Kyra

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Just tossing up another general discussion topic. In your experience, what's more important to having fun while playing Pathfinder: the mechanics and tools of the game itself, or the other people sitting across the table from you?

Personally, I find that the group dynamic is usually more important, and the rules are mainly significant in how they impact that. Rules debates or rules so unbalanced that they cause problems for the players will damage fun. Otherwise, it's all about the players and the GM. A good set of players with a good GM can have a ton of fun with any set of rules, or even just by playing freeform.


So, this is one thing I've noticed indirectly coming up in a lot of conversations on the forums. People who've been in a consistent gaming group/circle for years seem to have a very different outlook on the game than folks who have a high turnover rate in gaming partners. I certainly noticed a difference in the experience when I was in a campaign with a bunch of people I knew and had gamed with several times in the past vs. times when I barely knew half the people at the table. Have other people noticed the same thing?

How much does your outlook on being a player change when you don't know the DM very well? And the opposite question if you're a DM with several new players. How do you think your group dynamics have changed your overall Pathfinder experience, and your outlook on the game as a whole?


So, I'll be starting a level 14 character soon. and I've decided to make a character who focuses on summoning T-Rexes. Because ... well, do I really need to explain why a character whose primary ability is summoning T-Rexe s would be fun?

So, now I'm pondering how to make the best T-Rex summoner I can manage. I'm thinking of going for a Saurian Shaman Druid, so I can summon T-Rexes as Standard action and apply templates to them. Plus, I get the Saurian Shamans bonus when summoning other, less awesome, dinosaurs.

Now, the big question on my mind is how pump up my summons beyond the obvious feats (Augment Summoning and Superior Summons). Are there any metamagic feats, racial abilites, or anything else that would boost up my summoned monsters?


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So, one of the more common contentions on the board is whether or not there are other classes that can do the rogue's job better than the rogue. This seems like something that's worth putting to the test, so let's toss up some builds for classes/characters that can replace the rogue, and compared them to proper rogue builds.

Baseline rules:
20 point builds
Standard WBL
No Rules Craziness (Like any method for getting free Wishes)


Question is as noted above. Instead of the traditional Melee Guy, Divine Caster, Arcane Caster, and Skill Guy setup, what about a party consisting of four of the following:

Alchemist
Bard
Inquisitor
Magus
Summoner

It does seem to me like with the right choice of archetypes/builds to make sure all your bases are covered, you would have a pretty solid and very diverse group. Each of the characters has some way of doing physical combat, (especially with the right buffs in play) and up to 6th level spells gives them plenty of other options.


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So, after some random pondering and a bit of Tome of Battle Nostalgia, I cam up with the idea of adapting the Stances from Tome of Battle into Pathfinder style Feat chains. So, time to see if the ideas are reasonably balanced and interesting.

Similar to the monk, you can only use a single style at any given time. All of these feats are combat feats, and thus may be taken as fighter bonus feats.

Elemental Styles: (Formerly Desert Wind, tweaked to work for all elements)

Spoiler:

Each of these styles exemplifies the qualities of one of the four classical elements, whether it be the fluid grace of water, the burning might of fire, or the rough solidity of the earth itself.

Elemental Blessing
Pre-Reqs: 3 ranks Knowledge (Planes), 3 ranks Knowledge (Arcana), ability to speak the elemental language associated with your chosen element.
Benefit: Chose one element. The character's growing attunement to one of the four elements increases their resistance to damage from that source. The character gains damage resistance to their chosen Element equal to one half of their character level. This does not stack with any other source of elemental resistance.

Elemental Cloak:
Pre-Reqs: 6 ranks Knowledge (Planes), 6 ranks Knowledge (Arcana), Elemental Blessing, BAB 6+
Benefit: Any adjacent opponent who makes a successful melee attack against the character takes damage of the character's chosen Element equal to 1/4 of their character level.

Elemental Strike:
Pre-Reqs: 11 ranks Knowledge (Planes), 11 ranks Knowledge (Arcana), Elemental Cloak, BAB 11+
Benefit: As a swift action the character may add 1d6 elemental damage to all of their attacks for the rest of their turn. This damage stacks with the Flaming, Frost, Corrosive, and Shocking weapon properties.

Devoted Spirit:

Spoiler:

A relentless style that emphasizes dogged perseverance, and forcing your opponents to remain engaged in battle until they can no longer continue.

Iron Glare
Pre-Reqs: Combat Reflexes, Step Up
Benefit: Enemies you currently threaten take a -4 to attack anyone other than you.

Martial Spirit
Pre-Reqs: Iron Glare, BAB 6+
Benefit: Any successful attack against an enemy with at least half your hit dice restores two hit points.

Thicket of Blades
Pre-Reqs: Martial Spirit, BAB 11+
Benefit: Any movement which would take an opponent out of the character's threatened area provokes an attack of opportunity, even if it a five foot step, the withdraw action, or any other movement that normally does not provoke an attack of opportunity.
Special: The effects of this feat stack with Step Up and Strike, potentially allowing for two attacks of opportunity.

Diamond Mind:

Spoiler:

A battle style that emphasizes the idea of mind over matter. Battle is not a simple matter of cut and thrust, but contest of wills between two opponents.

Stance of Clarity
Pre-Reqs: 3 ranks Sense Motive, Iron Will
Benefit: At the start of your turn, designate a single opponent. You gain a +2 dodge bonus to AC against that enemy.
Special: Once you gain 10 ranks in the Sense Motive skill, you may designate two opponents to gain this benefit against.

