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That feat looks very similar to one that I posted on the forums when Slashing Grace was released (and 'patched' with Fencing Grace)... the noticeable difference being that mine halved damage on off-hand attacks as is the case for Str...
Prerequisites: Dex 13, Weapon Finesse, +1 BAB
Benefit: You may apply your Dex modifier in place of your Str modifier on damage rolls you make with any weapon that benefits from weapon finesse. This bonus is not increased if the weapon is used in two hands but is halved for an off-hand weapon.
I agree that you should always be wary of feats or abilities that substitute one stat for another, but in this case (with the tweak of reduced damage in the off-hand) I stand by the balance.
Would this feat allow more characters to take lower Str? Yes. But it certainly doesn't make Str obsolete- you still need it for power attack or else you're limiting yourself to only light weapons (so you can take piranha strike). It makes 2WF more accessible but that's already a very feat intensive build and now you're adding two more feats to it. And dismissing carrying capacity because a lot of people don't want to be bothered with it like saying "oh, well my group doesn't use Will saves so Wisdom doesn't matter"- you ignoring the rules doesn't make actual game balance there a non-issue. If you think Str will become a dump stat just use the actual written rules that keep it significant.
edit: Imbicatus does make a strong point regarding this basically replicating a Mythic Feat... if you want to disqualify it on those grounds I think you're well within your rights... personally I think the comparison is more a statement on Mythic Weapon Finesse being underpowered, but it's your world so its up to you (for example, Mythic Vital Strike dramatically increases damage output where Mythic Finesse only allows Dex builds to be competitive with Str ones and what Stabbity is about to say).
personally, I'd probably go with the bard... that way you can back up pretty much everyone else in case they do something really bone-headed (or build terribly), and party buff which will make everyone else look better...
you'll have good skill support, some arcane support plus 2ndary heals, face skills (which may be neglected right now), and fair combat. should be a good fit.
IMHO, you should make the choice based on the kind of character you want to play... any of the three can make for effective familiars.
personally, I'd probably go for an eldritch guardian/mutation fighter. build as a half-orc with the toothy racial... and focus bonus feats on natural weapons... that might seem like a waste at first (with only 1 natural attack, that doesn't do much damage) but at 7th you take feral mutagen- then you have claw/claw/bite most of the time. And, since their familiars gain all their combat feats, your familiar is getting a lot of mileage from those same feats. half-orcs also qualify for the martial versatility (and martial mastery) human feat(s), so you could turn focus/specialization/imp. crit/etc with bite into all natural weapons...
plus the Lore Warden gets combat expertise without the Int requirement but most (maybe all?) of the maneuver feats that require expertise also require 13 Int to take (so you'd get expertise but couldn't take imp. trip, imp. disarm, etc). If you don't want to raise your Int you can look at the brawler class or the swashbuckler (both in Advanced Class Guide, or PRD).
don't get me wrong, i do love me some Lore Warden though... I have a Lore Warden/Martial Master that I'm playing right now that uses a reach/maneuver build and he's fun and effective, but maybe too complicated...
Not quite. For the Card Caster, Spell Combat can only be used with light or one-handed melee weapons, while Harrowed Spellstrike only works with thrown ranged weapons.
I think I was unclear about my point... the card caster can only benefit from both spell combat and spellstrike if he's a switch hitter (since one only works with melee weapons and the other with ranged)... I didn't mean that he'd be able to combine them like a normal magus, just that (unlike most Cardcasters) he would actually have opportunities to use both.
I know this isn't what you want to hear, but I'm really not sure the direction you want to go with your crunch is viable in a 15 point buy... you're spread so thin you'll be mediocre at everything (at best, some of what you're trying to do you will be bad at).
With 7 Con you need to avoid combat at all costs... giving yourself a 14 AC and unarmed strikes will only lead to disaster... at first level you'll only have 6 hp and it will only take 13 damage to flat out kill you! a warrior with 14 Str and a greatclub could do that in 1 lucky roll without even using power attack... and you're going to average about 2 additional hp every time you level?!? At 5th level you should expect to have about 14 hp... so even if you're avoiding combat if you ever fail a save against a lightning bolt or fireball you're dead...
