Well then, this looks interesting. I might have an idea involving... Soulknives
(25 pb or a decent 4d6 drop lowest? Why is the GM smiling?!?)
4d6 ⇒ (6, 6, 2, 1) = 15 6+6+4=16
EDIT: Aaand re-rolling four 1s: 4d6 ⇒ (4, 5, 3, 3) = 15
EDIT2: And off I forgot the 5th 1...: 1d6 ⇒ 1
EDIT3: And another 1: 1d6 ⇒ 4
Str 11, Dex 16, Con 14
Nice, a 35pb!
Hi there! If interest is still open I'd like to pitch a character.
The idea is to lock down enemies for the rest of the party and grapple-into-beatdown ALL THE DEMONS!!!
One thing that I'd consider going back to is locking Form Mind Blade into only a light weapon. That really cuts down on build variety, even compared to allowing one-handed and only removing two-handed.
Wait, I locked it to Light only?
No, I didn't (or at leadt that was not the intention). That sentence, "The light weapon mind blade", was a remnant from an earlier rewrite of that ability. It was left from a mention that the light weapon form of the mind blade could be split as normal; if you have 4 arms capable of making weapons and form 2 light mind blades as base you can split them to wield 4 light mind weapons (or 6 if you have 6 arms).
I have been experimenting with some more custom blade skills and a new class feature (though this new class feature happens at lvl 6) to give it options that are, well, less MAD. I also have an idea for an archetype that would work more as a remote bulwark (using remote Mind Shield tower shields) that provides additional AC and Cover for allies. But that archetype is nowhere near finished.
I'll start building another character soon, let's roll them stats:
EDIT: Yeah, rolls are weird.
Here we go. Beyond calculating how much gold is left over (to buy some 2-3 potions of CLW) this should be solid. Meet Braen, the Bloodborne Hunter:
Female human bloodborne hunter 3
N medium humanoid (human)
Init +3; Senses Perception +7
AC 17, touch 13, flat-footed 16 (+4 Armor, +1 DEX, +2 Cunning Blood)
hp 25 (3d10+3)
Fort +2, Ref +4, Will +4
Speed 30 ft
Melee mwk nodachi +6 (1d10+3, 18-20/x2, S or P), trick form mwk nodachi +6 (1d10+3 +1d6, 18-20/x2, S or P, trick-reach, trick-splash)
Ranged dagger +4 (1d4+2, 19-20/x2, S or P, 20 ft), acid flask +4 (1d6+2, acid, 10ft), alchemist's fire +4 (1d6+2, fire, 10ft)
Special Attacks visceral attack
Str 14, Dex 12, Con 12, Int 15, Wis 12, Cha 11
Base Atk +3; CMB +5; CMD 15
Traits Threatening Defender, Adopted into Elven Reflexes
Feats CombatExpertise, Power Attack, Furious Focus
Skills Acrobatics +5, Climb +5, Craft (Alchemy) +8, Knowledge (Arcana) +8, Knowledge (Nature) +8, Perception +7, Stealth +4, Swim +5
Languages Common, Dwarven, Elven
SQ Blood Ministration (su), Cunning Blood, Trick Weapon, Trick Weapon, Hunter's Badge (Powder Keg), Visceral Attack, Hunter's Grace 1/day, Caryl Rune (Great Lake)
Gear <3000gp?; mwk nodachi (reach trick, powder keg trick), mwk chain shirt, mwk alchemy tool, muleback cords, fighter's kit, dagger, alchemist fire , acid , traveller's clothing,
A question, Johnnycat. Could you use that Mithral Lace thingy to shenanigan you a large weapon into wield-ability, and then apply the impact thing to make it two-handed?
I mean, grab a Large Bastard Sword. Apply Mithral Lace to make a medium creature able to wield it as a normal Bastard Sword. Grab Improved Damage trick. Have EWP: Bastard Sword. Grab Impact Enhancement. You now have a Bastard Sword that needs two hands to be wielded and hits like a super-truck (4d8+Modifiers). Neat.
