Gnoll Mutant

Dustyboy's page

Organized Play Member. 675 posts. No reviews. 1 list. No wishlists. 2 Organized Play characters. 1 alias.



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I'd like to appeal to sensability, if anybody can simply raise a wolf or hyena as a pet, then why do dogs exist? Why have horses when bears are as easy to tame?

A commoner in pf is as potent as a commoner in real life. And quite frankly bears are a hard fight for three or less people


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Galnörag wrote:
Why in a world where the gods channel power into mortals, and mortals with study can wield nearly the power of the gods, and horrors beyond mention roam the wilds, would a well behaved bear upset the guards?

Because the guards are usually human warrior 1-5

Bears are f!!#ed up


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Yep I said it.

In the dnd world, most people understand social issues with playing an orc, but the issue of having a bear or lion as an animal companion is rarely brought up.

So I want to explain to you the main issue here

Animal companions are autonomous, you can command them but the dm plays them. This means that they are npcs

Now a tamed bear is still a bear , and there is definitely a big problem with walking into town having one.

First off its not gonna realistically be allowed in the Tavern or inn, the stable isn't outfitted for a bear, and letting it roam in a town is out of the question .

There's also the logistics of caging it, especially if you're a ranger or a druid who tends to value freedom

If you have a dog it can likely come into some businesses with you, even the most unruly dog is better received than the most obedient lion when off leash.

A horse can be hitched up to a post without worry that the town guard will shoves Spears into it in a panic.

Arguments for wolves are potentially viable but again I wouldn't leave it alone anywhere, there's definitely a farmer or hunter in town that knows what it is

Basically wolves and big cats are great stat wise, but they should hinder you in role play heavily.

Hell can you even get past a gate keeper with a bear?

There are numerous familiars that also follow this, but as they are small and intelligent they can be more easily concealed or "contained".. chances are your imp knows to stay in rat form and not cause massive havoc


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Well sir, can I suggest a man of uncalcuable cunning?

I've played a PC who went against gods and kingdoms, using a series of frail excuses. He was Lawful Evil and sought the advancement of the reputation of both himself and his family name, in order to do so he actually built schools, houses, roads, making people love him. He freed legions of Gnolls from demon lords, Orcs from brutal Cheiftains, and goblins from hobgoblins, He was of Mixed Decent being Drow, Orcish, Human and Goblin (Just a half elf wih the half drow tree combined with racial heritage goblin and orc bloodline sorcerer)...

Basically he went on to build an empire of Military, Finance and Education with a Limited Monarchy that was given a great name and a hearty pay cut.... and he took it from both evil and good men along with Demon lords and actual gods.. simply by being deceitful yet never lying, and being honorable but not trustworthy.

FInd one of those in your empire, an outcast... someone of natural ambition, someone who was made to lead even if they're not enlightened.

Yes Int and Wisdom are monopolized, but how about the other combinations? What about a man who's more charismatic than these demigods and doesn't play by the rules? Maybe some event happened that he has the credit for stopping, he might be a general, a slave, a priest, a lawyer, or even just a shopkeeper's assistant. Something makes him realize that he deserves more, and his followers might believe this too.

It also makes it so that your players are stuck between two forces that don't quite seem evil, Maybe they don't fully agree of who to back, The enlightened philosophers offer a world free of inequality and strife, but what advancement comes to those who really deserve it? Then there's the new hero of the commonfolk, who preaches a gospel of making your own path, and makes promises of improving certain aspects of the society, allowing people to attempt to attain true wealth and liberty... even if it means some will go hungry and the issues of capitalism will be raised?

Sorry you say communism, so i figure that means no money, and equal wealth between everyone, regardless of ambition or ability, which can be painted as liberty.

Just because people have what they need in abundance, and some of what they want, doesn't mean they aren't willing to go far to attain more, or even further to make attaining more a possibility.


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WAIT YOU'RE ALL STUPID IT OBVIOUSLY GIVES +4 TO POISON!!


