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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.

Thanks!
Volf

PS I am not sure whether the source was a paizo book or a 3rd party book.


1 person marked this as a favorite.

Hi All,

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:

These warriors carve upon their flesh beautiful mystical tattooes of complex knotwork designs and brilliant azure hue. Once completed these markings bolster and strengthen the flesh of the character allowing them to turn aside weapon attacks as if they were wearing armor.

Weapon and Armor Proficiency
The knothide berserker looses proficiency with all armor.

Knothide Runes
The character begins play with a series of intricate tattooes which usually take the shape of interlocking knots and geometic patterns. These mystical tattooes provide protection equavalent to a chain shirt. Due to the strain of having the mystical markings added to their bodies the tattooes impose a -1 Armor Check Penalty, as well as a 15% Arcane Spell Failure Check. The Maximum Dexterity Bonus the tattooes allow is 4.

Note; the runes can be further enchanted as if they were a normal armor.

Knothide Strike
The magical markings which grace the characters body bolster not only his defense but also the striking power of his natural attacks. The character gains Improved Unarmed Strike as a bonus feat at first level.

Improved Knothide Runes
The runes upon the character's body have grown more powerful and now offer better protection. The AC bonus granted by the tattooes inscreases by 2, the Armor Check Penalty is reduced to 0, Arcane Spell Failure Check equals 10%, and the Maximum Dexterity Bonus is increased to 6.

This ability replaces the rage power normally received at 8th level.

Greater Knothide Runes
At 16th level the character undergoes another ritual which instills in his eldritch tattooes the ability to thwart devastating attacks that strike the character. This ability functions as per the Moderate Fortification armor enchantment.

This ability replaces the rage power normally recieved at 16th evel.

Any and all comments/suggestions are appreciated.

Cheers
Volf


For what its worth; I actually included True Mutagen as an optional Advanced Mutagen choice that is only selectable at level 10.

Cheers
Volf


Chris Lambertz wrote:
It looks like something in our system was a bit stuck. I've gone ahead and fixed it, so you should be able to download it properly now.

Many thanks Chris!!

Cheers
Volf


Hiya Folks,

Wondering if someone can fix an issue I am currently having. It seems like I am unable to personalize/download Open Gaming Monthly #2 in my most recent order.

Thanks!
Volf


Owen K. C. Stephens wrote:
Volvogg wrote:

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?

Cheers
Volf

Honestly, probably not. When I was playtesting I think a lot of playtesters were still hooked on the idea that hellions are a form of witch, and witches tend not to have offensive spells, so I was getting a lot of concern over the offensive choices.

I obviously balanced that with my own experience and playtests... but I may have gone too conservative on this one. The ability to give other creatures a damage boost can be pretty meaty, and there's no daily limit, but there is a practical limit, so...

I dunno if I'll make a formal change in a revision, but if you feel you need to boost it up to meet your playstyle, I don't expect that'll do any harm.

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.

Cheers
Volf


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?

Cheers
Volf


Burrito Al Pastor wrote:

There's some precedent for feats that allow otherwise illegal weapons to be used by a duelist.

Now, to be fair, Aldori Dueling Mastery generally isn't considered to be very good, but it's at least a benchmark. Here's what I'd suggest:

** spoiler omitted **

Is it too good? Maybe. But if your player is rolling a duelist and doesn't even intend to wear a mithril shirt - well, I wouldn't be too worried.

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".

Thanks
Volf


Hi All,

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.

Cheers
Volf


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.

Cheers
Volf


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.

Cheers
Volf


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.

Cheers
Volf


Gignere wrote:

Yes what you say is true it only lasts 1 round, but honestly how many creatures can last more than a round or 2 of a full attacking paladin while their smite evil is up, that is even remotely optimized.

At least you can still challenge paladins if you pit them against non-evil stuff, or incorporeal creatures. Because smite evil doesn't allow paladins to naturally attack incorporeals. Even when they can hit incorporeals it is still 1/2 damage.