Pearl of Black Doubt
Pre-Reqs: 6 ranks Sense Motive, Stance of Clarity, BAB 6+
Benefit: Every missed attack against the character grants that character a +1 Insight bonus to AC, stacking to maximum of +5. This bonus resets at the start of the character's turn.

Adaptive Style
Pre-Reqs: 11 ranks Sense Motive, Pearl of Black Doubt, BAB 11+
Benefit: The character gains a +1 bonus to AC and a +1 to hit against an opponent for every turn he threatens that enemy at the end of his turn. If the character ceases threatening an opponent, even for a single turn, this bonus resets.

Iron Heart:

Spoiler:

This style emphasize the link between warrior and weapon—victory can only be achieved when the two work as one.

Bonded Weapon
Pre-Reqs: Weapon Focus, Weapon Specialization
Benefit: The character can upgrade a single weapon of the type you have the Weapon Focus and Specialization Feats in as if you possessed the Craft (Arms and Armor) feat. If your bonded weapon is lost or destroyed, you must wait at least one week before bonding with a new weapon. The benefit of any enhancements added by this feature only apply when the character bonded to the weapon is wielding it.
Special: This feat can be used on to two one-handed or light weapons, but any enhancements applied by using this feat only take effect when the two weapons are being wielded together.

Firm Grip
Pre-Reqs: Greater Weapon Focus, Bonded Weapon.
Benefit: The character gains +1/2 character level to CMD against any disarm maneuver targeted at his bonded weapons, or on saves against any effect that would make him drop his bonded weapon.

Dancing Blade Form
Pre-Reqs: Greater Weapon Specialization, Firm Grip.
Benefit: When wielding their bonded weapon, the character's reach is extended by five feat while attacking (but not for the purposes of threatening or making attacks of opportunity).
Special: The effects of this feat do not stack with the Lunge feat.

Setting Sun:

Spoiler:

A combat style that emphasized mobility, maneuver, and the use of advantageous terrain.

Step of the Wind
Pre-Reqs: 3 ranks Acrobatics, Nimble Moves
Benefit: The character gains +2 on attacks rolls against any opponent who is wholly or partially in difficult terrain. In addition, any circumstance bonus from advantageous terrain (such as high ground) is increased by two.

Shifting Defense
Pre-Reqs: 6 ranks Acrobatics, Step of the Wind, BAB 6+
Benefit: The character may make a five foot step as a swift action after a successful attack, or as an immediate action if an opponent misses an attack. This is in addition to the normal five foot step a character can make as a free action once per round.

Ghostly Defense
Pre-Reqs: 11 ranks Acrobatics, Shifting Defense, BAB 11+
Benefit: So long as the character has moved more than five feet in a given round, that characters gains 20% concealment.

Shadow Hand:

Spoiler:

A combat style that emphasizes stealth and striking from ambush, attempting to overwhelm and destroy the enemy before said opponent even realizes that they are under attack.

Shadow Strike
Pre-Reqs: 3 ranks Stealth, Blind-Fighting
Benefit: Gain +2 to attack and damage rolls against any opponent who is flat-footed.

Island of Blades
Pre-Reqs: 6 ranks Stealth, Shadow Strike, BAB 6+
Benefit: A character with this feat is considered to be in a flanking position if if any ally threatens the same enemy, regardless of position.

Assassin's Stance
Pre-Reqs: 11 ranks Stealth, Island of Blades, BAB 11+
Benefit: The character gains 2d6 sneak attack damage, as the rogue class feature. This stacks with sneak attack gained from any other source.

Stone Dragon:

Spoiler:

This style emphasizes raw strength and endurance, shrugging off the mightiest of blows and then returning them tenfold, while remaining firmly planted in place.

Roots of the Mountain
Pre-Reqs: Toughness, Power Attack, Strength and Constitution 13
Benefit: The first two points of lethal damage the character suffers from any attack is converted to nonlethal damage, and the character gains a +2 to CMD against any trip, bull rush, overrrun, or other combat maneuver that would change his position.
Special: The character loses the benefit of this stance if they move more than five feet in a given turn.

Strength of Stone
Pre-Reqs: Roots of the Mountain, Strength and Constitution 15, BAB 6+
Benefit: When a critical hit or sneak attack is scored on the character, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). If the character's constitution is 21 or higher, this effect increases to 50%. If the character's constitution is 25 or higher, it increases to 75%.
Special: The character loses the benefit of this stance if they move more than five feet in a given turn.

Giant's Stance
Pre-Reqs: Strength of Stone, BAB 11+, Strength and Constitution 17
Benefit: The character counts as one size category larger for the purposes of weapon damage and combat maneuvers.
Special: The character loses the benefit of this stance if they move more than five feet in a given turn.

Tiger Claw:

Spoiler:

A combat that emphasizes speed and ferocity over finesse and subtlety, seeking to swiftly and viciously crush the enemy before they can offer any counter.

Wolverine Stance
Pre-Reqs: 3 ranks Survival, Improved Initiative
Benefit: Gain a +2 to attack and damage rolls whenever your character is below half of their maximum hit points.

Blood In the Water
Pre-Reqs: 6 ranks Survival, Wolverine Stance, BAB 6+
Benefit: Scoring a critical hit against an enemy grants a +1 on attack and damage on any additional attacks made that round. This benefit stacks to a maximum of +5.

Prey On the Weak
Pre-Reqs: 11 ranks Survival, Blood in the Water, BAB 11+
Benefit: You may make an attack as an immediate action whenever an opponent you threaten falls below zero hit points.

White Raven:

Spoiler:

This combat style emphasizes tactical coordination and teamwork over individual combat prowess.