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OK now I have some questions that lead into a bigger question, I invite you all to poke every hole in this ship to see if even a piece of it still floats, PLEASE for the love of god shut this down

So we start off with a human (Eye for talent) shaman with the mammoth spirit... and grab improved familiar for an imp....

then we dip diabolist....

here's where i'm seeing the questions

A.)
IF: the diabolist's imp is an unmodified creature designated as an imp, is not a familiar, but also does not count as an animal companion

AND: Familiars must be unmodified creatures

Then: Your imp may be both a companion and a familiar

Ok so here's the Next part

IF: Improved familiars are barred from archetypes by loss of the speak with animals ability

AND: The animal patron for witch allows speak with animals

Then: Improved familiars can take various archetypes.

Ok so:

IF: Diabolist's imp companion stacks with arcane caster level.

AND: You take the light bringer trait

Then: You gain a full progression imp companion

Now finally: IF a familiar from eldrich scion fighter gains combat feats that the fighter possesses

AND: you have bonded your familiar to an imp companion

THEN: Your familiar is now in possession of all of your combat feats, plus the imp companions natural feat progression.

Lastly, if you continue in mammoth shaman, or animal shaman, that little imp becomes an animal of some sort (Mammoth for mammoth, any for animal shaman.. possibly an Ape?),

So your familiar will be a 20th level familiar, a 20th level animal companion, and a 20th level imp companion... with all of your combat feats. It will be a medium sized animal with various spell like abilities, a fly speed, HANDS,+6 to strength at its base stat (Shaman+mauler+Eye for talent). If you decide to take a dip into hunter you may apply animal focus to your companion to grant it an additional stat increase, such as more str....

It will have the ability to change shape into various types of animals...

It can Deliver touch spells, share spells, and has all abilities granted to it by all three class features, including archetypes chosen.


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Elven battle training adds 1 AoO,
Kensai Magus adds AoOs based on your int mod
There's a paladin archetype which grants additional AoOs based on wis mod
Battle Shaman gains a single AoO
Barbarian rage powers can grant additional AoO's

I've been looking for more

Call out allows for duel combat, Pair with dueling sword feat chain, crane style, panther style(MoMs Monk dip), Duelist, and Kensai Magus for the counter combat master

I think you can actually use a dueling sword as a long sword but don't quote me on that...

Call out requires a standard action though, you may want to find a move action and swift action to do more.

Call out+ performing combatant=?


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Here's my 'houserule' (I've heard people argue that it's how it actually works, but i call it a houserule and make everyone leave it at that)

Being good is in the perception of the player in relation to his or her background, there are no inherently good or evil actions if they can be justified by cultural views

This opens up things like a hobgoblin Paladin who enslaves the wicked forcing them to pay their debt to society, or a good orcish cleric wiping out a village of dwarves, including women and children.

It also allows for some of the divine classes akin to the catholic church of medieval times, in which they thought they were doing goodly divine things when they were often committing acts which we would deem evil today.


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A set of conveniently awesome looking armor that turns out to be combining contructs forcing the players to act as voltron/power rangers in a megazord


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Boot camp, forced restrictions on your actions and gaining training, extreme
Dependency of skill checks


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Half drow Orc goblin, using a torch as a weapon but it remains improvised

Has "Orc" in the title

Eventually deal 1d10+1d4+20 damage per hit

Two weapon fighting...


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ShroudedInLight wrote:
Dear god. Remind me to play around with this if I ever get to play a mythic game.

If I may, if you ever play a game that allows mythic AND third party, go for the war master class, take a mythic tier that grants a leadership pool, and the second path mythic feat to gain another leadership pool, then just increase leadership as hard as you can, you'll be in command of over 500,000 troops fairly quickly.


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Guys instead of just being full of rage about monk, can we just assume a MoMs monk? They can wear armor just fine and only give up their AC bonus to do so.... yup you can still go into monkey, mantis, or crane with full plate

Though hungry ghost monk works well with Magus

MoMs monk 2 or 3 work well with ranger, they allow you to have two more bonus feats, and some combat viability... If you play as a switch hitter you're getting yourself Improved Unarmed Strike... which is great if you're an archer.. who needs quickdraw when you have..... *Drumroll* KICKDRAW! *Symbol*


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Gnoll mounted archer/slaver hyenaedon rider cavalier, ranger, barbarian or samurai...