Your force blade damage is force damage. That means there is no dr, no resistance, it can hit incorporeals even without a magic weapon. It even does class levels in damage, since it is static it multiplies on a crit.

A dual wielding battle scion with 2 keen kukris is going to melt everything.

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.

Cheers
Volf


Gignere wrote:
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.

Cheers
Volf


Marc Radle wrote:

Just saw this thread :)

Interesting additions to the class! It might be a tad more gonzo than the class was intended to be but all things considered, I don't think it makes the class overpowered.

Give 'em a try in your game and see how it plays out - I know I'd love to hear your feedback after a few sessions!

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

Cheers
Volf


Hi All,

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.

Cheers
Volf


1 person marked this as a favorite.

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:

Volfogg wrote:

Here is the new progression of abilities:

LEVEL ABILITY
1. Briar Bond, Orisons, Ward 1/day, Warden’s Insight
2. Briar Bolt (Thorns), Life Vision, Uncommon Sense
3. Bonus Feat, Briar Bauer
4. Share Ward, Ward 2/day
5. Bane, Speak with Plants
6. Briar Bolt (Entangling), Bonus Feat
7. Ward 3/day
8. Second Ward
9. Bonus Feat, Woodwalker
10. Briar Bolt (Poison), Ward 4/day
11. Improved Bane, Improved Woodwalker
12. Communal Ward, Bonus Feat
13. Ward 5/day
14. Briar Bolt (Spike Growth)
15. Bonus Feat
16. Third Ward, Ward 6/day
17. Greater Bane
18. Briar Bolt (Wall of Thorns), Bonus Feat
19. Ward 7/day
20. Mass Ward, Ultimate Bane

Briar Bond (Su): At 1st level, a warden forms a bond with a special weapon known as a briar bow. This weapon is a specially grown item that is bestowed upon the character by nature itself. The weapon functions as a bow of the character's choice (if it is a composite bow the starting strength rating is 0). Once this choice is made it cannot be changed.

At will as a move action the character is able to cause his briar bow to assume the form of a barbed seed which is rooted in the character's body (usually the hand or wrist for ease of use). To call the weapon to hand is also a move action, however. If the character has the quick draw feat he can instead call the bow to hand or cause it to assume seed form once per round each as a free action.

A briar warden can add additional magic abilities to his bonded bow as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a briar warden with a bonded briar bow must be at least 5th level to add magic abilities to the weapon (see Craft Magic Arms and Armor feat). The magic properties of a bonded object, including any magic abilities added to the object, only function for the briar warden who owns it. The briar warden is also capable of increasing the strength rating of his bow. Each point of Strength bonus granted by the bow costs 100 gp. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If the bonded object is damaged, it is restored to full hit points the next time the briar warden prepares his spells. If the object of an briar bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per briar warden level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item.

This ability replaces the warden's natural bond ability.

Warden’s Insight (Ex): The following are additional choices that are available to the briar archer:

  • Woodland Stride: As per the druid special ability.

  • Trackless Step: As per the druid special ability.

Briar Bolt (Ex): Starting at 2nd level the briar warden can launch arrows from his bow which have been imbued with the power of verdant energy. The briar warden can imbue an arrow as a free action, however, each arrow fired can only have one such effect. The briar warden is capable of firing one such arrow per warden level and only once per round, unless noted below. As the character progresses he learns more potent versions of this ability. Some of the more powerful versions require the expenditure of additional uses of this ability.

  • Thorn Bolt: An arrow imbued with this ability sprouts supernaturally strong and sharp thorns. These thorns inflict an additional point of piercing damage per briar warden level. Thorn bolt can be applied to more than one arrow per round, however. Each arrow consumes additional uses of the character's briar bolt ability.

  • Entangling Bolt: The arrow imbued with this ability entangles the target creature as per the entangle spell in addition to the arrows normal damage. The save DC is the same as if the entangle spell had been cast by the briar warden.