Swarm Tactics
Pre-Reqs: 3 ranks Diplomacy, Any Teamwork Feat
Benefit: The flanking bonus to attack rolls now applies to damage as well.
Special: Any or ability which increases the flanking bonus to attack rolls (Such as the Outflank Feat or a menacing weapon) also increases damage.

Press The Advantage
Pre-Reqs: 6 ranks Diplomacy, Swarm Tactics, BAB 6+
Benefit: Take a second Five Foot Step or allow an ally to do so as a swift action

Coordinated Strike
Pre-Reqs: 11 ranks Diplomacy, Press the Advantage, BAB 11+
Benefit: As a free action, allow an ally to gain the benefit a single teamwork feat you possess until the start of your next turn.

Combat Style Mastery
Pre-Reqs: Fighter level 13, six combat style feats.
Benefit: The character may use their of combat styles to fuse two styles into a single unique form. This allows the character to benefit from two combat styles at once.


After way too long getting stuck in the DM chair, I'm finally getting a chance to play again. So ... I wanna make sure I've got a decent witch build thrown together for this game.

So, how am I for hexes, spell selection, and such? That's really my one point of uncertainty, since I've never played a witch before. I'm aiming to be a semi-decent at debuffing and battlefield control, and passable at support/out-of-combat healing.

Special campaign rules worth noting:
1: We rolled stats with ridiculously generous rules (Re-roll 1s and 2s).
2: 4 traits instead of 2
3: No race/alignment restrictions.
4: Starting at Level 10, at higher than average WBL.
(Yes, the GM does like high-powered games. How did you guess?)

Dwarven Scarred Witch Doctor

Str: 13
Dex: 18
Con: 22 (28)
Int: 16
Wis: 17
Cha: 14

Skills
Diplomacy: +22
Heal: +18
Perception: +18
Ride: +19
Spellcraft: +17

Feats
1: Steel Soul
3: Extra Hex: Cackle
5: Craft Wonderous Item
7: Leadership
9: Extra Hex: Fortune

Hexes
2: Evil Eye
4: Misfortune
6: Fly
8: Healing
10: Agony

Patron: Healing

Traits
Glory of Old
Hedge Witch
Illuminator
Militia Veteran

Spells
0: Detect Poison, Detect Magic, Light, Mending, Message, Read Magic, Stabilize
1: Blood Money, Infernal Healing, Enlarge Person, Obscuring Mist, Remove Fear
2: Hold Person, False Life, Glitterdust, Web, Lesser Restoration
3: Dispel Magic, Stinking Cloud, Lightning Bolt, Bestow Curse, Remove Disease
4: Solid Fog, Dimension Door, Confusion, Black Tentacles, Restoration
5: Dominate Person, Hold Monster, Teleport, Reincarnate, Cleanse

Gear
Belt: +6 Belt of Con
Armor: +3 Silken Ceremonial
Ring: Protection +2
Amulet Nat. Armor +2
Head: Jingasa
Cloak: Resistance +3
Torso: Witch's gown
Luckstone
2 wands of infernal healing

Stats
AC: 19
HP: 146

Fort: 3 + 9 + 3 + 1 = 16 (+5 vs. Spells)
Refl: 3 + 4 + 3 + 1 - 12 (+5 vs. Spells)
Will: 7 + 3 + 3 + 1 = 14 (+5 vs. Spells)


So, one thing that tends to bug me a bit about a lot of feats—since feats are listed in alphabetical order, you end up with feat chains scattered across a bunch of different pages. I think it would work better if the feats listed things the way spells do, where the alphabetical sorting just ignores the Greater/Improved tags, so you get stuff like Greater Invisibility being listed right underneath Invisibility.

I just think having feat descriptions listed the same way would be very convenient, especially when it comes to dealing with feat chains. It would be more convenient for readers if feat chains like Eldritch Heritage, Improved Eldritch Heritage, and Greater Eldritch Heritage were all listed one after the other in the feat section.


So, seen the idea of having the Gunslinger reskinned as a crossbow-user tossed around a few times, and I decided it was time to finally take a crack at making it happen.

The Pavise Crossbowman:

Weapon and Armor Proficiency: Pavise Crossbowmen are proficient with all simple and martial weapons, and with all crossbows. They are proficient with all light armor and tower shields.

Rapid Reload: Gunslingers begin play with the Rapid Reload Feat. This replaces the Gunsmith class ability.

Grit: Functions as written, except that grit is restored by critical hits and killing blows from Crossbows, not firearms.

Deeds: Replace all references to firearms in the deeds section with crossbows.

Deadeye: At 1st level, the Pavise Crossbowman may spend one grit point to resolve all crossbow attacks against touch AC, so long as they target an enemy within 30 feet. For every additional point of grit spent, extend the range of this ability by thirty feet. This modifies the Deadeye deed.

Deploy Pavise: At 1st level, the Pavise Crossbowman may deploy a tower shield to gain cover as a move action by spending a single grit point. At 11th level, the time needed to deploy a tower shieled is reduced to a swift action. This replaces the Quick Clear deed.

Utility Shot: The Pavise Crossbowman does not gain the Stop Bleeding option.

Pavise Reposition: At 11th level, the Pavise Crossbowman may spend one grit point to reposition a tower shield that is providing cover as an immediate action. This replace the Lightning Reload deed.

Pavise Expert: At 11th level, the Pavise Crossbowman gains the benefit of any enchantments of special abilities placed upon her tower shield when it is deployed as cover as if she were wielding it. This replaces the Expert Loading deed.

Pavise Mastery: At 19th level, the Pavise Crossbowman may spend a point of grit as a free action to gain her tower shield's bonus to Armor Class when using it to gain cover until the end of her next turn. This replaces the Death's Shot deed.

