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.
For those of you who are interested I will be using two different versions of the force blade power. They are as follows:
Force Blade (Su): At 8th level the battle scion can envelope his blade in an aura of magical force by expending one daily use of his force blast power. This allows his weapon to strike incorporeal creatures without the normal miss chance and also inflicts an additional point of force damage per Battle Scion level. This ability is activated as a swift action and lasts for one round.
Force Blade (Su): At 8th level the battle scion can envelope his blade in an aura of magical force by expending one daily use of his force blast power. This allows his weapon to strike incorporeal creatures without the normal miss chance and also inflicts an additional 2 points of force damage plus an additional point per four Battle Scion levels after 8th. This ability is activated as a swift action and lasts for one round.
Please note as well that activating the ability is a swift action so you cannot activate it on two weapons in the same round.
Your points are valid, however. Force blade, unlike smite, offers no to hit bonuses based on a stat. This is important as it means the character will have to rely on other means to ensure that they actually hit the target creature. Secondly, activating force blade on another weapon would require the expenditure of 2 uses of the ability. I could see a normal run of the mill battle scion having anywhere between only 6-7ish force blast uses per day. All things considered if the character wants to own something so bad that they are willing to sacrifice a limited resource ... all the more power to them. Thirdly, just because you have the ability to inflict damage does not mean that you will actually hit the target. As you progress through your iteratives, especially if 2wfing, your chances of hitting are reduced even further. There are a ton of circumstances to take into account when dealing with such a power. The problem is that you'll only figure out what is/is not balanced by playtesting such a thing. When the campaign begins I will post his character as well as a run down of certain encounters. This way everyone can see how it plays out.
Your force blade power is horribly overpowered. That is like smite everything.
I appreciate you pointing that out Gignere, however. I disagree with your assessment. The reason why I disagree is because all the "force" related powers are driven from the same resource. This means that the character must choose which ability to use in a given situation. Also, the ability lasts for only 1 round instead of the normal duration associated with smite. Even in a normal campaign smite evil will get a lot of mileage as a good portion of enemies are of an evil alignment and it lasts for the entire encounter (or until the target is dead).
If on the other hand I must change it due to it being a tad to good I could instead go with + 1/2 battle scion level or +1 damage per 4 battle scion levels. In truth I am not overly worried about it. Either its just fine as is or I will have to tweak it during game play. Thankfully my group are all veteran players and we have all rolled with such punches in the past.;)
Again, thanks for your insight ... its always good to have someone else's perspective on such things.
Marc Radle wrote:
Many thanks for your response Mr. Radle! I had a chuckle when I read your response thinking ... this fellow's name seems familiar some how. It was a pleasant surprise when I finely realized that you are in fact the author of the class. :)
My player is pretty darned excited to try out his toon as his concept fits perfectly with your class. That of the magically enhanced super warrior able to wield blade and spell seamlessly (it also involves him wielding a swordstaff as his main weapon). Apparently he really really likes the fellow that appears in Dragon Age 2! Makes me wanna try the game out to be honest. ;p
I have been scouring every single book (and various forums) over the last few weeks looking for interesting and often overlooked classes (and homebrew) as I am staring a new campaign with this one caveat: no standard core classes (ie. fighter, barbarian, cleric etc). Recently I stumbled upon the Battle Scion and thought, based on my players requirements as well as character concept, that it fits perfectly. However, I have been reviewing the class and though it seems fairly robust and solidly bit I feel as though it's lacking just a little something to really set it apart from other similar classes.
My proposed change would be the addition of abilities that expand the use of the very first level power: Force Blast. I would like to add the following two powers:
Force Blade (Su) : At 8th level the battle scion can envelope his blade in an aura of magical force by expending one daily use of his force blast power. This allows his weapon to strike incorporeal creatures without the normal miss chance and also inflicts an additional point of force damage per Battle Scion level. This ability is activated as a swift action and lasts for one round.
