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Alrighty, check it out, I have redone the Imbue Blood Blade ability. Hopefully this works and is both awesome and interesting.:)

Lvl Maximum Enhancement Bonus
1 - 0
2 - 0
3 - 0
4 - 1
5 - 1
6 - 2
7 - 2
8 - 3
9 - 3
10 - 4
11 - 4
12 - 5
13 - 5
14 - 6
15 - 6
16 - 7
17 - 7
18 - 8
19 - 8
20 - 9

Imbue Blood Blade (Su): Whenever the vital blade inflicts a killing blow upon a creature (or brings the creature to 0 hit points or lower), he siphons the last vestiges of the creature's life force in order to empower his sanguineous weapon. By charging his sanguineous sword with this stolen life essence the vital blade is able to enchant his blade with magical properties. Beginning at 4th level the vital blade's sanguineous sword gains a cumulative +1 enhancement bonus for every two hit dice worth of the creature slain. These can be spent on actual enhancement bonuses or on weapon special abilities. A vital blade's level determines her maximum enhancement bonus (see the table above). The vital blade may (and must, when her total enhancement is higher than her maximum bonus) apply any special ability, from the weapon special abilities list below, instead of an enhancement bonus, as long as she meets the level requirements. A vital blade can choose any combination of weapon special abilities and/or enhancement bonus enhancement bonus before assigning any special abilities. This empowerment lasts for a number of hours equal to the vital blades level. At which point he must slay another creature or he must sacrifice his own life force (see below).

Instead of having to slay a creature in order to empower his weapon the vital blade can instead sacrifice one point of Constitution as if they had suffered a point of Constitution drain. This lost point of Constitution cannot be healed by any method, nor can it be reduced, until the vital blade chooses to reabsorb the lost point of Constitution back into himself. At which point the Imbue Blood Blade ability ends. Just like slaying a creature the vital blade receives a cumulative +1 entrancement bonus for every two hit dice he possesses which he can then spend on abilities/enhancement bonuses. If the character kills a creature (or brings them to 0 hit points) while

The vital blade can choose from the following list when imbuing his sangineous sword with weapon special abilities: Agile, Keen, Corrosive, Corrosive Burst, Cunning, Menacing, Sundering, Wounding, Unholy, Holy, Vicious and Coup de Grace.

Finally, due to the constant influx of life empowering energy, the sangineous sword now bypasses damage reduction as if it were a magic weapon even when the Imbue Blood Blade ability is not active.


Ciaran Barnes wrote:
I would remove the XP cost altogether. It's something that was removed from the game. I would replace it with a points per day thing.

Bit of a bummer but you're right, I will remove the XP cost altogether. I wanted to use that as it was representative of the character actually "investing" his vital essence into his blade. However, as you mentioned, the XP requirement is really no longer part of Pathfinder. I was trying to be different but it's simply not working. Consider that removed from the class.

La'Vantis Tuen wrote:

I would also remove the XP cost. That's no PF. If you REALLY want to make it taxing, just make it do Constitution Burn. (not ability damage or ability drain, but ability burn. This can ONLY be healed with rest, not a simple spell. You can find it in 3.5 or Dreamscarred Press's psionics).

Volvogg wrote:
Through a combination of discipline, endurance and martial learning the character is able to call forth this power and use it to devastating effect. The most spectacular of which allows him to shape a weapon composed of his own blood.

so reading this got me all excited. then I started to read the class:

Volvogg wrote:

Lvl Special

1 - Gruesome Glyph, Sanguineous Sword, Blood Pool
not exactly an end game ability. You made it sound later in the game then made it level 1. It was a let down for me to go from that cool fluff to the class's game mechanics.

Yup, I have to concur about removing the XP cost. Done. Your idea to use Constituion drain is awesome! However, not sure how to implement it without it being to deterimental to the character. I will have to disagree with the ability "not exactly an end game ability" as it allows the character to summon a +10 equavalent weapon composed of your own blood. This seems adequately end game to me.;p

La'Vantis Tuen wrote:
Going just off fluff alone, I'd make this whole ability happen later. Start off with cool blood drawing techniques; extra damage; bleeding attacks; etc, then make the sanguineous sword a 1/day at 8th level + 1/day per 5 levels thereafter. Then you can make it baddass!!! It's comes summoned with whatever special abilities you want (think paladin or anti-paladin sword). You wont need that weird XP draw system.

That idea works as well. Although the main schtick of this class is the summoning of their blood blade. For this reason the ability to form a blood blade at level 1 will remain. Maybe a slight change in wordage is required?

That's an interesting idea to mimic the paladin ability. I will have to think more on this!

La'Vantis Tuen wrote:
but as a side note. I love your fluff and where your going with it. But if I were building the same thing, I'd just do an archetype for the Magus. Make it blood focused, change several core abilities, even invent a few new spells if needed. You could simplify the whole project by going that way.

