea to use Constituion drain is awesome! However, not sure how to implement it without it being to deterimental to the character. I will have to disagree with the ability "not exactly an end game ability" as it allows the character to summon a +10 equavalent weapon composed of your own blood. This seems adequately end game to me.;p
La'Vantis Tuen wrote:
Going just off fluff alone, I'd make this whole ability happen later. Start off with cool blood drawing techniques; extra damage; bleeding attacks; etc, then make the sanguineous sword a 1/day at 8th level + 1/day per 5 levels thereafter. Then you can make it baddass!!! It's comes summoned with whatever special abilities you want (think paladin or anti-paladin sword). You wont need that weird XP draw system.
That idea works as well. Although the main schtick of this class is the summoning of their blood blade. For this reason the ability to form a blood blade at level 1 will remain. Maybe a slight change in wordage is required?
That's an interesting idea to mimic the paladin ability. I will have to think more on this!
La'Vantis Tuen wrote:
but as a side note. I love your fluff and where your going with it. But if I were building the same thing, I'd just do an archetype for the Magus. Make it blood focused, change several core abilities, even invent a few new spells if needed. You could simplify the whole project by going that way.
I will steer clear of the Magus. It's one of those classes that feel like it's been shoe horned into a very specific build type in order to it to work properly. I've always been of the mind that if I were to go with a magical sword swinging knight guy I would go with a fighter/wizard/eldritch knight type build. I am not trying to be negative towards the Magus.
La'Vantis Tuen wrote:
I hope this helps friend!!!
Of course! All comments and suggestions are greatly valued. I always like reading what others have to say.:)
Overall really cool class, looks pretty balanced and the fluff is reasonable and well written.
Thanks! Glade ya like it.:)
I think it really really needs to work off self-damage. It's an awesome but rarely (if ever) used mechanic that this class has the perfect fluff for. I think it would work out much better than yet another pool or this XP thing which, while interesting, presents some problems. Particularly I'd be afraid of Vital Blades falling behind their party in terms of level or being too scared to ever use this ability. Depending on the values you could even be justified at bumping the hit die up to D12.
I had originally wanted to do just his. However, it was a nightmare trying to figure out how much abilities should cost when sacrificing hit points. Also, as you pointed out, not many players would want to run around hurting themselves in order to fuel their most powerful abilities for fear of weakening themselves to much. I am alright with the XP loss to be honest, after all, you are getting an at will "summonable" weapon. Although I should have included a caveat which allows a vital blade to sacrifice experience points over time so that they don't have to do so in one go. I might actually lower the XP expenditure in light of what you said. I don't want to tax the character so much that they never use the ability.
Another concern I have is that the main shtick of this class, the blood blade (which could use a bit of reflavouring IMO, a sword made out of blood seems really oddly specific) using a standard action is just an awful hit to have to take every battle; so much so that it might be more practical to forgo using it altogether- though you could just prepare it out of battle and be holding it all day, but that is kinda weird. I understand you don't want to front load this class so much that people just take a 1-2 level dip and skedaddle but this is a huge burden and even if you make it to swift action blade that's all the way at level 8 AND it conflicts with Weeping Weapon.
Actually, you can form the sword as a move action right out of the gate, it's not a standard action to do so. I know that would conflict with Weeping Weapon but at the very least you could use Weeping Weapon the following round. Until of course you are high enough level to create the sanguineous weapon as a free action. The reason for the blood sword shtick is because of an anime a friend of mine gave me in which the main character could form a blade composed of her own blood.
No vanilla class has all good saves, it's not a big deal but you could cut the good Reflex save as I don't really see why this guy should have it. Fortitude and Will make sense for martial discipline and drawing your own blood but Reflex is hard to see. You could buff the skills in return since both points and class skills are looking real sparse. It could also use a few exotic proficiencies just to spice up the class maybe.
The class doesn't have a good ref save ... I just rechecked my first post. The class only has good fort and will. I probably won't grant the class any exotic proficiencies as it's not something the class really focuses on.
Again, overall a really nice class, well written, I think with a bit of polishing this could be something people would want to pay money for.
That would be pretty awesome! Someone actually willing to pay for this.:)
Edit: Based on Desidero's feedback I have lowered the XP cost for the Imbue Blood Blade ability.
My previous attempt at creating the vital blade was an utter failure. Thankfully I had to foresight to admit defeat and stop the pain. I also mentioned that I would be back with a revised version. Which brings us to the very reason for my posting ... here is the revised vital blade. Still technically a work in progress but much more refined, and hopefully better, than my first attempt. Without further ado ...