Something like getting a hyenaedon mount (Hyena with dire template) and some ranged tactics on top of grapple/entangle bonuses..

Probably best with cav due to order being replaceable.

Challenge might be a track and cmb bonus, abilities might include bonus to binding creatures, intimidate checks, Assist checks with hyenaedon, ranged combat ability such as an entangling arrow as opposed to a charge, mount drag ability, and possibly a bonus to hit with an arrow when an opponent is tripped by the hyenaedon?


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By the way... when your half orc has an elven parent, you'll only see beauty....

The only better thing is an orc bloodline Half-drow with racial heritage whatever... Unlocking all Feats/archetypes for drow, orcs, elves, half-elves, humans, and your choice of one more!

Just wait til someone decides that a half-drow-kobold-orc with martial versatility:noxious bite is the best idea ever....

Because it is, don't deny it....

But back to the original, Honestly find ways to use combat maneuvers, get a plethora of pets... Might be better to have some squishies (three teamwork feat wolves instead of two horses??)

I'd also like to remind you that you can always give that int bonus to your ape and monkey companions of low level, and give them rapid reload, rapid shot and firearm proficiency.......... the value of four gorillas with double hack-butts may seem laughable..... but it's even more laughable when they're shooting your enemies and you've casted haste :D


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So i'm looking to collaborate on a list of tips/tricks/techniques for ranged weapons in pathfinder that can help to overcome some of the so called limitations of ranged combat. I'm also attempting to make these tricks as Feat-lite as possible, as in one or two feats/class level dips at most.

I want to separate this into five categories, one for each of the three primary ranged weapons (Bow, Crossbow, Firearm), One for All others, and one for general/any ranged.

I'll start out with a few Examples, one or two for each category.

While I am allowing some Raw exploits, i'm not open to blatant abandonment of logic here.

1.) Bows

I. Viridium Splitercloud arrows.

II. If you're ever able to acquire two additional arms You can then stack the entire Archery tree with the two weapon fighting tree. While this is simply a full build it is worth noting.

2.) Crossbows

I. Use of the Burn!Burn!Burn! feat Applies to an alchemist-fire bolt, which gives the weapon a total of a +2d4 damage

3.) Firearms

I.

4.) Other

I.

5.) General

I. The use of Catch off guard combined with any ranged weapon allows the weapon to be used as a melee club.. this is especially useful for firearms

II. Vital Strike works with ranged weaponry

III. If you find a waist high wall/fence (They're everywhere in the real world) Try to fire a volley and then drop prone, usage of Feat and Class features such as Stand Up , Ki Stand , and Monkey Style allow you to make the best of this

IV. Usage of a carriage or wagon and driver allows you to have total mobility, the cost of Hired help is cheap, When choosing your carriage consider looking into having a waist high side wall for you to utilize tip III with.

V. Use of Abundant Ammunition works with special material ammunition and the alternate ammo types, such as alchemist-fire bolts and Splitercloud arrows.

*edit history*
I.) Added more URLs
II.) Fixed some grammatical Errors, Flagged for movement to correct forum

Credits:
This is where I'll put all ideas brought in by others

Dustyboy(Me): Bows:I, II Crossbows: I, General: I, II, III, IV, V


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We already allow MCA material most of the time, so really it's just a bunch more classes.

I'm gonna do the teamwork feat animal companion one though, looks smexy


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I was looking at crane style in conjunction with this, Making an OA/charge attack build

Level 1 Skill focus (acro)
and if antihero is allowed, acrobatic
Alternate racial trait gives you a +4 to acrobatics checks, +6 with your dex bonus

so then you put your base (Non racial) dex to an 18,

+21 dex at level 1, before skill ranks. 25 after.

I'd start off fighter ;), get weapon finesse.