I will steer clear of the Magus. It's one of those classes that feel like it's been shoe horned into a very specific build type in order to it to work properly. I've always been of the mind that if I were to go with a magical sword swinging knight guy I would go with a fighter/wizard/eldritch knight type build. I am not trying to be negative towards the Magus.

La'Vantis Tuen wrote:
I hope this helps friend!!!

Of course! All comments and suggestions are greatly valued. I always like reading what others have to say.:)

Thanks
Volf


Desidero wrote:
Overall really cool class, looks pretty balanced and the fluff is reasonable and well written.

Thanks! Glade ya like it.:)

Desidero wrote:
I think it really really needs to work off self-damage. It's an awesome but rarely (if ever) used mechanic that this class has the perfect fluff for. I think it would work out much better than yet another pool or this XP thing which, while interesting, presents some problems. Particularly I'd be afraid of Vital Blades falling behind their party in terms of level or being too scared to ever use this ability. Depending on the values you could even be justified at bumping the hit die up to D12.

I had originally wanted to do just his. However, it was a nightmare trying to figure out how much abilities should cost when sacrificing hit points. Also, as you pointed out, not many players would want to run around hurting themselves in order to fuel their most powerful abilities for fear of weakening themselves to much. I am alright with the XP loss to be honest, after all, you are getting an at will "summonable" weapon. Although I should have included a caveat which allows a vital blade to sacrifice experience points over time so that they don't have to do so in one go. I might actually lower the XP expenditure in light of what you said. I don't want to tax the character so much that they never use the ability.

Desidero wrote:
Another concern I have is that the main shtick of this class, the blood blade (which could use a bit of reflavouring IMO, a sword made out of blood seems really oddly specific) using a standard action is just an awful hit to have to take every battle; so much so that it might be more practical to forgo using it altogether- though you could just prepare it out of battle and be holding it all day, but that is kinda weird. I understand you don't want to front load this class so much that people just take a 1-2 level dip and skedaddle but this is a huge burden and even if you make it to swift action blade that's all the way at level 8 AND it conflicts with Weeping Weapon.

Actually, you can form the sword as a move action right out of the gate, it's not a standard action to do so. I know that would conflict with Weeping Weapon but at the very least you could use Weeping Weapon the following round. Until of course you are high enough level to create the sanguineous weapon as a free action. The reason for the blood sword shtick is because of an anime a friend of mine gave me in which the main character could form a blade composed of her own blood.

Desidero wrote:
No vanilla class has all good saves, it's not a big deal but you could cut the good Reflex save as I don't really see why this guy should have it. Fortitude and Will make sense for martial discipline and drawing your own blood but Reflex is hard to see. You could buff the skills in return since both points and class skills are looking real sparse. It could also use a few exotic proficiencies just to spice up the class maybe.

The class doesn't have a good ref save ... I just rechecked my first post. The class only has good fort and will. I probably won't grant the class any exotic proficiencies as it's not something the class really focuses on.

Desidero wrote:
Again, overall a really nice class, well written, I think with a bit of polishing this could be something people would want to pay money for.

That would be pretty awesome! Someone actually willing to pay for this.:)

Thanks again!
Volf

Edit: Based on Desidero's feedback I have lowered the XP cost for the Imbue Blood Blade ability.


1 person marked this as a favorite.

Hiya Folks,

My previous attempt at creating the vital blade was an utter failure. Thankfully I had to foresight to admit defeat and stop the pain. I also mentioned that I would be back with a revised version. Which brings us to the very reason for my posting ... here is the revised vital blade. Still technically a work in progress but much more refined, and hopefully better, than my first attempt. Without further ado ...

REVISED VITAL BLADE
The vital blade is unlike most other martial practitioners. His focus is not just on the physical but also includes an in depth knowledge of the bodies internal chemistry. Many speculate that hidden deep within each of us there exists fonts of power which can be harnessed. This can be accomplished in a plethora of ways, however, the vital blade concentrates on only one, which is the inherit power found in ones own blood. Through a combination of discipline, endurance and martial learning the character is able to call forth this power and use it to devastating effect. The most spectacular of which allows him to shape a weapon composed of his own blood. All vital blades are easily identifiable by a Gruesome Glyph - which is a crimson hued wound-like glyph, appearing somewhere on their body (usually the palm or back of the hand). It is through this self inflicted stigmata like mark that they are able to summon their weapons and command the very essence of their being.
Role: You're a warrior! Congratulations, you get to be a meatshield.
Alignment: Any.
Hit die: 1d10.