Pavisier: The Pavise Crossbowman can use a tower shield to provide cover by placing it in the ground, and thus does not count as actively wielding it (so she has two free hands and is not subject to it's maximum dexterity to AC restrictions or penalties on attack rolls). This replaces the Nimble Class Feature.

Crossbow Mastery: At 4th level, the Pavise Crossbowman gains the Crossbow Mastery feat. This replaces the gunslinger's 4th level Bonus Feat.

Crossbow Training: At 5th level, a Pavise Crossbowman increases her skill with Crossbows. She gains a bonus on damage rolls equal to her Dexterity modifier. This replaces firearm training 1.

Weapon Training: At 9th level, the Pavise Crossbowman gains weapon training (as the fighter class feature) in the Crossbow weapon group. Every four levels thereafter (13th and 17th), the bonus increases by +1. This replaces firearm training 2, 3, and 4.


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Can a Samsaran Alchemist use Mystic Past Life to gain access to new formulae, or does Mystic Past Life not work since extracts technically aren't spells?


So, I was working on an Alchemist Guide when I noticed this one.

The Vicious Claws rogue talent for catfolk requires that they have claws as a racial weapon, and bumps up the sneak attack damage with claws up to d8s instead of d6s. However, from what I can tell of the RAW, it doesn't require that only the racial claw attacks be used to gain the increased sneak attack damage.

In other words, could a Catfolk using the Fetal Mutagen (and presumably the Vivisectionist Archetype to keep the Sneak Attack damage scaling up) still get the increased sneak attack damage when using those claw attacks, or does it only apply to their racial claws?

On a related note, could you use the Vestigial Arm discovery and put the two claw attacks granted by Feral Mutagen onto those arms, while using the racial claws on your two original arms? Because an alchemist with four claw attacks that all roll d8s on for sneak attacks sounds ... pretty scary.


Handy dandy link for those who aren't familiar with Gestalt rules.

So, I've got an upcoming gestalt game, and I'm at something of a loss for how I want to build my character.

I know I'm going with a Human Barbarian, but I'm really stumped for the what to do for my second class. Well, not so much stumped as coming up with too many conflicting ideas to really narrow things down.

We're starting off at level 6. Aside from the obvious Barbarian goodies (taking power attack, moving down the superstition and Beast Totem Rage Power lines) I'm pretty open to considering just about any kind of build. I'm currently leaning towards Alchemist since a lot of the discoveries mesh well with a melee character and extracts will bump up my utility, and unless I'm not getting the rules I could still use extracts while raging.

For reference, the other two members of the party are:
Fighter/Ranger (Archery/Switch Hitter Build)
Sorcerer/Oracle (Gotta love full divine and arcane spellcasting off the same casting stat).


It's a very preliminary version so the balance/rules might be wonky.

Caracole

The Caracole combines horsemanship with black powder weapons to devastating effect, riding into the face of the enemy, unloading a barrage of fire, and then riding off to a safe distance to reload.

Weapon and Armor Proficiencies: The Caracole loses proficiency with heavy armor and light and heavy shields, but gains proficiency with pistol firearms.

Gunsmithing: The Cavalier gains Gunsmithing at a Bonus feat at level 1.

Skirmishing Challenge: Once per day, a Caracole can use his Skirmishing Challenge ability as a swift action. When he does so, the Caracole chooses one target within sight to challenge. The Caracole’s ranged attacks with pistols deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the Caracole’s level. The Caracole can use this ability once per day at 1st level, plus one additional time per day
for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Furthermore, once per day, the Caracole may spend a use of his Skirmishing Challenge ability to double the potential extra damage of his ranged attack. Before making the attack roll, he can choose to spend a use of his challenge to deal twice his cavalier level in extra damage on a successful hit instead of just his cavalier level in extra damage. If the attack misses, the use of the challenge is wasted.

This challenge remains in effect until the target is dead or unconscious or until the combat ends. The Skirmishing Challenge gains any order benefit the luring cavalier has. For purposes of benefits that require that the enemy be threatened (but no other purposes) treat the enemy as threatened if they are within the first range increment of the Caracole's pistols.

However, the concentration needed to maintain a challenge leaves the Caracole extremely vulnerable to attack; he takes a -4 penalty to his armor class against any attacks of opportunity he provokes.

This replaces the Cavalier's Challenge ability.

Mounted Gunnery: At first level the Caracole gains the benefits of the Mounted Archery feat, but only when using pistols.

Wheeling Charge: At 3rd level, the Caracole has mastered the difficult maneuver that grants the class it's name. As a full round action, the Caracole's mount may make a double-move. The Cavalier may take a full attack action with his pistols at any point during his mount's movement. Traditionally this maneuver is used to quickly close into optimum pistol range and withdraw to a safe distance before the enemy can mount any response

The complexity of this maneuver leaves the Caracole extremely vulnerable to melee counter-attack. Upon performing a Wheeling Charge, the Caracole takes a -4 penalty to his armor class against any melee attacks until the end of his next turn. This penalty stacks with the penalty against attacks of opportunity from his challenge.

This replaces Cavalier's Charge

Swift Reload (Ex): At 4th level, the Caracole gains Rapid Reload (pistol) as a bonus feat. At 14th level, each time the Caracole issues a challenge, he may reload any pistols he is currently wielding as a free action. This ability replaces expert trainer.

Pistol Expertise: At 5th level, a Caracole gains impressive expertise with his pistols. The Caracole can draw his pistols as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with his pistols, he gains a +2 bonus on the confirmation roll. Finally, his Caracole levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization.