REVISED VITAL BLADE
Table: Vital Blade
Gruesome Glyph (Su): All vital blade's exhibit the same wound-like rune that signifies their adherence to this gruesome discipline. With it they are able to more easily manipulate the energies found within their own blood. As an added benefit the mark enhances the vital blades intuitive use of their own blood. This grants the character the benefits of the Weapon Focus feat when using their sanguineous sword ability.
Sanguineous Sword (Su): All vital blades are experts at shaping their own blood into weapons. By expending a blood pool point as a move action the character can form a melee weapon with which the character is proficient. The weapon can be sundered as per the normal rules although the vital blade can simply recreate a new one on his turn as a standard action. The weapon remains so long as the character wields it, if the weapon leaves his grasp, it dissipates at the end of the character's turn. Also note that a vital blade is capable of learning feats which are only applicable to one weapon as a fighter of equal level. This allows the character to learn such feats as Weapon Specialization.
At 8th lvl a sanguineous sword can be created as a swift action, at 16th level it becomes a free action.
Blood Pool (Su): The vital blade has learned how to harness and better manage the complex workings of his own body. This allows him to store a small pool of excess blood which he can use to power certain abilities. The character has a number of blood pool points equal to 1 + his Constitution modifier ( A vital blade can never have more than this amount at any given time). The pool refreshes once per day. Usually in the morning when preparing for another day of adventure. A vital blade spends blood points to activate blood talents, but can also regain points in the following ways.
Critical Hit with sanguineous weapon: Each time the vital blade confirms a critical hit with his weapon while in the heat of combat, it allows him to regain 1 blood point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the character's level does not restore blood points.
Killing Blow with sanguineous weapon: When the vital blade reduces a creature to 0 or fewer hit points with a weapon attack while in the heat of combat, it allows him to regain 1 blood pool point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the character's level to 0 or fewer hit points does not restore any points.
Imbue Blood Blade (Su): As a vital blade gains experience, she can sacrifice an amount of experience points (XP) to awaken supernatural abilities within her sanguineous sword. This sacrifice cannot exceed the XP that she has gained since she last gained a level.
At any time, a vital blade can sacrifice their life force in order to awaken the abilities in her sanguineous sword. This requires a sacrifice of XP equal to the amount shown on table below. A vital blade must meet the required minimum character level and must perform a ritual, which lasts for 8 hours a day, for a number of days in a row equal to the weapon bonus.
A weapon can't have an enhancement bonus higher than +5. Use the weapon bonus on the table below to determine the XP sacrifice when special abilities are added. Special abilities can be added from either Table 7-5: Melee Weapon Special Abilities in the Melee Weapon Special Abilities in the Dungeon Master's Guide. Example: A vital blade who has a +4 sanguineous weapon can transform it into a +4 wounding weapon with a sacrifice of 50 XP since wounding is a special ability worth a +2 bonus.
Blood Talent (Su): Through intense training, experimentation and blood lose the character is able to manipulate their vital fluid in new, and often times, grotesque ways. At levels 3, 5, 7, 9, 11, 13, 15, 17 and 19 the character can choose one ability from the following list. Please note that each ability can only be selected once.
Weeping Weapon (Su): The vital blade is able to alter his blood by carefully controlling and manipulating his humors. After doing so he can instantly focus these chaotic and destructive fluids through his sanguineous sword. When he does so the weapon weeps with corrosive energy which, upon impact, inflicts acid damage. A vital blade can use weeping weapon a number of times each day equal 3 + his Constitution modifier. Activating this ability is a swift action that must be declared before the character makes an attack (while using his sanguineous sword). Whether the attack is successful or not one use of weeping weapon is expended.
Endurance: A character which follows this path pays a heavy toll in blood, sweat and pain because of this the vital blade gains Endurance as a bonus feat.
Bleeding Bulwark: The vital blade is incredibly resistant to the effects of bleeding. From this point forward the character lessens bleed damage by an amount equal to half the character's vital blade level.
Fluid Strike (Ex): The vital blade's sanguineous weapon is able to flow, contort, warp and otherwise snake through an opponents defenses. Almost as if the weapon were a living creature. This allows the character to make a touch attack a number of times per day equal to 3 + his Constitution modifier. The character can declare an attack to be a fluid strike as a free action before the attack roll is made but no more than once per round. Whether the attack is successful or not a use of this ability is expended.
Crimson Warrior (Ex): The character can now form his sanguineous weapon(s) without expending a point from his blood pool.
Hemophage (Su): A vital blade is able to draw sustenance and healing from those he damages with his sanguineous weapon. After inflicting damage upon an enemy the character is able to choose from one of the following effects:
Prerequisite: Blood Talent class ability.