  • Poisonous Bolt: The arrow imbued with this ability affects the target with a virulent poison dealing 1d8 points of Strength damage (Fortitude DC 10 + class level + Wisdom modifier) in addition to the arrows normal damage. Using this ability requires the expenditure of two uses of the briar bolt ability. (gotta convert the poison to PFRPG style)

  • Spike Growth: This ability charges the arrow fired with the spell spike growth which is inflicted upon the target and surrounding area if the arrow hits its target. The save DC is the same as if the spike growth spell had been cast by the briar warden, however. The duration of this spell is reduced to 1 round/level. Using this ability requires the expenditure of two uses of the briar bolt ability.

  • Wall of Thorns: When this arrow strikes it target it is affected as though a wall of thorns spell had been cast upon the surrounding area. The save DC is the same as if the wall of thorns spell had been cast by the briar warden, however. The duration of this spell is reduced to 1 round/level. Using this ability requires the expenditure of three uses of the briar bolt ability.

This ability replaces the warden's great ally ability.

Bonus Feat: At 3rd level, and every three levels thereafter, the briar warden gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed below. The briar warden must meet the prerequisites of the selected bonus feat. Lastly, these feats only apply to the character's briar bow.

A briar warden may select these bonus feats from the below-listed combat feats with this class ability. For prerequisites, treat his briar warden level -4 as his fighter level. For example, a 9th-level briar warden qualifies for Weapon Specialization because he treats his fighter level as 5th.

Briar wardens may select these bonus feats from the following list: Deadly Aim, Far Shot, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Precise Shot, Manyshot, Pinpoint Targeting, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus, and Weapon Specialization. Briar wardens must select a bow when selecting a feat that allows them to choose a weapon, such as Improved Critical or Weapon Focus.

This ability replaces the warden's bonus teamwork feats.

Briar Bauer (aka Grow Arrows) (Su): The briar warden carries with him a special "pot" in which he meticulously cultivates a unique plant. This plant, known as a thornstalk, has an uncanny resemblance to arrows as it grows almost perfectly straight as well as sporting many large and intimidating thorns. Beginning at 3rd level, a number of times per round equal to his Wisdom modifier (minimum 1), the briar archer can pull from his potted plant an arrow as a free action; the arrow disappears 1 round after it was created. At 6th level, these arrows bypass damage reduction as if they were a magic weapon. At 9th level, these arrows bypass damage reduction as if they were made of cold iron. At 12th level, they bypass damage reduction as if they were made of silver. At 15th level, they bypass damage reduction or hardness as if they were made of adamantine.

This ability replaces the standard warden’s Solo Tactics class feature.

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:

PC PIC.

Cheers
Volf


SmiloDan wrote:

Thanks! One of my all time favorite characters was an elf archer druid.

I'll see what I can do about the briar archer. Sounds really cool.

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

Volfogg wrote:

Here is the new progression of abilities:

LEVEL ABILITY
1. Briar Bond, Orisons, Ward 1/day, Warden’s Insight
2. Briar Bolt (Thorns), Life Vision, Uncommon Sense
3. Bonus Feat
4. Share Ward, Ward 2/day
5. Bane, Speak with Plants
6. Briar Bolt (Entangling), Bonus Feat
7. Ward 3/day
8. Second Ward
9. Bonus Feat, Woodwalker
10. Briar Bolt (Poison), Ward 4/day
11. Improved Bane, Improved Woodwalker
12. Communal Ward, Bonus Feat
13. Ward 5/day
14. Briar Bolt (Spike Growth)
15. Bonus Feat
16. Third Ward, Ward 6/day
17. Greater Bane
18. Briar Bolt (Wall of Thorns), Bonus Feat
19. Ward 7/day
20. Mass Ward, Ultimate Bane

Briar Bond (Su): At 1st level, a warden forms a bond with a special weapon known as a briar bow. This weapon is a specially grown item that is bestowed upon the character by nature itself. The weapon functions as a bow of the character's choice. Once this choice is made it cannot be changed.

