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As Luthorne pointed out above the saves seem to be a bit off. Is this on purpose or was this an oversight?


You could use the bloodrager as a substitute instead of creating something from scratch. The rage mimics the claymore's ability to increase their strength/power and the bloodline powers/spells should suffice to mimic some (probably not all) of the claymore's other various powers. I know that you asked for a prestige class but I found using the above was a good approximation when used in my own campaign.

Cheers
Volf


Found it ... Deep Magic - archetype is called the Demon Binder!


Mechagamera wrote:
I don't know about pictures, but blood summoner is the closest one I can find to what you are describing: http://www.d20pfsrd.com/classes/base-classes/summoner/archetypes/paizo---su mmoner-archetypes/blood-summoner-summoner-archetype.

Thanks for linking that archetype! It's actually the other one that I will be using for a cadre of demon loving summoners. However, not quit the one that I am looking for. Hmm, this archetype might be in a 3PP book, although I am not sure.

If I recall correctly the summoner gained an imp/quasit in place of his eidolon then graduated to a more powerful demon as he leveled.

Cheers
Volf


Hey All,

Need some help finding a summoner archetype which replaced the eidolon with bound demons. If I recall correctly there's an associated picture of the archetype that has a female summoner in front of a demonic smiling blue demon/devil. Any help finding this would be greatly appreciated.

Thanks!!
Volf


Oceanshieldwolf wrote:
Volvogg wrote:
Oceanshieldwolf wrote:

The project is powering on behind the scenes - I've seen a lot of fantastic new art from Jacob Blackmon.

My stretch goal material for the Battlewitches and Hexmavens PDF is being revised in light of hybrid classes - I've retooled the base Gauntlet Witch to be Witch/Magus hybrid (and not just a Hexcrafter/Blade(gauntlet)bound Magus) and extended the theme somewhat.

I'll send Christina a message so we can get a more full update...

Thanks.

Please oh please tell me that the Gauntlet Witch will retain 9th level casting. I was just going to be trying out such a character in a short adventure series. Still trying to decide which racial Gauntlet Witch. I was thinking either the tiefling or a human. Hmm, was there ever a 1/2 orc Gauntlet Witch version created?

Sure. Even if the base class does not, there will be an archetype that does.

No there was not a half-orc. But there will be. ;) Can't let the Scarred Witch Doctors have all the martial fun...

You are the bearer of great news! Thanks.


1 person marked this as a favorite.
Oceanshieldwolf wrote:

The project is powering on behind the scenes - I've seen a lot of fantastic new art from Jacob Blackmon.

My stretch goal material for the Battlewitches and Hexmavens PDF is being revised in light of hybrid classes - I've retooled the base Gauntlet Witch to be Witch/Magus hybrid (and not just a Hexcrafter/Blade(gauntlet)bound Magus) and extended the theme somewhat.

I'll send Christina a message so we can get a more full update...

Thanks.

Please oh please tell me that the Gauntlet Witch will retain 9th level casting. I was just going to be trying out such a character in a short adventure series. Still trying to decide which racial Gauntlet Witch. I was thinking either the tiefling or a human. Hmm, was there ever a 1/2 orc Gauntlet Witch version created?


Does anybody know whats going on with this KS. There's been very little communication about when/if it will be completed. As a backer I am very much interested in knowing what the current status is.


zadda2597 wrote:
I'm liking the look of the Aetherblade! It has a very soul-knifey vibe to it but also keeps just that right tweak of originality to it as well.

Thanks zadda2597! The Aetherblade was the trickiest because I wanted them to be a group buffer. Trying to come up with an ability that reflected that idea took a loooooong time. Still ironing a couple of things out. It should be done sooner rather than later.

Cheers
Volf


Just reading through the nightguard archetype (pretty darn awesome btw!) and would like to know if there's going to be an Extra Nemesis feat or some such thing?

Cheers
Volf


These are phenomenal Secret Wizard! Please keep up the great work. My favourites so far are the Bladewarden and the Rivener.

Cheers
Volf


Luggs wrote:
Very interesting classes. I do find the cap skill for vital blades rather underwhelming though. Being able to heal through the damage you deal seems like it should come earlier the skill progression.

Happy to hear that you find the classes interesting Luggs.:) Thanks. The cap skill for vital blades isn't super flashy because I thought that the ability to heal and remove conditions on the fly during battle was pretty spiffy. I had another ability, bloody hurricane, that I was going to use but went with something a bit more defensive. I will post it tomorrow for you to check out.

Luggs wrote:
The only other thought is maybe there's just a "blade" class and you make a choice on where your summoned blades powered originates from. Sort of like a sorcerer bloodline.

Tried coming up with a base class and archetypes. It was a nightmare. To many different abilities.