Benefit: You gain one additional Blood Talent. You must meet all of the prerequisites for this talent.
Special: You can gain Extra Blood Talent multiple times.
Well, there we go! Let me know what you think about the revised version.
Wolfgang Baur wrote:
I was just about to purchase this on your website. However, I cannot seem to locate the .pdf version on your available sale items. Instead, I can find only the print version. Let me know if I missed something as I was really hoping to pick this up today.
This is exactly what I would do! Just add a caveat that each ability is, functionally, similar to grit and deeds.
Overall, I really like both versions. If, however, I would have to pick one I would go with v2. I like the duel mechanic a bit better than the original version, although both are excellent ideas. I also reviewed the flourishes and whatnot. I am not seeing anything overly unbalanced nor overly powerful. Only with a bit of playtesting will you be able to find out for sure.
Excellent class Kelazan! If you don't mind I will be adding this as an optional base class in my campaigns going forward. This is leagues ahead of the swashbuckler that was posted recently by paizo.
Just to let you all know I won't be developing this idea further. I realized that this idea is much better executed as a new base class (which I will be working on). I also realized that a fighter/alchemist can be done far easier than this.
Edit: Someone has already created an alchemist/fighter ... Warbrewer.
Hey Tinkergoth ... the anime was called Kyoukai no Kanata. By the way Dead Man Wonderland is pretty interesting and is well worth a read.
Very nice execution Kelazan! I have only just perused what you have done so I cannot give a detailed breakdown of what I think. However, so far your idea is very well done. Once I have read through both versions I will give a more detailed response.
I really like some of the abilities and ideas that you've incorporated into this. Very evocative of what a swashbuckler should be.:)
Below you will find what I have thus far. Please remember this is a WIP and as such the grammar and whatnot will probably be sub-par. I just wanted to get my idea on paper and see if I could get some help from the community to iron it out.
An vital blade can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Vital Blade. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an vital blade mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from the magic inherent in his own blood. An extract immediately becomes inert if it leaves the vital blade’s possession, reactivating as soon as it returns to his keeping - an vital blade cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before becoming inert, so an vital blade must re-prepare his extracts every day. Mixing an extract takes 1 minute of work - most vital blades prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an vital blade to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed. Use the paladin spells per day table for the amounts of extracts a vital blade is able to cast each day.
Although the vital blade doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An vital blade can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking vital blade. The vital blade uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (vital blade extracts that duplicate divine spells never have a divine focus requirement). An vital blade can prepare an extract of any formula he knows. To learn or use an extract, an vital blade must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an vital blade’s extract is 10 + the extract level + the vital blade’s Intelligence modifier. An vital blade may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it.
An vital blade learns one 1st level formulae of his choice, at 4th level, plus a number of additional formulae equal to his Intelligence modifier. At each new vital blade level, he gains one new formula of any level that he can create. An vital blade can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An vital blade can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An vital blade does not need to decipher arcane writings before copying them.
Through 3rd level, a vital blade has no caster level. At 4th level and higher, her caster level is equal to her vital blade level -3.
Crimson Brand (Su): All vital blade's develop a special glyph which helps them focus their inner energies. The mark also aids them in the manipulation of their own blood. Its also a sign of great endurance and is proof of the vital blades willingness to push his body to the limits. As such the character gains a +1 bonus on saves against <<?pain, sickened or nauseated conditions?>>. This bonus increases by +1 for every six levels beyond 1st.
Sanguineous Sword(Su): All vital blades are experts at shaping their own blood into weapons. As a standard action the character can form any melee weapon with which the character is proficient. The weapon created is considered a masterwork item. The blade can be further enhanced as though the character possessed the Craft Magic Arms & Armor feat. The weapon can be sundered as per the normal rules although the vital blade can simply recreate a new one on his turn as a standard action.
At 8th lvl a sanguineous sword can be created as a swift action, at 16th level it becomes a free action.
Mutagen (Su): As per the alchemist special ability. <<?I was thinking about calling this ability ... Blood Draught. Yes/no?>>
Martial Discovery (Su): As per the alchemist Discovery special ability, although the vital blade can instead learn a combat feat for which he meets the requirements. His effective fighter level is equal to his vital blade level for the purpose of meeting feat requirements. This is also true for alchemist discoveries.
Note, new discoveries: Metalline Medium, Bulwark of Blood, Sanguine Spikes, Blood Bulge, Blood Bolt. I will be adding these once completed.
