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![]() So, two of the downtime activities don't seem to make much sense to me. The first is promoting a business, it seems like it allows you to make a skill check to generate a few extra resources over a period of 1d6 days. The problem is you could earn the same amount of extra capital in one day by taking the earn capital action. Iis this action just written really poorly or is it useless? The second one is running a business. Taking that action lets you make a capital check for your business at +10. The problem is, again taking the earn capital action on your own is far more productive, your business will gain 1 less resource, but you will gain at least one resource if you have no skill bonus so at worst it is a wash, and usually you will generate more on your own than giving your business +10 will. Hoping someone can give an official clarification on these. ![]()
![]() Does the Armor Training from Fighter 3 stack with that from Myrmidarch 8? Probably not a build a lot of folks are doing, but one of our players is currently an F3/Myr7 and is wondering if he will get to improve his Armor Training from fighter when he gains it as Myrmidarch 8. I am inclined to say "Yes" but wondered if there was an official answer. ![]()
![]() So I was working up a new character and thinking of being a Sorcerer, so the obvious question of which bloodline to take was first on my list. The new Stormborn bloodline looked like a good thematic fit, however one thing struck me about their first level ability...you can't use it on yourself until 4th level. Maybe I'm misunderstanding how it shoudl work, but since it only lasts for for half your sorcerer level in rounds (hence 1 round until 4th lvl), and it is a standard action to activate, and it enhances a weapon, you can only effectively use it on someone else until you are 4th level. Now that might be reasonable, but it seems out of concept that the stormborn sorcerer can only make someone else's weapon charged with electricity (the boreal power works the same way). Out of all the bloodlines, only Destined gets an ability at first level that is of reduced uselfulness when used on themself or directly used by them and that one is so good it seems ok. Both the boreal ability and the stormborn ability seem way underpowered and thematically out of place in contrast to other bloodlines. Maybe if it were a swift action but could only be used on a weapon that you wielded yourself that would be better? I haven't seen any errata yet on the APG so perhaps this will be fixed? ![]()
![]() I made an attempt at converting the Dawnflower Dervish from Wayfinder #1 (which I highly recommend) from 3.5 to PFrpg. I made changes similar to what was done to Barbarian's Rage ability, etc. Let me know what you think. Dawnflower Dervish of Sarenrae By Lissa “SunshineGrrrl” Guillet
The Dawnflower Dervish sect of the Church of Sarenrae is a group of combat-oriented clerics working towards the destruction of evil. They wander the world to bring Sarenrae’s light to its darkest corners. The first of the Dawnflower Dervishes were desert nomads who spread the faith of Sarenrae through their beautiful sword dances. Eventually other priests saw not only the beauty, but also the martial prowess that these dances conferred in combat. They shared this with the head church, which gave the Dawnflower Dervishes official sanction and status. A Dawnflower Dervish of Sarenrae uses dance as a beautiful but deadly martial art. As the Dawnflower Dervish dances, she channels a fragment of her patron goddess. In this way, a devout dervish becomes a burning whirlwind of divine justice.
Requirements
Base Attack Bonus: +4 Skills: Perform (Dance) 3 ranks, Tumble 3 ranks, Knowledge (religion) 5 ranks. Feats: Combat Expertise, Dodge, Mobility, Weapon Focus (Scimitar). Deity: Sarenrae. Special: Ability to Channel Positive Energy. Class Skills
Skill Points at Each Level
Class Features
Weapon and Armor Proficiency: Dawnflower Dervishes gain no proficiencies with any armor or weapons. Channel Energy (Su): A Dawnflower Dervish of Sarenrae adds her levels in this class for all abilities related to turning undead. Flashing Scimitars (Ex): A Dawnflower Dervish learns to move with the grace of fire. She may treat scimitars as light weapons.
Dawnflower Dance (Ex): Once per encounter, a dervish can use a swift action to enter an ecstatic Dawnflower dance. She must be wielding a scimitar, and her other hand must hold a scimitar or be empty.
