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My ventriloquist dummy is "Prince Orlando, Elf Prince of Mirkwood." He looks like a blonde elf in a green outfit with a tiny longbow and arrows.
So if I can swap the default feats for a familiar, I change the homunculus Lightning Reflexes to Martial Weapon Proficiency (longbow).
Eventually, I upgrade his tiny bow to be a +1 Flaming Longbow. Instant fire arrow turret!
If a character has Throw Anything and is surrounded by several objects to throw, can he make as many range attacks as his BAB would allow, or does he have to spend a Move action to pick up each object?
If the latter, would taking Quickdraw allow his to pick up and throw as many objects as he can according to his BAB?
Undercasting is really just another variation on a theme which has existed all along. Clerics always had the 'spontaneous casting' ability for any cure/inflict spells... Summoners automatically get each level of 'Summon Monster'... each of the 'Summon Monster' spells themselves can effectively be 'undercast' to call lower CR monsters... et cetera.
I didn't think of it that way. You have a good point.
Close, but it's a prestige class, so you are still stuck taking some other class first to qualify. It's also Golarion-specific. So something like this as full 20-level class for the core rules is what I mean.
Milo v3 wrote:
No. It might do for a "knight" or "Warrior Princess" character, but not for a typical non-combatant noble. Dragonlance's noble class focused on social interactions and connections.
Knowledge (Local) is definitely kind of a weird skill. I think that the Lore skill does a better job of representing what a character would know about a place like his or her hometown. As a DM I'd probably even allow somebody to identify creatures common in that town and know some basic stuff about them. Obviously that would require some judgement calls, but I think that's how Lore goes.
I think it's just a simple misnomer. Maybe it should have been knowledge (urban) or knowledge (civilization).
I think that it works because one city is similar to any other city. For example, plop me into the streets of Moscow and even though I've never been there, I think I could still apply the knowledge of how my home city looks to this one. I can pick up where the places to eat are, where the financial might be, where the "bad" part might be, where the wealthy live, and the location of the nearest shopping center.
* A bard archetype that has no spells! Like Gabriel from Xena Warrior Princess.
* Similarly, a "noble" class like the one in 3rd ed Dragonlance.
* In yet another similar idea, a "tourist" class. Somebody with no apparent special abilities but still goes on adventures. Like Twoflower from Discworld.
* A summoner archetype that casts no spells, such as in "Pete's Dragon".
You need an even more expanded size chart for something the size of the moon.
Undercasting in Occult Adventures seems really out of balance with non-psychic casters. For example, Wizards/Sorcerers still have have to know multiple versions of the Summon Monster and Beast Shape series.
If they wanted to give this to the psychic casters, it should apply to all arcane and divine casters too to be balanaced.
Am I missing something?
VM mercenario wrote:
He does cast the discworld equivalent of Detect Magic occasionally. He also has been able to read magical writings and managed, through great effort, to work some simple spells.
I'll get back to Vimes later. Here is the rough draft of Rincewind.
Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.
Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Conjuration Opposition School You have chosen conjuration spells as an opposition school. Preparing an conjuration spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an conjuration spell as a prerequisite.
Deft Dodger Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Evocation Opposition School You have chosen evocation spells as an opposition school. Preparing an evocation spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an evocation spell as a prerequisite.
Fast Getaway (Ex) After successfully making a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action to take the withdraw action. She can move no more than her speed during this movement.
Favorite of the LadyThe Lady (the Discworld goddess of luck) seems to like Rincewind for some reason. Rincewind can use just one hero point to Cheat Death.
Getaway Artist (Ex) A rogue with this talent adds Fly, Handle Animal, and Ride to her list of class skills, and gains a +2 bonus on all driving checks.
Guileful Polyglot (Abyssal, Aklo, Read Lips, Sylvan) (Ex) A rogue with this talent who has at least one rank in Linguistics gains four additional languages. A rogue with this talent who does not have any ranks in Linguistics gains two additional languages. If the rogue later gains ranks in Linguistics, she gains two additional languages, to a total of four additional languages above those granted by the Linguistics skill itself.