Then for good fun, http://www.d20pfsrd.com/feats/combat-feats/torch-bearer-combat, and Burn Burn Burn. if you can spare the feats you can make some brutal TWF builds with this, after getting the essential feats of course, you're free to put the rest of your build into rogue(scout) or alchemist(vivisectionist) for added delight.

you wind up (If small sized) with 1d6(+1+1d4 fire) 18-20 light weapons

There are a few traits that do a lot, one is catch off guard for a specific improvised weapon, one is +2 to attack with improvised weapons, and one is +2 to damage against flat footed. Get some reliable disarm.

essentially you negate 25+1d20 damage per turn at level 1 (And allowing you to interrupt an enemy's full attack action). Making you a tank early game.

Your AC should be pretty decent with this build too, Eventually you'd wind up as a mid-tier AC Mid-high Damage utility character. Which means you're viable on the battlefield but have some benefits in the open.


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also i'd recommend taking the winter witch prestige class to boot, so you can be a winter witch winter witch wolf winter witch with a winter witch wolf witch familiar


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I was playing an annoying vanara, got a little mischevious... well long story short they filled me with darts at level 1. I simply laughed and continued on.

now i don't make a habit of PvP, but my group doesn't meta away from it either. There have been a few of us murdered, generally under fair circumstances, and only one of us ever had a gripe about it.

Anyone else feel this way? and love it when you find yourself in a group that can detach themselves enough to not rage out on deaths/pvp?


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I'd use shatter defenses, you can still sneak attack without being underhanded... just give the enemy a chance to surrender first.

Pali is a good class to dip... if you don't mind being restricted


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The way I see it is, the theft was evil but the killing was war.

Those men who wanted to kill you were dong their duty, but it turned the who affair into a sort of business.

whilst it is a higher crime now that you've killed the guards... the kills aren't evil


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Pax Shane Gifford wrote:

Though you did specifically say you weren't asking the devs to make this happen, unfortunately it seems like something that won't be implemented at all in this particular game. The reason is that, by the time they roll it out, all of the settlements will have already been long established except for a few groups struggling along the edges of the map and destroying and rebuilding smaller settlements in the least valuable areas.

Now, the simple availability of monstrous race NPC's or even PC's can't be ruled out. I'm just saying the idea of local tribes interacting with our fledgling settlements is... unlikely.

I'm not trying to push for it, quite frankly i'm only rudimentary in coding and I see how much work and testing would be required to see this happen. I'm scoping our peers for opinions.

Bluddwolf wrote:


Has it changed? The devs have said that they plan on "moving" resource nodes and or changing the type of the nodes to make it where what is a prime location today, may not be so tomorrow.

This leads me to believe we may actually see what was similar to Boom Towns, during the Silver and Gold Rush of the mid-1840s.

"]

God I hope so, the best lesson learned from eve is that you can inject actual sociological and economic theories into MMORPGs and see a response to them

DeciusBrutus wrote:
I love the concept, but I don't see any way to have it implemented such that more than a few players in a MMO can interact with it.

That might be true, though i was considering it more as an automated thing.

For me I never understood how the same tribe of harpies stood outside of Orgrimmar for so long without even a single defector into the major metropolis in world of warcraft. though that is a theme park so i gave it leniency as such. But a game that says it has classes to deal with civilian life, such as merchants and blacksmiths, to reflect the necessary requirements for even a primitive tribal people, and as such that they might be willing to trade, or might seek opportunity in the larger world.

Goblins are the easiest example of this, Goblins want shinies and blow things up, Goblins are the perfect NPC adventurers if you ask me, because they just go underground and grab everything, assumedly selling anything not of value for shinies... but to who? The only viable options for goblins to make sales with seems to be humans, and their ilk.

Then you have Hobgoblins and Gnolls, the slavers. Who do they sell their slaves to and for what cause? It to me seems easier to say that they are simply eating their humanoid captures than selling them.

Kobolds, they serve dragons. Dragons are of so many alignments that Kobolds could have any motivation, though it's usually shiny.

In pathfinder we do see some relevance of the lore of monsterous creatures unable to fend for themselves or fit in wih their own communities. Half-Orcs are one such race, Ratfolk have many sewer communities, Brownies also take shelter in civilized homes. Tieflings, Half-ogres, Dhampir, Catfolk, Changelings, and Kitsune are all races who take shelter in the settlements of the core races, amongst others.