Update: I have updated the aether blade class. Please see link in first post. It's still a WIP but it's starting to turn into something usable I think.

Thanks again folks!

Cheers
Volf


Glad ya like them zadda2597! As for them being similar ... you're absolutely right.:) As I mentioned in my opening post I created them based a theme. So there's certainly going to be a bit of overlap with them. Hopefully this doesn't diminish the classes playability.

Cheers
Volf


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Hey All,

I wanted to share something with everyone that I have been working on for a while now. In my 20+ years of gaming I have always, always loved the idea of a warrior/fighter type that runs around with a massive sword. Whether it was a paladin running around with a greatsword, a juicer running around with a giant vibro blade or a street samurai with his cybernetics and katana. I have played them all and still, as crazy as it may seem, I have never grown tired of it.

One of my biggest accomplishments within the gaming community was a prestige class that I created (with the help of a truly gifted freelancer by the name of Kolja Raven Liquette) that was published on the WotC site as an actual Web Enhancement. Afterwards I realized that my talents for writing were nothing to write home about so I instead concentrated on my other strengths. However, I have always wanted to publish an actual book, just one. Didn't matter what it was or if it would actually ever be published. I simply wanted to create something to share. Which brings me to the actual reason of my post.

Over the last few years I have been working on a few base classes with a theme. Gotta have a big weapon and the ability to summon or create it (yes, I truly love the ability to summon a weapon and have played a few soul knives because of this). Below are links to the first 3 that I have completed. The shadow blade, vital blade and the verdant blade. Each is different in some respects but all share the ability to summon or create a weapon. The last one that I will be finishing is known as the aether blade. His schtick is to summon a glyph like blade of force which he can "shatter" in order to generate auras that buff his allies. He can also cannibalize magic items in order to permanently enhance his aetheric blade.

Any and all comments are welcome. I hope you all find these amusing and actually decent enough to try one out in a game.

Also, please feel free to include and/or link classes that you have made that wields an overly massive weapon.:p

Here are the links folks:

Cheers
Volf


Amora Game wrote:

@Volf & @Drejk

The idea of a warsmith having a charisma was the emulate ability. He is manipulating the arcane energies to mimic spells, much like he would if he was imitating a caster when using UMD skill. It also works for several of his designs, such as scroll burst, shake a stick at it, etc. Several designs are manipulating objects versus having the knowledge of their use.

Hmm ... the class is called the warsmith which seems like a profession that is taught and learned along with long hours of study and practice in order to master your trade. Whereas a magesmith would be more in line of a someone using his force of personality to manipulate energies and materials into solid form.

I guess we simply view this differently.:) Many thanks for taking the time to discuss this matter! It's greatly appreciated. I won't bother you any more with my rantings.

Cheers
Volf


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Drejk wrote:
Nah. That was reaction to seeing comment about warsmith. My first impression was "Charisma? It should be Int-based class".

D'oh ... sorry Drejk! I also wanted to mention that I agree that the class should be Intelligence based.

Cheers
Volf


Drejk wrote:
I might be a compulsive rules tinkerer... I see a new class, and instead of thinking about making a character, I am thinking about how to tweak with that class...

Hmm ... methinks this might be directed at me.:p If so I would like to say that the point of my suggestions is because I was thinking about making a character. It's difficult to do this when, at least in my normal gaming group, every role has to be covered in some way. By extension this has now become my frame of thought whenever I see a new base class. For those that I really find amazing I tend to be vocal about how I think the class could be made better. This is simply my point of view. I hope that I remain constructive and in the end maybe, possibly, I made some sense. If this would lead to some revisions/changes/epiphanies/whatever cool. If not, no problem. This doesn't change the fact that the class is still pretty darn awesome.

If this comment was not directed at me ... apologies for the rant.

Cheers
Volf


Amora Game wrote:
@Volvogg - See to me the bard fills a role as well. The warsmith would fall in the same category as a bard or alchemist, which intern fill the role of the "rogue/skill monkey".

The only issue I see with this statement is the fact that they only receive 4 skill points per level and their main class ability works off of Charisma. If the class were to be defined, categorically, as a skillmonkey type should they not at least receive 6 skill points per level. The warsmith also has a very limited skill list as well. I realize that the alchemist only receives 4 per level but they have a plethora of buffs, along with the infusion discovery, (and potions) that they can offer to the group.

Amora Game wrote:
And we have have an archetype for it in an expansion.

Awesome.:)

Cheers
Volf


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Amora Game wrote:

bookmarks are on the way.

The warsmith is our old re-revised tinker class (which we are updating the old doc.)
He is really designed to be a mobile black smith. We wanted to keep with the idea and in play testing it was a little strong with full armor. But we can get a heavy armored archetype for it.