Table: Vital Blade
BaB: Good
Fort: Good
Reflex: Bad
Will: Good

Lvl Special
1 - Gruesome Glyph, Sanguineous Sword, Blood Pool
2 - Weeping Weapon (1d4), Endurance
3 - Blood Talent, Bleeding Bulwark
4 - Imbue Blood Blade
5 - Blood Talent
6 - Weeping Weapon (2d4)
7 - Blood Talent
8 - Sanguineous Sword (swift action)
9 - Blood Talent
10 - Weeping Weapon (3d4)
11 - Blood Talent
12 - Fluid Strike
13 - Blood Talent
14 - Weeping Weapon (4d4)
15 - Blood Talent
16 - Sanguineous Sword (free action)
17 - Blood Talent
18 - Weeping Weapon (5d4)
19 - Blood Talent
20 - Crimson Warrior, Hemophage

Class Skills
The vital blade’s class skills are Craft (Int), Intimidate (Cha), Heal (Wis), Knowledge (nature) (Int), Profession (Wis), Ride (Dex) and Survival (Wis).
Skill Ranks per Level: 2 + Int modifier.

Class Features
The following are the class features of the vital blade.
Weapon and Armor Proficiencies: Vital blades are proficient with all simple weapons and martial weapons, light armor, medium armor, heavy armor and shields (except tower shields).

Gruesome Glyph (Su): All vital blade's exhibit the same wound-like rune that signifies their adherence to this gruesome discipline. With it they are able to more easily manipulate the energies found within their own blood. As an added benefit the mark enhances the vital blades intuitive use of their own blood. This grants the character the benefits of the Weapon Focus feat when using their sanguineous sword ability.

Sanguineous Sword (Su): All vital blades are experts at shaping their own blood into weapons. By expending a blood pool point as a move action the character can form a melee weapon with which the character is proficient. The weapon can be sundered as per the normal rules although the vital blade can simply recreate a new one on his turn as a standard action. The weapon remains so long as the character wields it, if the weapon leaves his grasp, it dissipates at the end of the character's turn. Also note that a vital blade is capable of learning feats which are only applicable to one weapon as a fighter of equal level. This allows the character to learn such feats as Weapon Specialization.

At 8th lvl a sanguineous sword can be created as a swift action, at 16th level it becomes a free action.

Blood Pool (Su): The vital blade has learned how to harness and better manage the complex workings of his own body. This allows him to store a small pool of excess blood which he can use to power certain abilities. The character has a number of blood pool points equal to 1 + his Constitution modifier ( A vital blade can never have more than this amount at any given time). The pool refreshes once per day. Usually in the morning when preparing for another day of adventure. A vital blade spends blood points to activate blood talents, but can also regain points in the following ways.

Critical Hit with sanguineous weapon: Each time the vital blade confirms a critical hit with his weapon while in the heat of combat, it allows him to regain 1 blood point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the character's level does not restore blood points.

Killing Blow with sanguineous weapon: When the vital blade reduces a creature to 0 or fewer hit points with a weapon attack while in the heat of combat, it allows him to regain 1 blood pool point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the character's level to 0 or fewer hit points does not restore any points.

Imbue Blood Blade (Su): As a vital blade gains experience, she can sacrifice an amount of experience points (XP) to awaken supernatural abilities within her sanguineous sword. This sacrifice cannot exceed the XP that she has gained since she last gained a level.

At any time, a vital blade can sacrifice their life force in order to awaken the abilities in her sanguineous sword. This requires a sacrifice of XP equal to the amount shown on table below. A vital blade must meet the required minimum character level and must perform a ritual, which lasts for 8 hours a day, for a number of days in a row equal to the weapon bonus.

A weapon can't have an enhancement bonus higher than +5. Use the weapon bonus on the table below to determine the XP sacrifice when special abilities are added. Special abilities can be added from either Table 7-5: Melee Weapon Special Abilities in the Melee Weapon Special Abilities in the Dungeon Master's Guide. Example: A vital blade who has a +4 sanguineous weapon can transform it into a +4 wounding weapon with a sacrifice of 50 XP since wounding is a special ability worth a +2 bonus.

Weapon.......XP.......Min Character
Bonus.....Sacrificed........Lvl
+1..........10 XP.............2
+2..........20 XP.............4
+3..........40 XP.............6
+4..........80 XP............8
+5.........160 XP...........10
+6.........320 XP...........12
+7.........640 XP...........14
+8.........1280 XP..........16
+9.........2560 XP..........18
+10.......5120 XP.........20

Blood Talent (Su): Through intense training, experimentation and blood lose the character is able to manipulate their vital fluid in new, and often times, grotesque ways. At levels 3, 5, 7, 9, 11, 13, 15, 17 and 19 the character can choose one ability from the following list. Please note that each ability can only be selected once.

