Stone Giant

Agatesword's page

25 posts. No reviews. No lists. No wishlists.




Alright. I need a quick question answered. What action would it be for a Mindblade with a weapon already manifested, say, a light weapon, to switch to another weapon of the same type, or even a different type. As an example, what if they had a longsword manifested, but they wanted to switch it to a warhammer? Would it just be another standard action or would it be a different one? They don't want to summon a second weapon, they want to switch their current one. How would this action play out?


I was advised to move this over here.
Alright, so I know there's been plenty of threads on this topic, but none that could answer the question I was seeking an answer to. I've been all over the magic item creation rules, and tried various methods, but I'm looking for some opinions. I know what the deal is for pricing most magic items, and even for combining magic items, but what about making what are just improved versions of magic items that don't quite advance logically? For instance, what about a Sash of the War Champion that is twice as powerful? What about Muleback Cords that increase Strength only for carrying capacity by 10 instead 8? Or maybe Wings of Flying with a 50 foot fly speed? What about moving an item to a different slot, like putting the effect of Muleback Cords on an amulet for the neck slot? I've been looking for a thread to answer these but I can't find one with a good example. Should I just spitball these numbers or does anyone have a better idea? I'm open to suggestions.


Alright, so I know there's been plenty of threads on this topic, but none that could answer the question I was seeking an answer to. I've been all over the magic item creation rules, and tried various methods, but I'm looking for some opinions. I know what the deal is for pricing most magic items, and even for combining magic items, but what about making what are just improved versions of magic items that don't quite advance logically? For instance, what about a Sash of the War Champion that is twice as powerful? What about Muleback Cords that increase Strength only for carrying capacity by 10 instead 8? Or maybe [https://www.d20pfsrd.com/magic-items/wondrous-items/r-z/wings-of-flying]Wings of Flying[/url] with a 50 foot fly speed? What about moving an item to a different slot, like putting the effect of Muleback Cords on an amulet for the neck slot? I've been looking for a thread to answer these but I can't find one with a good example. Should I just spitball these numbers or does anyone have a better idea? I'm open to suggestions.


Alright, so I've been looking around and I have no idea if this question has been answered or not. I know second edition is what everyone has their eyes on right now, but me and my friends still have so much content to use in pathfinder that we're probably going to be sticking to first edition for a long time. Anyway, on to my question.
So, I've seen questions about stacking Ant haul and Muleback Cords, as well as other carrying capacity stacking questions. My own question is, can you stack Ant Haul with Ant Haul? For instance, if a character is wearing a Heavyload belt, which functions just like Ant Haul, and they have Ant Haul cast on them, will it stack? What if there was, hypothetically, another item that functioned like Ant Haul/a Heavyload belt? Could that be stacked with a Heavyload belt? I'm using this bag of craziness to make a main villain based on carrying capacity.


Okay, so I tried finding any sort of rules for this, but my current issue is that I can't find a precedent for the stats of doors that aren't for medium sized creatures. For example, I am currently trying to stat up a large creature sized door. Hardness doesn't change, but what about things like hit points and break DCs? This is important because there will be fights based on trying to get through these doors. Does anyone have any ideas?


1 person marked this as a favorite.

One of my favorite archetypes in pathfinder is the Stonelord Archetype for the Dwarves. I love dwarves, I love elements/elementals, and I love archetypes that change a class so a race that is normally a poor choice for that class can do well. While dwarves are my favorite humanoid race to play, I decided to spread the love. I made an archetype for each of the other three prime elements, and each one is for a different race.
For fire I made the Flameknight, and I made it for Orcs. Personally, I always found paladins having to be lawful good a bit of a downside. Don't get me wrong, that is actually my favorite alignment to play, but I decided to make it so that any type of good could be a paladin so long as they hold their god's tenants in their heart. Flameknight is for Chaotic Good Orc Paladins. I chose Orcs because they usually make poor paladins due to Charisma, and they are almost always associated with war and fire, even the tamer Orc depictions give them ties to the elements. Plus, I love Orcs, so Orcs it was.
For air I decided to go with Tengus for the Skywarrior. They just had that sort of free spirit that goes along with air, and giving a bird race a paladin archetype that gives them flight when they had none seemed right to me. In the end, the idea of a Chaotic Good Tengu Paladin who has a good nature, loves a bit of fun despite their duty, and has wind whistling through their feathers makes a good picture in my mind.
Lastly, for water I chose the admittedly odd choice of Samsarans for Aquaguardians. I imagine most players here never look at Samsarans but I look deep. Samsarans fit to me due to theme rather than physical traits, although they blood is as clear as water. Samsarans go through a constant cycle of death and rebirth, always different but always the same, just like water. It totally wasn't because I needed a race that would work that didn't already have a swim speed. ...okay it was but the other reason makes me sound more profound. So, I say let there be Lawful Good Samsaran Paladins where they are legal.
I guess I'll end this longwinded explanation before the hyperlink with a brief description of each archetype for those who don't want to read the whole thing beforehand. Flameknights are fire-based, heavy damage, pseudo-barbarians. Skywarriors are incredibly mobile fighters, and can reach many places not accessible and do many things not possible to martial classes. Aquaguardians are at home in the water, would be best used in a nautical campaign of any sort, and can still fulfill a bit of a diplomatic role. Any of you can use these as you see fit, and I just hope you put in a word or two on who made it. I would appreciate any discussion, critiques, or comments on these. Questions asked will be answered. I put Battledancer in there too so you all don't have to go through my awful first post, so feel free to do the same to that there. Thank you for even clicking on my post.
Agatesword Archetypes