Many thanks for the response! I have to wonder how strong it would be though? Assuming it's a regular 4 man party,even with heavy armor proficiency, I just cannot see how that would be unbalancing given his rather focused area of expertise. How exactly was the warsmith play tested? I only ask so that I am better able to understand why it's unbalanced.

I love the idea of a mobile blacksmith. But again, I must ask, in what capacity/role does he fit in with a regular adventuring group? I have seen a real glut of additional base classes and realized that the bulk of them simply cannot fill one of the standard roles (ie warrior/tank, arcanist, cleric/healer, rogue/skillmonkey). I understand not everything needs to fit nicely within a category and that there's always room for a "5th" wheel, when and if possible. This would be dependent on the gaming group though.

Please do not take this as any sort of an attack! I am only trying my best to see this amazing product (this will be the first product that I am going to be writing a full review for!) ... made even better.

Cheers
Volf

PS If all else fails ... an archetype would be spiffy.:)


Of great interest to me was the new warsmith base class that was eluded to in some previous posts. I was rather eager to give it a read and did just that upon downloading the freshly updated book. Overall I like it (although I am still struggling to figure out what role he would serve in your standard 4 man party). However, some rather odd choices. For starters, no proficiency with medium or heavy armor. I can sort of understand this as smiths don't usually run around with fullplate. The issue I have though is that the class is called the warsmith. For this reason I would have expected him to be able to be proficient with medium/heavy armor. Also, given the 3/4 bab and the class' chassis, I can see them with a good will save progression, or possibly even a good reflex save progression. This would be thematic as they are accustomed to dodging the sparks, flames and various metallic shrapnel that is produced while smithing.

Cheers
Volf


Owen KC Stephens wrote:
Pathos wrote:

I do have a few questions though...

1)Shadowblade Style: Can a SA create more than one weapon at a time for the purposes of dual wielding? If so, is the enhancement bonus divided between the two weapons? Or is he limited to a single weapon?
Since the property says he can form "a weapon" and later refers to "the weapon" I'd say the power can only be used to create a single weapon at a time with RAW. If I...

I have an NPC that I am about to create and would like to use the shadow assassin. I wanted to make him a dual wielder then discovered that, by RAW, he cannot create two shadowblades. With your comment above could I add an addendum to the ability, something like this:

Shadowblade (Su): As a swift action the shadow assassin can create a weapon made of solid shadows (this can be any light weapon with which he is proficient). This weapon is treated as magic for purpose of bypassing DR, and has an enhancement bonus to attack and damage equal to +1 for every three full levels of the shadow assassin class. It has the same hardness and hit points as a normal magic weapon of its type, and dissipates at the end of any round it is not held in the shadow assassin’s hand. A shadow assassin may dissipate the weapon at will. If the shadow assassin chooses to summon forth two shadow blades he must divide the enchanement between the two weapons.

If this shadow style is selected a second time, the weapon counts as a force effect. If selected a third time, the shadow assassin can form a shadow weapon as a free action.

I was also going to homebrew (read: rewrite a soulknife blade talent) up a feat:

Shadowblade Mastery
The character's control over shadows and death allow him to summon powerful deadly implements.

Prerequisites: Shadowblade style, bab +6.

Benefits: When forming his shadowblade into multiple weapons, the shadow blade suffers no reduction in enhancement bonus.

Does this seem unbalanced? All comments/suggestions are welcome.

Cheers
Volf


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Nate Z wrote:
You're good people. :-)

+1

Thanks FCG.

Cheers
Volf


avr wrote:

Rage prophet is something of a trap. 3/4 BAB, 7/10 casting after sacrificing both some BAB & some casting to enter. It doesn't give any more revelations or rage powers without spending feats either.

Better would be bloodrager 1/oracle X (no rage prophet) with the Mad Magic feat if you want to focus on casting. Or, if you want to focus on the rage with some casting backup, just bloodrager X.

Edit: Bloodrager 1/Scarred Witch Doctor X with that feat would give you some synergy on a similar concept if you're so inclined.

Having played one I have to agree with this assessment. The lack of continued revelation and rage power progression is a bit of a ... disadvantage to say the least. It all comes down to your group and it's play style. If its more relaxed then rage prophet should be fine. However, if everyone is running with some pimped out CoDzilla'a (aka clerics/druids/wizards) then you might feel a bit inadequate.

If interested here is a revised version of the rage prophet done by the lads over at brilliantgameologists.

Cheers
Volf


I once put together an interesting rage prophet which was a blast. Most of my choices were for flavor but it still proved to be a useful and solid addition to our adventuring party. Below are some things that might help you out:

barbarian 4/oracle 6/rage prophet10

This is the build that I used. Overall it was fine, but I am sure there's a better distribution of class levels.