I don't like to ever tell anyone to abandon any concept, but in this case I think you're mechanics need to go. That doesn't mean you can't hold on to your fluff though... ZanThrax's crunch is much more reasonable and you could still have you background be that you were a geisha, you'd just have to tweak it so that the house you worked for was run by a zealous adherent of Irori, or that you had some secret influence from a disciple of Irori throughout your training... other options would include: only leveling as a bard, taking improved unarmed strike as a feat, and trying to avoid combat (after fixing your stats); leveling as a sensei monk- they gain an ability like bardic performance and might be able to replicate the feel you're going for; or, just making a sylvan sorcerer- flavor all your skills and most of your spells on the geisha-esque stuff you like, get crazy DCs on your enchantments, and have a pet tiger (or whatever) that stops anyone from getting near you for combat...
one of the nice about a dwarf is that they get free proficiency with a bunch of exotic weapons (they're listed in the dwarf entry of the advanced race guide, which is on the prd). these include the boulder helmet, which pretty much negates the need for the polearm master's choke up ability, and the longhammer, which does great damage.
the big upsides to humans are the extra feat and floating +2. if you go human 18 Str should be fine (10pts for 16+2race), if you go dwarf its gonna hurt (but is doable, especially if you go back to dumping Int).
Ultimately, the answer to your question depends on what kind of reach fighter you want to be... if you're looking for destruction a dwarven barbarian with a longhammer would be a great simple character (and wouldn't need to worry about Int). If you want someone who can use his reach to help control the battlefield, it could get more complicated... a human fighter with a guisarme (a reach weapon with the trip quality) could do pretty well just taking combat reflexes, combat expertise, and improved trip, but eventually you'll start seeing more and more things that are flying or too big to trip... take improved trip as your fighter bonus feat and you can switch it out once its losing effectiveness. If you think you're going to be progressing slowly check out what additional books you need for the right feats to keep this going...
spellcasters are much more complicated but do offer some unique opportunities... something like a cleric, bard, eldritch knight (a prestige class from the core rulebook), or magus (from Ultimate Magic, available on PRD) can use a reach weapon to get free AoOs while using their normal turn to cast spells and do other things; plus the true strike spell makes almost any combat maneuver a sure thing.
I like the Cardcaster/Cartomancer combo (a lot) but IMHO swashbuckler really maybe the way to go...
take the Inspired Blade archetype to increase Int synergy. This gives you d10 hp, all good saves, full BAB, and a strong option for melee combat. add the fencing grace feat (which the class meets all of the requirements for automatically) and your a solid switch-hitter; plus the rapier will let you actually use spell combat and spell strike. skill points are only 4+Int, but all around it would be a very solid build.
if you're willing to be flexible on Cardcaster... a slayer/cartomancer witch might be even better... d10 hp, all good saves, full BAB, and 6+Int skills; hexes are a nearly limitless resources and you'd get more spells per day, plus you get studied target, sneak attack, and slayer talents... the action economy isn't quite as good, and you'd have to put some more effort into switch hitting but it's another solid option to consider...
I also have fond memories of 2nd edition ravenloft... I played 2nd edition from the time it came out until a little after 3.0 came out (we finished our 2e campaign while starting our first 3ed game) and ravenloft was always my favorite 2e setting (I wish i still had all those old ravenloft books to look through right now in preparation, lol).
avast! i be wantin' in!
I don't have time for a full work up right now (and you didn't specify what you were looking for in a pitch), but I have an idea I really want to try...
Culder 'the Captain' Hargraves
let me know what else you'd like to see and I'll post it soon. Also, please feel free to check out the posting history on my aliases to see my posting style and frequency.
This should be everything you asked for. Please let me know if there's anything else you'd like to see or have clarified... I'm on the fence about creating an alias during recruitment (just because I can't delete it if there happen to be 5 entries better than mine), but if I do I'll point it out.
Morgrim is fairly large for a dwarf, standing a full four and a half feet tall and weighing as much as some human men. His chest is thick and his shoulders are broad with the coppery, strawberry-blonde hair of his head and beard draping over them. His face is weathered and often appears harsh even when he doesn’t mean it to.
Morgrim is fairly stoic, not given to frequent or extreme highs or lows. He finds joy in the simple pleasures of life: meats, ales, bawdy humor, and buxom women. This joy is tempered, however, with a somewhat fatalistic worldview rooted in the knowledge (and experience) that all things end- mountains erode, statues crumble, and life always ends in death.