This ability replaces the Cavalier's Banner ability

Thundering Charge: At 11th level, the force of the Caracole's wheeling charge is such that it can shake even the toughest of foes. Whenever the Caracole executes a Wheeling Charge, he may may make an intimidate check to demoralize the opponent he fired upon as a free action. In addition, the Caracole no longer takes any penalties for firing his pisols while riding on a moving mount.

This ability replaces the Cavalier's Mighty Charge ability

Chosen Target: Whenever the Caracole fires upon the target of his challenge, he doubles the range increment of his pistols.

This ability replaced Demanding Challenge

Pistol Training: The Caracole gains the Gun Training class feature as the Gunslinger, but must select a firearm of the pistol type.

This replaces the Cavalier's Greater Banner ability.

Devastating Shot: The Caracole gains the benefit of his Chosen Target ability against any enemy he fires upon, not just the target of his challenge. In addition, In addition, the Caracole may declare that his first pistol shot in a round of combat is an automatic critical threat. The Caracole may use this ability a number of times per day equal to his Charisma modifier.

This replaces the Cavalier's Supreme Charge ability.


What I've thought of so far:

Type: Aberration
Attacks:
2 Claws
1 Tail Strike (with a paralytic poison)
Bite Attack (How to represent the double-mouth thing? Maybe give a second free bite attack whenever it makes a successful bite?)

Acid Blood (Ex): Whenever a Xenomorph takes damage, any adjacent models take acid damage. If wounded with a melee weapon, the weapon takes acid damage as well.

Bonus to Stealth (They are very good at hiding most of the time.

Also, what would be an appropriate CR for a Xenomorph? A CR would help hammer out a lot of the incidental stuff like stats. What about the higher-up types like the Queen?


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Antipaladins haven't gotten any archetypes aside from the undead-themed Knight of the Sepulcher so far. Tossing in a demonic-themed option seems like a sensible direction to go in.

The Hellfire Knight draws his strength from the dark pacts made with the denizens of the Abyss, becoming a mortal champion for the foulest of demons. Eventually he becomes so suffused with the power of the Abyss that it warps his very soul, transforming him into a creature

Class Skills:
Add Knowledge (the planes) to the Antipaladin's class skill list.

Demonic Influence:
At first level, the Hellfire Knight gains the bloodline powers of the Abyssal Bloodline, using his Hellfire Knight level as his sorcerer level to determine the bonuses gained. If the Hellfire Knight takes levels in Sorcerer, his levels in both classes stack for determining what bloodline powers he has access to.

This replaces the Antipaladin's ability to channel negative energy, aura of vengeance, and aura of depravity class features.

Hellfire Touch:
The anti-Paladin's Touch of Corruption class feature cannot be used to heal undead, but can be used to heal outsiders with the demon subtype as a standard action, or heal himself as a swift action.

Abyssal Aura:
The Hellfire Knight's weapons are treated as evil-aligned for the purposes of overcoming damage reduction. In addition, his smite good now treats outsiders with the lawful subtype as if they were of good alignment and possessed the good subtype.

Replaces Aura of Sin

Demonic Ascension:
At 20th level, the Hellfire Knight sheds his mortal form and becomes a true demon. He gains DR 10/good. Whenever he uses smite good and successfully strikes an good outsider, the outsider is also subject to a banishment, using his antipaladin level as the caster level (his weapon and unholy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, uses touch of corruption to damage a creature, he deals the maximum possible amount of damage.

The Hellfire Knight is now treated an outsider with the native, demon, evil, and chaotic subtypes rather than as a humanoid (or whatever the Antipaladin's previous creature type was). He also grows demonic bat-like wings which allow him to fly at a speed equal to half his base land speed with good maneuverability.

Replaces Unholy Champion


So, I noticed that nobody's made a guide to the Samurai yet. I decided to do something to fix that.

Link

All constructive feedback is welcome.


If you've got a character who uses UMD to emulate the Weapon Training class feature with the Gloves of the Duelist, do they end up getting a +2 to hit and damage? I'd seen as much suggested on the forum, but after checking the rules-as-written it seems like that wouldn't work, since the gloves work by enhancing Weapon Training and even with UMD the character has no Weapon Training to enhance.

So, can you get +2 to hit and damage from the Gloves by using UMD?


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One of my perennial aggravations of the alignment system has been that I always thought Lawful alignment sounded a bit like the odd one out.

It doesn't help that this has (at least in my experience) led to a a fair number of new-ish players thinking lawful alignment is entirely about obeying the law.

Personally, I think that "Order vs Chaos" sounds a lot more archetypal/iconic, and it would avoid the whole issue of some players thinking that lawful alignment is only about following the law by having a clearer base term.


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Race: Human
Class Samurai with the Sword Saint Archetype
Order: Order of the Dragon

Ability Scores (25 Point Buy)
Str: 16 + 2 (all level-up advancements go here)
Dex: 13
Con: 16
Int: 10
Wis: 12
Cha: 10

Skills:
Diplomacy
Intimidate
Perception
Sense Motive
Survival

Feats
1: Power Attack
H: Furious Focus
3: Weapon Focus (katana)
5: Weapon Specialization (katana)
6 (bonus): Cornugon Smash
7: Intimidating Prowess
9: Greater Weapon Focus
11: Critical Focus
12 (bonus): Greater Weapon Specialization
13: Staggering Critical
15: Iron Will
17: Stunning Critical
18 (bonus): Dreadful Carnage
19: Improved Iron Will

So, any good possibilities that I'm missing?


So, I rather liked the concept behind the Shadowdancer, but wanted to run something like a Shadowdancer as a martial class instead of a rogue-like class. Something about the whole concept of a badass warrior with shadow powers just sounded cool to me. So, without further ado, here we are.