It's even presumed in certain cities, such as ports and large frontier cities, that other races also take shelter as the boundaries of Xenophobia often collapse when capitalism takes hold

AvenaOats wrote:

Goblinworks have some vestiges of what you suggest; albeit we need to discriminate what is currently envisioned (linked to do-able according to priority, cost-effective and schedule).

1. Escalations

When the Demon is at Your Door

We know these will be important PvE content for:

i. Adventurer characters (explore and experience River Kingdoms world: Land and fantastical denizens)
ii. Monster-Slayer specialists?
iii. Extra push of Wilderness vs Civilization at group level
iv. Carrot of feeding PvE'er gamers into gaining artefacts for their settlement's boon. Linking i. to iii.

Blunt summary.

2. Alignment?

The possibility exists that different fantastical denizens will fall into the Alignment compass and react accordingly to our own character's alignments as either Friendly, Neutral or Enemy? This would be quite cool. Further Friendly + Escalation -> encouraging it to grow and spread and eventually invade your enemy's settlement due to Alignment differences? Conceivably it would be interesting if in a party adventuring different mobs go for different aligned characters as part of their smart AI "target priority"?

Oh god, this is similar to something i'm designing from the ground up starting with my mission statement (Just changed majors from engr to Game design) Though my system was way bulkier and would emcompass a 2d topscroller (Went by variable strings of personas based on regional background, profession, allegiance, and alignment. Where quests would be generated and all resources were finite. I wont go into full detail but I can send you the synopsis if you like that kind of thing, I personally have been writing theoretical mechanics for fun for years.

Dustyboy wrote:
How about cultures which don't yet have much contact with the Civilized races, those who are so far out in the wilds that trade is rare for them, how do they acquire their technologies, and how would they react to new technologies in their path?

3. Further Interaction?

We'll be adding new races regularly until we've added all the player character races from the Pathfinder Roleplaying Game core rulebook (and of course we'll also be thinking about additional races, too). We'll also be adding more roles, and all the support content those roles need—the gear, the weapons, the armor, the magic items, and specialist equipment. That will include things like animal
...

Well i'm out of room to quote so

On the "More playable races" That's not my interest, since start-gate balance is always a key issue in sandboxes, and a drow is not quite on par with a gnoll... I'm more interested in the illusion of a living world.
The last great (Impactful) stride i saw for this was probably in Oblivion, in which NPC's had daily lifecycles. Finding them in different places doing different things at different times on different days, it must have been a headache to nail down but it made the game feel so much more alive and immersive.

On the Monster Casting, it sounds fun and is definitely a step in the right direction. I would love to be a warlord for some strange cult.

As for the summery, you've about stated where I stand as well, But scenery does impact how you feel playing a game. Games in which all the NPCS stand in the same place or patrol the same rout all day are now flat and dull. But games who have even life cycles have lost a bit of that chip. For me the problem is the predictability of A.I., For example my favorite quest in Diablo 1 was the one in the catacombs where you find the cowering goatman, who sends you to retrieve an item and then attempts to ambush you. it was unpredictable for its time

I lost much of my love of MMO's during world of warcraft, seeing numbers become larger than community activity, and seeing every plot turn a mile away, the game didn't seem authentic.

TL:DR, The RPG industry as a whole has not made significant progress in Immersive cultural scenery in a decade. NPCs are often predictable, and predictable makes an experience feel more computerized.


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Bringslite wrote:
Drakhan Valane wrote:
Remember that it's 5.6% of the people on the Internet. It isn't 5.6% of PvP MMO players. I imagine the percentage is a little higher when you look at just trolls in PvP MMOs. That, however, was not studied, so we don't know the number. It might even be a lower percentage.
Oh definitely. I assume that it probably takes a great deal lower percentage than that to have the rippling affect that does the real damage.

I think one simply need to walk into a capital city in World of Warcraft to understand that


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Azmodeous, access to the best twf weapon in the game

the grand 1d8+1d4+1, light 17-20 weapon that radiates light and always hits against flat-footed.....

He's also damned lore intensive if you ask me.


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This isn't a suggestion, more of a proposal for your internal debate.