Despite this fatalism, he is a good natured dwarf and does what he can to help others. He was chosen by Torag and embraces the Father of Creation’s example, seeking to protect others and, through his good deeds, to repeatedly recreate the world as a slightly better place even as it continues to deteriorate.
Morgrim grew up in a small trading village in the foothills of the Mindspin Mountains. Most of the predominantly dwarven townsfolk were merchants and artisans who bought ore from the mountains to sell metalgoods to visitors, and bought surface materials like leather, wood, and fabrics to sell in the mountains. His father, Tolgrin, was the village priest, a faithful worshiper of Torag who had even been granted a small amount of magic by the Dwarfather. His mother, Bodna, helped run her sister’s inn when she wasn’t tending to young Morgrim or his older brother, Kruddig.
Kruddig was rebellious and their mother was often apologizing for his behavior. As the eldest son he was the apple of his father’s eye… until Morgrim was born bearing the mark of Torag. The hammer-shaped birthmark on his sternum was a sign that he had been chosen from birth to serve the Creator, and it was a source of great pride for his father . Kruddig never blamed Morgrim for his loss of status but resented his parents for the perceived slight. He looked after his younger brother and played with him often, but also dragged him along for some of his mischief. Ironically, it was this mischief that saved their lives.
One day the two of them snuck out of the village without telling anyone to explore and play. When they returned they saw, from a distance, a hill giant raiding party laying waste to the village. They hid until the attack was over and then rushed to survey the damage. It was total devastation; everyone there was dead and the town was a ruin. The two young dwarves, perhaps rather foolishly, set out across Belkzen for Trunau where their uncle lived. By Torag’s blessing they arrived in one piece. Kruddig took a job with a local smithy and joined every fight he could (whether defending the city or setting out on raids) to vent his anger. He was reckless and after a few years was killed by a band of orcs. Morgrim was more patient, and underage. He lived with his uncle, Gundar, and learned all he could about fighting and killing giants, hopeful that he will one day find opportunities to put that knowledge to use. He has not yet developed any magical ability, but he assists in the prayers and rituals he knows for worshipers of Torag in town. He has not sworn the oath, and has no hopeknife, but he has aided in the defense of Trunau on more than one occasion.
When asked why he hasn’t taken the oath he replies, ”because I am not a man of Trunau, I am a dwarf of the Mindspin Mountains.” (an identity he clings to all the more tightly because of all that he has lost)
NG Dwarf [with giant hunter and lore keeper racial alternatives]
Ranger [Divine Tracker of Torag] 1
Str 16; Dex 14; Con 16 (14+2); Int 10; Wis 16 (14+2); Cha 8 (10-2)
traits: birthmark (faith), blooded (regional: mindspin mountains) , orphaned by giants (campaign)
after 1-2 levels of ranger he'll start leveling as an inquisitor. he'll probably take at least 4 levels of inquisitor and then from there maybe go back and forth some between the two classes.
Is this an open recruitment for skulls and shackles? If so, I'd like to apply with Culder 'the Captain' Hargraves, an eldritch guardian fighter who typically fights with an anchor (not a reskinned regular weapon, an actual anchor). He wouldn't be overly clever but his familiar would be a parrot with the sage archetype that he asks question (and who answers in squawking common).
now i'm wrestling with whether to submit my pitch from the other thread... as i said, i don't like doing that but he just seems like such a good fit for the campaign... i'll keep thinking about it...
on an unrelated note- if I were to (instead) make a character whose class (alchemist) doesn't have an archetype for using guns (despite the fact that it's the class that most should), and took gunsmith as a feat and the heirloom weapon trait, could i start with a battered gun (for my heirloom weapon) like all the gunslingers and related archetypes do?
I know this isn't the ideal way to submit a pitch, but it's what I have time for (sorry)...