  • Reactive Burst (Ex) - This ability allows a vital blade to instantly reform their weapon after a sunder attempt. However, the character does so in a burst of retributive gore and blood. This retributive burst inflicts upon the opponent (which sundered the weapon) damage equal to the weeping weapon ability. The character must be 16th lvl or higher to select this ability.
  • Sanguineous Sculptor (Su) - When shaping a weapon with the sanguineous sword ability the character can also shape any ranged (including thrown) weapons that they are proficient with. Although the character must supply the required ammunition for bows, slings etc. This ability allows the creation of mighty composite bows which will reflect the Strength the character currently has when the weapon is formed. Also note, a thrown sanguineous weapon dissipates at the end of the character's current turn. A vital blade must be 16th level or higher in order to make a full attack with thrown weapons (please see the Sanguineous Sword (free action) ability for reference).
  • Canvas of Cuts (Ex) - Throughout the character's career they constantly experiment upon themselves to further their understanding and manipulation of their own bodies. This has left its mark as their skin is crisscrossed with self inflicted scars and old wounds. However, this results in the toughening of their flesh and skin which grants the character a bonus to Natural Armor equal to the number of damage dice rolled for their weeping weapon ability. For instance a vital blade of 14th level would receive a Natural Armor bonus of +4.
  • Accelerated Adrenaline - Through careful control of certain body related functions the character is able to greatly increase their reaction time. This ability grants the vital blade a bonus to his Initiative checks equal to his Constitution modifier by spending a point from his blood pool. The decision to use this ability must be made before rolling for initiative.
  • Weeping Weapon (Entangling) (Ex) - In addition to damage weeping weapon can now inflict the entangled condition upon a target. By expending 1 blood point in conjunction with weeping weapon the target must also make a reflex save to negate this secondary effect. The save DC for this ability is equal 10 + 1/2 class level + Constitution modifier. The entangled condition lasts for a number of rounds equal to the vital blade's Constitution modifier. This ability cannot be combined with sickening burst.
  • Weeping Weapon (Sickening) (Ex) - In addition to damage weeping weapon can now inflict the sickened condition upon a target. By expending 1 blood point in conjunction with weeping weapon the target must also make a fortitude save to negate this secondary effect. The save DC for this ability is equal 10 + 1/2 class level + Constitution modifier. The sickened condition lasts for a number of rounds equal to the vital blade's Constitution modifier. This ability cannot be combined with nauseating burst.
  • Gory Glare (Ex) - With a mere thought the character is able to turn their eyes solid red by bursting their capillaries. The eyes also weep a minute trickle of blood while this ability is active. The character's terrifying visage now grants him an insight bonus to Intimidation checks equal to his Constitution modifier. Activating this ability is a swift action which requires the expenditure of 1 blood pool point.
  • Blood Bolt (Su) - The vital blade gains the ability to fire a bolt of blood and bone shrapnel from his gruesome glyph. Using this ability requires an expenditure of the weeping weapon ability and has a range increment of 10'. Damage is equal to the vital blade's weeping weapon ability. Using this power is a standard action and requires the expenditure of one blood pool point.
  • Rejuvenation (Ex) - The character gains fast healing 1. The character must be 4th level or higher to select this ability.
  • Gore Glyph (Sp) - After a performing a ritual which involves a sacrificing a portion of their blood, scalpels and other sharp objects the character is able to create a glyph which mimics the spell glyph of warding. However, the character can only create a blast glyph and the damage must be either fire, cold, or acid. Each use of this ability expends a blood pool point. The character must be 8th level or higher to select this ability.
  • Visceral Vision (Sp) - Due to a vital blades inherent knowledge of the body they are able to gauge the vitality of those round them. This ability allows the character to cast, as a spell-like ability, the Status spell. This ability can be used once per day. Each additional use of this ability requires the expenditure of 1 blood pool point. The character must be 2nd level or higher to select this ability.
  • Bulging Blade (Ex) - As a swift action the character can increase the size of their sanguineous weapon one category by expending 1 point from their blood point pool. This size increase does not stack with other size increases. The increase in size lasts for a number of rounds equal to the character's Constitution modifier.
  • Self Harmer (Ex) - An individual that follows this path becomes inured, and very resistant, to damage inflicted upon them due to their constant self mutilation and bloodletting. This ability grants the character damage reduction equal the number of damage dice rolled for their weeping weapon ability. For instance a vital blade of 14th level would have DR of 4/-.
  • Vital Vigilance (Ex) - The ability to control their vital fluids allows the character to minimize an otherwise life threatening attack. This ability grants the character a 25% chance to negate a critical attack, this includes sneak attacks. Note, this ability can be taken more than once. If taken a second time the chance to negate a critical attack increases to 50%, if taken a third time the chance increases to 75%. The character must be 8th level or higher to select this ability the first time. If selecting this ability a second time the character must be 12th level or higher and if selecting this ability a third time the character must be 16th level or higher.
  • Blood Sense (Ex) - After damaging an opponent the vital blade is able to detect their presence by sampling their blood as a move action. This grants the character the scent special ability versus that target only. Using this ability requires the expenditure of 1 blood pool point and lasts until the character chooses to use the ability on a different opponent or the opponent dies.
  • Caustic Cut (Ex) - The vital blade is able to turn his blood into an acidic like fluid which harms those that dare to attack him. If an opponent damages the character in melee (those using reach weapons are immune to this damage) the opponent is splashed by the vital blade`s caustic blood which inflicts 1d4 points of acid damage.
  • Plasma Puddle (Sp) - By expending a blood pool point the character can vomit, expel or bleed out a pool like puddle of blood which is extremely slippery. This ability otherwise mimics the spell grease. However, this ability only has a range of 10`. Each use of this ability requires the expenditure of 1 blood pool point.
  • Sacrificial Empowerment (Ex) - By sacrificing a point from their blood pool the vital blade is able to empower the Weeping Weapon ability. When used this ability increases the damage dealt by one-half. This ability is activated as a free action when using the weeping weapon ability but before damage is rolled. This ability can be used no more than once per round.
  • Greater Gruesome Glyph (Su):The character carves upon their flesh a secondary (or a more complex version) gruesome glyph from which they can form another melee weapon as per the sanguineous sword ability. The second weapon can be any melee weapon that the character is proficient with. Both weapons must be enchanted separately when using the imbue blood blade ability.