At will as a move action the character is able to cause his briar bow to assume the form of a barbed seed which is rooted in the character's body (usually the hand or wrist for ease of use). To call the weapon to hand is also a move action, however. If the character has the quick draw feat he can instead call the bow to hand or cause it to assume seed form once per round each as a free action.

A briar warden can add additional magic abilities to his bonded bow as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a briar warden with a bonded briar bow must be at least 5th level to add magic abilities to the weapon (see Craft Magic Arms and Armor feat). The magic properties of a bonded object, including any magic abilities added to the object, only function for the briar warden who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If the bonded object is damaged, it is restored to full hit points the next time the briar warden prepares his spells. If the object of an briar bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per briar warden level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item.

This ability replaces the warden's natural bond ability.

Warden’s Insight (Ex): The following are additional choices that are available to the briar archer:

  • Woodland Stride: As per the druid special ability.

  • Trackless Step: As per the druid special ability.

Briar Bolt (Ex): Starting at 2nd level the briar warden can launch arrows from his bow which have been imbued with the power of verdant energy. The briar warden can imbue an arrow as a free action, however, each arrow fired can only have one such effect. The briar warden is capable of firing one such arrow per warden level and only once per round, unless noted below. As the character progresses he learns more potent versions of this ability. Some of the more powerful versions require the expenditure of additional uses of this ability.

  • Thorn Bolt: An arrow imbued with this ability sprouts supernaturally strong and sharp thorns. These thorns inflict an additional point of piercing damage per briar warden level. Thorn bolt can be applied to more than one arrow per round, however. Each arrow consumes additional uses of the character's briar bolt ability.

  • Entangling Bolt: The arrow imbued with this ability entangles the target creature as per the entangle spell in addition to the arrows normal damage. The save DC is the same as if the entangle spell had been cast by the briar warden.

  • Poisonous Bolt: The arrow imbued with this ability affects the target with a virulent poison dealing 1d8 points of Strength damage (Fortitude DC 10 + class level + Wisdom modifier) in addition to the arrows normal damage. Using this ability requires the expenditure of two uses of the briar bolt ability. (gotta convert the poison to PFRPG style)

  • Spike Growth: This ability charges the arrow fired with the spell spike growth which is inflicted upon the target and surrounding area if the arrow hits its target. The save DC is the same as if the spike growth spell had been cast by the briar warden, however. The duration of this spell is reduced to 1 round/level. Using this ability requires the expenditure of two uses of the briar bolt ability.

  • Wall of Thorns: When this arrow strikes it target it is affected as though a wall of thorns spell had been cast upon the surrounding area. The save DC is the same as if the wall of thorns spell had been cast by the briar warden, however. The duration of this spell is reduced to 1 round/level. Using this ability requires the expenditure of three uses of the briar bolt ability.

This ability replaces the warden's great ally ability.

Bonus Feat: At 3rd level, and every three levels thereafter, the briar warden gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed below. The briar warden must meet the prerequisites of the selected bonus feat. Lastly, these feats only apply to the character's briar bow.

A briar warden may select these bonus feats from the below-listed combat feats with this class ability. For prerequisites, treat his briar warden level -4 as his fighter level. For example, a 9th-level briar warden qualifies for Weapon Specialization because he treats his fighter level as 5th.

Briar wardens may select these bonus feats from the following list: Deadly Aim, Far Shot, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Precise Shot, Manyshot, Pinpoint Targeting, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus, and Weapon Specialization. Briar wardens must select a bow when selecting a feat that allows them to choose a weapon, such as Improved Critical or Weapon Focus.

This ability replaces the warden's bonus teamwork feats as well as the warden's solo tactics ability.

Well that's about all she wrote folks. Lemme know what ya think about it.

Cheers
Volf


SmiloDan wrote:

WARDEN

Alignment: Any neutral
BAB: +¾
Good Saves: Reflex and Will
Hit Dice: 1d8

Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Profession, Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim.

Skill Ranks per Level: 6 + Intelligence modifier.