LN, dwarf [giant hunter, lore keeper], ranger [divine tracker]
Str 14, Dex 14, Con 16, Int 10, Wis 16, Cha 8
Traits: Orphaned by Giants, Glory of Old
Feat: Steel Soul
Skills: climb +6, know[dungeoneering] +4, know[nature] +4, perception +7, stealth +6, survival +6
Favored enemy: humanoid[giant]
Gear: studded leather, dorn dergar (called dwarven chain-flail on d20pfsrd), javelin (w/ammentum) x6, silver holy symbol, waraxe, backpack, 50' silk rope, grappling hook, flask of acid x2, 3g
Doran was raised in a small settlement in the foothills of the mindspin mountains where his father served as priest (primarily of Kols, but overseeing rituals for most of the dwarven pantheon). As a youth, his parents (and most of the settlement) were killed by a giant raid, after which he was sent to Tranau to be raised by the priest there. Surrounded by non-dwarves, and reeling from his loss, he clung desperately to traditional dwarf culture as a means to retain some connection to his parents. Years have passed and he is now an adult but despite his time in Tranau he still clings to his dwarven identity and the anger and hatred towards Giants still feels fresh.
After a level or two of ranger he'd take probably 4 levels of inquisitor and then maybe keep going or maybe go back to ranger...
I just stumbled on this recruitment... And it looks like I have about 18 hours... I'm on my way to a meeting now and have another that starts about 4 hours before recruitment closes... Challenge Accepted!
I'm going to make the dwarfiest dwarf that ever dwarfed! A multiclass ranger/inquisitor who uses a dorn dergar. More to come later... (Primarily melee/skills, with secondary support/heals, or at least wand use).
It looks like the eldritch guardian fighter archetype might actually be able use a mounted build with flight at 3rd level... If you make a small character and take a hawk with the mauler archetype, at 3rd level it can use battle form to become medium (with around 16 Str) indefinitely, which is big enough and strong enough to bear you as a rider...
So, 2 question...
I like that they added some more options for familiars, and for getting familiars. I've played a couple of fighters with a familiar before and had a lot of fun with it. After looking through this stuff I really want to make a pirate... make a fighter with the eldritch guardian archetype with a parrot sage familiar! It's not the most optimized way to use that archetype but I just love the idea of a tough but dim witted pirate who ask his parrot when he needs to know something and the parrot squacks out actual answers (in common).
edit: that was super off-topic, sorry
you could always use Boon Companion too... if you're planning to make it to fighter 2/something else 5+ the feat will only do so much, but if you're considering a more even multiclassing, or don't expect the campaign to last past 6th or 7th level, it would pretty much solve all you're problems.
anyways, i vote for pure fighter. poor fighters don't get enough love.
yeah... most familiars don't threaten adjacent squares, so even if they are valid participants in the pack fighting feat you would only gain the benefit when they're in the enemy's square and you're adjacent to it (which could result in them not living long).
an animal companion would work better for this and you can get one by taking the feats Nature Soul, and Animal Ally (you'll probably want Boon Companion too...)
nohwear- any chance you could link that feat?
as mentioned, Eldritch Heritage will get you one for 2 feats (as early as 3rd level). depending on what you're planning to do with it, you can also get an animal companion for 2 feats (nature soul and animal ally), but you have to pick from a restricted list... in either case you can take the boon companion feat to get your pet up to your full level (though if you're just trying to snag +4 initiative or some other static familiar bonus that's obviously not worthwhile).
edit: thanks Bret
re-edit: Eldritch Heritage [Arcane] seems superior to Familiar Bond in every way, except that Iron Will is a better feat than Skill Focus in a knowledge... if you're planning to spend a second feat, i guess you're slightly better off with the familiar bond chain than EH and boon companion, though you'll have to wait til the 3rd feat to get any bonuses (as opposed to 2nd with EH)... I guess if you don't have 13 Cha that limits your options (but you're a rogue, you really need to not dump Cha and be decent at Use Magic Device)
technically its copywritten material not covered by the open gaming license (because things like people, locations, and specific gods are not OGL content)...
d20pfsrd is a business (they have ad revenue and what they make through their store), so they can't post that stuff or they could get sued; archives of nethys is just a dude with a bunch of time on his hands- he's not making anything off his site and probably doesn't get anywhere near the traffic of the pfsrd so he gets away with it.
the prestige classes are on pfsrd... at least one of them you may have to use the search function to find though. they're called 'Evangelist', 'Exalted', and 'Sentinel'. the feat is too (and i linked it above). the individual requirements and boons associated with each god's obedience are not of pfsrd but can be found at the archive of nethys link i posted above. hope that's helpful for everyone :)
this is not a pitch for allowing those PrCs, but if you're curious Archives of Nethys has each god's obedience listed in their entry... (i think that's the only requirement you'd need to look at, except maybe the deific obedience feat which is on d20pfsrd but for some reason doesn't show up on the list).
i mentioned this already in the (new) recruitment thread, but my wife and both my children have the flu so everything is getting done slowly right now... i created an alias for Ulfgar and will set it up as quickly as i can, but it might (will) take a little longer than i'd like. I'm sorry for any inconvenience it causes.
sorry this is so late, and not so well presented as I would like... if i somehow get selected i'll clean it up, create a profile, and flesh out the background some within a few days.
