Volvogg's page

Organized Play Member. 223 posts. 3 reviews. No lists. No wishlists. 1 Organized Play character.




Hey All,

I was tinkering with the idea of building a "tanky" front-liner medic (angel of mercy) which also acted as the parties main healer. The class itself receives excellent proficiencies as well as class abilities to facilitate this, however, I am having a difficult time determining what feats to go with as well as maneuvers. I was thinking about focusing on Iron Tortoise and Golden Lion for great defensive and party buffing potential. I am also keen on going with a sword and board setup, although I am not having a lot of success determining feats. So far I was thinking about the following feats:

  • Extra Medics Expertise (Bolstering Treatment)
  • Improved Shield Bash
  • Shield Focus (heavy)
  • Defensive Expertise
  • Iron Tortoise Style
  • Iron Tortoise Shell
  • Iron Tortoise Snap
  • Stumbling Bash
  • Shield Slam
  • TWF

Here are my selections for Medic's Expertise (+3 FCB):

  • agile runner
  • developed immunity
  • doctor's advice
  • emboldening boost
  • martial strike
  • neutralize poison
  • recovering touch
  • improved recovering touch
  • revitalizing touch
  • treat curse
  • treat disease

That's about all I have so far, so any and all comments/suggestions are greatly appreciated.

Oh yeah, for race I was thinking Aasimar.

Cheers
Volf


1 person marked this as a favorite.

Hey All,

I have an up and coming campaign in which we are all playing elves (I will be rocking out a druid using an archetype from Wardens of the Wild) and was tasked with creating a new Bladesinger base class for one of the players. I tried my best to dissuade them and pointed out many things that could be used to facilitate such a concept. But alas they were adamant and "diplomatically" voted me as the creator of our new Bladesinger class. Which brings me to the reason for my post. In an attempt to ensure that I have created something worthy of playing (and not completely and utterly broken) I come to the Pathfinder community to seek aid. Please check out my version of an otherwise very old but well loved gaming trope. Remember, this is a work in progress and still needs a lot of spit and polish. After this is done I will then have to create an NPC of 1st, 5th and 10th level in order for the group to playtest the new class. So ... before that happens I want the class to be as perfect as I can get it. Don't hold back folks ... let the bullets, erm comments, fly.:P

I present to you the Bladesinger, an initiator of elven blade arts.

I have also enabled comments on the google doc.

Cheers

Volf


Hey All,

I was wondering if the Skin-changer can take feats which require wild-shape? It seems like it should be able to, however, this is not stipulated anywhere in the animal shape ability.

Cheers
Volf


Hey All,

I recall some time ago that there was a feat which appeared in a 3pp book which allowed a sorcerer to use their 1st level bloodline power additional times per day (the sorcerer gained a number of uses per day equal to 1/2 level + Charisma modifier). However, I cannot recall in which book I found it.:( If anybody knows which book this feat is in and what its called I would be forever grateful for you sharing that information.

Cheers
Volf


Heya Folks,

Having a bit of an issue downloading the new books I just purchased. Please see Order 3862898. Whenever I click on the link it seems to get "hung" at "Personalizing... Click link again in 10 seconds to download". Nothing happens after I wait and click 10 seconds later.

I am hoping someone can check this out for me.

Thanks
Volf


Hey All,

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

Thanks!!
Volf


2 people marked this as a favorite.

Hey All,

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

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

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

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

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

Here are the links folks:

Cheers
Volf


Hey All,

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

The Elven Duelist:

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

This ability replaces swashbuckler finesse.

New Deeds wrote:

The elven duelist gains the following deeds.

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

This ability replaces precise strike.

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

This ability replaces superior feint.

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

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

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

This ability replaces swashbuckler weapon training.

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

This ability replaces swashbuckler weapon mastery.

Any and all comments are welcome and appreciated.:)

Cheers
Volf


Hey All,

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

Cheers
Volf


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

Thanks!
Volf


Hey All,

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

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

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

Cheers
Volf


Hey All

So, I was statting up a BBEG using the gauntlet witch archetype found here. My question is in regards to the armor that the gauntlet grants. The ability stats that it grants an armor bonus equal to the one specified. However, I am not sure if the armor has the same ACP and maximum dexterity? Any clarification on this would be greatly appreciated.

Cheers
Volf


Hey All,

Friend of mine showed me the shadowsworn class from Players Guide to the Crossroads and I thought ... awesome! Gotta play one. The one issue I do have is that fact that they don't receive the ability to cast their spells in light armor. Is this correct because as it stands the class has extremely limited options which can actually afford them better armor class.

I know of the usual tricks such as an armored kilts, the haramaki or ceremonial silken armor and of course the tried and true mage armor. The problem is that the shadownsworn does not receive mage armor on their spell list nor do they have UMD. Which brings me to my actual question: besides those methods I have already listed what other tricks can be used to boost armor class?

Another quick question ... are there any shadowsworn talents in other books?

Any and all comments are welcome.

Cheers
Volf


Hey All,

The subject pretty much says it all ... are there any fighter archetypes that specifically hunt undead? Doesn't matter if it's 3PP or core.

Cheers
Volf


Hey All,

Not sure why but I had this random idea for an "Angel Summoner" type character. I have the basics down but wanted to know if there were any other feats/tricks out there that would be a good fit for this concept. Below is what I have so far:

Race: Aasimar

Build: Paladin 2/Sorcerer 18(Celestial)

Traits: Magical Knack, Deft Dodger

Feats:

  • Summon Good Monster
  • Lightening Reflexes
  • Augment Summoning
  • SF(Conjuration)
  • Sacred Summons

I will be aiming for a Robe of Eldritch Heritage to max out my bloodline powers. I was also thinking about picking up the Arcane Armor Training Feats and some celestial armor of some kind.

I am curious if there is anything that I missing or would be considered critically important for this type of build. Any and all comments welcome.

Cheers
Volf


Hey All,

I am helping out a friend with a character concept as his current character got himself into the dead book.:p He mentioned that he would like to play the Hulk. It didn't take long to figure out that the simplest and most direct route to this was either Barbarian or Mutagenic Brawler. My friend rather likes the brawler concept and is going to use it. However, only one slight problem, I cannot find a discovery which increases size when using a mutagen. For some odd reason I thought for sure it existed and had advised my friend that at 10th level he could take extra discovery and choose the one that increases his size. I am a bit bummed that I cannot find it, but also think that I might have been mistaken and it doesn't exist. Can anyone shed some light on this please and thank you? If there is any such discovery (either core or 3PP, doesn't matter). Please let me know.

Cheers
Volf


1 person marked this as a favorite.

Hey All,

Within the next couple of weeks I will be playing a mini-campaign. A friend of mine will be DMing the adventure. He's a long time player but new to actually running a game. I thought because of this I would go with something pretty straightforward ... a warpriest.

The build so far is really simple but I think potentially fun: a vital striking warpriest of Gorum. For feats I was thinking of the following:

  • improved vital strike
  • greater vital strike
  • devastating strike
  • wf[greatsword][b]
  • channeling force
  • ws[greatsword]
  • vital strike
  • power attack

Coupled with the Destruction Blessing he should be dishing out a respectable amount of damage. If it matters, starting level will be 8 or 10, not sure about stat generation yet though. Last but not least all Pathfinder books allowed.

All comments / suggestions are welcome!

Thanks
Volf


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


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


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


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.


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


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


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


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


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


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?


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!:)