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I am suggesting a few changes to make the swashbuckler a bit more than i-am-a-gunslinger-with-a-rapier-instead-of-a-gun
-> Fighter training: A swashbuckler counts his level as fighter level for qualifing for feats.
Obviously, for being able to get weapon specialization and stuff.
-> Swashbuckler's weaponry: At first level a swashbuckler gains the weapon focus feat. Each weapon with which a swashbuckler has the weapon focus feat counts as a light weapon for qualifing for other features of the swashbuckler class.
At the moment the swashbuckler is not very versatile with weapons or styles. This could help him a lot, because now there is a possibility of seeing a swashbuckler as an elvish-elven-curved-blade-dancer or a jackie-chan-like-quarterstaff-swinging-combatant.
-> Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes the Swashbuckler to lose this dodge bonus. This bonus increases by 1 at 6th level and for every four levels beyond (to a maximum of +5 at 18th level).
Only bumping nimble one level up, because only getting bravery on one level and nimble and cool new deeds feels very disproportioned.
Any ideas for a deed to make bad one-liners to confuse opponents?
Are there any thoughts about integrating sneak attack in the investigators inspiration? So she can pay one point to get sneak damage for an attack or maybe a round.
Peter Stewart wrote:
I think the arcanist can be good, but nothing I've seen on paper suggests it invalidates other classes except in the extremely hypothetical circumstance of never taking a fight they aren't prepared for (and even then it's a questionable invalidation, since the other classes are not bad in those circumstances and can still be better of a large number of different spells are required). Mostly I think it will make life easier for many players who want to change their spells out sometimes but don't like the bother of every day preparation.
Hey homebrewers out there.
For a few moments an idea came to my mind.
Erase all evidence of the prestige classes an make feat chains out of it. Would this be a good idea?
Maybe with normal prequisites, but they cost no normal feat or maybe just one and then you progress this feat chain each time you meet the preqs for the next feat. That this take on prestige classes feel more like a template that gets mightier the higher your class level gets.
I haven't worked this out, it is only a theoretical approach on prestige classes.
INVESTIGATOR – My character has 12 levels in the Sherlock Holmes class.
Extracts: Nothing to mention.
Inspiration: The factotum is back and I like it. I'm considering boosting the die from a d4 to a d12, would be much cooler. And maybe something like skills you can choose, which does not require points. Maybe one skill at every odd level.
Investigator Talents: You have a huge collection of things to choose from, that's fine. Skip the talents with the skills and make one with choose three skills for which you doesn't need to pay points.
Thoughts: A bit work on inspiration maybe, but a really good class all in all.
ARCANIST – A slowed down wizard or a versatile sorcerer? Both!
Spells and Spell Progression: Right between the sorcerer and wizard, I like it.
Blood Focus: +1 DC and +1 CL, wow, it is an interesting twist and it makes the Arcanist a spellcaster with built in specialist school. The bloodline powers should cost 1 blood focus point for the first level bloodline power, two points for the second power and so on. Why? Because this makes sense for me, that's all. The fatigued condition when you spend your last point is rather pointless, it is unnecessary weight in form of rules, it's like making the pool 2+half level instead of 3+ half level.
Scribe Scroll and bonus feats: Should be shifted one level up or down,so you get each level cool stuff. It should be the way that you get each level a bloodline power, new spell level or bonus feat. Scribe Scroll at level two and bonus feats at level 7, level 11 and level 17, only my humble opionion.
Thoughts: At the moment, i will never play a wizard again, and the wizard is my favorite class, but the arcanist is much much cooler. Does this makes the wizard obsolete? No! He is faster in spell level progression and this could appeal to many players more than the mechanics of the arcanist. Does this makes the sorcerer obsolete? To be honest, I don't know.
My look at the Warpriest.
WARPRIEST – This is not a fighter-cleric-mix, this is a paladin in cool.
Skill Points: Bump it up to 4+INT.
Weapon Focus: I'm Warpriestus, Warpriest of Pharasma, and now I will kill you with my … knife. Make it Favored weapon of your God or any simple weapon, man, you are a warpriest, not a weakling of cleric, a warpriest.
Weapon Specialization: I'm considering giving him WS at level 7, GWF at level 11 and GWS at level 15, because you are a warpriest.
Blessings: Domain Powers now in the flavour of warpriest. Cool. Rearrange the Gods maybe new or better. Madness without Nethys, Water with Pharasma. Maybe I missed the memo. By the way, make the use of it on a higher level a swift action, because we want to smash things. Or make it a area effect for two uses.
BAB: Full BAB is for fighters and paladins, but you are a warpriest. And by the way, you get sacred weapon
Oh. Mmmh. Yes, you are right.
Then reduce it to -2.
1 attack -> +20 -> TWF +18/+18
Yeah, looks better.