The Helmhammer clan have been respected members of the Iron Mountain community for generations. They have a reputation as bold defenders of the kingdom and pious servants of Kols. Ulfgar's father Baergar is a fairly high ranking priest in Kols' church and was grooming his son to follow in his footsteps until he was chosen to be among the Nalbrin. Even in that rigorous training he carried the foundations of his instruction in the faith and has become a most unusual Nalbrin, combining martial skill with divine might.
As a young child he learned the importance of keeping oaths when he broke one and was sentenced by his father to a month with no meat or ale. He has carried that lesson with him his whole life and today he carefully considers all promises before making them, holds completely to them once made, and requires of others that they do the same.
LN Dwarf, Warpriest [sacred fist] 2
Str 14 (5)
Dex 14 (5)
Con 16 (5) [14+2 race]
Int 10 (0)
Wis 18 (10) [16+2 race]
Cha 8 (0) [10-2 race]
Feats: light armor proficiency, nalbrin armor adept
Skills: acrobatics +7 (2 ranks +3 class +2 dex), sense motive +9 (2 ranks +3 class +4 Wis)
blessings: glory, strength
traits: armor expert, birthmark
gear: masterwork chainshirt (350), masterwork backpack (50), mundane adventuring gear [ropes/graple/etc] (50), alchemical items (50), 500g of potions and scrolls
HP: 24; AC 20 (+4 armor +2 dex +4 Wis); Fort +5, Ref +2, Will +7 (plus racial and trait bonuses)
Thanks for choosing me! I'm looking for to this :)
Sadly, my kids have the flu today so i probably won't be able to do anything substantial (or, at least, not until they're in bed), but if you can post the tweaks you'd like to see, and any advice or further info for character creation I'll get rolling on that ASAP!
Thanks for the review Feros!
Steven Helt, if you get to it I'd love a review of Spelldrinker (the potential abuse by masochistic munchkin magi has already been pointed out, but any other feedback would be great). Thanks!
I could be mistaken but I believe that the GM already said no to brawler; and, typically, if you posess a feat which you don't qualify for you don't lose it but can't use it until you do qualify... (That doesn't come up often because you can't normally choose a feat you don't qualify for, but occasionally comes up with bonus feats, or when you lose a prerequisite- like power attack if your Str drops below 13). In this case that means you get the feat at first but can't actually use it until you do me the requirements.
I'm feeling better but my kids are sick now... I'll try to sneak something in before the deadline tomorrow but I can't make any promises... either way, good luck to all!
I thought ranger/warpriest/Druid was the ultimate divine mix ;)
I don't see Grond as adversarial with civilization or bent on undoing progress... He'll be leery of it at first because of its association with the 'new' gods who cast him down but eventually he'll (most likely) grow to desire to show them the value of his animalistic blessings. he's not going to try to unmake civilization, and isn't really a nature god in the sense of trying preserve or protect nature from humanoids (on the contrary, he's a god of humanoids who helped them survive against nature). I do still think there would be plenty of good RP opportunities though (but I doubt there'd be much danger of any PvP).
yeah- the idea of a custom race is motivated more by story/RP than anything else, so if it costs me a cool FCB so be it...
i saw that the other player at the table is an angelkin aasimar, which is a 14 point race (i believe), so i took the liberty of building at the same point level... this is (obviously) a rough draft but if I get selected and you're more or less ok with the race, we can talk about necessary edits then :)
The spawn of Grond looks like a primitive human, with a strong brow and slightly hunched frame. It's skin is thick and heavy like hide and many of it's features are feral in appearance, such as claw-like fingers and an upturned, slightly canine nose. It would not be surprising for some to mistake it for a half-orc.
Standard Racial Traits
Defense Racial Traits
Senses Racial Traits
i don't think there's anything in there that should be too objectionable, and it seems (IMO at least) pretty consistent with who/what Grond was as a god...