Force Quake (Sp) : At 12th level the battle scion can send tendrils of force energy through the surrounding earth in a 10' radius surrounding the character. This causes the ground to heave and break making the area difficult terrain to traverse. Using this ability is a standard action and requires one daily use of the character's force blast ability. The effect persists for one round per battle scion level.
Force Eruption (Sp) : At 17th level the battle scion can unleash a torrent of magical force which erupts around him in a 10' radius. Any creature caught in this area takes damage equal to the battle scions force blast ability and must make a reflex saving throw (DC 10 + battle scion level + int modifier) or fall prone. This ability is a standard action to activate and requires the expenditure of two uses of his force blast power.
Does this change unbalance the class? Is it too overpowered? All suggestions/comments welcome.
Edit: Just thought of another spiffy little power and added it in as well.
Thats some awesome homebrewing SmiloDan! I really like the grow arrows ability. With that in mind I propose this slightly tweaked version that incorporates both of our ideas (if you don't mind that is).
I also propose the creation of several different briar bolts. This way as a character levels he can select those that best suit his play style. For instance, in your post SmiloDan, you mention faerie fire briar bolts. That's a fine example of the types of options that should be available! I will have to think of a few more. In the meantime ... below is the newly tweaked version of your class. Bolded text signify changes.
Briar Archer Revision:
Let me know what you think SmiloDan. Also please note that I changed the grow arrows ability slightly. I removed the increasing enhancement bonus as a precaution because I don't want the archetype to overpowered. Although I will add it back in if everyone deems it balanced.
Also, the player seems to be pretty excited with what we've come up with so far and already has a character portrait ready. See below:
Awesome ... looking forward to what ya come up with dude.:)
In the meantime the following is my attempt, however crappy it might be, at coming up with a suitable archetype for your class.
The Briar Archer/Warden
Well that's about all she wrote folks. Lemme know what ya think about it.
I have a player that wants to try out a "druid like archer" and I was having no such luck in trying to homebrew something akin to what he actually wants ... until I stumbled upon this spiffy little gem! Its pretty darn close to what the player is looking for, however. Is it possible to create an archetype for this called a "Briar Archer"? Basically it would replace the teamwork feats with archer related feats and instead of the normal natural bond ability the player would instead bond to a briar bow (composed of vines/branches/thorns/etc) which increases in potency as the character levels. Do you think this would work? I would appreciate your thoughts on this SmiloDan. :)
BTW ... you've managed to create some really excellent classes and prestige classes! Most are very creative and well worth playing!
Need some help please ... looking for items / feats / etc that function like Robes of Arcane Heritage
Putting together a sorcerer player for an upcoming Pathfinder game and wanted to know if there were any items/feats/traits/whatever that worked identical to Robes of Arcane Heritage (boosts effective sorcerer level for determining bloodline powers). Any help is greatly appreciated.
Definately sounds like an excellent issue indeed! Just to confirm ... the .pdf for nonsubscribers will be available next week? Optionally, if I were to subscribe now, the first issue which would be available to me would be this issue correct? If so methinks I shall subscribe right now.
patience is a pretty important virtue, and maybe not being a huge jerk to unforseen circumstances to
Wait a sec ... what do you mean "unforseen circumstances"? I am sure that Paizo knew ahead of time that UC would be an incredibly popular DL. All that I would like is a timely and speedy DL so that I can peruse my book before having to go into work.
How, exactly, does extra perf. fuel IC? The book says you can use IC to fuel inspire courage, but bardic performance cannot fuel commands.
Pathfinder SRD wrote:
All battle heralds may use inspiring command to inspire courage (as the bardic performance ability); bard and battle herald levels stack to determine the bonuses provided by inspire courage. <snip> .... She may use rounds of bardic performance to issue inspiring commands, but not vice versa.
Extra performance adds an additional 6 rnds to your bardic music which can then be used to fuel inspiring command [inspire courage] for another 6 rounds if need be (as per above you can use bardic performance to issue inspiring commands).
