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Ssalarn wrote:
This is just a bit of theorycrafting. I actually left my old group behind due to inter-personal conflicts and have only played a couple sessions with this new group (we're actually all pretty green). I don't know about what our party composition might be later down the road in a new campaign. The Psychic Warrior definitely looks tempting since it means I can conjure that massive armor and get the dex penalty lowered through some of the customizations to make a pretty gnarly defensive character that can also dish out the damage. If I go Ranger though I'm limited to pretty much only the medium armor form since I lose any of those extra Ranger feats if I wear Heavy Armor. ![]()
So I was fiddling around with some stuff, and I was wondering how I should go about making a Thunder and Fang character (wielding them in the traditional sense of the feat). I've decided I wanted to start as a human Aegis so I can have Powerful Build to start, since bigger weapons and the summoning of armor onto myself appeals to me. I've made it a point to myself that I will NOT take the Expansion or Extra Arms customizations for the armor as that just seems too cheesy/munchkin-ey. However, I'm not sure how I want to multi-class this to get the best starting stats whether it be Ranger or Psychic Warrior. Assume a 20 point-buy. If I multiclass into Ranger I get TWF as a free feat at character level 3. Level 1: Aegis
Level 2: Ranger Level 3: Ranger
Pros:
Cons:
If I multiclass into Psychic Warrior I get some more psionic utility and I get extra combat feats, much like a Warrior would. Level 1: Aegis
Level 2: Psychic Warrior
Level 3: Psychic Warrior OR Aegis
Pros:
Cons:
So this is where I'm stuck at. Should I go Ranger or Psychic Warrior? If Psychic Warrior should I only plunk down one level, three levels or four to get the path bonuses/2nd level spells? If taking 3+ levels in Psychic Warrior, which path should I take? ![]()
Gluttony wrote:
Try looking into an Artificer that makes a gun (or guns) use the Burning Hands spell (or some other flame spell). That might just be your ticket, especially if you want to be a craftsman. ![]()
Mr Jade wrote:
Take a look at the Monktopus. Put that in the search bar. It may take a little to get there, but at level 12 that thing as a monster. ![]()
Excaliburproxy wrote:
How is it "stronger than anything else" at this point? With the racial feat idea, all it has completely normal Ability Score modifiers, Low-light vision (extremely common among races), gets a bite attack (let's lower that to a 1d6 now that I think about) and Powerful Build. Compare that to half-giant which gets Powerful Build, Low-light vision, +2 saving throws against anything fire-based, free Wild Talent/Psionic Talent feat, can use Stomp once a day, and gets +4 to survival checks. Alright, so I take out the DR/evil possibility and add the Darkvision to the feat list as well. Consider what the Kitsune can do with their racial feats: make themselves look like whoever they want, Charm Person, Suggestion, Invisibility, Confusion (The AoE kind no less) and Dominate Person (plus more, those are just the really interesting ones that jump at me). Looking at that, Darkvision, Aura of Menace (which becomes dispelled as soon as the opponent hits me. Maybe take away the attack penalty to even things out a bit if it's still a problem?), Aid (rather limited castings) and Continual Flame (extremely limited castings) don't seem that overpowered. ![]()
Excaliburproxy wrote:
Alright, so change the attack bonus. How about... I don't know, start the attack bonus at level 4 and increase it every 8 levels? That will give it +3 at 20, basically half of what I had there. Also what if I put Aid, Continual Flame, Aura of Menace and the DR/evil as feats to buy kind of like a Kitsune's Magical Tail powers? That way it isn't something that I get to have just because and I actually need to invest to get it. Not sure why you're telling me to drop the spellcasting though since everything relating to the class is already just lifted directly from what Paizo has published, spellcasting and all. Really the only difference between what I've said for class stuff and what's put here (published by Paizo): Empyreal Knight is that I made that aura available earlier but eventually scales up instead of just a massive effect available at level 17, and switched one of the equivalent core -> archetype skills (although the core skill is arguably much, MUCH better). To compensate for the earlier grab (keep in mind it can only be maintained for as many rounds and Paladin levels. Since that makes it useless at first couple levels, I might make it last CL+Cha mod rounds), it doesn't get the resistance to cold it would normally obtain and it can't take any of the healing spells. ![]()
Archetype this is based off of: Empyreal Knight, published by Paizo. When I say "base archetype", I mean the Empyreal archetype of Paladin. When I say "core class", I mean the original Paladin class. Changes from the base: Weapon and Armor Proficiency: Proficient with all martial weapons, with medium and light armor, and no shields. Skills: Knowledge (Planes, Religion), Climb, Sense Motive, Perception, Acrobatics, Intimidate, Craft, Spellcraft, Swim, and Handle Animal. Level 1:
Level 2:
Level 3:
Level 5:
Level 20:
Code of Conduct:
Racial stuff:
Basically, I made it so that the resistances it would normally get from being an Archon is gained through class abilities. While not technically a racial at that point, it still functions just the same so it feels like a Hound Archon still. Gave Aura of Menace an average Will save. You get Aid as a racial, but you can't use any healing spells or channel because of the base archetype and you can't use it very many times. Everything either has a precedent, any "exploits" can be done better with another class, or it has some other balancing feature in place to keep it on-par with what's already in existence. ![]()
Excaliburproxy wrote: Well, that could work. Just limit their divine bond to two-handed melee weapons. Maybe let them activate divine bond as a swift too (or alternately as part of a charge or standard action attack if you anyone is worried about them full attacking on the first round when surprised). Why don't you write down the class archetype (like what replaces what and when) and then I--as well as others--can help you tweak it (either just a little or a bunch). Alright, will do. Give me a sec to get everything together. ![]()
Excaliburproxy wrote:
The two handed weapon proficiency is due the fact that lore-wise, Hound Archons really only use 2-handed weapons. Would you suggest only giving it Martial Weapons but giving a bonus that scales with level when using 2-handed weapons? And although I admit that it's 3PP, the Aegis class is able to give itself Powerful Build and a double expansion all on its own without multi-classing. That makes me think that only having Powerful Build (which is already possible with the half-giant race released with Psionics Unleashed) makes it seems that Powerful Build isn't too over the top by itself. I can see how the other things combined with it though might be a little unsettling with the other racial bonuses and resistances. I'll see what I can do about the balancing. What kind of spell-like abilities are you thinking though if Paladin spells are off the table that won't restrict the class to being a one-trick pony? ![]()
I can't really tell if this should go here in the "Homebrew" or the "Conversion" section (as I see both sections having threads very similar to these) so I'm sticking this in both and seeing which bites. So I decided to take it upon myself to make the Hound Archon into a kind of playable race/class. Here's the really rough ideas that I have right now. Let me know if there's anything that should be added/removed on account of balance and sticking to the creature's lore. The idea is to make it a mix of holy support and melee, much like a Paladin except not able to use shields or healing. Racial Traits:
Spell-Like abilities:
To prevent this from being too powerful the natural armor bonus, resistance to electricity and poison, and DR/Evil would either just outright be small or scale with character level. Now, for the class stuff. For the most part, it acts like a Paladin except with some changes:
Skills: Knowledge (Planes, Religion), Climb, Sense Motive, Perception, Acrobatics, Intimidate, Craft, Spellcraft, Swim, Handle Animal. I figured that not having Mercies or access to the healing spells and the slightly smaller Hit Die balances well with having Powerful Build (Half-giant is able to get it as a racial anyway), the small damage resistances and the Magic Circle. I actually got the idea of Powerful Build from "Some hound archons can grow to a great size, and these creatures are a much more powerful foe" and "This powerfully built, dog-headed humanoid is a hound archon". While this Archon is Medium sized, Powerful Build seems to fit. Cleaning the weapon is a reference to the description saying "This canine-headed humanoid's well-groomed appearance and polished greatsword show it to be more than a common beast". Story-wise, this could work. Imagine you're in some kind of holy city. It wouldn't be too big of a stretch (although maybe a little surprising) to see one of these guys acting as some kind of emissary from Heaven or acting as a holy guard of some leader there. The Archon gets sent along with the party for some reason or another. Maybe the leader sent the Archon along to help with some task he/she set forth, or maybe the Archon is meant to watch the other players to make sure they don't royally screw up. Hell, maybe he just simply got bound to the plane by some summoner but was able to retain his free will. Any ideas or suggestions? I like the idea of splitting it into race and class separately, meaning someone could still use this as a character even if they don't want to play some kind of Paladin variant. Honestly, the thing I really need are some good numbers for the resistances and other things I purposefully left vague since I wouldn't really know where to draw the line would for too good or too useless. ![]()
So I decided to take it upon myself to make the Hound Archon into a kind of playable race/class. Here's the really rough ideas that I have right now. Let me know if there's anything that should be added/removed on account of balance and sticking to the creature's lore. The idea is to make it a mix of holy support and melee, much like a Paladin except not able to use shields or healing. Racial Traits:
Spell-Like abilities:
To prevent this from being too powerful the natural armor bonus, resistance to electricity and poison, and DR/Evil would either just outright be small or scale with character level. Now, for the class stuff. For the most part, it acts like a Paladin except with some changes:
Skills: Knowledge (Planes, Religion), Climb, Sense Motive, Perception, Acrobatics, Intimidate, Craft, Spellcraft, Swim, Handle Animal. I figured that not having Mercies or access to the healing spells and the slightly smaller Hit Die balances well with having Powerful Build (Half-giant is able to get it as a racial anyway), the small damage resistances and the Magic Circle. I actually got the idea of Powerful Build from "Some hound archons can grow to a great size, and these creatures are a much more powerful foe" and "This powerfully built, dog-headed humanoid is a hound archon". While this Archon is Medium sized, Powerful Build seems to fit. Cleaning the weapon is a reference to the description saying "This canine-headed humanoid's well-groomed appearance and polished greatsword show it to be more than a common beast". Story-wise, this could work. Imagine you're in some kind of holy city. It wouldn't be too big of a stretch (although maybe a little surprising) to see one of these guys acting as some kind of emissary from Heaven or acting as a holy guard of some leader there. The Archon gets sent along with the party for some reason or another. Maybe the leader sent the Archon along to help with some task he/she set forth, or maybe the Archon is meant to watch the other players to make sure they don't royally screw up. Hell, maybe he just simply got bound to the plane by some summoner but was able to retain his free will. Any ideas or suggestions? I like the idea of splitting it into race and class separately, meaning someone could still use this as a character even if they don't want to play some kind of Paladin variant. Honestly, the thing I really need are some good numbers for the resistances and other things I purposefully left vague since I wouldn't really know where to draw the line would for too good or too useless. ![]()
Dark Vicar wrote:
By the way, you won't be able to take Improved Two-Weapon fighting until level 8. It requires a BAB of +6 which you don't get as a monk until that level. Improved Two-Weapon fighting will actually get you 3 attacks. One from your main hand, one from your off hand, and a second from your off-hand at a -5 bonus. ![]()
Captain Wacky wrote:
The sword starts off as Large before anything happens, which can be carried with a back-sheath going at a diagonal angle instead of straight down so that it doesn't scrape the ground while walking. When I activate my armor it's as if I was effected by an Expansion spell but stacked twice, meaning I get the size bonus as well. Basically, it's only really big in combat and while in combat I'm big enough to wield it as well. Activating the armor is a full-round action meaning I won't have to be giant-sized in any scenario other than combat. ![]()
Umbranus wrote: But being huge would prevent you from entering most buildings including dungeons. So you could end up having to wait outside while your party has fun. The nice thing is that there's an ability that allows me to turn various customizations off on the fly by using a couple PP so if an issue due to size comes up I can either turn the armor completely off if not in combat or turn off the size changes. Thanks for your input guys! ![]()
The thing is though, the effect of the armor says I can use a weapon one size larger than myself like normal. If I had the armor on, wouldn't that allow me to use the weapon? The wording of the effect is "The aegis can use weapons designed for a creature one size larger without penalty" which sounds like it would allow me to. I fully agree that without that customization to the armor the rules are clear that I wouldn't be able to use it, meaning I would need some kind of backup weapon. ![]()
Hello, new player here. I was just kind of messing around, looking at different classes and such and I came across an interesting idea. I'm worried I might have some ideas mixed up though, and if not I'm worried my DM might not like the idea too much since it seems extremely strong, at least to me. She tends to be pretty RP focused which is why I'm worried. The class and various links to everything can be accessed through here:
The idea revolves around the Aegis and various enlarging qualities its Astral Armor can give it. At the very first level his suit can give him Powerful Build, meaning he can wield a weapon one size category larger than intended with no penalty. That means that at level 1 my character can whip out a 3d6 weapon in the form of a Large Greatsword with no penalties. This stays relatively the same until level 6 when it gets Augmented Weapon which increases the size category of the weapon, making it a Huge Greatsword with a damage of 4d6. In not too long (level 9) it gets replaced by Increased Size which basically does the same but increasing my size to Large. A 4d6 weapon (plus whatever feats) seems crazy for that level. But wait, it gets better. At level 10 I give myself an extra attack. At the ripe age of 15 I get Increase Size, Improved bumping everything up another size category thus making me a Huge creature (meaning tons of extra strength) swinging a Gargantuan Greatsword of 6d6. This seems hilarious. Considering how tanky this class is to begin with (with the damage resistance, masterwork full-plate defenses, d10 hit die and being able to add on a shield after I get Extra Arms, Greater) and the ability to dish out that much damage I'm worried this class is... well, just a little over the top. The icing on the cake is that if I use 1.5x size modifier for each stage, I'm about 15 feet tall swinging a weapon that's about 17 feet long. To make it short and sweet:
Does this work how I think it will? And will this royally piss off other players? |