Blood Burst (Su): The vital blade is able to alter his humors by imbibing a Molotov cocktail of alchemical reagents. After doing so he can instantly focus these chaotic and destructive fluids through his sanguineous sword. When he does so the weapon explodes upon impact splashing the target with a highly corrosive mixture of blood and dangerous chemicals. An alchemist can use a number of blood bursts each day equal to half his class level + his Intelligence modifier. Activating this ability is a swift action that must be declared before the character makes an attack (while using his sanguineous sword). Whether the attack is successful or not one use of blood burst is expended. The damage inflicted is acid.
Note; any discovery which alters bombs can be used to alter the effects of this ability. However, blood burst can only effect the struck target.
Blood Calls to Blood(Ex): As the fighter Weapon Training I ability, however, this applies only to the vital blade's sanguineous sword.
Hemowarrior (Su): <<No idea ... maybe some regenerative abilities and the ability to increase the critical multiplier of their sanguineous weapon?>>
Vital Blade Table:
Saving Throws: Good Fortitude, Reflex.
Table: Vital Blade.
1- Crimson Brand, Sanguineous Sword, Mutagen
2- Blood Burst (1d4)
3- Martial Discovery
5- Blood Calls to Blood I
6- Blood Burst (2d4)
7- Martial Discovery
8- Sanguineous Sword (swift action)
9- Blood Calls to Blood II
10- Blood Burst (3d4)
11- Martial Discovery
13- Blood Calls to Blood III
14- Blood Burst (4d4)
15- Martial Discovery
16- Sanguineous Sword (free action)
17- Blood Calls to Blood IV
18- Blood Burst (5d4)
19- Martial Discovery
Thanks for any and all comments/suggestions.
I will not bother reiterating what many have already said. Although I believe that the class is fine with 3/4 BaB so long as the rest of the class abilities balance this out. Other than that I would like to suggest a new ability. One that would allow the character the use of any (one) martial weapon as his god's favoured weapon. This makes sense and would be a ton o fun while being a very unique class ability. Possible names are Weapon of Faith, Benediction of Blades, Very Violent Vicar and so on ...
Wait ... is this true? If so please let me know where thats posted. I have tried to find it and apparently am having a stupid moment.
Westley Roberts wrote:
Quick question before I actually purchase this book, is there a prestige class, or archetype(s), that allow the skinwalker race to fully assume a lycanthropic hybrid (and animal) form? I guess it would be similar to the Weretouched master prestige class for the Eberron.
Excellent point Samasboy1. My DM actually already approved combining them both and in fact did exactly as you mentioned (I had to give up my 4th lvl discovery). The group feels like its nice and balanced now.
Well that is definitely a bummer! I was hoping that there was something that I was missing. I guess I will just speak with my DM. In reality the only thing that I really want from the herbalist archetype is the "herbalism" ability. I would then combine this with the briar brewer archetype. With luck my DM will give me the go ahead.
Thanks for the help!
My most recent character concept is that of an uber outdoors-man/herbalist. I happened upon the briar brewer archtype for the alchemist which was a perfect starting point. Shortly afterwards, in my search of applicable character options, I found the herbalist archetype and thought ... I win! However, my joy was cut short when I noticed the archetypes cannot be combined. Which brings me to the reason for my post; is there a method of combining the two "legally"? If not is there any other archetypes that are similar and if so where could those be located?
I have not seen the Gauntlet Witch, where is it from? Sounds very Witchblade.
It can be found in Kobold Quarterly #23. Please note that the Kobold Krew decided to write a few supplementary articles that can be found here. Each one is a variant of the original Gauntlet Witch archetype.
I have a character concept in mind and was thinking that a 1/2 Orc Gauntlet Witch/Scarred Witch Doctor would be perfect. However, I realized that you cannot combine these two archetypes. Which brings me to the question at hand; is there a method of combining these archetypes? I was thinking the simplest method would be to substitute the Scarred Witch Doctor's Fetish Mask with the gauntlet obtained via the Gauntlet Witch archetype. Would this be balanced or overpowered?
Any and all thoughts/suggestions are welcome.
PS My DM has already specified that 1/2 Orcs can take the SWD archetype.
Owen K. C. Stephens wrote:
That is pretty awesome! Thanks again for sharing your thoughts on the matter its greatly appreciated. As it stands my DM is going to allow me to take fighter related feats instead of the bonus bloodline feats. He mentioned that we are only speaking about 3 feats so he was alright with the switch. Although your idea could be a more balanced approach. I will mention to him that he should review your post for reference.
Owen K. C. Stephens wrote:
Thanks for the response! I will point my DM to your response and speak with him concerning the matter. Either way I am fine. All that I was aiming for was a little bit more "fighter" is all.