For your oracle you could go with either metal or battle. Both will fit a combat focused character very well. As far as curses go there's probably nothing better than lame due to the barbarian's fast movement ability offsetting the penalties. This combination will also allow you to rage cycle.

As far as the barbarian side of things, you could try armoured hulk (just because its funny seeing a very robust fellow running around in fullplate raging and casting spells) or possibly titan mauler if ya like wielding over-sized one handed weapons. :) Some rage powers of note would be the following:

  • Lesser Beast Totem -> Beast Totem -> Greater Beast Totem (for pounce goodness)
  • Moment of Clarity (so you can cast spells while raging)

Hope this helps.

Cheers
Volf


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If there is a free copy up for grabs I would be very much interested. Please and thank you!

Cheers
Volf

Edit Derp ... just noticed that this was posted in Oct.:( Hopefully there is still a free copy up for grabs.


1 person marked this as a favorite.

Just dropped in to say that the incarnum conversion that you're working on Ssalarn is kick@ss! So much so that after reading the vizier and daevic I purchased the WIP. Looking very forward to the completed Tome of Win. However, I would like to say just one thing: why not give the amplifier veilweaving/spellcasting 10/10. In all honesty I don't think it would make it unbalanced. You're giving up a lot just to enter the prestige class. Also, this would mimic the mystic theurge progression more closely.

Cheers
Volf


Really like what you've created NotN!! Because I like the idea of the archetype so much I went ahead and added a few more things to round it out. Hopefully you don't mind.

ADDITIONAL CLASS FEATURES

Elven Reflexes (Ex): A willow blade focuses more on fluid and quick movements and disdains the use of heavy armor as it interferes with their sword style. Instead they focus on improving their already incredible elven reflexes. Due to this focus a willow blade has a good reflex saving throw progression.

This ability replaces medium and heavy armor proficiency as well as shield proficiency.

Evasion: At 8th the willow blade gains evasion as per the rogue class ability.

This ability replaces the bonus feat obtained at 8th level.

NEW STYLE FEATS

Willow Style: Adherents to this ancient form of elven swordplay requires the practioner to concentrate on flowing forms, lithe movements and insightful swordsmanship. This style focuses on grace, defense and movement moreso than offense.

Willow Style (Combat, Style)
Your deft body movements and fluid swordsmanship allow you to shield your body from harm.

Prerequisite: Dodge, base attack bonus +1.

Benefit: While using the Willow Style feat, you gain a +1 insight bonus to AC.

Weaving Willow (Combat, Style)
Your body's fluid movements allow you to both defend yourself and to reflexively counterattack an opponents strike.

Prerequisite: Weaving Willow, Willow Style, Dodge, Combat Reflexes, base attack bonus +3.

Benefit: While you are using the Willow Style feat, the insight bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Willow Style feat, you can, as an immediate action, make an attack of opportunity against that opponent, but with a –2 penalty. This attack counts towards the maximum amount of attacks of opportunity you can make in a round.

Willow in the Wind (Combat, Style)
You are a reed in the wind ...

Prerequisite: Weaving Willow, Willow Style, Dodge, Combat Reflexes, base attack bonus +5.

Benefit: While using the Willow Style feat, the insight bonus the style grants to your AC increases to +3, and you no longer suffer a -2 penalty to attacks of opportunity when using the Weaving Willow style feat.

Cheers
Volf


Picked this up on a whim because I like racial archetypes. Overall an alright product. However, the willow blade was for me a bit of a dud. I believe it could use some additional abilities instead of simply predefined feat choices. Given the fluff I would have liked to have seen an ability that granted a dodge bonus to AC or possibly a competence bonus to reflex saves and evasion?

Cheers
Volf


Many thanks for all the help/suggestions/comments folks! So, I have revised the archetype again, below is the updated version. I believe that this captures all the important aspects of the previous comments. The changes are also much more streamlined and easier to comprehend.

Revised Elven Duelist wrote:

Elven Finesse (Ex): This ability functions like Swashbuckler Finesse except it also applies to longswords, elven curve blade, and any bladed melee weapon with the word "elven" in its name, you can treat them as a light weapon, one-handed piercing melee weapon, and a one-handed slashing melee weapon for the purposes of meeting requirements for feat and Elven Duelist class abilities (i.e. deeds) that require such a weapon.

This ability modifies swashbuckler finesse.

Panache: Unlike other swashbucklers, a Elven Duelist regains panache only when she confirms a critical hit or makes a killing blow with longswords, rapiers, elven curve blade, and any bladed melee weapon with the word "elven" in its name.

This ability modifies panache.

Deeds wrote:

The elven duelist gains the following deeds.

Precise Strike (Ex): This ability functions like the swashbuckler precise strike ability. However, if wielding a two-handed weapon, such as the elven curve blade, the bonus damage is halved.

This ability modifies precise strike.