What if the game allowed for an interaction with the so called "Monster races" (Gnolls, Orcs, Goblins, Kobolds, Ect) and went a step further.

So a guild builds a town nearby (Assuming in-depth player building), and it grows due to various resources in the area being convenient. the idea of NPC monster races, even whole tribes, not having any impact based on this town sprouting up from the ground with people inside living a presumably better standard of living is sort of irritating.

Consider the large houses instead of tents or shacks, Taverns, and pubs as opposed to campfires, and the trade of exotic and desirable materials and tools. Shouldn't these qualities encourage portions (Small or large) of the native population to attempt to integrate into our 'Pathfinder society'... or even just adapt some of the advanced concepts employed by the comparably high-tech, high-convenience, luxurious lifestyles of the new towns their primitive cultures?

How about cultures which don't yet have much contact with the Civilized races, those who are so far out in the wilds that trade is rare for them, how do they acquire their technologies, and how would they react to new technologies in their path?

I'm curious, is anybody else intrigued by this though process in open-build games?


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Makes me want to play a synthesist Gunbarian

Lol not really but have you ever played these barbs?

I mean.... a half-orc barbarian can't effectively have infinite rage with an endless quiver just by drawing and sundering an arrow each round right?

*Edit*

I mean by level three


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Mystic_Snowfang wrote:

My boyfriend and I both play Pathfinder.

My boyfriend builds from stats up, as in their stats come first, then their concept.

Now, I'm the opposite, I'm concept first, and I build my stats around my concept.

So, how do you guys build characters?

I'm strange I guess

I like specialized utility characters, or odd mechanics.

I'll usually pick the mechanic or odd utility and build from there, starting with a basic premise for a persona.

My builds are usually leaning more towards class features than feats, since those are the more powerful of the rule amendments...

so I'm the devil to a lot of people hahaha


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164. The trap door, A tavern which resides directly over a dungeon... but noone gets the reference


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I'm actually on the fence with this one guys

mystic theurge spells per day wrote:
When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain other benefits a character of that class would have gained. This essentially means that he adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
[url=http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/arcane-trickster wrote:
arcane trickster[/url] When a new arcane trickster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, she must decide to which class she adds the new level for purposes of determining spells per day.

The only issue is, what are our definitions for a spellcasting class?

If it's a class that grants spells or spell access, then i'd say OP is right, if it's a class that grants a spell list, then he's wrong.

Or is it a non-prestige class that grants a spell list, so classes such as red mantis do not apply

If we can not find a suitable definition of this within the rules, then we must leave this to a dm.

my argument is that the class grants spells, with a list being depended on other classes, and therefore is technically viable for the rule... yet should be disallowed based on power issues.

Only because it say's "Gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class."
and mystic theurge says "When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously."
Which would lead me to believe that the former can be lended to the ladder. by sheer virtue of the wording that states the the theurge gains new spells as if, not the theurge adds his level to a class to determine. the wording leans towards yes.

again I would never allow this and i think it's kind of funky, but i can see where his argument comes from.

I want no part in any of the mudslinging that's going on in here though, please no hostilities towards me I simply am stating my interpretations. I want a clear meaning of the term "Spellcasting class", and would like to request everyone stays civil Including the Original Poster while we discuss this, requesting an FAQ might be desired if we reach a third page.

Thank you

*EDIT*

actually two posts above me wasn't on the page when I started typing. I think I agree with him under the circumstance that in place of "Devoid of all other classes" should be expanded to " devoid of all other Spell granting classes"

Which would become inclusive to prc's that require class features like sneak attack to be taken, such as the red mantis


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This seems relevant on the topic of ranger and monk archers


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The race seems fine with one or two major issues

First: Languages, none are listed.. do they inherit these from their parent races (See the sidebar)

second: Favored enemy and bane, are they considered something unique for these effects, or are they considered their parent races as well?


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So here I am, level 3 session 1.

My character?