Weeping Weapon (Su): The vital blade is able to alter his blood by carefully controlling and manipulating his humors. After doing so he can instantly focus these chaotic and destructive fluids through his sanguineous sword. When he does so the weapon weeps with corrosive energy which, upon impact, inflicts acid damage. A vital blade can use weeping weapon a number of times each day equal 3 + his Constitution modifier. Activating this ability is a swift action that must be declared before the character makes an attack (while using his sanguineous sword). Whether the attack is successful or not one use of weeping weapon is expended.

Endurance: A character which follows this path pays a heavy toll in blood, sweat and pain because of this the vital blade gains Endurance as a bonus feat.

Bleeding Bulwark: The vital blade is incredibly resistant to the effects of bleeding. From this point forward the character lessens bleed damage by an amount equal to half the character's vital blade level.

Fluid Strike (Ex): The vital blade's sanguineous weapon is able to flow, contort, warp and otherwise snake through an opponents defenses. Almost as if the weapon were a living creature. This allows the character to make a touch attack a number of times per day equal to 3 + his Constitution modifier. The character can declare an attack to be a fluid strike as a free action before the attack roll is made but no more than once per round. Whether the attack is successful or not a use of this ability is expended.

Crimson Warrior (Ex): The character can now form his sanguineous weapon(s) without expending a point from his blood pool.

Hemophage (Su): A vital blade is able to draw sustenance and healing from those he damages with his sanguineous weapon. After inflicting damage upon an enemy the character is able to choose from one of the following effects:

  • For every 5 points of damage inflicted the character heals 1 Hit Point of damage, up to his maximum hit point total
  • For every 5 points of damage inflicted the character gains sustenance as if he had consumed enough food and drink for one meal. Therefore, if a vital blade were to strike an enemy three times using this ability he would be considered sated for a full day.
  • For every 10 points of damage inflicted the character is able to heal 1 point of ability damage or remove the fatigued condition from himself.

NEW FEAT
--------------------------------------------------------------------------- ------------------------------
Extra Blood Talent
You have discovered a new aspect of your blood related mastery.

Prerequisite: Blood Talent class ability.

Benefit: You gain one additional Blood Talent. You must meet all of the prerequisites for this talent.

Special: You can gain Extra Blood Talent multiple times.

Well, there we go! Let me know what you think about the revised version.

Cheers
Volf


Wolfgang Baur wrote:
Ken Pawlik wrote:

1)Is the preorder PDF bonus exclusive to the Kobold store, or will preordering on Paizo get you the PDF as well?

2)Is the print copy going to be color or black & white?

3)Will this be the end of the New Paths line, or should this be considered more of a Volume 1? I'm hoping for the latter.

1) PDF is a Kobold Store item right now. Need to get the Paizo listing sorted out still.

2) Print copy will be B&W.

3) There may be more New Paths down the line, but given that Paizo is also doing a lot of classes right now, that might be something that doesn't start until late 2014. Unless Marc shows up at my door with something that is just too cool not to publish.

Foghammer wrote:
Is there a projected price point for the PDF?
Likely $14.99, which provides a nice discount from the price of buying all 7 parts separately (and includes all the new material as well).

I was just about to purchase this on your website. However, I cannot seem to locate the .pdf version on your available sale items. Instead, I can find only the print version. Let me know if I missed something as I was really hoping to pick this up today.

Thanks
Volf


Oceanshieldwolf wrote:

I like the "reskins" of Panache and Flourish. You can alway provide a note that they act as girt and deeds for all feats that use those mechanics. It's not a streamlined I grant you, but it does

a: distance the Swashbuckler from the gunslinger and
b: provide a very particular and specific flavor reminiscent of many (but not all) signature swashbucklers.

This is exactly what I would do! Just add a caveat that each ability is, functionally, similar to grit and deeds.