Elven Weapon Training (Ex): This ability functions like swashbuckler weapon training except it also applies to longswords, elven curve blades, and any bladed melee weapon with the word "elven" in its name.

This ability modifies swashbuckler weapon training.

Elven Weapon Mastery (Ex): This ability functions like swashbuckler weapon mastery except it also applies to longswords, elven curve blades, and any bladed melee weapon with the word "elven" in its name.

This ability modifies swashbuckler weapon mastery.

Let me know what ya'll think.:)

Lastly, as has been pointed out, halving the bonus damage from precise strike might not be such a good idea. Power attack is an investment and, as previously stated, strength would certainly be a dump stat for this type of character. This is the only thing that I am still unsure about. As it stands, I am thinking that leaving precise strike might be a good idea and simply remove a bonus feat or two. What do you all think?

Cheers
Volf


Aleron wrote:
That's...not correct in the slightest and Unfettered Kata even distinctly says it DOES NOT work with other armor even if they do have other monk edges or talents that allow it.

Hmm, yeah so ... I missed that tidbit of information.:( Odd though because I read through the abilities 10+ times. Oh well, it still works with evasion.:)

Thanks for the help.

Cheers
Volf


Alrighty ... I am having a really difficult time getting this archetype ironed out. I have been working on it for a while and realized that it needs to be revamped. Below is the newest version (thanks for the ideas Ascalaphus)

Revised Elven Duelist wrote:

Elven Swordsmanship (Ex): This ability functions like Swashbuckler's Finesse except it applies to the elven curve blade, longsword and rapier. For the purpose of meeting the criteria for swashbuckler class features (i.e. deeds), and feats, the elven curve blade and longsword is considered a light or one-handed piercing weapon. This benefit does not apply to other classes or archetypes which grant deeds or similar abilities, such as the daring champion cavalier archetype.

Additionally, the elven duelist can select, and apply the benefits of the Slashing Grace feat to the elven curve blade.

This ability replaces swashbuckler finesse.

Deeds
The elven duelist gains the following deeds.

Elegant Strike (Ex): At 3rd level, while she has at least 1 panache point, an elven duelist gains the ability to strike precisely with a curve blade (though not natural weapon attacks) adding half her swashbuckler level to the damage dealt. If she wields a longsword or rapier the bonus damage is not halved. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by graceful strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a graceful strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, an elven duelist can spend 1 panache points to double her graceful strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

This ability replaces precise strike.

Elven Weapon Training (Ex): At 5th level, an elven duelist gains a +1 bonus on attack rolls and a +1 bonus damage rolls with curve blades, longswords and rapiers. While wielding one of the listed weapons, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 at 17th level).

This ability replaces swashbuckler weapon training.

Elven Weapon Mastery (Ex): At 20th level, when an elven duelist threatens a critical hit with a curve blade, longsword or rapier that critical hit is automatically confirmed. Furthermore, the critical threat range increases by 1 (this increase to the critical threat range stacks with the increases from the keen weapon special ability and similar effects), and the critical modifier of the weapon increases by 1 (×2 becomes ×3, for example).

This ability replaces swashbuckler weapon mastery.

This to me feels like a better "elven duelist" as the archetype concentrates on the racial melee weapons common to elves.

Let me know what you think.

Cheers
Volf


Aaron Miller 335 wrote:
So are looking to make a swashbuckler who can use his bonus finesse only with the ecb or also with the ecb?

Answer -> "...also with the ecb". I revised the ability again based on another poster and forgot to post it. Here is the corrected version:

Elven Finesse(Ex): This ability functions like Swashbuckler's Finesse except it also applies to the elven curve blade. For the purpose of meeting the criteria for swashbuckler class features (i.e. deeds), and feats, the elven curve blade is considered a light or one-handed piercing weapons. This benefit does not apply to other classes or archetypes which grant deeds or similar abilities, such as the daring champion cavalier archetype.

Additionally, the elven duelist can select the Slashing Grace feat, and apply it's benefits to the elven curve blade.


Aleron wrote:
Nope, pretty sure they are exclusive. Since if you are wearing light armor you are not 'unfettered' or unarmored basically.

At work currently so I cannot copy/paste the pertinent information. The light armor kata, and medium armor kata, specifically states that it works with all talents and edges. One could assume that this would allow you to take unfettered and the armor katas. Also note that the armor katas allow you to use the evasion ability when wearing light or medium armor if you take both katas.

I will take a look when I get home and reply again with an actual excerpt.

Cheers
Volf


Quick question ... can you take unfettered kata + light armor kata? Would this allow a character to wear light armor and still enjoy the monks wisdom bonus to AC?

Thanks
Volf


@ Ascalaphus ... the reason for the precise strike change is due to the increased damage output of two-handed power attack. By halving precise strike it keeps it more in line with a one-handed weapon wielding swashbuckler.