Guileful Polyglot A rogue with this talent who has at least one rank in Linguistics gains four additional languages. A rogue with this talent who does not have any ranks in Linguistics gains two additional languages. If the rogue later gains ranks in Linguistics, she gains two additional languages, to a total of four additional languages above those granted by the Linguistics skill itself.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 12.
Magical Expertise (Ex) At 1st level, a counterfeit mage adds 1/2 his level to Disable Device checks to disarm magical traps, Perception checks to find magical traps, and Use Magic Device checks to activate scrolls and wands. A counterfeit mage can use Disable Device to disarm magic traps. This ability replaces trapfinding.
Protective Ward (Su) As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts 4 rounds. All allies in this area (including you) receive a +1 deflection bonus to their AC. You can use this ability 7 times a day.
Resistance (Ex) You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day.
Signature Wand (Ex) At 4th level, a counterfeit mage can spend 1 hour practicing with a wand to designate it as his signature wand. He can draw that wand as a free action, and can activate it without having to succeed at a Use Magic Device check. He can change his signature wand once per day. This ability replaces the rogue talent gained at 4th level.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 4d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Trap Sense (Ex) You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Unintentional Linguist (Celestial) You can speak with outsiders. You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal, Protean, or Terran.
Wand Adept (Ex) At 6th level, a counterfeit mage can use his Dexterity modifier in place of his Charisma modifier when attempting Use Magic Device checks to activate wands.
Here is Sam Vimes as an investigator with the sleuth archetype (made with pcgen 6.05.03).
Sam prefers not act until he has studied his opponent. If possible, he will use guile to outwit the opponent. If it comes to violence, he strikes fast and with the most unpredictable tactics possible.
Daring (Ex) At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).
Deeds Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point. At 1st level, a sleuth gains the following deeds.
Eidetic Recollection (Su) An investigator can always choose to take 10 on any of his Knowledge checks, even if he's in immediate danger or distracted. An investigator may expend one use of inspiration to take 20 on a Knowledge skill check even if he's in immediate danger or distracted.
Empathy (Ex) (Su) When attempting a Sense Motive check, the investigator makes two d20 rolls and takes the higher result. If an investigator uses inspiration on a Sense Motive check, he rolls the inspiration dice twice and takes the higher result. Once per day, the investigator can expend one use of inspiration to target a single creature that he can see and hear within 30 feet. Upon doing so, the investigator detects the surface thoughts of the target's mind, as if he concentrated for 3 rounds while using the detect thoughts spell, unless the creature succeeds on a DC 20 Will saving throw. If the target fails, the investigator can continue to detect the surface thoughts of the target creature for 7 rounds.
Expanded Inspiration (Ex) An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill.
Hidden Agendas (Ex) An investigator learns to obscure his thoughts and endeavors from prying eyes and even intrusive magic. When an investigator uses inspiration while attempting a Bluff check to pass secret messages or attempting a Linguistics check to create forgeries, he can roll his inspiration dice twice and take the higher result. In addition, the investigator can use inspiration when attempting a saving throw against a divination spell or effect without expending a use of inspiration.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Immunity to Poison (Ex) You never take poison damage.
Inspiration (Ex) An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these of flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 10. An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Inspired A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.
Keen Recollection You can attempt all knowledge checks untrained
Make It Count (Ex) When a sleuth uses inspired strike, he can spend 1 luck point to apply an investigator talent that he doesn't already know and which affects inspired strike to his inspired strike. He must be able to fulfill that talent's prerequisites.
Opportunistic Evasion (Ex) At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.
Perceptive Tracking (Ex) The investigator can use Perception instead of Survival to both find and follow tracks, using the same DCs listed under the Survival skill (Core Rulebook 107). An investigator must be trained in Perception to select this talent.
Poison Lore (Ex) You have a deep understanding and appreciation for poisons. You cannot accidentally poison yourself when applying poison to a weapon. If you spend 1 minute physically examining the poison, you can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, you can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. You have no chance of accidentally poisoning yourself when examining or attempting to neutralize a poison.