Thanks again for the suggestions. I think I am going to go BH. The only thing I'm really still up in the air about is whether to waste a feat or two on boon companion, or waste my cohort on a mount. I'm eventually going to need a flying mount anyway, once we're higher level. A griffon or pegasus would be nice to have. A humanoid cohort has so much more utility, though. Any thoughts on what the better choice is?
You're welcome. Hopefully some of my nonesensical prattle is helpful.:p In regards to the cohort ... that's a tough one to answer. I would say wait and see. Although, as you aready pointed out, the humanoid cohort would/could be much more versatile.
I would have to agree with Doc ... AD16/DD4 is the way to go. However, I also really like FTR 4/AD 16 or Swashbuckler 4/AD 16. Both of these options really enhance your melee capabilities without totally crippling your spellcasting. All that one would have to do is take Practiced Spellcaster to mitigate your lost spell casting levels.
Was toying with taking bard 2, but I think I'd prefer to wait until I finish Battle Herald up to get complex commands ASAP.
Well ... you could go bard 1/cavalier 9/battle herald 10. It works just as well tbh. This would also give you an additional teamwork feat.
Glad you're actually getting a chance to play up one of your character's strengths. I was in an Eberron campaign at one point in which I played a hafling scout[light cavalry variant] riding a dino. I loved the character and the concept but the adventure wasn't made to handle a mounted combatant. I remember during the entirety of the adventure that I got to use my uber mounted skills ... once.:(
Seems pretty darn solid! I would go with Power Attack so that you have at least one option when you are not mounted. Power Attack + two-handed weapon + challenge = decent damage output.;)
The rest I'm not sure on. Extra performance sounds okay, but I can't use it and command at the same time and performance requires a Standard action to activate. I kind of feel like I won't be using all my rounds of bardic performance, even on a full day of fighting. I could be wrong though.
Extra performance can, indirectly, be used to help fuel your inspiring command ability. An extra 6 rounds is nothing to sneeze at when you're only a level 4 Battle Herald.
Not sure whether I should try to specialize in a secondary fighting style, go for defensive feats or what. TWF for shield bash sounds fun. I was also thinking about weapon focus/dazzling display/shatter defenses line.
You need dex 15 to qualify for the two-weapon fighting feat.:( On the brightside I would simply stick with power attack and possibly cleave and have fun hewing through enemies when not mounted. Couple that with weapon focus/dazzling display/shatter defenses and loads of fun should ensue.
We're playing pathfinder only material so no Spell Comp. That said, not really sure what to take for my limited spell selection. Comprehend Languages and Unseen Servant fit thematically. Most other stuff seems like it will be worthless due to low caster levels and spell DCs.
Yeah, without access to other material your spell selection is very limited. I would say your selections seem very appropriate for your character.
The Battle Herald is a solid choice. It will allow for some truly awesome party buffing while allowing you to remain a solid warrior. Lets see .... with what you currently have I would attempt the following:
bard 2/cavalier 8/battle herald 10
Below are some build highlights:
* BaB = 19, Saves = 11/8/10, and solid hit points
Like you mentioned above you loose out on your mount progression, however. I find a mount an extremely situational boon at the best of times. The boon companion helps to mitigate some of the lost levels of mount progression.
The real bummer with the battle herald is that it requires the challenge ability yet does not stack with it for additional uses/damage. I wonder if this was an oversight? Maybe you could speak with your DM to see if you could tweak the class in some way?
Also take a look at the extra performance feat. It could prove useful for your character.
Lastly, you will not be mounted 100% of the time. What kind of fighting style do you resort to when you are on foot? Sword and board or 2hs? I believe its important to have all your bases covered so you should think about how he handles himself when not mounted.
Well I hope this helps some.
P.S. If you are able to use the Spell Compendium you might want to check out the spell Inspirational Boost. It's made of win.