Cheers
Volf


Thanks again for all the great advice and comments. Here is the archetype. I believe this should be the final version which I will be using.

Elven Duelist - Revised:
Elven Finesse (Ex): At 1st level, an elven duelist gains the benefits of Weapon Finesse with the elven curve blade (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites as well as wielding other weapons which can benefit from this feat). Also, an elven duelist treats the elven curve blade as a light or one-handed piercing melee weapon when utilizing swashbuckler deeds. This benefit does not apply to other classes or archetypes which grant deeds, such as the daring champion cavalier archetype.

Additionally, the elven duelist can select the Slashing Grace feat, and apply it's benefits to the elven curve blade.

This ability replaces swashbuckler finesse.

New Deeds wrote:

The elven duelist gains the following deeds.

Elegant Strike (Ex): At 3rd level, while she has at least 1 panache point, an elven duelist gains the ability to strike precisely with a curve blade (though not natural weapon attacks), adding half her swashbuckler level to the damage dealt. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by graceful strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a graceful strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, an elven duelist can spend 2 panache points to double her graceful strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

This ability replaces precise strike.

Elven Weapon Training (Ex): At 5th level, an elven duelist gains a +1 bonus on attack and damage rolls with curve blades. While wielding a curve blade, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 at 17th level).

This ability replaces swashbuckler weapon training.

Elven Weapon Mastery (Ex): At 20th level, when an elven duelist threatens a critical hit with a curve blade, that critical hit is automatically confirmed. Furthermore, the critical threat range increases by 1 (this increase to the critical threat range stacks with the increases from the keen weapon special ability and similar effects), and the critical modifier of the weapon increases by 1 (×2 becomes ×3, for example).

This ability replaces swashbuckler weapon mastery.

@ Diminuendo, thanks for pointing out that trick with the daring champion archetype. I have added a caveat which should prevent such abuse.

@ Morag the Gatherer. Glad ya like it.:) The inspired blade is a perfect match. However, I think also granting weapon focus at first level is a bit much because the archetype greatly expands the options available to a swashbuckler wielding a curve blade. I would have to say my initial intent was to have this be only accessible to elves. Although I could certainly see a variant which would allow non-elves to more easily take advantage of this archetype.

Hmm ... I am wondering if adding in weapon focus at 1st level would be alright. After all, the archetype is focused on one weapon.

Cheers
Volf


@ Diminuendo ... that idea is most excellent! Thanks. Also, I hope you don't mind but I have going to incorporate it into my archetype. Below is the updated archetype

Elven Duelist - Revised:
Elven Finesse (Ex): At 1st level, an elven duelist gains the benefits of Weapon Finesse with the elven curve blade (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites). Also, an elven duelist treats the elven curve blade as a light or one-handed piercing melee weapon when utilizing swashbuckler deeds as well as feat requirements.

Additionally, the elven duelist can select the Slashing Grace feat, and apply it's benefits to the elven curve blade.

This ability replaces swashbuckler finesse.

New Deeds wrote:

The elven duelist gains the following deeds.

Elegant Strike (Ex): At 3rd level, while she has at least 1 panache point, an elven duelist gains the ability to strike precisely with a curve blade (though not natural weapon attacks), adding half her swashbuckler level to the damage dealt. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by graceful strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a graceful strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, an elven duelist can spend 2 panache points to double her graceful strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

This ability replaces precise strike.

Weapon Focus: At 4th level the elven duelist receives weapon focus (elven curve blade) as a bonus feat.

This ability replaces the bonus feat obtained at 4th level.

Elven Weapon Training (Ex): At 5th level, an elven duelist gains a +1 bonus on attack and damage rolls with curve blades. While wielding a curve blade, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 at 17th level).

This ability replaces swashbuckler weapon training.

Elven Weapon Mastery (Ex): At 20th level, when an elven duelist threatens a critical hit with a curve blade, that critical hit is automatically confirmed. Furthermore, the critical threat range increases by 1 (this increase to the critical threat range stacks with the increases from the keen weapon special ability and similar effects), and the critical modifier of the weapon increases by 1 (×2 becomes ×3, for example).

This ability replaces swashbuckler weapon mastery.

Just a quick glance at damage seems to indicate that the elven duelist would be dealing only slightly more damage. Less in the early levels and more in the later levels.