Metamagic: Make four feats out of it
Metamagic Mastery I
Metamagic Mastery II
Metamagic Mastery III
Metamagic Mastery IV
Martial Mastery: Gone.
Weapon Finesse: Gone.
Agile Maneuvers: Gone.
Combat Expertise: Gone. Now simple a combat option.
Improved Trip, Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Reposition, Improved Steal: Gone. Replaced with Deft Maneuvers.
Power Attack: Gone. Now simply a combat option.
Improved Bull Rush, Improved Drag, Improved Overrun, Improved Sunder: Gone. Replaced with Powerful Maneuvers.
Point-Blank Shot: Gone. Precise Shot replaces it as a prerequisite for further archery feats.
Deadly Aim: Gone. Now simple a combat option.
Mobility: Gone. Merged with Dodge.
Dodge: Revised. You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Two-Weapon Fighting: Gone. See BAB.
Improved Two-Weapon Fighting: Gone. Merged with Greater Two-Weapon Fighting.
Greater Two-Weapon Fighting: Revised. Prerequisites now Dex 17, Two-Weapon Fighting, BAB +6. In addition to the standard single extra attack you get with an off-hand weapon, you can get a second or third attack with it, see BAB.
Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Greater Weapon Focus: Revised. Each gives +1 attack and +1 damage, they stack and you no longer select one specific weapon, but instead a whole weapon group.
New Combat Feats.
Deft Maneuvers: You get Improved Trip, Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Reposition, Improved Steal.
Powerful Maneuvers: You get Improved Bull Rush, Improved Drag, Improved Overrun, Improved Sunder.
Dervish Dance: Preq: Weapon Focus. You can get your Dex-Mod. for Damage instead of Str for the selected Weapon Group.
Magic Item Creation:
Every Class with a Magic Item Creation Feat, like 1st lvl Wizards, keeps it as a special class ability. You can only craft these specific types of items.
All Magic Item Creation Feats: Gone.
Craft Minor Magic Items: Preq: CL 3rd. You can craft magic items with a DC up to 15.
Craft Magic Items: Preq: CL 7th. You can craft magic items with a DC up to 25.
Craft Major Magic Items: Preq: CL 11rd. You can craft magic items with no maximum DC.
Craft Construct: Preq: Craft Magic Items. No further change.
You get no iterative attacks. With a full round action you can make more than one attack. Each of your attacks get -5 for each additional attacks you want to make.
For example, your BAB is +3 and you want to make two attacks, your BAB would be -2/-2. For three attacks it would be -7/-7/-7. For four attacks it would be -12/-12/-12/-12.
Four attacks with this Option are the maximum.
When you are fighting with two weapons the normal difficulties apply. With TWF you can get an addional attack, which does not get the -5.
For example, your BAB is +11 and you want to make one attacks with a light weapon in each hand, your BAB would be +9/+9.
When you got GTWF you can make up to three additional attacks with your off-hand weapon. But you can't make more off-hand attacks than main-hand attacks. Three off-hand attacks with this Option are the maximum.
For example, your BAB is +20 and you want to make four main-hand weapon attacks and three off-hand weapon attacks with a light weapon in each hand, your BAB would be -2/-2/-2/-2/-2/-2/-2.
Without the BAB rule these are house rules in my gaming group.
Maybe Magus, it is one of my favorite concepts, a magic-wielding swordsman.
Str-14, Dex-12, Con-16, Int-16, Wis-17, Cha-11 (stats form the test^^)
7th level human Magus with Arcane Strike, Craft Wonderous Item, Craft Magic Arms and Armor
Maybe the first Magus dabbling with Summoning and Spell Development, i really love magic and its possibilities.
the glove, the coin and the boots are a magic item set.
i forget to mention weapon finesse.
with fast learner you can get potentially 5 arcane pool points, so better than extra arcane pool points.
twf was suggested by the gm and this is the way he thinks it works, i'm fine with that.
Feats: Power Attack (house rule), Combat Expertise (house rule), Deft Maneuvers (house rule, this feat includes Improved Dirty Trick, Improved Disarm, Improved Feint, Improved Trip, Improved Steal, Improved Reposition), Toughness, Dervish Dance, Vicious Stomp (magic item)
Skills: Acrobatics +5, Climb +5, Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (local) +5, Knowledge (planes) +7, Perception +7, Perfom (Dance) +0, Ride +8, Spellcraft +8, Stealth +7, Survival +2, Swim +5
SQ magus arcana (black blade), spell recall
Combat Gear arrows (20), potions of cure light wounds (3); Other Gear longbow, +1 scimitar (blackblade, house ruled, see below), coin of luck (see below), blade boot (see below), magic glove (see below)
Magical Glove: +2 CMB; ignore 1 fumble per day on a melee attack
Coin of Luck: thrown weapon (10 ft. Touch attack); target must reroll every d20 and take the worse for 1d6 rounds, during this time you can reroll anyone d20 roll
magical blade boot: +1 gruel blade boot; extendable for free action, grant the feat: vicious stomp
Traits: Noble Born (Orlovsky), Armor Expert, Awareness (house rule, perception is a class skill)
I'm playing around with feats and equipment like:
-enchanting the boot with agile ability
The combo of gruel blade boot and ominous scimitar is very lame, right? Want should I do?