So, I've been looking around this site for a while, but I worked up the courage to make this first of what will probably be many posts. I know monks aren't the most popular class around here due to threads I've seen but I still wanted to share this archetype I've created. The story of this is that a friend of mine wanted to quote, "Dance with their enemies as they beat them up". So, me being the GM and someone with the obsession to create, I made this archetype for them. I thought monk would be the best base class for the archetype and I wasn't quite comfortable with making a new class yet. So far I've encountered no problems with them playing it and they love it, but I wanted to see what the community thinks of it. Criticism is appreciated and encouraged, insults will be ignored, and anyone who wants to play the archetype has my blessing to use it. I will answer any questions you have about the archetype.
Battledancer (Monk)

The battledancer is an archetype of the monk class. To be a battledancer a character must be any chaotic.
A battledancer uses the art of the dance in combat to defeat their foes while putting on a show. Unlike dancers with formal training or monks with imbued discipline, the battle dancer follows the natural flow of life that they can see every day to hone their form and perfect their “moves”.
Class Features
A battledancer has the following class features:
Flurry of Moves (Ex)
A battledancer can use flurry of blows when they maintain a grapple by choosing the damage option. Instead of making attack rolls each attack automatically hits. These cannot crit. Flurry of blows cannot be used at any other time.
This ability changes flurry of blows.
Strong Form (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against evocation and non-mindaffecting AOE spells and effects. This includes splash weapons and breath attacks.
This ability replaces still mind.
Ki Pool (Su)
At 10th level, instead of ki strike treating their unarmed attacks as lawful weapons, they are treated as chaotic weapons.
Add these following choices to the list of effects the monk can activate by spending 1 point from their ki pool:
• Force an enemy to make a will save due to the beauty of your moves as you fight. The DC is equal to 10+your number of ranks in perform (dance) +your Cha modifier. If the enemy fails the save they are dazed until the end of their next turn. Enemies without an intelligence score are unaffected. Special: You can use this to target as many enemies as you want in the same action costing an additional 1 point per additional target.
• You can spend a point to use perform (dance) to move through threatened squares or cross narrow surfaces/uneven ground instead of acrobatics for 1 round.
• You can spend a point as an immediate action whenever you make a save. You can use your ranks in perform (dance) instead of your total save modifier to roll your save or replacement save. You must take this new result and you must decide to do this before you find out the result of your original save.
This ability modifies the ki pool ability.
Diamond Heart (Su)
At 11th level, a battledancer gains immunity to all mind-affecting spells, effects, and abilities.
This ability replaces diamond body.
Great Form (Ex)
At 13th level, a battledancer gains a fortification chance equal to ((3/4 current monk level) * 5)%
This ability replaces diamond soul.
Grooving Palm (Su)
Starting at 15th level, a battledancer can set up vibrations within the body of another creature that can thereafter be funky if the battledancer so desires. He can use this grooving palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the battledancer strikes successfully and the target takes damage from the blow, the grooving palm attack succeeds. Thereafter, the battledancer can try to force the victim to dance at any later time, as long as the attempt is made within a number of days equal to his battledancer level. To make such an attempt, the battledancer merely wills the target to dance (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the battledancer’s level + the battledancer’s Wis modifier), it has to do nothing but dance for the next 24 hours. If the saving throw is successful, the target is no longer in danger from that particular grooving palm attack, but it may still be affected by another one at a later time. While they are dancing the battledancer can challenge them to a dance off, to which they cannot refuse, and then the battledancer can make a perform (dance) check. The dancing target will have to make a will saving throw with a DC equal to the result of the check. If they fail this saving throw they will fall unconscious for the next 24 hours. A battledancer can have no more than 1 grooving palm in effect at one time. If a battledancer uses grooving palm while another is still in effect, the previous effect is negated.
This ability replaces quivering palm.
Moves that can transcend all barriers (Ex)
A monk of 17th level or higher can use perform (dance) to make a check for any charisma based skill check other than the other types of perform. In addition, they can make a DC 40 perform (dance) skill check to convey a message of less than 20 words to any living creature.
This ability replaces tongue of the sun and moon.
Perfect Self
Instead of gaining damage reduction 10/chaotic they gain damage reduction 10/lawful. This ability is otherwise the same.
This ability modifies perfect self.