I'm also working to make the Psionic Templar more... Streamlined. I may or may have realised the need for this by looking at your Bloodborne Hunter class, the polish is too real >.<
A spider-man class? Look at the Vigilante's Wildsoul archetype, specifically the Arachnid natural course. There you got most of your web-slinging. Speaking of other stuff related to spider-man? Ways to get really high Initiative modifiers are probably a good idea. The Monk's Sohei archetype gets a feature, Devoted Guardian (Ex), that gives 1/2 its levels as an untyped bonus to Initiative checks. At level 20 it treats its Initiative roll as if it was always a Nat 20.
Other good stuff? Well, Monk Fast Movement, ways to increase AC, perhaps some way to get psionically focused so that you can take the "Up the Walls" psionic feat to facilitate better wall climbing, and so on.
And here are some more custom blade skills:
Guardian of the Gates - The Psionic Templar adds half (1/2), rounded down, of her Wisdom modifier to initiative checks. While maintaining psionic focus she may also add 1/4th of her Psionic Templar class levels as a further bonus on initiative checks.
Master of the Castle - As Guardian of the Gates, but the Psionic Templar adds her full Wisdom modifier to initiative checks and the bonus to initiative checks from maintaining psionic focus increases to 1/2 of her Psionic Templar class levels. The Psionic Templar may expend her psionic focus to act in a surprise round even if she does not notice her enemies, though she remains flat-footed until she acts. This blade skill requires Guardian of the Gates and a Psionic Templar level of at least 11.
Ok, I believe this should be review-able now:
The Psionic Templar
Originally an order of Psionic Monks, these psionic warriors found their monasteries attacked all over the planet as wave after wave of predatory creatures descended upon the surface, intent of enslaving the populace and feed on their psionic potential. Fighting a losing battle against extinction, it was not long before one of the monks discovered that these psi-creatures could only handle so much focused and sharpened psionic energy at a time. The dissemination of these new techniques allowed the invasion to stalemate. The unrelated discovery that shaped ectoplasm in various forms proved an effective armor completely turned the tide, warriors garbed in ectoplasmic armors and wielding psionic blades advancing without fail. The long invasion came to an end.
The order of Psionic Monks who discovered the effectiveness of the "Mind Blades" swelled with new members during these peaceful years and eventually split into four new orders. The first, and largest, remain true to the order's original teachings, hoping to achieve enlightenment. The second adopted more offensive teachings and devoted their attention entirely to the Mind Blade. The third movement became the Bulwark of the People, using their Astral Suits to defend and help others. The fourth and smallest group were the Psionic Templars, for few had the temperament needed to wield Mind Blade and Astral Suit both in concert and to full effect.
Psionic Templars offer a high degree of individual customization, for each one realizes their potential in a different manner, but they are not adaptable as their Soulknife and Aegis brothers and sisters.
New Blade Skills
Gale of Minds - As Wind of Minds, only it also grants extra off-hand attacks as the Improved Two-Weapon Fighting feat. This blade skill counts as having the Improved Two-Weapon Fighting feat for prerequisites that require it. This blade skill requires the Wind of Minds blade skill and a Psionic Templar level of at least 8
Storm of Minds - As Gale of Minds, only it also grants extra off-hand attacks as the Greater Two-Weapon Fighting feat. This blade skill counts as having the Greater Two-Weapon Fighting feat for prerequisites that require it. This blade skill requires the Gale of Minds blade skill and a Psionic Templar level of at least 14
Mental Hurricane - With this blade skill a Psionic Templar can combine a full-attack action with a single move. He must forgo one attack at his highest base attack bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal. This blade skill requires the Gale of Minds blade skill and a Psionic Templar level of at least 11.
Well, since Path of War seems to be a possible thing: there is a feat in Path of War (or Path of War: Expanded) that allows you to treat One Handed weapons as Light weapons for TWF purposes. Sure, it has a Pre-Req of Str 13 but that can usually be a good thing as it also allows you to use Str instead Dex to qualify for TWF-feats.
Paranoid Oldman wrote:
I'm going to build something based entirely on running and jumping. Things like being able to indefinitely forced march, bonuses to jumping, fast movement, then the really fun stuff like cheetah sprint, charging while jumping over obstacles, tackling flyers our to the air. Maybe even give them some Final Fantasy Dragoon flavor with lances and such.
For extra fun, get the Branch Pounce feat, the 3pp Psionic feat Up the Walls, and build an ability that lets you jump from vertical surfaces.