Damage Comparison:
Swashbuckler (using a rapier + fencing grace [@ 3rd lvl] + Dexterity 20 + power attack[@ 5th lvl]]):
5th lvl - 1d6 + 5 (Dexterity) + 5 (Precise Strike) + 4 (PA) = 1d6+14
10th lvl - 1d6 + 5 (Dexterity) + 10 (Precise Strike) + 6 (PA) = 1d6+21
15th lvl - 1d6 + 5 (Dexterity) + 15 (Precise Strike) + 8 (PA) = 1d6+28
20th lvl - 1d6 + 5 (Dexterity) + 20 (Precise Strike) + 12 (PA) = 1d6+35

Elven Duelist (using curve blade + fencing grace [@ 3rd lvl] + Dexterity 20 + power attack[@ 5th lvl]):
5th lvl - 1d10 + 2 (Precise Strike) + 5 (Dexterity) + 6 (PA) = 1d10+13
10th lvl - 1d10 + 5 (Precise Strike) + 5 (Dexterity) + 9 (PA) = 1d10+16
15th lvl - 1d10 + 7 (Precise Strike) + 5 (Dexterity) + 12 (PA) = 1d10+24
20th lvl - 1d10 + 10 (Precise Strike) + 5 (Dexterity) + 18 (PA) = 1d10+33

It's a fairly simple look at damage output I know. But overall I believe halving the damage of precise strike was the trick to balancing this archetype versus the normal one-handed users.

Cheers
Volf


SteelDraco wrote:
The big issue with a curve blade is that, by my reading, nothing here prohibits the use of Power Attack as well as Elegant Strike. That makes it really, really powerful. A two-handed weapon with PA is already the highest damage output available; this increases it based on level. That seems quite good, especially with the swashbuckler's defensive abilities.

This is why I limited the elegant strike damage to half the swashbucklers level. I thought that this would be a balancing factor versus those players that picked up power attack. I will have to iron out some numbers to see if there is a huge difference in power.

SteelDraco wrote:
I'm also not a fan of Elven Grace coming online at 4th level but replacing an ability gained at 8th level.

Hmm ... copy/pasta error.:( The Elven Grace ability was suppose to replace superior feint @ 7th level. I had created a few different drafts and managed to copy the wrong one. The archetype has been updated.

Thanks!
Volf


Hey All,

Thought that I would post this idea here in the hopes of ensuring that it's balanced and is not, in some manner, too uber. The premise is very simple and straightforward: a swashbuckler archetype which focuses on the use of the elven curve blade. Please see below and let me know what you think ....

The Elven Duelist:

Elven Finesse (Ex): At 1st level, an elven duelist gains the benefits of Weapon Finesse with the elven curve blade (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites). Also, an elven duelist treats the elven curve blade as a light or one-handed piercing melee weapon when utilizing swashbuckler deeds as well as feat requirements.

This ability replaces swashbuckler finesse.

New Deeds wrote:

The elven duelist gains the following deeds.

Elegant Strike (Ex): At 3rd level, while she has at least 1 panache point, an elven duelist gains the ability to strike precisely with a curve blade (though not natural weapon attacks), adding half her swashbuckler level to the damage dealt. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by graceful strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a graceful strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, an elven duelist can spend 2 panache points to double her graceful strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

This ability replaces precise strike.

Elven Grace (Ex): At 7th level, while she has at least 1 panache point, an elven duelist can add her Dexterity modifier instead of her Strength modifier to damage while wielding an elven curve blade. The weapon must be one appropriate for your size. Unlike a normal two-handed weapon the elven duelist does not apply 1-1/2 times the character's Dexterity bonus to damage rolls for melee attacks with such a weapon.

This ability replaces superior feint.

Weapon Focus: At 4th level the elven duelist receives weapon focus (elven curve blade) as a bonus feat.

This ability replaces the bonus feat obtained at 4th level.

Elven Weapon Training (Ex): At 5th level, an elven duelist gains a +1 bonus on attack and damage rolls with curve blades. While wielding a curve blade, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 at 17th level).

This ability replaces swashbuckler weapon training.

Elven Weapon Mastery (Ex): At 20th level, when an elven duelist threatens a critical hit with a curve blade, that critical hit is automatically confirmed. Furthermore, the critical threat range increases by 1 (this increase to the critical threat range stacks with the increases from the keen weapon special ability and similar effects), and the critical modifier of the weapon increases by 1 (×2 becomes ×3, for example).

This ability replaces swashbuckler weapon mastery.

Any and all comments are welcome and appreciated.:)

Cheers
Volf


Looks interesting! By remote chance is there an elven archetype which focuses on the elven curve blade?

Cheers
Volf


Drejk wrote:
Volvogg wrote:
In regards to the metamorph ... I would like to see an ability that allows them to supress their "metamorph" form for short periods of time (possibly 10 minute increments). That way they can still, when needed, go into town without looking like a monster.
One of the options is picking Pass For Human at 10th level, another is taking minor magic and disguise self. Some more evolutions/options might arrive in the future. At the moment heavy cloak and open minded society are your best friends.