Skinwalker (witchwolf of gnollish decent cause lol)
ragechemist vivisectionist Alchemist 2/urban barbarian 1

twf/extra discovery vestigial arm
discovery vestigial arm
we use hero points/anti hero so anti hero feat was power attack

My guy is a mocking joke on the outcast. the whole idea is that when I was young a prevalant alchemist and his men killed my pack and took me in to be experimented on... out of humor

not knowing this i saw him as my creator and father figure... though he always hated me, keeping me as a mutant assistant and servant.

his real son showed me some sympathy, actually bonding as brothers and was the only human i had ever met who was considered a friend

so i try to impress my "father" with an experiment, but i fail... destroying valuable equipment in the process. while trying to "Put me down like the dog i am" he wound up in a swordfight with my brother who tried to protect me... they killed eachother in the duel, leaving me in a cage for a week staring at their rotting corpses until a freak acciedent let me out.

so i go about town(Where the lab was) looking for companionship. but i'm a four armed gnoll in a xenophobic city, where i find two potential friends...(Both lawful evil finding that i can be exploited because i want companionship so badly) who wound up hiding me from prejudiced guards.

Now player four enters... The "Assassin" he's an android ninja "Sent back from the future to kill one of the party members"

as I slept in the wagon and the others slept in an inn, he broke in and attempted to assassinate one of my "friends"

it is important to note that the DM had a contigency for this, giving him a high will save to actually be able to pull off the attack due to "Coding errors" (He was never supposed to kill her)

but someone went for help... and found the guard dog (Me). I went running into the inn screaming mad with two falchions at the ready, seeing only him retreating and one of my companions firing her bow at him. knowing only that this threat was in my friend's room, and that she was trying to kill him, i did what anyone with 8 int and social dependency issues would do.. I did pcp (Mutagen) and jumped out the window screaming wildly, caught up to him and hacked him to pieces.

Now i had taken damage from the fall, lowering my int by a total of 4 during the run, and he hit me once when i caught up to him.. so my int was 2.

Now I had figured that (Out of character) the dm had a plan for this... like guards knocking me out or dues ex machina styled savior for my ill-fated party member. but apparently i hit him past his death spot in a round (25 str will do that at level 3 against a dex/wis player)

So should I have meta'd more and not dealt the death blow... or stopped my pursuit of him?

Idunno it seemed like character persona vs pking. I feel jerkish but yeah


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So i've been looking at some things, mostly crossbows and polearms, and i've noticed how these weapons that completely dominated battlefields in Eurasia since their inception, are some of the weaker options a player can choose.

Actually with the right feats alone you can be more effective than virtually any player choosing crossbows or polearms when using a chair to fight.

So what do these weapons have going for them?

Polearms generally have reach, which is good. Crossbows are simple weapons.

But when looking at what can be done with hammers, flails, bows, and swords, many players simply avoid these weapons all together.

Here are my Ideas to fix these weapons.

Weapon attachments/modifications:

bayonet: No longer impedes ability to fire, now counts as a short spear when mounted.

Spring assist magazine reloading system: By pushing the button on the side of your crossbow, the next bolt will rise from the magazine with a spring around it, this spring fits into a compartment in the magazine and opens up when the bolt leaves the mag, then it forces a mechanism built into the crossbow to pull back the string, the springs are dropped after firing and can be recollected if the player is able to find them with a dc 15 perception check..

Applicator: Automatically brushes a bolt against a contact poison, poisoning the bolt. This poison dries out in 1 minute and the applicator must be changed with a DC 10 Alchemy or Craft check
Feats:

Crossbows:
Hand Crossbow focus: Counts as both weapon focus and rapid reload for hand crossbows.
Advancing artillery: A light crossbow may be mounted on a tower shield that the player is holding, and fired without the penalty of firing it one handed.
Hip-slap: When using a spring assist reload system, you may slap your crossbow against your hip or another surface to reload it with only one hand, doing so is a move action regardless of which kind of crossbow you are using, if you have the crossbow Mastery feat, this becomes a free action
Polearms:
Not quite a staff but it'll do: A polearm may be used as a quarterstaff, but the pointed end still deals the same damage type
Dragoon: Using your knowledge of both Lances and Polearms, you deal the increased damage for charging with a lance when using a polearm.