In "Legacy of Fire" we got three wishes, which i can remember.
1. turning the human wife of our elven player into an elf
the last two wishes were made at the end of the campaign to make the characters unplayable for future sessions etc.
Long ago, in a campaign far away, we called our adventurer's guild: The Adventurer's Guild.
Our motto was: We are doing almost everything. For almost everyone. Almost always legal.
Back to topic: "Travelers in Scarlet" sounds really cool. Sounds grim, but not too much like a military company.
on my wishlist:
-the balancing is ok, not prefect, but it works
-the harder you hit the more damage you make
get same round bases for movement, lay them next to each other, to form the path for the miniature.
reach is equal of the diameter of the miniature's base or two times for reach weapons.
flanking: two minis must draw a straight line trough the mini they are trying to flank.
get some different colored shapes of paper for different terrain types to be prepared.
also falls du noch umschwenken kannst mache aus dem krieger einen waldläufer, das würde dir die sache ziemlich vereinfachen.
ich fasse mal alle möglichen stile zusammen.
scimitar + scimitar = mehr schaden, seltener treffen
mein persönlicher favorit ist immer noch scimitar + leichtes stachel-schild.
nochmal zum waldläufer, das besondere wäre das du weniger dex bräuchst um einen fähigen zwei-waffen-fechter zubauen, da waldläufer halt ihr besonderes training dafür hätten. aber mit einem normalen krieger funktioniert das alles auch sehr gut.
Krieger 4te stufe
andere interessante Talente:
build an intelligent construct or awaken animal, like the flying skull in planescape torment or this awaken familiar
a helper build, like halfling pathfinder chronicler with helpful trait, the pc are still the heroes and you chronicle their epic jounrey
once i designed a deaf dumb monk, hindering communication (no potential face, but you can deliver hints)
Why do you need a Coup de Grace? Hit yourself, drain your own lifeforce, get your ki/arcane pool.
Usually, after a fight is enough time to hit yourself.
Now it becomes freaky.
i suggest diminutive constructs with special abilities like fire breathing or shooting lightning bolts created by wizards for entertainment and competition
catch em all to build a swarm of them
answer to question 1: yes, i am talking about p...
15 minutes playing an adventure: get a dungeon-crawler card game, 15 minutes are not enough time for getting the whole experience/fun of playing
15 minutes preparing an adventure: get an adventure generator, there are enough out there, or here http://www.dungeonslayers.com/?page_id=236 (simple, fast and fun with few work)
i would say yes, it is possible to enchant a mwk crowbar, it is some kind of odd club, but the problem is: is a +1 "tool" an improvised weapon any longer?
every thing can be used as an improvised weapon even a rapier, hold the pointy end and hit your enemies with the hilt. this is awkward, but it might work.
my solution: make a compromise, use weapon oils for your "tools".
Try a different game to get your players back to "reality".
Make a few houserules to make the game dealier
- Each attack that deals more damage than their constitution score causes a "wound" (negative level)
Your players like this style of game when they are "immortal", leave it this way, it is possible that your players getting frustated and have no fun.
This thread is a kind of funny.
IMO: The nations of Golarion are more inspired by ancient cultures than modern cultures/nations/whatever.
Make your villian a human with azlantean heritage, put the belief of being a upper class being, because of his ancestors, on top and it is perfect. Add a dash of insanity and megalomania.
Maybe exchange "Azlanti" with "Irrisen", "Hermea" or something that fits for you and your players.
Bake for 30 to 40 minutes in the preheated oven. "Nazi" is done when it springs back to the touch.
---> To be honest, it doesn't matter matter where are you from to be an insane megalomaniac a*#**#+.
By the way, I'm german and the comparison of the dwarves made me laugh.
+1 weapon property for favored weapons
when it is the favored weapon of a deity and the user is a follower (or only divine magic user) of this deity then you can use WIS instead of STR or DEX for attack and damage
this makes it very specific, but with more flavor
Would you like to see a Book in which you can tinker with the rules of the game itself? Much like UA back at 3.5. I'm talking about things like a house rule compendium in which you can alter the basic mechanics of the game to build a system that suits your style of play better.
A book with options like a natural 20 on an attack is always a critical hit(no confirmation roll) that do max damage and so on.
All with a big chart to tick which option is used in the game.
I'm just curious about it?