Kirhosk

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RPG Superstar 6 Season Star Voter, 7 Season Star Voter. Organized Play Member. 163 posts. No reviews. 1 list. 1 wishlist. 2 Organized Play characters.




This item was created when I realized that one of the main problems with using improvised weapons was that they fall behind other weapons as soon as weapon enchantment becomes common. Since this felt like the same issue that unarmed strikes can have, I thought I would make a modified AoMF that affects one picked-up weapon, and only costs 150% what it does to enchant a single weapon (instead of the 200% for all unarmed/natural attacks like AoMF).

The feedback that I'm looking for is:
Does the price make sense?
Would it be all right to make it cheaper (down to the standard cost for weapon enchantment) since it only applies to one weapon?
Can you think of anything broken that you can do with this item?
Should I limit its abilities to only apply to improvised weapons, and not allow it to affect manufactured weapons?
Should the effect work for thrown weapons until they hit the target?

Amulet of Single Weapon Enchantment
Aura faint evocation; CL 5th
Slot neck; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5); Weight
DESCRIPTION
An amulet of single weapon enchantment functions as an amulet of mighty fists, except that the enhancement bonus and magical properties are applied to a single held weapon or improvised weapon instead of to unarmed strikes and natural attacks. Choosing a weapon to apply the bonuses and properties to is a free action once per round.

If the held weapon already has an enhancement bonus or magical property that the amulet of single weapon enchantment would bestow, the bonus/property does not stack, instead using the bonus/property that is greater. E.g. Holding a +1 dagger while wearing a +2 flaming amulet of single weapon enchantment results in the dagger being a +2 flaming dagger.


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Hello everyone,

I'm currently in the process of designing a sadomasochistic vitalist (taking the soulthief method and sadist archetype), and I feel like having some kind of DR vs non-lethal (aka DR/lethal) would suit the character.

Are there any pre-existing traits, feats, or other mechanics that would fit this feeling?

Also, if there isn't, I'd like to know about designing a custom trait that gives DR/lethal. (I know I'm sort of crossing forums here, but it feels silly to split it into two threads.) Does DR 2/lethal seem like a good value for a custom trait, or should it be increased/decreased? Would something like DR 1/lethal per CL be too much?

Also, in case anyone is wondering, I don't believe that this would give me any mechanical advantage. Further, I don't believe that the non-lethal damage taken from using Transfer Wounds would be reduced by any sort of DR, including this DR. The trait is purely for fleshing out the character.


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I've been wanting to create a character that fit Mega Man for a while now, but Pathfinder (not being sci-fi based) didn't really have a class that felt right for it.

Now that the Machinesmith is out, though, I can see Mega Man's equipment as selectable machinesmith trick gadgets, and a limited weapon copying ability with the Arcane Analyzer. I am creating a document that will contain augmentations, gadgets, and techniques that fit the armor upgrades from the Mega Man X series.

Link to the document is here.

I'll be updating it as I have the time, but if anyone has any requests or suggestions, I'm open to them.

So far, I have Crush Helmet, Dash Boots (with Air Dash), Reactive Force Armor, and Weapon Pre-Charge.


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Mechanics:
On every even character level, players may choose one non-combat feat that they qualify for (referred to later as a 'roleplay feat'). They gain this feat, but they lose the feat's benefits during combat (bolded for emphasis, if you're skimming the post). Further, roleplay feats do not count as prerequisites for any non-roleplay feats.

Why?
My players' characters are very combat-oriented, although by backstory, they really shouldn't be. I have a bowyer who can craft, and would use crafting feats if they didn't reduce his combat ability. I have a researcher who puts his feats into grappling and tripping.

...and the next story arc of my campaign would benefit greatly if they had used more non-combat feats to flesh out their characters. It's more of a mystery/sneaking/political arc, and shooting everything in the face could get them killed. They will be notified of this as the arc begins.

Anyway, rather than punishing them for their focus on combat ability, I would like to offer them a way to flesh out their characters in a roleplay capacity without giving them further combat advantage. I expect the bowyer to take Master Craftsman and a few magic item creation feats. The researcher would get some knowledge boosts for gathering info (but not for identifying monsters, as the boost doesn't work in combat), as well as possibly going into something that interests him as a player, but would lower his combat ability if he took it in place of a regular feat.

Why post it?
I think it's a good idea for getting your players to flesh out their characters more than "he shoots his bow really good" without punishing them. It somewhat serves the same purpose as traits, except that a lot of traits benefit you in combat, which skews what my players picked. (Almost all of them picked the +2 initiative trait)

Let me know if you see any problems with this mechanic as I've stated it, and I'll see about revising it.


The first thing I want to say is that I love the monster as created here:
http://paizo.com/threads/rzs2ledx?Tonberries#1

However, I want to be able to create a tonberry enemy with class levels to use in a campaign that I am running, so I have created a race sheet for them. I tried to keep their clumsiness and karmic lantern intact (not nearly as powerful, of course), and I was hoping to receive some input on the abilities as I've laid them out. Are they too weak? Could they be broken in a situation that I'm not thinking of? Any suggestions on filling out the race to 10RP?