Overall, I really like both versions. If, however, I would have to pick one I would go with v2. I like the duel mechanic a bit better than the original version, although both are excellent ideas. I also reviewed the flourishes and whatnot. I am not seeing anything overly unbalanced nor overly powerful. Only with a bit of playtesting will you be able to find out for sure.

Excellent class Kelazan! If you don't mind I will be adding this as an optional base class in my campaigns going forward. This is leagues ahead of the swashbuckler that was posted recently by paizo.

Cheers
Volf


Just to let you all know I won't be developing this idea further. I realized that this idea is much better executed as a new base class (which I will be working on). I also realized that a fighter/alchemist can be done far easier than this.

Edit: Someone has already created an alchemist/fighter ... Warbrewer.

Volf


Tinkergoth wrote:

Dotting for interest. When I've got a bit more time I'll try to do up some feedback.

Out of curiosity, is the anime Dead Man Wonderland? Someone mentioned that and blades made of blood the other day, and I've been thinking of checking it out.

Hey Tinkergoth ... the anime was called Kyoukai no Kanata. By the way Dead Man Wonderland is pretty interesting and is well worth a read.

Cheers
Volf


Very nice execution Kelazan! I have only just perused what you have done so I cannot give a detailed breakdown of what I think. However, so far your idea is very well done. Once I have read through both versions I will give a more detailed response.

I really like some of the abilities and ideas that you've incorporated into this. Very evocative of what a swashbuckler should be.:)

Cheers
Volf


Hi All,
A friend of mine introduced me to a new anime in which the character could create a weapon wrought of her own blood. This was definately something I thought was super cool. After thinking about it I couldn't find any class/archetype/prestige class which mimics the overall idea. Thats when it dawned on me that a hybrid type class could pull this off. After thinking about it I thought that a fighter|alchemist would be the best mix. Basically the focus is a martial practitioner which, through the use of alchemy, explores the inherent power of her own blood.

Below you will find what I have thus far. Please remember this is a WIP and as such the grammar and whatnot will probably be sub-par. I just wanted to get my idea on paper and see if I could get some help from the community to iron it out.

VITAL BLADE
The vital blade is unlike most other martial practitioners. His focus is not just on the physical but also includes an in-depth knowledge of the bodies internal chemistry. Many speculate that hidden deep within each of us there exists fonts of power which can be harnessed. This can be accomplished in a plethora of ways, however, the vital blade concentrates on only one, which is the inherit power found in ones own blood. Through a combination of alchemy and martial learning the character is able to call forth this power and use it to devastating effect. A vital blade usually keeps his findings in a small tome known as a formula book. The most spectacular, and ofttimes gruesome, vital blade ability allows them to shape their blood into any melee weapon. All vital blades are easily identifiable by the blood brand - which is a crimson hued wound-like glyph appearing somewhere on their body (usually the palm or back of the hand). It is through this stigmata like mark that they are able to summon their weapons.
Role: With the vital blades combination of martial and magical skill the character will prove to an effective warrior or guardian in most situations. The character can also, to a much lesser extent, utilize their alchemy skills to help bolster their comrades when necessary.
Alignment: Any.
Hit die: 1d10.
Alternate Classes: Fighter and Alchemist.
Starting Wealth: xd6x10 gp (average xx gp).

Class Skills
The vital blade’s class skills are Craft (Int), Intimidate (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Profession (Wis), Spellcraft (Int), Ride (Dex) and Survival (Wis).
Skill Ranks per Level: 2 + Int modifier.

Class Features
The following are the class features of the vital blade.
Weapon and Armor Proficiencies: Vital blades are proficient with all simple weapons and martial weapons, light armor, medium armor, heavy armor and shields (except tower shields).
Alchemy (Su): Beginning at 4th level a vital blade can create a special type of magical item - extracts. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the vital blade’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An vital blade can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Vital Blade. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an vital blade mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from the magic inherent in his own blood. An extract immediately becomes inert if it leaves the vital blade’s possession, reactivating as soon as it returns to his keeping - an vital blade cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before becoming inert, so an vital blade must re-prepare his extracts every day. Mixing an extract takes 1 minute of work - most vital blades prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an vital blade to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed. Use the paladin spells per day table for the amounts of extracts a vital blade is able to cast each day.

Although the vital blade doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An vital blade can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking vital blade. The vital blade uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (vital blade extracts that duplicate divine spells never have a divine focus requirement). An vital blade can prepare an extract of any formula he knows. To learn or use an extract, an vital blade must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an vital blade’s extract is 10 + the extract level + the vital blade’s Intelligence modifier. An vital blade may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it.

An vital blade learns one 1st level formulae of his choice, at 4th level, plus a number of additional formulae equal to his Intelligence modifier. At each new vital blade level, he gains one new formula of any level that he can create. An vital blade can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An vital blade can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An vital blade does not need to decipher arcane writings before copying them.