This is what I have so far, Prerequisites will need to be worked on, some of these feats are intended to be BAB 7 or greater,


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https://www.youtube.com/watch?v=E0wQhiptQBE

Show the baby a tiny weapon of your favored variety.

and show the baby a ball

"Chose the ball and you will join your mother in death"


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So I'm looking at the final step of my class Which is a somewhat custom Multiclass Archetype that I worked with Elghinn Lightbringer to create

essentially a Ninja/Cleric combo

What it provides is a weaker channel energy, I'll be taking darkness variant and it only scales to half my class level

It provides sneak attack to 7d6, some spells, a single domain (Darkness for this character) and a ki pool.

My DM has already allowed this.

I've worked out most of the feats progressing with a two-weapon fighting hand crossbow build designed to crank out as much SA damage in a 30 foot radius as possible

So here's the catch...

Do I want to be drow or fetchling? this changes the first three feats and a major multiclass option

With fetchling I'll be taking Dodge/mobility(Which weren't in the original plan) so I can go into the Shadow dancer for HIPS and Hand crossbow proficiency

With Drow I'll be taking the three drow Noble feats and one level in the drow fighter archetype

this is going to be an intentionally somewhat bland adventure (Our groups have been playing in odd variant campaigns for a while) with dungeon crawls and pirates as the theme.
my spells are based on wisdom, so I'll be gimped there with fetchling, though with drow I'll lose Con.

Then there are the racial traits, displacement vs darkness, and 50% constant miss chance vs high spell resist.

any input on this?

TL:DR Whats better for a Ninja/cleric that's based around stealth, Drow or fetchling?


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Fetchling monk/ninja SHADOW STYLE DUELIST (Reduces Ki and replaces uncanny dodge, adds knowledge(Planes) and utilizes more shadowy abilities to the ninja,)

In place of Uncanny Dodge "A Shadow style duelist" gains the benefets of Uncanny Dodge while in darkness, in addition he gains phasing for xround/day scaled with level while in darkness"

In place of improved uncanny dodge "A shadow style duelist gains the benefits of Improved uncanny dodge while in darkness, and also gains the ability to see in magical darkness"

In place of the reduced Ki points
"A shadow style duelist may expend x ki points to use darkness as a spell like ability xtimes/day" at tenth level, additional Ki points are barred from being gained and "A shadow style duelist may instead cast deeper darkness x times a day"

Racial Favored class bonus: add 1% to the miss chance against you in dim light or darkness


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Elghinn Lightbringer wrote:

And her's a code I did up for them, based on your writeup.

Code of the Shroud: While night shrouds do not adhere to a strict set of rules, they endeavor to hold to the following tenets of the order. Foremost, a night shroud must weigh every action, ensuring that the ultimate goal of eliminating evil is achieved above all else. Do all within his power to defend the weak and helpless from unjust rule. Never bow to a king or worldly ruler–for kings do not have divine rule. Always strive to eliminate the worship of evil deities through whatever means necessary. Never turn from a great threat of evil or tyranny but seek to dispose of it. Do not allow personal dignity or self-respect to interfere with removal of a great threat. Never foolishly throw away his life, for a night shroud is far too valuable to the cause. Avoid slaying an agent of good, unless no alternative presents itself and the agent is of less value than himself in the ultimate cause in the fight against evil.

I like it, i think we should put an alignment change restriction and some flavor text

On how they generally are anle to use divine
Powers,

On another note, i'm goin to get some practice
With this classmaking by making racial archetype mc archetypes for whats applicable

Half orc with the rouge/barb/summoner/pali mcarchtypes will be where i start
For good measure


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Elghinn Lightbringer wrote:

I'll get back to you.

Well I started something, this is my first post on this forum because I'm looking for help

Nightblade
I'd condense it to the forums but it's kind of big XD

That is my Nightblade build, It's a primary Ninja Class with a secondary Cleric, though I think it may be a bit further off the MC archetype scale than I started out with.

Any suggestions?

*Edit*

The Class is a Necro-Ninja so to speak, I'm not sure on a capstone as it seems to be really powerful as it is. this is my first time building a class in any of the 3e variations