Carishia
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First off, i'm posting cause i'm lonely and i like my ideas. second, i'm lonely and have very few books. so if you have suggestions don't just drop a link,say where your going with that information.
like the name says i was dappling with an idea that started as evolving weapons( see this thread http://paizo.com/threads/rzs2t0nr?home-brew-with-evolving-wepons#6)later i thought what if i made intelligent gear that gave access to a second class with out breaking the game. i made some classes i can post as examples, but the main think was that these "classes" were ability,skill,spell,etc only. so for example one was a sorcerer, you pick what bloodline you have but you don't get the health or any of the stats you would get if you took levels in sorcerer and if i remember correctly progression was .75 the rate by that same merit. so i'm posting to ask for thoughts and feed-back,and to help get my own ideas in some semblance of order.
| Ciaran Barnes |
You should probably post at least one of them, or provide a link it, because I don't understand what you propose well enough to comment on it. If you don't know how to post a link, scroll further down to "How to format your text" and click on "Show". However, you did inspire an idea for using a weapon as a spellcaster's familiar.
EDIT:
...although it looks like the magus bladebound archetype already did most of the work for that...
Carishia
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http://paizo.com/threads/rzs2t0nr?home-brew-with-evolving-wepons#6 that should work
and now for what i wrote for my "sorcerer" class gear
Class:Spellblade(Sorcerer base)
1: first level spell1
2: Bloodline cantrips, eschew materials
3: Conductive (as per the weapon enchantment of the same name.)
4: First bloodline power,and Bloodline spell
5: Conduit2
6: Bloodline spell
7:(empty for moment)
8: First Bloodline Feat,and Bloodline spell
9: Ghost Touch (as per the weapon enchantment of the same name.)
10: Second Bloodline power,and Bloodline spell
11: ignore material (since all spells are touch there's no need to throw bat-guano does not effect spells like limited wish,wish and anything where the component is the focus of the spell(wards)
12: Bloodline spell
13: Cyclonic (as per the weapon enchantment of the same name,except treat charge and bull rush as ranged)
14: Second Bloodline Feat,and Bloodline spell
15: (empty for moment)
16: Third Bloodline power,and Bloodline spell
17: (empty for moment)
18: Bloodline spell, Vampiric (as per the weapon enchantment of the same name.)
19: (empty for moment)
20: Third Bloodline Feat,and Bloodline spell
Notes:1: can only call spells at a range of self/touch. 2:all spells gain touch range
Carishia
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| 1 person marked this as a favorite. |
Class: Catylist(Alchemist)
1:Alchemy,Brew Potion,
2:Bomb 1d6, Throw anything
3:Discovery,Poison use,+2 Poison resist
4:Bomb 2d6,Mix Potions Lvl0^1
5:Swift Alchemy, Discovery
6:Bomb 3d6,Mix Potion Lvl1^1,+4 Poison resist
7:Discovery, Adaptive throw^2
8:Bomb 4d6, Mix PotionLvl3^1
9:Discovery, +6 Poison resist
10:Bomb 5d6,Distance(as per the weapon enchantment of the same name.), Mix Potion Lvl4^1
11:Discovery, Poison Immunity
12:Bomb 6d6, Mix Potion Lvl5^1
13:Discovery, Bewildering(as per the weapon enchantment of the same name.)
14:Bomb 7d6,Mix Potion Lvl6^1
15:Discovery, escrew Materials(as feat of same name)
16:Bomb 8d6, Mix Potion Lvl7^1
17:Discovery, spell storing(Potions/poisons)
18:Bomb 9d6, Mix Potion Lvl8^1
19:Discovery, instant Alchemy
20:Bomb 10d6, Mix Lvl9^1
Notes:1: Craft(potion)is a class skill and can be used to duplicate anyspell on the Wizard spell List. Desided at creation
2: Catylist weapons have a "cup" that can be used to sling an object of small or smaller size.
Carishia
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Class: Furykin(Barbarian)
1:Rage
2:Defending(as per the weapon enchantment of the same name.), Rage Power
3:All Saves +1,Fast Movement
4:+1BAB, +1DR/-1
5:Rage power
6:All Saves +2
7:Burning Focus2
8:Rage Power, +2BAB, +2DR/-1
9:All Saves +3, Lifesurge(as per the weapon enchantment of the same name.)
10: Tireless Rage
11:Rage Power
12:All Saves +4, +3BAB, +3DR/-1
13:Impervious(as per the weapon enchantment of the same name.)
14:Rage Power
15:All Saves +5
16:+4BAB, +4DR/-1
17:Rage Power
18:All Saves +6, Blood casting(Furykins' Bloodrager Level=1/4 character Level)
19:(empty for now)
20:+5BAB, +5DR/-1, Rage power
Notes:1:anytime user cannot use weapon or is flat-footed all attack bypass DR.