Shadow Knight:
HD: d10
BAB: Full
Good Saves: Fort, Ref
Bad Save: Will

Requirements:
Skills: Stealth: 5 ranks, Knowledge (planes): 5 ranks, Perception: 5 ranks
Feats: Blind-Fight

Class Skills:
Acrobatics, Escape Artist, Knowledge (planes), Perception, Stealth
Skill Ranks per Level 4 + Int Modifier

Class Features:

Hide in Plain Sight: Gained at 1st level, and functions as the Shadowdancer Ability.

Cloak of Shadows (Sp): At 1st level, the Shadow Knight gains the ability to cast Darkness as a spell-like ability (with a caster level equal to his Shadow Knight level) a number of times per day equal to 3 + his intelligence modifier. At 4th level this improves to Deeper Darkness.

Darkvision: At 2nd level, a Shadow Knight gains darkvision out to a range of 60 feet. If they already have darkvision, the range increases by 30 feet. For every two levels of Shadow Knight beyond second, the range of the Shadow Knight's Darkvision increases by another 10 feet.

Strike from Darkness: At 2nd Level, whenever a Shadow Knight is in an area of dim light or darkness, they gain a +1 bonus to hit and damage on melee attacks. At 7th level, this bonus increases to +2.

Summon Shadow: Gained at 3rd level, and functions as the Shadowdancer Ability.

Bonus Feats: At 3rd level the Shadow Knight gains their choice of Skill Focus (Perception) or Skill Focus (Stealth) as a bonus feat. At 6th Level the Shadow Knight gains Improved Blind-Fight as a bonus feat. At 9th level, he gains Greater Blind-Fight as a bonus feat.

Shadow Jump: Gained at 4th level, and functions as the Shadowdancer Ability.

Armor Training: The Shadow Knight is adept at maneuvering through the shadows, even when wearing heavy armor that would normally encumber a warrior. At 5nd level, the Shadow Knight gains Armor Training 1. At 10th level this improves to Armor Training 2. If the Shadow Knight already had Armor Training from his base class or any other source, this ability instead improves his existing armor training by one step at levels 5 and 10.

Blindsense: At 5th level the Shadow Knight gains Blindsense out to a range of 30 feet.

Armor or Darkness (Sp): At 7th level, the Shadow Knight gains the ability to use Armor of Darkness as a spell-like ability (with a caster level equal to his Shadow Knight level). Activating this ability is a swift action, but the Shadow Knight can only use this power on themselves. The Shadow Knight may use this ability for 10 minutes/Shadow Knight Level, and it must be used in ten minute increments.

Shadow Walk (Sp): At 8th level, the Shadow Knight gains Shadow Walk as a spell-like ability (with a caster level equal to his Shadow Knight level), usable once per day.

Blindsight: At 9th level the Shadow Knight gains Blindsight out to a range of 30 feet.

Shadow Master: Gained at 10th level, and functions as the Shadowdancer Ability.


Topic is what it says; what's the best way to set up a full-BAB class that uses the Crossbow as it's primary weapon?

I've always had a fondness for the crossbow, and been vaguely annoyed by the fact that it's treated like a poor relation in D&D and Pathfinder. So, I'd like a way to make a crossbow wielder who can at least match a longbow user for ranged damage.

So far, I haven't had much luck though. Crossbows have to pay a feat tax to make iterative attacks, can't be made Mighty like normal bows, and don't really get anything that you can't pick up in a standard archer build. The Crossbowman archetype for fighters in the APG also didn't impress me.

So, am I missing any options for making an effective crossbow-user, or is it just a case of Pathfinder continuing D&D's legacy of hating the crossbow?


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Building off of a very good suggestion from my first attempt I'm rebuilding the Elemental Warrior Prestige Class from the Planar Handbook as a Paladin Archetype.

My biggest balance concern is the fact that the Elemental Warrior doesn't have the alignment restrictions of a Paladin, but I think I managed to offset that with a few careful changes. Elemental Smite got hit with the nerf bat a fair bit to make up for not being alignment-tied like Smite Evil is.

Also changed up the spell list quite a bit; lopped out most of the holy spells, and replaced them with elemental ones. I'm not sure about their early-entry into Elemental Body, but the spell is such a perfect fit for the class that it seems wrong not to include it.

Elemental Warrior

Alignment/Code of Conduct: An Elemental Warrior may be of any alignment, and is not required to follow any code of conduct.

Skills: An Elemental Warrior gains Bluff, Fly, Intimidate, Knowledge (Arcana), and Knowledge (The Planes) as class skills, but loses Handle Animal, Heal, Knowledge (nobility), Knowledge (religion), and Ride as class skills.

Align Element: At the start of each day, an Elemental Warrior must spend one minute meditating upon one of the four elements (air, earth, fire, and water) in order to align themselves with that Element. An Elemental Warrior may change their aligned element at any time by spending five minutes in meditation. Changing your aligned element does not refresh uses of Elemental Weapon or Elemental Manifestation.

Elemental Smite: Once per day, a Elemental Warrior can draw upon their connection to the elemental forces of the universe to strike down their foes. As a swift action, the Elemental Warrior chooses one target within sight to smite. The Elemental Warrior adds her Charisma bonus (if any) to her attack rolls and adds damage of their aligned Element equal to their Elemental Warrior level to all damage rolls made against the target of her smite.

In addition, while Elemental Smite is in effect, the elemental warrior gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite.

The elemental smite effect remains until the target of the smite is dead or the next time the elemental warrior rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the elemental warrior may perform an elemental smite one additional time per day, to a maximum of seven times per day at 19th level.