Through 3rd level, a vital blade has no caster level. At 4th level and higher, her caster level is equal to her vital blade level -3.

Crimson Brand (Su): All vital blade's develop a special glyph which helps them focus their inner energies. The mark also aids them in the manipulation of their own blood. Its also a sign of great endurance and is proof of the vital blades willingness to push his body to the limits. As such the character gains a +1 bonus on saves against <<?pain, sickened or nauseated conditions?>>. This bonus increases by +1 for every six levels beyond 1st.

Sanguineous Sword(Su): All vital blades are experts at shaping their own blood into weapons. As a standard action the character can form any melee weapon with which the character is proficient. The weapon created is considered a masterwork item. The blade can be further enhanced as though the character possessed the Craft Magic Arms & Armor feat. The weapon can be sundered as per the normal rules although the vital blade can simply recreate a new one on his turn as a standard action.

At 8th lvl a sanguineous sword can be created as a swift action, at 16th level it becomes a free action.

Mutagen (Su): As per the alchemist special ability. <<?I was thinking about calling this ability ... Blood Draught. Yes/no?>>

Martial Discovery (Su): As per the alchemist Discovery special ability, although the vital blade can instead learn a combat feat for which he meets the requirements. His effective fighter level is equal to his vital blade level for the purpose of meeting feat requirements. This is also true for alchemist discoveries.

Note, new discoveries: Metalline Medium, Bulwark of Blood, Sanguine Spikes, Blood Bulge, Blood Bolt. I will be adding these once completed.

Blood Burst (Su): The vital blade is able to alter his humors by imbibing a Molotov cocktail of alchemical reagents. After doing so he can instantly focus these chaotic and destructive fluids through his sanguineous sword. When he does so the weapon explodes upon impact splashing the target with a highly corrosive mixture of blood and dangerous chemicals. An alchemist can use a number of blood bursts each day equal to half his class level + his Intelligence modifier. Activating this ability is a swift action that must be declared before the character makes an attack (while using his sanguineous sword). Whether the attack is successful or not one use of blood burst is expended. The damage inflicted is acid.

Note; any discovery which alters bombs can be used to alter the effects of this ability. However, blood burst can only effect the struck target.

Blood Calls to Blood(Ex): As the fighter Weapon Training I ability, however, this applies only to the vital blade's sanguineous sword.

Hemowarrior (Su): <<No idea ... maybe some regenerative abilities and the ability to increase the critical multiplier of their sanguineous weapon?>>

Vital Blade Table:
BaB: Full.
Saving Throws: Good Fortitude, Reflex.
Table: Vital Blade.
Level
1- Crimson Brand, Sanguineous Sword, Mutagen
2- Blood Burst (1d4)
3- Martial Discovery
4-
5- Blood Calls to Blood I
6- Blood Burst (2d4)
7- Martial Discovery
8- Sanguineous Sword (swift action)
9- Blood Calls to Blood II
10- Blood Burst (3d4)
11- Martial Discovery
12-
13- Blood Calls to Blood III
14- Blood Burst (4d4)
15- Martial Discovery
16- Sanguineous Sword (free action)
17- Blood Calls to Blood IV
18- Blood Burst (5d4)
19- Martial Discovery
20- Hemowarrior

Thanks for any and all comments/suggestions.

Cheers
Volf


I will not bother reiterating what many have already said. Although I believe that the class is fine with 3/4 BaB so long as the rest of the class abilities balance this out. Other than that I would like to suggest a new ability. One that would allow the character the use of any (one) martial weapon as his god's favoured weapon. This makes sense and would be a ton o fun while being a very unique class ability. Possible names are Weapon of Faith, Benediction of Blades, Very Violent Vicar and so on ...

CRobledo wrote:
Nani O. Pratt wrote:
I apologize if this has been brought up before, but consider adding the Aura ability to the warpriest. Additionally, it might be helpful if warpriest levels counted as fighter (or fighter -3) for the purposes of Greater Weapon Focus and Weapon Specialization.
I thought hybrid classes counted as their base classes for that stuff? Maybe not?

Wait ... is this true? If so please let me know where thats posted. I have tried to find it and apparently am having a stupid moment.

Cheers
Volf


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Westley Roberts wrote:

...

2. The weapon choice needs to be expanded – the current selection is bizarre – a swashbuckler can wield a Heavy Pick, Morning Star or Taiaha, but not an Aldori Duelling Sword.

I would like to see the Swashbuckler able to use all light weapons, one handed weapons and all weapons that can be used with Weapon Finesse. (Including the Elven Curve Blade – this would give this weapon a niche.)

...

+1


Quick question before I actually purchase this book, is there a prestige class, or archetype(s), that allow the skinwalker race to fully assume a lycanthropic hybrid (and animal) form? I guess it would be similar to the Weretouched master prestige class for the Eberron.


Samasboy1 wrote:

I don't think it would be difficult to reconcile the differences.