Other stuff to do would be to nab the Siegebreaker Fighter's Breaker Rush (Ex) and Breaker Momentum (Ex), combine it with a way to get bull rush attacks against the target of your charge/leaping strike (same as the ffd20 Dragoon), have a way to move at full speed in heavy armor, and grab the Bullette Charge Style feats, Imp Bull Rush and Imp Overrun. Gives you Str-Mod+2 to damage on the bull rush and the overrun gives 1d8 + 2.5xStr Mod + 0.5xAC Bonus from the worn armor. A neat little trick for charging.
Ok, beyond this response I have kind of bashed a class together. It just needs some tweaks in regards to, well, class skills. I'm thinking of naming it the Psionic Templar:
Skill Points 4+Int per level
Poor Fort, Good Ref, Good Will
1 Form Mind Blade (Su) [Same: As Soulknife's class feature]
Ok, so after looking at different class features I have this idea about a multi-armed Protoss Zealot-ish character. Which means Kasatha (if it's allowed) and Mind Blades/Arrows from the Soullknjfe psionic class and the Soulbow/Soul Archer Psionic PrC. Probably some ranger Combat Styles-like feats, perhaps the Zen Archer Monk Bonus Feats too.
The idea will be to wield multiple Mind Arrows/Blades at once, and then be a mobile/semi-mobile striker. Who does stuff for
Well, Fearcypher, you can get Dex to damage rather easily in this game, you just need to take a 3pp feat from an allowed source (in this case it's the Deadly Agility feat), but looking at how the UC Rogue's mechanics are I'd put the point cost at roughly 2-3 for Weapon Finesse + Dex to Dmg for 1 weapon?
And a bump to try and raise a little interest!
And for those interested: here is the system and the points used to build a custom class!
The "bundles" of certain class features is both to make them fit the original classes and to make certain abilities (like the Monk's unarmed AC Bonus or their Flurry of Blows) less of a "Must Have!" and more of a "Do I want this?" by raising the opportunity cost if you only want a specific part of the bundle (Like a WIS Full Caster with Monk AC Bonus or a Martial with the Monk FoB).
1st, @Master Han Del, Monk AC Bonus should be kept with the other stuff in the Monk Physical pack because the AC Bonus is disproportionally valuable compared to the rest of it (AC Bonus alone is worth like 4-6 points in certain builds). You can however take the Monk Physical package and then "swap out" the parts you don't want with things that replaces them in other archetypes (like Flurry of Blows for Fuse Style).
2nd, @GM Wolf, was there ever a decision on situations like this: a person takes Weapon Training for 5 points and Armor Training for 3 points but swaps out Armor Training for the 1-weapon-specific-Weapon Training that the fighter's Weapon Master archetype can access. Would the different "Weapon Trainings" stack together (WM picks, say, longsword at lvl 3 and then continues by choosing Heavy Blades for normal fighter Weapon training at lvl 5) for something like +2 hit & +2 dmg for 1 specific weapon with other weapons in its weapon group land at +1 hit & +1 dmg (assuming a 5th lvl character)?
@GM Adamungus: So here's the preliminary feat build for Norbert the Honest, human Unchained Rogue/Lore Warden Fighter, if I were to take him to lvl 20 (all feats can be found on d20pfsrd).
Preliminary feat build:
1 Weapon Finesse (UchRogue), Run, Dodge, Mobility
2 Combat Expertise (LoreWarden), Running Strike
4 Agile Defense
5 Improved Steal
8 Improved Critical
10 Web of Steel
11 Greater Steal
12 Mixed Combat
14 Spring Attack?
16 Circling Mongoose?
17 Two-Weapon Fighting
19 Improved Two-Weapon Fighting?
20 Greater Two-Weapon Fighting?
I'll get to writing him out soon.
Hmm, so I have this idea of a Rogue that has unconscious cleptomania, stealing things without intending to and then trying desperately to put it back before anyone notices!
Of course Norbert the Honest will end up with another assortment of five objects by the time he manages to put that proceless diamond back on display, but that's ANOTHER MATTER ENTIRELY!!!
So the idea I had was to ask if I could make him as a gestalt between Unchained Rogue and Lore Warden Fighter, I have this idea of getting ALL OF the Fleet Feats (spending roughly 1/3 - 1/2 of my feats on ways to increase movement speed, because let's face it: He will be running a LOT.