Without dragging it out any more, here it is at a race builder score of ~6RP (along with a new tonberry feat):

Type: Humanoid (tonberry)
-2 Dexterity, +2 Wisdom, +2 Strength: Tonberry are old souls with strong bodies, but they are not very quick and are prone to clumsiness.
Size: Tonberry are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their CMB and to CMD, and a +4 size bonus on Stealth checks.
Base speed: Tonberry have a base land and swim speed of 20 feet, but their speed is never modified by armor or encumbrance. Further, if a tonberry moves more than 20 ft in a round, there is a 20% chance that they will fall prone in the 25 ft square. This fall can be negated with a DC 15 Acrobatics. If they were swimming, they become off-balance instead and must use a move action that provokes AoOs to right themselves.
Round and clumsy: Tonberry are very awkward in motion and balance, resulting in a -4 penalty to Ride and Fly, and a -2 penalty to Acrobatics. If the tonberry has 5 ranks in Ride or Fly, the penalties to that skill are reduced to -2.
Oh look. People: Tonberry have a strange knack for coming across intruders at inopportune times (for the intruder). As a result, tonberry have a +3 racial bonus to perception checks. If they were able to act in a surprise round, they gain a +2 luck bonus to initiative for that combat.
Lantern in one hand: Tonberry can summon a tonberry lantern into a free hand as a free action once per round. This lantern provides light for 60 feet, and dim light for 120 feet. The lantern disappears one round after the tonberry releases it.
Weapon in the other: When holding a weapon in one hand and a tonberry lantern in the other, they gain the benefit of Improved Critical for that weapon.
Karmic storage: When tonberry are struck in battle and they are holding their tonberry lantern, the tonberry lantern gains karmic counters equal to 1/2 of the damage taken.
Karmic backlash: As a standard action that does not provoke AoOs, the tonberry can wave the tonberry lantern at a target within 60 ft and spend up to double their CL of karmic counters to deal that much damage to the target. Will save for half damage.
Languages: Common and tonberry. Tonberry with high intelligence scores can choose any languages as bonus languages (other than secret languages such as Druidic), but they generally do not speak.
Behavior: Most tonberry are lawful, self-appointed guardians. They have a tendency to pick a location and dedicate all of their time to upholding the will of the owner. For example, if a tonberry takes up residence in the home of a ruler, he is a stalwart guardian of the ruler with a natural knack for coming across intruders. If the tonberry comes across strangers that are not violating any rules, they will follow them to keep an eye on them. Any misbehavior is sharply punished with a jab from the tonberry's knife, preferably in conjunction with "DOINK!".

Tonberry feat:
DOINK!
Requirements: tonberry
If a tonberry spends 2 rounds studying a creature, the next attack against that creature deals extra damage equal to the CL of the tonberry (this damage is not multiplied on a crit). Studying is a standard action that does not provoke AoOs. If the tonberry begins to study a creature other than the one it was previously studying, the benefit is lost against the previous creature.

EDIT: Took out the climb speed. It doesn't really make sense. They have a fish tail for swimming, though, so I left that in.


What I want to do is make a character that is defined by the swapping of two or more sets of weapons/armor. For semi-related out-of-game examples of this, the armor of Mega Man X and the Requip magic of Fairy Tail's Erza are decent references. They could switch between different sets of weapons and armor and fight with them effectively, but the fighting style would be different due to the differences in the armor. I intend to try this by creating a new magic item to use along with the Ring of Arming. (For reference to the original Ring of Arming item from MIC: http://www.giantitp.com/forums/showthread.php?t=208730)

As a rough idea, this is what I would want the new item to do:
- The item can be enhanced as armor, main hand melee weapon, off-hand melee weapon, ranged weapon, and shield. The cost for each of these psuedo-slots is the same as the slot itself. For example, you can give the ring's armor slot +1 for 1000g, and the main hand melee weapon +2 for 8000g. Off-hand weapons and ranged need to be enchanted separately, which means that using this ring should not cost more or less than enchanting one set of armor and weapons.
- While wearing this ring, the magical enhancements of your weapons, armor, and shields are completely suppressed and replaced by the enhancement on the ring. So, if you find a +2 heavy fortification chain shirt, but your ring is +1 light fortification, the chain shirt has +1 light fortification while wearing both the ring and the shirt.

This eliminates the cost of maintaining multiple sets of armor and weapons just so that you can use of all of the weapons and armor that you are proficient with. I considered trying to come up with a class archetype that worked like this, but making it into something that can't be taken away would give it the same issues that Vow of Poverty has (less leverage for the DM to use on the character).

A cursed version of the item could cause all magic armor, weapons, and shields that you equip to have no magical enhancement bonuses at all.

Is there any precedent for this kind of item? I didn't see one, other than the folding plate, which is really something else entirely.

Also, what should the base, unenchanted price of this ring be? Is 5000gp appropriate, or is that too cheap/expensive?