This ability replaces Smite Evil, Aura of Good, and Detect Evil.

Energy Touch: Beginning at 2nd level, an Elemental Warrior may channel the power of their aligned element through their hands, and bring that power to bear against their enemies. Each day they can use this ability a number of times equal to 1/2 their Elemental Warrior level + their Charisma modifier. As a touch attack, an Elemental Warrior can cause 1d6 points of damage for every two Elemental Warrior levels they possess. Using this ability is a standard action that does not provoke attacks of opportunity.

This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an Elemental Warrior 2 additional uses of the Energy Touch class feature.

This ability replaces Lay On Hands.

Elemental Effects: These function exactly like the Cruelty Anti-Paladin ability.

Aura of Protection: An Elemental Warrior gains damage resistance equal to their Elemental Warrior level against their aligned element. Each ally within 10 feet of the Elemental Warrior gains a +4 morale bonus on saving throws against spells of the Warrior's element. This ability functions only while the Elemental Warrior is conscious, not if they are unconscious or dead.

Elemental Channeling: The Elemental Warrior gains the Channel energy ability, as a cleric of their level. However, an elemental warrior uses the Variant channeling rules presented in Ultimate Magic, utilizing the rules which correspond to their current aligned Element. Using this ability consumes two uses of the Elemental Warrior's Energy Touch ability.

Elemental Bond: Upon reaching 5th level, an Elemental Warrior achieves a new level of connection to the elements he draws his power from. This connection can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the Elemental Warrior to enhance his weapon as a standard action by calling upon the aid of an elemental for 1 minute per Elemental Warrior level. When called, the elemental causes the weapon to crackle with energy. At 5th level, this being grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: brilliant energy, corrosive, corrosive burst, flaming, flaming burst, frost, frost burst, keen, shock, shocking burst, speed (Elemental damage properties may only be of the warrior's aligned element).

Adding these properties consumes an amount of bonus equal to the property’s cost (see Table 15–9 in the Core Rulebook). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The elemental imparts no bonuses if the weapon is held by anyone other than the Elemental Warrior but resumes giving bonuses if returned to the Elemental Warrior. These bonuses apply to only one end of a double weapon. An Elemental Warrior can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with an elemental spirit is destroyed, the Elemental Warrior loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the Elemental Warrior takes a –1 penalty on attack and weapon damage rolls.

The second type of bond allows an Elemental Warrior to gain the companionship of an elemental. This functions as the summon monster III spell, except the duration is permanent and the Elemental Warrior can only gain the service of an Elemental. Once selected, the choice is set, but it may be changed whenever the Elemental Warrior gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level.

Once per day, as a full-round action, an Elemental Warrior may magically call his companion to his side. This ability is the equivalent of a spell of a level equal to one-third the Elemental Warrior’s level. The companion immediately appears adjacent to the Elemental Warrior. An Elemental Warrior can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level.

At 11th level, the companion gains the advanced template (see the Pathfinder RPG Bestiary). At 15th level, an Elemental Warrior’s companion gains spell resistance equal to the Elemental Warrior’s level + 11.

Should the Elemental Warrior’s elemental companion die or be banished, the Elemental Warrior may not summon another companion for 30 days or until he gains an Elemental Warrior level, whichever comes first. During this 30-day period, the Elemental Warrior takes a –1 penalty on attack and weapon damage rolls.

This ability replaces Divine Bond

Elemental Movement: The Elemental Warrior gains a special movement property based upon their aligned element.
Air: Gain a Fly Speed equal to your base land speed (average maneuverability. The character loses the ability to fly if carrying a medium or heavy load.
Earth: Gain a Burrow Speed equal to your base land speed
Fire: Increase base Land Speed by 10. The character loses the ability to fly if carrying a medium or heavy load.
Water: Gain a Swim Speed equal to your base land speed, and the ability to breath water.

This Abiliy Replaces Aura of Resolve

Aura of Energy: An elemental warrior can expend two uses of their elemental smite ability to grant the ability to make an elemental smite all allies within 10 feet, using their bonuses. Allies must use this elemental smite ability by the start of the elemental warrior's next turn and the bonuses last for 1 minute. Using this ability is a free action.

This Ability Replaces Aura of Justice

Elemental Manifestation: At 14th level, the Elemental Warrior gains the ability to manifest an aspect of their aligned element. Elemental Manifestation may be activated as a swift action, and consumes two uses of the Energy Touch ability. The effects of each Manifestation last for one minute.

Air: Brisk winds whip around the elemental warrior’s body. All ranged attacks against them have a 50% miss chance.
Earth: The elemental warrior’s skin is partially sheathed in rocky hide. Their natural armor bonus increases by 6.
Fire: A sheath of flame envelops the elemental warrior. Anyone adjacent to the Elemental Warrior takes 6d6 fire damage.
Water: The elemental warrior body becomes liquid and flowing, able to bend and dodge in seemingly impossible ways. All melee attacks against them have a 50% miss chance.

This ability replaces Aura of Faith

Elemental Mastery: The Elemental Warrior gains complete immunity to damage caused by their aligned element. In additon, the Elemental Warrior's mastery of their abilities is such that once per day an Elemental Warrior may change their aligned element as a full-round action.

This ability replaces Aura of Righteousness

Dual Align: The Elemental Warrior's mastery of the elements is such that they have gained the ability to be aligned with two different elements simultaneously.