While dancing, the Dawnflower Dervish cannot cast spells (except as described under domain dance) or activate magic items that require a command word, a spell trigger (such as a wand), or a spell completion (such as a scroll) to function. She also cannot use skills that require concentration or require her to be still, such as Stealth. She can use bardic performances that utilize Perform (dance) or Peform (singing). Starting at 1st level, a Dawnflower Dervish can use this ability a number of rounds per day equal to 4 + her Charisma modifier. At each level after 1st, she can dance for 2 additional rounds. Temporary increases to Charisma, such as those gained from spells like Eagle’s Splendor, do not increase the number of rounds that a dervish can use this ability per day. A Dawnflower Dervish can end her dance as a free action and is fatigued for the remainder of the encounter. A Dawnflower Dervish cannot begin a dance while fatigued or exhausted and cannot dance while under the effects of Rage or Frenzy. Dance Power (Su): Beginning at 2nd level, a Dawnflower Dervish may choose a Dance Power that reflects one of Sarenrae’s domains. One Dance Power is automatically activated when beginning a dance, and only one Dance Power can be in effect in any given round. The Dawnflower Dervish can change the power currently in effect as a swift action. Fire (Su): The dervish’s scimitar(s) ignites with fire, gaining the flaming weapon quality. Glory (Su): Golden runes appear along the scimitar(s) blade. It deals an extra 1d6 points of damage to evil outsiders. Good (Su): The dervish’s scimitar(s) glows with golden light, radiating a magic circle against evil. Healing (Su): The scimitar(s) loses its luster. The dervish may choose to deal nonlethal damage with the weapon without penalty. Sun (Su): The dervish’s scimitar(s) trails sunlight, which inflicts an extra 1d6 points of damage to undead. Fast Movement (Ex): At 2nd level, a Dawnflower Dervish gains a 5-feet enhancement bonus to her speed. This bonus increases to 10-feet at 5th level and to 15-feet at 8th. A Dawnflower Dervish loses this bonus if wearing medium or heavy armor, using a shield, or under a medium or heavy load. Spells per Day: At each level (except 1st, 5th, and 9th), the Dawnflower Dervish gains new spells per day and spells known as if she had also gained a level in any one divine spellcasting class she belonged to previously. She does not gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class before she became a Dawnflower Dervish, she must decide to which class this level increase applies. Dance Mastery (Ex): At 3rd level, a Dawnflower Dervish may take 10 on Acrobatics or Perform (dance) at any time, even when distracted or under stress. Spring Attack: At 6th level, a Dawnflower Dervish gains the Spring Attack feat, even if she does not meet the prerequisites. Elaborate parry (Ex): At 7th level, a Dawnflower Dervish gains an extra +4 bonus to Armor Class when she fights defensively or takes the total defense action. Tireless Dance (Ex): At 9th level, a Dawnflower Dervish is no longer fatigued after a Dawnflower dance. Dawnflower Blossom (Su): At 10th level, while performing a Dawnflower dance, a Dawnflower Dervish is affected by all of the Dance Powers she knows for the duration of the dance. While these effects are active, a Dawnflower Dervish radiates Daylight as the spell, except that it dispels spells with the Darkness descriptor of 6th level or lower. Additionally, once per dance, a Dawnflower Dervish may expend a use of the Channel Energy ability to double her normal number of attacks. While under this effect the dervish may make up to two attacks between moves. This ability does not multiply additional attacks granted by effects such as the Haste spell or the Speed magic weapon property. Level BAB Fort
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Made an attempt at converting the Dawnflower Dervish Prestige Class from Wayfinder #1 (Which rocks btw!) from 3.5 to PFrg using the Conversion Guide and other PRG Prestige Classes as a guide. Let me know what you all think. Not sure I need this here, but here it is: "This Prestige Class Conversion uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This Prestige Class is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com." Dawnflower Dervish of Sarenrae By Lissa “SunshineGrrrl” Guillet
The Dawnflower Dervish sect of the Church of Sarenrae is a group of combat-oriented clerics working towards the destruction of evil. They wander the world to bring Sarenrae’s light to its darkest corners.
Requirements
Skills: Perform (Dance) 3 ranks, Tumble 3 ranks, Knowledge (religion) 5 ranks. Feats: Combat Expertise, Dodge, Mobility, Weapon Focus (Scimitar).
Class Skills
Skill Points at Each Level
Class Features
Weapon and Armor Proficiency: Dawnflower Dervishes gain no proficiencies with any armor or weapons. Channel Energy (Su): A Dawnflower Dervish of Sarenrae adds her levels in this class for all abilities related to turning undead. Flashing Scimitars (Ex): A Dawnflower Dervish learns to move with the grace of fire. She may treat scimitars as light weapons. AC Bonus (Ex): A Dawnflower Dervish gains a +1 bonus to armor class. This bonus to AC applies even to touch attacks or when she is flat-footed. She loses this bonus whenever she is helpless or immobile, wearing medium or heavy armor, carrying a shield, or carrying a medium or heavy load. This bonus increases to +2 at 5th level and +3 at 9th. Dawnflower Dance (Ex): Once per encounter, a dervish can use a swift action to enter an ecstatic Dawnflower dance. She must be wielding a scimitar, and her other hand must hold a scimitar or be empty.