2:In exchange for taking a -2 on all saves the wielder of a Furykin weapon add an extra +1 to attack roll, per round they have been in rage, and can still cast spells with somatic only components(if the user knows magic)
Carishia
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If you notice. most of these classes are built to be close combat. These class weapons are built to reflect their class in how they look,for example,all Catalyst* (that's how i meant to spell it) weapons are, in all honesty, part sling-staff or flask thrower, while a Furykin weapon is oversize without changing size categories; I've got one I've yet to name, but is based as a rouge and those weapons will all be open in the middle so that there's the edge and then a big hollow space all the way to the hilt. another thing is that the item MUST be out and equipped to take effect,no keeping a Spellblade weapon in your bag and still casting spells as a pure Fighter.
Carishia
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I think this will take you to the link i posted, looking at Magus.. i can't call my sorcerer Class Weapon spellblade. so if anyone has a good alternative name that would be great.
next up i'll post Divine Judge
Class:Divine Judge(cleric/inquisitor base)
1:Domain/Inquisition
2:Sacred(as per the weapon enchantment)Judgment 1/day
3:Divine spells(cleric or inquisitor spell lists)
4:Cunning Initiative
5:Judgment 2/day
6:Courageous(as per the weapon enchantment)
7:Bane(Evil)
8:Judgment 3/day
9:Purge Malevolence
10:Second Judgment
11:Gray Flame(as per the weapon enchantment), Judgment 4/day
12:Defiance
13:+1 Moral AC against Demons
14:Greater Bane(Evil), Judgment 5/day
15:Second Domain/Inquisition
16:+2 Moral AC against Demons
17:Judgment 6/day
18:Third Judgment
19:Slayer, +3 Moral AC against Demons
20:Judgment 7/day
| Ciaran Barnes |
I'm not sure how these, but it looks as though if you own the weapon, you get a list of class features for free?
Furykin looks quite potent for any martial class. Your BAB increases above the normal legal limit, all saving throws increase, you get tireless rage before a normal barbarian. Very powerful stuff. The stacking on those things alone seems like they could get crazy. What if I was playing a barbarian? Does everything stack? How long does rage last? What does +1DR/-1 mean?
Looks like spellblade gets 10 spells over 20 levels (based on bloodline), with no indication of how often they can be cast. By my estimate, nowhere near as powerful as furykin.
Like furykin, Divine Judge looks great for any weapon user. Spellblade gets bloodline spells, but this one gets spellcasting as a class. The two don't seem well balanced against each other. Again, probably too much considering that the character already has class features. Are you intending a variant of a gestalt game? Is everything active at all times or is this a uses per day thing?
Carishia
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With divine judge; I combined two classes because I didn't feel like like there was enough relavant material in cleric alone.
Spellblade was limited because in that thread I posted I was told that adding a spell cast to an attack roll overpowers fast, but I recently acquired a copy of ultimate magic so spellblade's built will probably add magus as a base and get reposted.
The -1 was supposed to be small to tell you to look at the notes, because I don't know how to post exponents, and that note was supposed to be that if you furykin is not in hand or cannot in any possible way be use to block the attack(so if you unconscious or otherwise unaware of the attack) that you lose the DR, while I thought as long as they don't get normal BAB from the class that it would be fine if I added some.
You are correct in you guess that these are an attempt at a free extra class, the spell count was supposed to be the same as the base classes spell count(cleric, in the case of divine judge) in my final draft, if I ever get there it shall say in order to use one of these weapons the character must have no levels in the corresponding base/core classes otherwise treat weapon as only masterwork, and add only the weapon enchantments most of this is originally based in an all fighter campaign,and built so that yes sometimes using one of these weapons will make you better than an original; but I'm hoping to make it so in final count the original is better.
| Ciaran Barnes |
The all fighter campaign does a lot to explain the concept, actually. I feel like you know exactly how each of the features functions (since you made them), but they leave a lot of guess work for someone looking to offer you input.
I'm not trying to sway you away from conceptually combining cleric and inquisitor, but I disagree about there not being enough material, particularly if you toned some of these down so that there isn't a feature at every level. Some of it seems like you are stretched thin on ideas.
Carishia
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the skills +x Moral AC against Demons for Divine Judge; the +xBAB, all saves +x, and +xDR/(disable), on Furykin; do not stack the listed value is the stack i just failed to realize how things are stated in RAW and the site I use. Spellblade counts as a sorcerer for casting and gaining spells. and my argument that there is not enough on cleric,sorcerer,wizard,etc is that their entire skill list is what domain,boodline,school, they chose. cleric specifically really only has channel left.
| Ciaran Barnes |
The alchemy one is actually have the most trouble with, strangely. I suppose it all comes down to what fantastic elements my mind can consider "realistic" in a fantasy world. I can justify the spellcasting ones and martial ones. One magic weapon can heal the wounds of its wielder, shoot bolts of lightning, or teleport to safety. Another weapon makes the wielder a greater warrior - strong, fast, deadly. But a magic sword that teaches its owner how to make potions and bombs feels different. Mechanically it's fine, assuming the free class features of that weapon are somewhat balanced against the free class features of another weapon. Flavor-wise it feels weird. I suppose mutagen-like abilities would be more believable to me. Anyways, just one opinion.