They both alter how mutagen works rather than replace it outright. The changes aren't mutually exclusive, so you could just apply both.

If the DM thinks there should be more "cost" to combining the archetypes, he could charge you the 4th level Discovery, basically choosing Balm as a Discovery.

Excellent point Samasboy1. My DM actually already approved combining them both and in fact did exactly as you mentioned (I had to give up my 4th lvl discovery). The group feels like its nice and balanced now.

Cheers
Volf


karossii wrote:

Legally, no. They both replace mutagen.

As Herbalist is 3rd party material, I assume it is for a home game, and not PFS... You could always ask the DM to combine them; either giving up one ore more extra class features, or giving up one of the archetype benefits that overlaps.

Well that is definitely a bummer! I was hoping that there was something that I was missing. I guess I will just speak with my DM. In reality the only thing that I really want from the herbalist archetype is the "herbalism" ability. I would then combine this with the briar brewer archetype. With luck my DM will give me the go ahead.

Thanks for the help!

Volf


Hi All,

My most recent character concept is that of an uber outdoors-man/herbalist. I happened upon the briar brewer archtype for the alchemist which was a perfect starting point. Shortly afterwards, in my search of applicable character options, I found the herbalist archetype and thought ... I win! However, my joy was cut short when I noticed the archetypes cannot be combined. Which brings me to the reason for my post; is there a method of combining the two "legally"? If not is there any other archetypes that are similar and if so where could those be located?

Thanks
Volf


Samasboy1 wrote:
I have not seen the Gauntlet Witch, where is it from? Sounds very Witchblade.

It can be found in Kobold Quarterly #23. Please note that the Kobold Krew decided to write a few supplementary articles that can be found here. Each one is a variant of the original Gauntlet Witch archetype.

Cheers
Volf


I have a character concept in mind and was thinking that a 1/2 Orc Gauntlet Witch/Scarred Witch Doctor would be perfect. However, I realized that you cannot combine these two archetypes. Which brings me to the question at hand; is there a method of combining these archetypes? I was thinking the simplest method would be to substitute the Scarred Witch Doctor's Fetish Mask with the gauntlet obtained via the Gauntlet Witch archetype. Would this be balanced or overpowered?

Any and all thoughts/suggestions are welcome.

Cheers
Volf

PS My DM has already specified that 1/2 Orcs can take the SWD archetype.


Owen K. C. Stephens wrote:
Volvogg wrote:


Thanks for the response! I will point my DM to your response and speak with him concerning the matter. Either way I am fine. All that I was aiming for was a little bit more "fighter" is all.

For the record, and unofficially, for that specific character build if *I* as your GM I'd let you swap out the celestial bloodline's bloodline arcana and 1st level heavenly fire to be allowed to treat sorcerer levels as fighter levels to take combat feats as bloodline feats (though not for any other feats you get). The celestial bloodline already has some nice martial options, and heavenly fire can actually remain modestly useful at higher levels 9as a rare source of sorcerer healing), so giving them up for a few fighter feats feels more balanced.

But I'm the guy who published Feats of Multiclassing, so I may be a tad lenient on cross-class concepts. :)

That is pretty awesome! Thanks again for sharing your thoughts on the matter its greatly appreciated. As it stands my DM is going to allow me to take fighter related feats instead of the bonus bloodline feats. He mentioned that we are only speaking about 3 feats so he was alright with the switch. Although your idea could be a more balanced approach. I will mention to him that he should review your post for reference.

Volf


Owen K. C. Stephens wrote:
Volvogg wrote:
In light of this I was thinking of adding in one ability which allowed them to take combat/fighter feats in place of their bonus bloodline feats (fighter level would be equal to scourge level - 3). Would this be too powerful an option?
I haven't playtested that specific option, but I'd say it would be more of a bonus than I would hand out in a game without inflicting some cost, and yet at the same time isn't likely to totally unbalance the game.

Thanks for the response! I will point my DM to your response and speak with him concerning the matter. Either way I am fine. All that I was aiming for was a little bit more "fighter" is all.

I am looking forward to playing the character. Choosen bloodline is divine, along with the feats Purify Spell(from Book of Exalted Deeds) and Empower Spell. The character's concept is basically a Holy Scourge of Evil ... see what I did there.;p

Volf


Before I get to my question I would like to say that this book is an excellent example of well thought out class options! Not quite done reading the entire book, but so far it is great. Anywho, on to my question. My DM will be running a one shot in a couple of weekends and I have my sights set on playing a scourge. Nice and simple. However, I was hoping for a bit more of a martial bent in my feat selection and whatnot.

Originally I was going to take a few levels of fighter but have since changed my mind. I think the scourge would be excellent to play 1 through 20. In light of this I was thinking of adding in one ability which allowed them to take combat/fighter feats in place of their bonus bloodline feats (fighter level would be equal to scourge level - 3). Would this be too powerful an option?

Volf


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.


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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


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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

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