I am aware of the one option (minor magics does not list disguise self as an option). The problem is waiting until 10th level for an ability that, I believe, should be incorporated into the chassis of the class. I am keen on versatility and believe this class could use such a trait.

Drejk wrote:
Volvogg wrote:

Also, is it possible that you might include another evolution that would allow them to increase in size? Something like this:

Monstrous Physique (2 or 3 evolution points): The metamorph gains the benefits of the enlarge person spell. The metamorph must be at least 7th level to select this ability.

I want to make giant phenotype metamorph as an archetype in the future (not suggesting Book Of Following Influence... nope) and it would be getting ability to grow in size, among the others. I deliberately excluded existing size-increasing evolution because it would be too powerful (it had too good for a player class ability modifiers).

Hmm ... interesting! I would very interested in a such an archetype.:) As far as the evolution I proposed, I would think it limiting enough that it would not be too powerful. The ability itself mimics a 1st level spell. Hell, the metamorph could simply ask his friend the mage to cast it on him (hopefully he has such a friend:p). The big gains from the evolution is increased natural attack damage and reach. The stat bumps are really non existent.

Cheers
Volf


Excellent! Thanks.

Volf


Me likey! Besides what has already been said, I am curious why the class doesn't have a good fortitude progression? Also, a spiffy idea for additional Thanaturge Rites could be the ability to cast additional necromantic spells which would be selected from a small list. Something like this:

Death Mage: The thanaturge's command and expertise with the necromantic arts allows him to cast, as a spell-like ability, one spell choosen from the following list; spell one, spell two, spell three, spell four, etc. The thanaturge is able to cast this spell once per day. A thanaturge can cast this spell one additional time per day at levels 12 and 18. A thanaturge must be level 6 in order to select this abiity.

Cheers
Volf


1 person marked this as a favorite.

In regards to the metamorph ... I would like to see an ability that allows them to supress their "metamorph" form for short periods of time (possibly 10 minute increments). That way they can still, when needed, go into town without looking like a monster. Also, is it possible that you might include another evolution that would allow them to increase in size? Something like this:

Monstrous Physique (2 or 3 evolution points): The metamorph gains the benefits of the enlarge person spell. The metamorph must be at least 7th level to select this ability.

The book is excellent! I am completing a review for it. However, I am going to be waiting until the tome is completed to post it.

One last thing; MOAR Twisted Spirits please. :P I would love to see one that would actually allow a Warloghe to be the party meat-shield.

Cheers
Volf


Hey All,

Guess this would be a question for the MCA crew ... is it possible to take eldritch heritage (harmonics bloodline) as a sorcerer? I have an idea for a sorcerer and this would fit the bill perfectly.

Cheers
Volf


Awesome! Thanks. I am hoping that there is an actual feat that straight up grants one additional use. I thought there was in a 3PP book somewhere but now I can't recall where. :(

Cheers
Volf


grants a sorcerer additional uses of bloodline abilities? If there is, no matter if it's core or 3PP, please share the name and source.

Thanks!
Volf


LoneKnave wrote:
Well, Eldritch bloodline is basically 3 feats for all the bloodline abilities (except the arcana, but you get that from the sorc already) so this doesn't look that OP.

That's exactly what I was thinking as well. To me this alternative to the prestige class seems alright. I guess I will play test it a bit to ensure all is alright.

Bardarok wrote:
You are replacing three combat feats with ten levels of bloodline advancement. This is a significant increase in power over the base eldritch knight class.

Ironically that's exactly what I was thinking when I put this together. For the expenditure of 3 feats you can effectively gain 10 levels when it comes to calculating your bloodline.

Thanks for the comments folks, its much appreciated.

Cheers
Volf


As Silas Hawkwinter mentioned whatever is traded for the bard spell list should be pretty darn good. I would also like to suggestion some/all of the following:

1- The bard looses 6th level spellcasting and instead gains spellcasting similar to the ranger/paladin progression as well as gaining full bab.
2- You could also take a look at the inpsiring commander cavalier for some ideas. Its basically a non-casting bard.
3- Trade in spellcasting for the ability to share teamwork feats with her companions. The bard would also gain bonus feats as she progresses.
4- The ability to generate auras similar to the marshal or paladin class.

Hope this helps.

Cheers
Volf


Hey All,

I have what is probably the simplest idea for an archetype but wanted to confirm with the folks here that it's not unbalanced in some unforeseen way. The archetype is pretty straightforward; it's a variant eldritch knight which looses the bonus feats as well as replacing the diverse training ability with the following:

Quote:
Martial Bloodline: An sorcerous knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his sorcerous knight levels as levels of fighter). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats as well as determining what bloodline powers she can use and their effects.

Hopefully this is alright. If not please let me know what your thoughts/suggestions/comments are.

Cheers
Volf

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