Carishia
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No, no you have a valid point it's just that with only two, even with what's included with a normal alchemist, that's a really skimpy weapon; so I need to creat a couple of things. Probably some elemental mods or a means of being more than Jekal/Hyde, probably a few things from eidolon evolution, and druids' wild shape. Maybe vestigial limb, any mutations would probably give fatigue or a temporary debuff after you put the weapon away.
Carishia
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I'm still working one that mutagen Alchemist, i'll probably make a third mutagen. something elemental with some custom discoverys. until then... heres Rogue 1.0
Class: NeedleWing(Rougue base)
1:+2 DEX
2:Sneak Attack 1d6
3:Rogue Talent
4:Sneak Attack 2d6, Keen
5:Evasion,+1 DEX
6:Sneak Attack 3d6,Rougue Talent
7:Invigorating
8:Sneak Attack 4d6,Uncanny Dodge
9:+1DEX, Rogue Talent
10:Sneak Attack 5d6,Razor Wing1.
11:Light Steps(see: ninja)
12:Sneak Attack 6d6,Tailwind(see weapon enchantment of same name), Rogue Talent,Advanced Talent
13: Second Wing2, +1 DEX
14:Sneak Attack 7d6,Improved uncanny dodge
15:Rogue Talent
16:Sneak Attack 8d6
17: +1 DEX
18:Sneak Attack 9d6, Rogue Talent
19:(empty for now)
20:Sneak Attack 10d6
Notes:1: If the User of a weapon with Razor Wing makes a Charge Combat Maneuver, Count it as a ranged attack for the purpose of spells and abilitys.
2:enables user to Use a Charge Combat Maneuver to go between Two Targets and hit both targets. targets must be Less than 10 feet apart and user takes -2 To their CMB on both attacks.
Carishia
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for most abilities i add to these classes Igo here. otherwise i add a note concerning the abilities effects.
now to add my mutagen alchemist
Class:Chem Shiftier(Alchemist base)
1: Brew Potion,Mutagen,Cognatagen
2:Discovery, Poison Resist +2
3:Elementagen1
4:Discovery,Deceptive(as per the weapon enchantment of the same name)
5:Poison resist +4, Second Life1
6:Discovery
7:
8:Discovery, Poison Resist +8
9:Transformative
10:Discovery, Poison Immunity
11:Advanced Mutagen2
12:Discovery
13:Advanced Mutagen2
14:Discovery, Lingering Talent1
15:Advanced Mutagen2
16:Discovery
17:Advanced Mutagen2
18:Discovery
19:Advanced Mutagen2
20:Grand Discovery
Notes:1: desriptions and extra feats available here.
2:see Master Chymist.
| My Self |
About your element thing on the other thread:
I'd associate Fire with Strength, Wind with Dexterity, Earth with Constitution, and Water with Intelligence.
Instead of +2 elemental resistance, why not elemental resistance = Alchemist level? Alternatively, +5 for the first one, +10 for the second one, and immunity for the last one?
Penalties to the base stat seem painful. Why not have your elemental thingies give you 1 point of burn and a kineticist simple blast or something?
Carishia
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I'd associate Fire with Strength, Wind with Dexterity, Earth with Constitution, and Water with Intelligence.
Instead of +2 elemental resistance, why not elemental resistance = Alchemist level? Alternatively, +5 for the first one, +10 for the second one, and immunity for the last one?
Penalties to the base stat seem painful. Why not have your elemental thingies give you 1 point of burn and a kineticist simple blast or something?
that doesn't quite have the same flavor. your association of elements matches my thoughts on what stat i would RAISE if i gave stats an element but in an attempt to keep in line with other mutagens each element comes at a cost to the users base stat. burn is slightly too strong for this setup what with the only way to remove it, being a full nights rest I'll consider you suggestion in the elemental resistance though.
Carishia
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i guess holy and unholy were a little stereo typical, holy: for all their intelligence angels don't have a lick of street sense, and demons are only as charismatic as your greed, other wise they are scary as all get-um.
a temporary burn... that might work; every elementagen deals one non-lethal damage that takes an hour, without using mutagens, to heal or maybe treat like rage and give fatigue until Damage is healed. My Elements aren't solid completely, but i'm keeping them off of what i deem is their strengths.
fire=STR;Water=WIS;wind=DEX;Earth=CON;holy=CHA;Unholy=INT