The Rage Prophet caught my eye a while ago. In this case, would the Barbarian's Fast Movement counteract the speed detriment from the Lame Curse, assuming that the Rage Prophet is wearing light or no armor?
I would assume that the barbarian's fast movement would mitigate the speed lose due to the curse (much like an expeditous retreat spell or similar effect would as well, although temporarily).
Jon Otaguro wrote:
You might check out lame as an alternate to wasting as the curse. Lame will get you immune to fatigue at 5th level (level = oracle level + other class/2). This allows the combo of:
Excellent advice Jon Otaguro! When I first began writing up the character I reviewed all of the available curses. This one caught my eye immediately for the exact reason that you have pointed out. However, due to his background and some fun RP possibilities (he "speaks" to the spirits inside him) I choose wasting instead.
Jon Otaguro wrote:
I am raging at the start of my turn. I end rage at the end of my turn - no ac penalties for raging and rage powers usable 1/rage can be used every round (like rage caster using moment of clarity).
Ugh ... this is such an awesome combo! I am now second guessing my choice. I will have to ponder this further.
Here's an interesting take on an "honorable fencer" type BBEG:
weapon adept monk 8 (using a short sword)/duelist 5
This idea would allow the BBEG to run around pretty much naked and still have a great AC. For even more fun add in the kung-fu genious feat from dragon magazine (allows you to use int instead of wis for your bonus to ac).
Also, if you go with a LE alignment he would effectively be "honorable" ... to a certain point. He might agree to something/make a deal but would work damn hard on turning the agreement into something that would benefit him.
I'm not an expert on the class, but I have seen one played and it produces a very solid front-line player, though your AC will be low, especially when you charge in opening rounds....which a rager will do I'm assuming.
Yeah, I have been thinking of ways to overcome low AC. Charging + rage + enlarge person = craptastic AC.:( Hopefully with the right combination of spells and gear I will be able to compensate for it.
I think he went with Battle Oracle style build and Drunken Brute (this may have been for flavor, but his character is hilarious...taking shots while...taking shots at enemies!)
Haha ... thats awesome and flavorful!
It seems like you are on the right track, but once again, I've only seen one played effectively (and in a really fun way), so I'm no expert.
Thanks, glad that I am on the right track! Your insight is much appreciated.
Actually I thought of a pretty spiffy intimidate combo with the following feats:
* imperious command (Drow of the Underdark)
This is even better when combined with the half-orc paragon racial class and the bully trait (+5 on intimidate checks). One could also add a dash of the never outnumbered skill trick as well.
I wonder if picking up those feats would be a good fit for my last available slots?
So, I am about to embark on a new Pathfinder adventure (the DM has not yet revealed what module it is) and thought it would be spiffy to try out the rage prophet. However, before I go full steam ahead I thought that I would seek some advice from the folks that call these forums home. Specifically, I would like to know if the class produces a solid enough "fighter" as this is the role that I am to fill. Also, are there any changes/tweaks that should be made to the prestige class.
The following is the build that I think, hopefully, will produce a solid fighter-type character:
oracle 4/barbarian 6/rage prophet 10
This grants the following:
* Race:1/2 orc
Lastly, here are some feats which I thought would work well with the character:
* extra rage power(greater spirit totem)
Other than what I have listed above are there any other must have feats for a character such as this? Also, he'll be using a greataxe as his main weapon.
Any and all suggestions are welcome.:)
I am about to start playing Pathfinder and it looks as though we will be playing in and around Qidara. So, I thought that it would be pretty spiffy to play a daivrat as I rather like the concept and feel of the prestige class. However, I was thinking about changing one thing and that would be the capstone ability. I would like to exchange the ability for something similar to the thaumaturgist's Planar Cohort power. Altough the one caveat would be that the cohort must be a genie of some kind.
I would like to get some feedback, before approaching my DM, as to whether or not this change is overpowered. Any and all comments are greatly appreciated.
PS Is there a genie bloodline for sorcerers somewhere?