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This may be odd for a Troll to use, but the Forge Fist Amulet may assist in your endeavor as well.

Forge Fist Amulet 13,000 gp

This fist-shaped stone amulet glows with a fiery light. On
command, this amulet causes the wearer’s fists to transform
into red-hot flaming adamantine. The wearer is protected from
the searing heat and can make savage blows with his hands.
Unarmed strikes and natural attacks the wearer make with his
hands gain the flaming weapon special ability and are treated
as adamantine for the purpose of bypassing damage reduction
(but not hardness). The wearer’s hands become rigid while
using this amulet and cannot be use to hold or manipulate
objects (unless that manipulation could be accomplished with
a club and is not damaged by fire). The transformation can be
ended as a swift action.


Aasimar haven't been mentioned just yet. If you go Angelic Blood and then Angelic Flesh, there are two of them that augment your natural attacks with either Cold Iron or Silver.


This class is primarily in test in the Rise of the Runelords campaign. Our group is much larger than most at seven people and we still somehow had niches to fill.

Considering the amount of cults, demonic influences and various other creatures that you may come across it felt like it could need a bit more support than the current classes provide. At this point the party has dealt with a myriad of side quests that all had demonic, undead and dark fey roots. You should expect the determination of a Paladin but the less than merciful stance of the Inquisitor when dealing with a Demon Hunter. They're the clean up crew when all else fails in a situation dealing with demonic entities, the vile undead, faeries that have gone to the old ways and things man was not meant to know.

I was considering calling the class a Witcher as they have a basis in killing various threats of all walks, but then most people that played the game would probably immediately jump to the stigma of sterility involved in that transformation.

The weapon choices are based on various movies, games, fiction novels and myths that have extremely specific ways to destroy fey, demons, undead and 'other-worldly' threats. I disallowed firearms to start because not all dungeon masters are allowing guns of any kind so it wouldn't conflict with their decision making. They however could still be acquired through the use of Black Powder Inquisition or whatever other means you gain the proficiency from.

Dropping Channel Energy as a progressive power is because they pick up a secondary power type later that I've been working on called Bottle Arcane Knowledge. That power allows them to awaken a small portion of their arcane potential. At this point, capping it at 11 allows for it to be useful but doesn't step on the later progress of other abilities that I'm working with.

Paladins and Anti-paladins are always going to be mutually exclusive, I should have still clarified for the possible munchkins in the crowd. I was saying if you started play as a Demon Hunter you could pick up levels in them later without the Lawful Good/Chaotic Evil barrier.

As for banning certain classes due to synergies, the classes with rage were removed based on the discipline feature. If you spent years developing supernatural powers or heightened senses in the same method as lets say Templars from the Dragon Age franchise, spinning around to become a frothing lunatic is counterproductive and would be a serious setback. Each one banned has more reasons behind it than synergy, such as even banning base classes like Druid.


You could also look into the War priest. Its a decent build and you'll
pick up Fervor at level 2 which is a variant on Channel and Lay on Hands as it gives you 1d6 healing per three levels. At 4, you can swap Fervor uses for Channel Energy. Also you're still getting Spontaneous Casting for Cure/Inflict.

There's also gaining Sacred Weapon, which gives you an alternate amount of damage dealt which may be more or less than your normal amount of damage with a given weapon. Sacred Armor pops up later which will make you more survivable.

There's also Blessings which are similar to Domain Powers, but you don't gain any Domain spells. Blessings are in addition to Domains if you have levels in Cleric, but your Blessings and Domains must be the same sphere of influence.

Lastly, you get to acquire Fighter Bonus Feats starting at 3rd level and every 3 levels after. It allows you to count your War priest level as your BAB for feats, and you count your War priest level as Fighter levels if a feat requires a certain number of Fighter levels to gain it.

Its in the Advanced Class Guide as a Paladin/Cleric Hybrid, so you could use it as a stepping stone.


They statted out C'thulu in Bestiary 4 and he's only a CR 30, there's got to be stats for Asmodeus somewhere.

He however comes with the Immortality (Ex) Feature which makes him go back to his tomb so you can never really kill him.

The other Great Old Ones all have it actually, their conditions for return are all different to coincide with their insanity.


I've been working on a class for my home group for a long time and I've been calling it a Demon Hunter for now. He's an Inquisitor based class, but he's replaced the Judgment feature for a heightened level of Channel Energy (It caps however to open up new pathways).