Poison Resistance (Ex) You are completely immune to poison.
Quick Study (Ex) An investigator can use his studied combat ability as swift action instead of a standard action.
Run Like Hell (Ex) At 4th level, a sleuth can spend 1 luck point to gain a +20-foot bonus to his speed for 1 minute. Furthermore, while under the effect of this bonus, if he moves more than his normal speed in a round, he gains a +4 bonus to AC until the start of his next turn.
Second Chance (Ex) At 4th level, when a sleuth rolls an inspiration die or uses daring deed, he can spend 1 luck point to reroll either the inspiration or the daring deed die. If he rolls a 6 or higher on this reroll, he does not regain a luck point, and no matter what he rolls on either roll, he must keep the reroll result, even if it is lower.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sleuth's Initiative (Ex) At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.) At 4th level, a sleuth gains the following deeds. These abilities replace swift alchemy.
Sleuth's Luck (Ex) At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways. Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM. Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don't qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It's possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher. This and the 1st-level deeds below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy.
Studied Combat (Ex) With a keen eye and calculating mind, you can assess the mettle of your opponent to take advantage of gaps in talent and training. You can use a move action to study a single enemy that you can see. Upon doing so, you add 7 as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 3 rounds or until you deal damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An Investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex) You can choose to make a studied strike against the target of your studied combat as a free action, upon successfully hitting your studied target with a melee attack, to deal additional damage. The damage of studied strike is 6d6 precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If you used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), you may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If you chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual -4 penalty), the studied strike damage may also deal nonlethal damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Tactician You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
Trapfinding An investigator adds 7 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
Trap Sense (Ex) You gain a +5 bonus on Reflex saves made to avoid traps, and a +5 dodge bonus to AC against attacks made by traps.
Underworld Inspiration (Ex) An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he's trained in the skill.
Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
For those that don't know, Discworld is a brilliant series of fantasy novels by the late great Terry Pratchett. If you like your fantasy more like The Pricess Bride, these are the books for you. I suggest finding them at the library or Amazon.
I am trying to do versions of Discworld characters and concepts with as few house rules as possible.
Here's an often overlooked option: Start old.
Of course you need to run it by your GM, but you could start an old man (or woman) from a small village. Perhaps he or she was content being just a grandparent and local village healer until some events force an adventure because:
Skulls and Shackles beginning:
It starts off that you are kidnapped and wake up on a pirate ship. Perhaps you were in town buying herbs or perhaps the pirates raided the village.
These are cumulative. So if you start old, it's –3 to Str, Dex, and Con; +2 to Int, Wis, and Cha.
Pretty big hit to physical score, but if you stay out of combat and only use range weapons and magic, you'll be fine and get much needed bonuses where they matter most to you.
Totes McScrotes wrote:
I'm OK with widening that paladin/fighter gap a little. I see paladins as more as Joan of Arc than Crusaders.
The issue I would like to see this address is that fighters are really good at well, fighting, but once the last foe drops, they don't do much.
Every other class has roleplaying opportunities outside of combat and the easiest way to engage players out of combat into some roleplaying is using skills to accomplish some non-combat things.
Yeah, I admit that the alchemist is thematically a mess. I houseruled alchemists as having extraordinary abilities instead of supernatural abilities. I thought it was ridiculous that alchemy is distinctively not magical and yet they made the alchemist a magical class. It pissed off one of my players because he wanted to play an alchemist that wanted to prove that science can conquer magic.
I think Paizo was going going for the mystical type of alchemy like Paracelsus and Nicolas Flemal rather than the early scientist type.
What book is "Promethean Disciple" in? I can't find it.
So the currently revised version would look like this:
What? You've never had to put up a bunch of shelves in a hurry before? :)
I picture fighters as the quintessential soldiers--able to put their nose to the grindstone and do the job in front of them because that's what they learned when their Drill Sargent was yelling at them. That would include churning out new weapons for the platoon on the forge before the enemy army arrives.
and ultimately because of PFS day jobs checks more than anything else.
I don't think the PFS people would listen to me anyway.