Wardens are proficient with the following weapons: club, dagger, dart, longbow, quarterstaff, scimitar, scythe, shortbow, sickle, shortspear, sling, and spear. Wardens are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A warden may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. Wardens are proficient with shields (except tower shields) but must use only wooden ones. A warden who wears prohibited armor or uses a prohibited shield is unable to cast warden spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

LEVEL ABILITY
1. Natural Bond, Orisons, Ward 1/day, Warden’s Insight
2. Great Ally +1, Life Vision, Uncommon Sense
3. Solo Tactics, Teamwork Feat
4. Share Ward, Ward 2/day
5. Bane, Speak with Plants
6. Great Ally +2, Teamwork Feat
7. Ward 3/day
8. Second Ward
9. Teamwork Feat, Woodwalker
10. Great Ally +3, Ward 4/day
11. Improved Bane, Improved Woodwalker
12. Communal Ward, Teamwork Feat
13. Ward 5/day
14. Great Ally +4
15. Teamwork Feat
16. Third Ward, Ward 6/day
17. Greater Bane
18. Great Ally +5, Teamwork Feat
19. Ward 7/day
20. Mass Ward, Ultimate Bane

...

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!

Cheers
Volf


Hi All,

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.

Thanks!
Volf


Thanks for the info Mr Baur. Subscribed.

Cheers
Volf


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.

Cheers
Volf


Lobolusk wrote:
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.


TLO3 wrote:
How, exactly, does extra perf. fuel IC? The book says you can use IC to fuel inspire courage, but bardic performance cannot fuel commands.

See below:

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).

TLO3 wrote:
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.

Cheers
Volf


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.


TLO3 wrote:
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.

TLO3 wrote:

I don't have huge hp so mounted I usually use RBA with a lance to good effect and skirmish as opposed to slugging it out in melee. Off the mount I'm using sword and board for the most part. Have a masterwork longsword with a flail some javelins and longbow as backup weapons.

I know I can't stay mounted 100% of the time, but I'm actually enjoying playing a true cavalry type. Fighting on foot is a last resort.

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.:(

TLO3 wrote:

My current planned feat progression is this:

1 Cav 1:Mounted Combat, Ride-by Attack
2 Cav 2
3 Cav 3:Ride-by Attack
4 Cav 4
5 Brd 1:Power Attack or Lingering Song
6 BaH 1
7 BaH 2:Leadership
8 BaH 3
9 BaH 4:Boon Companion or feat not picked at 5 depending on whether I take a mount cohort

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.;)

TLO3 wrote:
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.

TLO3 wrote:
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.

TLO3 wrote:
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.

Cheers
Volf


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
* you can use inspiring command to inspire courage (+5, remember bard and battle herald levels stack for inspire courage bonus).
* complex commands (10th lvl battle herald) allows you to have more than one command ability in effect at one time.
* a plethora of great, yet situational, party buffs.
* excellent synergy with the leadership feat! this is a must have as you can obtain a cohort which can further buff the party (such as a paladin, cleric, or even a summoner[he could summon critters to flank with the rest of the party, or have them aid your comrades, if possible]).

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.

Cheers
Volf

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.


Mahorfeus wrote:
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).

Cheers
Volf


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.

Thanks!
Volf


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.


Sylvanite wrote:
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.

Sylvanite wrote:
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!

Sylvanite wrote:
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)
* intimidating rage (Complete Warrior)
* instanteous rage (Complete Warrior)

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?

Cheers
Volf


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
* BaB: 16
* CL: 11 (15)
* Saves: 14/6/11
* Curse: wasting (He was born near a great and bloody battlefield and there are whispers that he is inhabited by the spirits of the fallen warriors. Because of this his body has suffered and is in a perpetual state of wasting).
* Revelations: weapon mastery, resiliency
* Rage Powers: moment of clarity, lesser spirit totem, spirit totem

Lastly, here are some feats which I thought would work well with the character:

* extra rage power(greater spirit totem)
* extra revelation(combat healer)
* extra revelation(war sight)
* practised spellcaster
* power attack
* extra rage
* cleave

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.:)

Cheers
Volf


Hi All

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.