I'm creating an NPC for my campaign that closely resembles the Tunnel Rhino boss from MegaMan X3 (http://www.youtube.com/watch?feature=player_detailpage&v=YNWbcARaMQ4#t =299s). The NPC is at heart a modified Delver (minus acid, plus drills), but I'm having a hard time deciding how much damage the drills should do. He is Large, has one drill on each wrist, and a drill for a horn.

Additionally, the hand-drills will detach into the first player that they hit to deal 1 Con bleed for 5 rounds (standard action and DC 20 Strength to pull it out ahead of time). This is similar in flavor to the Fleshgrinding weapon enhancement from 3.5's MIC. The drills fall out powerless once removed.

Once the drills are in, he'll be slamming for 2d6 + 9 (like the Delver, but no acid, and plus a horn drill) until he regenerates new ones in 5 rounds. Should I just use the same base damage for the drills (but piercing damage), or should I use a different value with a different crit modifier?


Hello. I wrote up this archetype today for an NPC that I'm adding to my campaign. Granted, I got a little carried away, as the NPC will only be level 11 and the archetype covers up to level 20, but I was hoping for some constructive criticism on the design.

Resonant Form

The monk loses the following class features (exchanges are in the text below):
Still mind
Slow fall
Wholeness of body
Diamond body
Diamond soul
Abundant step
Quivering palm
Timeless body
Empty body
Perfect self

The monk gains a +2 competence bonus to Perform (vocal) and a +2 competence bonus to Sense Motive. When assisting another PC by performing vocally, the assist bonus is +4 instead of +2. Suggested use: beatboxing

Sonic Boom Fist -> Changed to following functionality:
At 1st level, the resonant form gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level and ever 5 levels thereafter, the monk deals an extra 1d6 sonic damage when using Stunning Fist. In addition, at 5th level, any creature that fails its saving throw against the monk's stunning fist is deafened for 1 round per 5 monk levels. For example, a level 10 monk deals 2d6 additional sonic damage, stuns the enemy for 1 round, and deafens the enemy for 2 rounds if they fail their saving throw. The sonic damage is not reduced on a successful save.

Rumbling thoughts -> At 3rd level, the resonant form gains a +2 on all saving throws against effects with the sonic descriptor. This replaces still mind.

Humming body -> At 5th level, a resonant form's body begins to hum with a low tone, inaudible unless a creature presses an ear to the monk. The resonant form gains a +1 deflection bonus to their AC when wearing no armor. This bonus increases by 1 at level 10 and every 5 levels thereafter, for a total of +4 at level 20. This ability replaces diamond body, diamond soul, and timeless body.

Supersonic rush -> At 5th level, a resonant form can burst through the air with incredible speed. He can fly at 5 times his movement speed in one uninterrupted movement. Using this ability is a standard action; He cannot take other creatures with him when he uses this ability; He can use this ability a number of times per day equal to his Wisdom modifier. At 10th level, the resonant form may activate this as a move action by spending 1 Ki point with no limit of uses per day. At 15th level, the resonant form may activate this ability as a swift action by spending 2 Ki points with no limit of uses per day. This feature replaces slow fall and abundant step.

Ground thumper -> At 7th level, a resonant form can disrupt the footing of creatures around them by channeling sound into the ground as a swift action. By spending 2 Ki points, the terrain within 10 ft of the resonant form is considered difficult terrain for all other creatures. Any creatures other than the monk that are within range when the effect is activated must make a Reflex save or fall prone (DC 10 + 1/2 monk level + Wis). The difficult terrain effect continues for a number of rounds equal to the monk's Wisdom modifier. This ability replaces wholeness of body.

Destructive resonance -> At 15th level, a resonant form can unleash a violent dissonance into the body of an enemy or object hit with his unarmed strike. He can use this destructive resonance attack once per day, and it must be announced before making the attack roll. If the monk strikes successfully and the target takes damage from the blow, the target makes a Fortitude saving throw (DC 10 + 1/2 monk level + Wisdom). If the target fails, they take 2d8 points of sonic damage per monk level, and must make the save the following round. The effect continues until either the target succeeds on a save, or the target takes physical damage from another source. Non-magical objects or walls hit with this attack automatically shatter, breaking apart up to a 10-foot cube of matter into a pile of pieces. This ability replaces quivering palm.

Thrumming aura -> At 19th level, a resonant form can create an aura as a swift action at the cost of 2 Ki points. The aura emanates out to a 10-foot radius. Any projectiles originating outside of the aura and passing into or through it have a 50% chance to miss. Any projectiles originating inside of the aura deal an extra 1 sonic damage per monk level and have their range increment increased by 10 feet. The aura lasts for a number of rounds equal to the monk's Wisdom modifier, and can be dismissed as a free action. This ability replaces empty body.

Feedback -> At 20th level, the energy stored within the resonant form is powerful and volatile, transferring into the weapons of enemies that strike him. When an enemy strikes him in melee, the resonant form may spend 2 Ki points as an immediate action to cause a damaging resonance to occur in the weapon or the enemy that struck him, as chosen by the monk. If the monk chooses to affect the weapon, hardness is ignored. The feedback affects the target as resonating word. This ability replaces perfect self.