I am looking forward to playing the character. Choosen bloodline is divine, along with the feats Purify Spell(from Book of Exalted Deeds) and Empower Spell. The character's concept is basically a Holy Scourge of Evil ... see what I did there.;p
Before I get to my question I would like to say that this book is an excellent example of well thought out class options! Not quite done reading the entire book, but so far it is great. Anywho, on to my question. My DM will be running a one shot in a couple of weekends and I have my sights set on playing a scourge. Nice and simple. However, I was hoping for a bit more of a martial bent in my feat selection and whatnot.
Originally I was going to take a few levels of fighter but have since changed my mind. I think the scourge would be excellent to play 1 through 20. In light of this I was thinking of adding in one ability which allowed them to take combat/fighter feats in place of their bonus bloodline feats (fighter level would be equal to scourge level - 3). Would this be too powerful an option?
A feat or ability, I cannot remember which, that modifies the save progression of your class. Specifically, it allows you to change the good save progression to something else. For instance, a fighter could change his good save progression from Fortitude to Will. A fellow mentioned this to me in passing last week in my FLGS but I cannot for the life of me remember where this ability was.
It would be greatly appreciated if someone could point me in the right direction.
PS I am not sure whether the source was a paizo book or a 3rd party book.
Over the last couple of days I have been checking out barbarian pics for my campaign. In doing so I realized that half of them were almost naked. All they were sporting were kilts, rather intimidating weapons and tattoos! This had me thinking, how could I do that in the current system? I looked around and could not find anything that suited my vision, so I drafted up this little diddy. Its a pretty simple concept, I just wanted to ensure that it wasn't unbalanced. So, without further ado I present to you the Knot hide Berserker
KNOTHIDE BERSERKER wrote:
Any and all comments/suggestions are appreciated.
Owen K. C. Stephens wrote:
Thanks for the reply. It's greatly appreciated! I agree that the ability to grant a damage boost to your allies is a potentially powerful option. Although in this instance I believe, due to the constraints in place, that there is no need to worry about it being to good. This is the reason why I am going to tweak it in my game. My choice doesn't really have anything to do with my own playstyle so much as an attempt at making the power worth actually taking. The other option I was toying with was leaving it as is but also adding in the following: the flaming burst property at level 8 and the ability to set a target on fire at level 16 as if struck by alchemist's fire.
Before I ask my question I would like to say that the hellion is an excellent class! It just so happens that I needed some warriors which dabbled in the dark arts and the hellion fits the bill perfectly.
Anyhoo, on to my question. The Pyre Blade hex seems a bit meh as it now. It takes a standard action to activate and only lasts for 1 round (increasing to 3 rounds at higher levels). It would have made more sense that the ability is activated as a swift action so that the hellion can utilize the ability themselves. I am aware of the Flash Hexes hellion talent, however. Instead of having to take a talent to fix the issue I would rather revise the ability itself to make it a bit more useful out of the box. Due to this I was thinking about changing the activation to a swift action or changing the duration to 1 round per level. This would increase to 1 minute per level at 8th level and 1 hour per level at 16th level. Would either of these changes make the ability unbalanced?
Burrito Al Pastor wrote:
Burrito Al Pastor that feat is freaking ... perfect! Excellent idea in using the Aldori Dueling Mastery feat as a benchmark. I will forward this to my player immediately. I am sure he'll be pumped now that his concept has the "green light".
I am finally getting around to putting the finishing touches on a campaign I will be running (ugh its been in the works for a long time now) and have run into a bit of a roadblock. One of my players has been obsessing about the elven curve blade and wants to go with a an elven duelist, however. All of the duelist abilities require a one handed or light weapon to function. So, what I would like to know if there exists a feat, ability, magic property or trait which would allow him to pull this off.
The player is an excellent rpger so instead of having to flat out tell him no I would much prefer to work something out so that he can fulfil his dream of, and I quote, "dashing, unarmoured swordsman extraordinaire."
If all else fails I guess I could just create a feat (requirements would be weapon focus (elven curve blade), dex 15, weapon finesse).
All thoughts and suggestions are greatly appreciated.
Another option available to you is going with a synthesist summoner. The eidolon could represent the usage of the claymore's yoki powers. Especially those that change into a monstrous humanoid shape. I would sprinkle into this a couple of levels of titan mauler barbarian. The one ability they receive mimics the claymore's ability to wield their huge blades in one (Use a greatsword).
Edit: Kazaan beat me to the titan mauler schtick.
Oh, I see where the confusion is ... in my description I refer to "weapon" while arcane strike is "weapons". Maybe I will put a little caveat which ensures that there is no confusion regarding the ability.