Thanks
Vol

PS Is there a genie bloodline for sorcerers somewhere?


Any chance we could get a preview of one of the feats Sigfried?

Thx
Vol


Hi All

I just wanted to say that the shadow assassin is a well thought out and executed class. I rather like the customizable feel to the class. Plenty of choices and there's little or no overlap with the rogue! However, I believe there is space for one more shadow talent ability which grants trapfinding. This way, if need be, the shadow assassin could fill in for a rogue if the group requires one. Also, I really don't think this would take away from the overall feel of the class. I was thinking Shadowed Pilferer would be a decent enough name ... maybe it could also grant the character the ability to create thieve's tools out of shadow?

Some other random thoughts I had; a feat which grants the character the abilty to manifest a second blade via the shadowblade shadow talent and a feat which stacks rogue and shadow assassin levels for certain abilities would be kinda spiffy. Similar in vein to feats such as sacred outlaw, daring outlaw, and ascetic stalker etc etc.

Any and all comments/thoughts are welcome. :)

Cheers
Vol


The feats which I would be most interested in seeing are those which support the new base classes. Such as a feat which grants additional evolution points for the summoner.

Cheers
Vol


dnjscott wrote:

You could maybe do the -2 if you gain it at a high level... Exotic Weapon Master gets an ability thats not too different... flurry with a two-handed weapon. Also, in Eberron, a monk with Weapon Focus and Proficiency Longsword can treat it as a monk weapon, allowing you to Flurry of Blows with it.

I'd skip the extra dice and just give `em weapon Spec. I believe the Favored Soul gets it, so why not? It's actually better, too... avg. on 1D10 is 5.5, Avg. on 1D8+2 is 6.5. Plus its an existing ability instead of a totally new one.

As for the rest... maybe passing on the Damage Reduction Piercing to a weapon would make up for loss of damage? I'd probably want to give `em more feats, too, but then that's a bigger change than racial substitutes usually make.

Thanks for the reply! I think I have come to the realisation that this should have been a variant class instead of substitution levels. So please see below for a revised version of the Elven Sword Dancer. Also, the size increase to a longsword bumps the damage to 2d6 not 1d10.

Elven Sword Dancer

Dance of the Graceful Blade: The character can apply the weapon finesse feat to the longsword.

This ability replaces dance of reckless bravery.

Dance of Crashing Waves: This allows the character to make an addional attack while using a longsword in a round at her highest base attack bonus, but this attack takes a –3 penalty, as does each other attack made that round.

This ability replaces dance of the floating step.

Dance of Tempered Steel: This improves the damage die of a longsword that is being wielded by one size category. Please note that this increase in size does not stack with other sources that grant size increases. Such as the enlarge person spell.

This ability replaces dance of the soaring eagle.

In addition to the above changes the character does not receive improved unarmed strike nor does she receive the improved unarmed damage progression. Instead an elven sword dancer receives weapon focus (longsword) at first level.


Hi All

I picked up the Dragon Compendium (great book btw!) and was thinking that the battle dancer would be suitable to use as a basis if one were trying to make an "elvish sword" dancer class. I believe with a few simple changes (via elven racial substitution levels) this can be accomplished. So here are my ideas so far. This is a work in progress so any help would be greatly appreciated.

Dance of the Graceful Blade: The character can apply the weapon finesse feat to the longsword.

This ability replaces dance of reckless bravery.

Dance of Crashing Waves: This allows the character to make an addional attack while using a longsword in a round at her highest base attack bonus, but this attack takes a –3 penalty, as does each other attack made that round.

This ability replaces dance of the floating step.

Dance of Tempered Steel[sub lvl 17]: This improves the damage die of a longsword that is being wielded by one step.

This ability replaces dance of the soaring eagle.

I was also thinking of removing their unarmed damage progression. In return they would receive weapon focus (longsword) as a bonus feat at 1st level and the dancers strike ability would instead affect the longsword that the character wields instead of their fists.

So what does everyone think? Any input or suggestions are welcome!:)



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