This ability replaces Holy Champion

Spell List

1st-Level Spells

Air Bubble
Alter Winds
Create Water
Detect Magic
Divine Favor
Endure Elements
Glide
Grace
Knight's Calling
Lead Blades
Litany of Weakness
Magic Stone
Magic Weapon
Obscuring Mist
Protection from Alignment
Read Magic
Resist Energy
Resistance
Sun Metal
Touch of the Sea
Virtue

2nd-Level Spells

Bull’s Strength
Deadly Juggernaut
Eagle’s Splendor
Elemental Body I
Fire of Entanglement
Gust of Wind
Instant Armor
Invisibility
Litany of Defense
Litany of Entanglement
Litany of Warding
Owl’s Wisdom
Protection From Energy
Righteous Vigor
See Invisibility
Shield Other
Silence
Slipstream
Stone Call
Summon Monster II (Elementals Only)
Versatile Weapon
Vestment of the Champion
Weapon of Awe
Wind Wall

3rd-Level Spells

Burst of Speed
Cloak of Winds
Dispel Magic
Effortless Armor
Elemental Aura
Elemental Body II
Fickle Winds
Fire of Judgement
Heal Companion
Litany of Escape
Litany of Sight
Magic Circle against Alignment
Magic Weapon, Greater
Meld Into Stone
Summon Monster IV (Elementals Only)
Water Breathing
Water Walk
Wrathful Mantle

4th-Level Spells

Elemental Body III
Fire of Vengeance
Fly
Litany of Madness
Litany of Thunder
Litany of Vengeance
Improved Invisibility
King's Castle
Resounding Blow
River of Wind
Summon Monster V (Elementals Only)
Stoneskin
Wall of Fire
Wall of Ice
Wall of Stone


So, I always liked the idea behind the Elemental Warrior Prestige Class from the D&D Planar Handbook. A fighter getting in touch wtih one of the elementsm gaining some measure of control over it, and incorporating it into their combat style just has so much cool potential. A fighter who can make their sword burst into flames, or melt anything they stab just sounds awesome.

So I've reworked the Elemental Warrior into a Fighter Archetype. The biggest change is probably giving the character a way to change what element they have an affinity to. I wanted to avoid the situation of an Elemental Warrior being doomed to uselessness if the party went up against anything with resistance to their Element, but I kept the realignment time long enough that you can't just change your element on the fly.

Needless to say, I've got no idea how balanced this is, if at all. I'm also open to any alternate ideas of how to make the concept work.

Elemental Warrior

Align Element: At the start of each day, an Elemental Warrior must spend one minute meditating upon one of the four elements (air, earth, fire, and water) in order to align themselves with that Element. An Elemental Warrior may change their aligned element at any time by spending five minutes in meditation. Changing your aligned element does not refresh uses of Elemental Weapon or Elemental Manifestation.

Resistance: At 2nd level, an Elemental Warrior gains energy resistance 5 against their current aligned element, and a +1 bonus on any saying throws against spells, spell-like abilities or supernatural abilities which inflict that type of Elemental damage. The energy resistance increases by 5 points and the bonus to saving throws increases by +1 for every four levels beyond 2nd.
This ability replaces bravery.

Elemental Weapon: At 3rd level, as part of making an attck action an Elemental Warrior may choose to deal an additional 1d6 damage of a type matching their aligned element. You must declare that you are using this ability before rolling to hit (on a missed attack, it is wasted) The Elemental Warrior may use Elemental Strike number of times per day equal to their class level + their Wisdom Modifier.
At 7th level, and four levels thereafter, the amount of elemental damage inflicted by Elemental Strike increases by 1d6.
This ability replaces Weapon Training 1, 2, 3, and 4.

Elemental Manifestation: At 5th level, the Elemental Warrior gains the ability to manifest an aspect of their aligned element. Elemental Manifestation may be activated as a swift action, and used for a number of rounds per day equal to the Elemantal Warrior's level + their Wis mod.
Air: Brisk winds whip around the elemental warrior’s body. All ranged attacks against them have a 20% miss chance. For every four additional levels of Elemental Warrior, the miss chance increases by 10%.
Earth: The elemental warrior’s skin is partially sheathed in rocky hide. Their natural armor bonus increases by 2. For every four additional levels of Elemental Warrior, the Elemental Warrior's natural armor bonus increases by 1.
Fire: A sheath of flame envelops the elemental warrior. Anyone adjacent to the Elemental Warrior takes 2d6 fire damage. For every four additional levels of Elemental Warrior, the fire damage increases by 1d6.
Water: The elemental warrior body becomes liquid and flowing, able to bend and dodge in seemingly impossible ways. All melee attacks against them have a 20% miss chance. For every four additional levels of Elemental Warrior, the miss chance increases by 10%.
This ability replaces Weapon training 1, 2, and 4.

Elemental Strike: At 13th level, the Elemental Warrior's Elemental Strike gains one of the following effects, depending upon their aligned element The enemy may attempt a fortitude save to negate this effect (DC 10 + 1/2 the Elemental Warrior's level + the Elemental Warrior's Wis modifier).
Air: The target is knocked prone.
Earth: The target is entangled for one round.
Fire: The target is shaken for one round.
Water: The target is sickened for one round.
This ability replaces Weapon Training 3.

Elemental Mastery: The Elemental Warrior gains complete immunity to damage caused by their aligned element. In additon, the Elemental Warrior's mastery of their abilities is such that once per day an Elemental Warrior may change their aligned element as a full-round action.
This ability replaces Armor Mastery.

Dual Alignment: The Elemental Warrior may be aligned with two different elements simultaneously, giving them complete immunity to two types of energy damage, granting two different effects for Elemental manifestation, and effectively doubling the damage provided by Elemental Weapon.
This ability replaces Weapon Mastery.