While dancing, the Dawnflower Dervish cannot cast spells (except as described under domain dance) or activate magic items that require a command word, a spell trigger (such as a wand), or a spell completion (such as a scroll) to function. She also cannot use skills that require concentration or require her to be still, such as Stealth. She can use bardic performances that utilize Perform (dance) or Peform (singing). Starting at 1st level, a Dawnflower Dervish can use this ability a number of rounds per day equal to 4 + her Charisma modifier. At each level after 1st, she can dance for 2 additional rounds. Temporary increases to Charisma, such as those gained from spells like Eagle’s Splendor, do not increase the number of rounds that a dervish can use this ability per day. A Dawnflower Dervish can end her dance as a free action and is fatigued for the remainder of the encounter. A Dawnflower Dervish cannot begin a dance while fatigued or exhausted and cannot dance while under the effects of Rage or Frenzy. Dance Power (Su): Beginning at 2nd level, a Dawnflower Dervish may choose a Dance Power that reflects one of Sarenrae’s domains. One Dance Power is automatically activated when beginning a dance, and only one Dance Power can be in effect in any given round. The Dawnflower Dervish can change the power currently in effect as a swift action. Fire (Su): The dervish’s scimitar(s) ignites with fire, gaining the flaming weapon quality. Glory (Su): Golden runes appear along the scimitar(s) blade. It deals an extra 1d6 points of damage to evil outsiders. Good (Su): The dervish’s scimitar(s) glows with golden light, radiating a magic circle against evil. Healing (Su): The scimitar(s) loses its luster. The dervish may choose to deal nonlethal damage with the weapon without penalty. Sun (Su): The dervish’s scimitar(s) trails sunlight, which inflicts an extra 1d6 points of damage to undead. Fast Movement (Ex): At 2nd level, a Dawnflower Dervish gains a 5-feet enhancement bonus to her speed. This bonus increases to 10-feet at 5th level and to 15-feet at 8th. A Dawnflower Dervish loses this bonus if wearing medium or heavy armor, using a shield, or under a medium or heavy load. Spells per Day: At each level (except 1st, 5th, and 9th), the Dawnflower Dervish gains new spells per day and spells known as if she had also gained a level in any one divine spellcasting class she belonged to previously. She does not gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class before she became a Dawnflower Dervish, she must decide to which class this level increase applies. Dance Mastery (Ex): At 3rd level, a Dawnflower Dervish may take 10 on Acrobatics or Perform (dance) at any time, even when distracted or under stress. Spring Attack: At 6th level, a Dawnflower Dervish gains the Spring Attack feat, even if she does not meet the prerequisites. Elaborate parry (Ex): At 7th level, a Dawnflower Dervish gains an extra +4 bonus to Armor Class when she fights defensively or takes the total defense action. Tireless Dance (Ex): At 9th level, a Dawnflower Dervish is no longer fatigued after a Dawnflower dance. Dawnflower Blossom (Su): At 10th level, while performing a Dawnflower dance, a Dawnflower Dervish is affected by all of the Dance Powers she knows for the duration of the dance. While these effects are active, a Dawnflower Dervish radiates Daylight as the spell, except that it dispels spells with the Darkness descriptor of 6th level or lower. Additionally, once per dance, a Dawnflower Dervish may expend a use of the Channel Energy ability to double her normal number of attacks. While under this effect the dervish may make up to two attacks between moves. This ability does not multiply additional attacks granted by effects such as the Haste spell or the Speed magic weapon property. Level BAB Fort
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So I am somewhat nervous about extending sneak attack to work on creatures that were previously immune. While I sympathize with the plight of rogues caught fighting something they can't sneak attack, it is the combo of sneak attack and two weapon fighting that most needs balancing I believe. It is far too easy for a relatively low level ranger/rogue multicalss to deal out completely obscene amounts of damage to the point where no solo monsters or mob leaders are at all viable as opponents. Even at 8th level with a mere 3d6 of sneak attack the character can deal out 4 attacks at 5d6 apiece with the aid of a lesser energy crystal on each weapon. There are other combinations that are even more frightening in this manner such as swashbuckler rogues who can pull off the same feat at 7th level and with even larger damage bonuses. Up to 5d6+5 with only 14 Str/Int and a +1 wpn, at +11/+11/+6/+6 tp hit with wpn finesse... Such characters become virtual living cuisinarts against which creatures several CR in excess of them cannot even stand toe to toe for a single round if someone provides a convenient flank. Sneak Attack really needs to made into a special std action rather than adding to a normal attack as it does now. |