I'm interested in this and I even have a concept for it: an LN Bolt Ace gunslinger (Abadar's Chosen). I only have a question for Nate Lange: would you say that the Inexplicable Reload deed that the Bolt Ace gains access to at lvl 11 would allow you to use two-weapon fighting and full attack with a pair of hand crossbows?
I have heard things about the Custom Weapon Creation Rules in Weapon Master's Handbook, but I'm not sure?
Well, since a Monk's unarmed strike counts as a manufactured weapon (as well as a natural one) for purposes related to spells and effects, I would say that its possible. But that's just my reading the following as a designation of categories (in this case weapon, armor, or tool) with the equivalent being a masterwork version of said item, emphasis mine.
PRD Masterwork Transformation wrote:
You convert a non-masterwork item into its masterwork equivalent. A normal sword becomes a masterwork sword, a suit of leather armor becomes a masterwork suit of leather armor, a set of thieves’ tools becomes masterwork thieves’ tools, and so on.
I do know that SKR weighed in on it and said that he did not intend for it to work this way, but it hasn't been explicitly stated in any errata so...
And for reference, a masterwork unarmed strike would be an unarmed strike that is honed beyond proficiency, beyond training in strength and speed and accuracy. It would be an unarmed strike whose use in certain patterns has been made reflexive in response to certain threats, something that would, in the real world, be classified as a deadly weapon.
Oh, I know. I was just speaking of getting the limbs and fists and such to a flat +5, the Amulet is for magic weapon abilities, like Sharding (THROW FIST!!!).
And in the vein of of an alien and female Luke Cage, I'm looking at making a Kasatha Fighter/Monk (Brawler/Master of Many Styles) combo where I run up to people, Punch them, prevent them from moving around, and over all I'll be a rather effective block in the way. I just wonder how this will handle in the Iron Gods AP.
I'm thinking of making a more boisterous and talkative Kasatha than one would expect, one that has a tendency to go more along the Foot-in-Mouth at various times than would be good.
Oh, I was going to use the above trick to get +5 fists and then have an amulet with the required enhancements (Shardong being one of them, THROW FIST!!!). End result for 4 limbs + Amulet would be 300k, but considering monk I would probably need to enhance more than just 4 (add Head for headbutts at least, maybe for elbows+knees, maybe for additional limbs, etc) so I'd be getting up to 400k gp and above rather quickly.
But yes, Sharding for THROW FIST! <.<
So I was thinking about Monks and their lack of easy access to enhancement bonus to their Unarmed Strike (not counting Bodywraps of Mighty... and Amulet of Mighty).
And then I looked at the rules for Magic Weapons and spotted the line:
PRD Magic Weapons wrote:
All magic weapons are also masterwork weapons
Normally this could be seen as the main obstacle that prevents someone from using the Magic Weapon Creation rules from crafting a +5 Disruption Unarmed Strike, but then I found a wonderful little 2nd level spell: Masterwork Transformation
Do I read the spell correctly in that it allows you to turn your Monk Unarmed Strike into Masterwork quality for 300gp per fist/foot/elbow/etc?
Because once that hurdle is overcome there shouldn't be anything that prevents me from using the Craft Magic Arms and Armor feat to forge me some magical weapon fists, is there?
I am interested. I might toy around a bit with my class concept, might even try to make a grammaton cleric-based class revolving around guns (hah, wordplay) or crossbows on the dual wield seeing how nicely the new Empty Quiver style (in Weapon Master's Handbook) works with guns.
Assuming they'd be allowed, ofc?
EDIT: Guns, that is <.<
Would it be possible to have a character sent here via magic? I have this idea involving the 3PP Armor Bonded PrC and the Crashdown graft it can take so as to create a character excellent at boarding enemy ships.
If he got sent to the Razor Coast via a curse it might explain some of the things, like the armor being different.
Cool, then I know. I have a question though.
Would the mount progress in racial HD according to my paladin (druid equivalent via Divine Bond) levels while it also gains class levels as my Mounstrous Companion cohort?
Cool, then I'll just need to name it. Hmm, Reckoning Swordsman sounds like an idea <.<
Although "Reckoning" could be replaced by any single word expression for divine vengeance/wrath/retribution.
EDIT: Ok, so it's named and up. Just a question, how does one share it so that it becomes public? Share the link?