Base Things Needed to Know: D8 Hit Dice, Base Skill Points: 5+ Intelligence Modifier

Medium Base Attack Bonus, One Good Save = Will. Needs two or three good stats to be fully effective.

Class Skills: Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Heal , Intimidate, Knowledge {arcana}, Knowledge {dungeoneering}, Knowledge{nature}, Knowledge {planes}, Knowledge {religion}, Linguistics, Perception, Profession, Ride, Sense Motive, Spellcraft, Stealth, Survival, Swim and Use Magic Device

Weapon and Armor Proficiency: The Demon Hunter is proficient with all simple weapons, all ranged weapons (includes thrown weapons but not firearms) plus the following: Battle Axe, Bo Staff, Combat Scabbard, Chain Spear, Double Chained Kama, Flying Blade, Flying Talon, Garrote, Greatsword, Heavy Flail, Kama, Kusarigama, Light Flail, Nunchaku, Rope Gauntlet, Sansetsukon, Sap, Scythe and Tonfa. The Demon Hunter is proficient with Light Armor, Medium Armor and Shields (But not Tower Shields).

I knew that his powers were a bit wonky as well so I put cross class restrictions as well as bonuses for starting as a Demon Hunter to grant leeway for a bit of cohesion.

Multiclass and Prestige Restrictions: The classes below cannot gain levels in Demon Hunter and a Demon Hunter may not multiclass or prestige into the following: Agent of the Grave, Alchemist, Assassin, Barbarian, Blood mage, Blood rager, Collegiate Arcanist, Crimson Assassin, Demoniac, Duelist, Druid, False Priest, Group Leader, Guild Poisoner, Inheritor’s Crusader, Mage of the Third Eye, Master Chymist, Ninja, Pain Taster, Oracle, Rage Prophet, Sanctified Prophet, Samurai, Shadow Dancer, Skald, and Summoner.

Alignment Class Restrictions: If the player starts as a Demon Hunter, he may gain levels in Anti-Paladin, Champion of the Enlightened, Divine Assessor, Paladin or Umbral Agent even if he doesn’t meet the alignment or deity requirements. At level 5 a Demon Hunter’s Channel Energy counts as having both Alignment and Elemental Channel for the purpose of gaining entrance into Prestige Classes.

On to the meaty bits of the class:

Level 1
Channel Energy 1d6 (Grows until Level 11, capping at 6d6) A Demon Hunter may channel Positive or Negative energy, it requires a swift action to swap between. His variant heals and harms with one use.
Domains - The Hunter gains 3 Domains, counts as 2/3rds a Cleric for Domain Power progression.
Discipline - Similar to a Grit ability, granting boosts to damage and survival for extremely short periods of time; also has a few powers that are more permanent
Level 2
Divine Initiative - Grants a bonus equal to Charisma to Initiative.
Detect Alignment - As per the Inquisitor Ability
Alternate Channeling Methods:Shape and Domain - Grants the ability to change the shape of Channel into a Line, a Cone, a Bolt or a Sphere (Sizes and DC bonus varies on Shape); Also allows you to attach your Domain Powers to your Channel, you may only affect one target per use of said Domain Power you're willing to expend.
Level 3
Heart of the Faithful - The heart that beats within this one is extremely strong and so unwavering that it allows him to cast Divine Spells and Channel Energy without the use of a Divine Symbol. It also increases either Charisma or Wisdom by 1. (Rehash of Heart of Faith from Secrets of Divine Channeling)
Track - Grants 1/2 the Demon Hunter's level as a bonus to Survival and Perception Checks when pertaining to finding and following tracks.
Level 4
Alternate Channeling Methods: Alignment and Smiting - A Hunter may now augment his Channeling by infusing it with a particular Alignment instead of Positive or Negative Energy; Healing and Harming based on Character Alignments or Alignment Subtypes. This does allow him to heal and harm Outsiders and Elementals with his Channel. He may also augment a physical or ranged attack with his Channel, the channel may still be resisted to reduce damage even when used in this manner.
Monster Lore - The demon hunter adds his Wisdom modifier on Knowledge skill checks in addition to his Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Level 5
Divine Protection - As per the feat from Advanced Class Guide, even if the Hunter doesn't meet the prerequisites.

I'll post more as I update it.


I'll try there as well, thanks.

I was bringing it up as a possibility for a racial alternate trait as well, pretty much identical to Scion of Humanity that the Aasimar get. Tieflings should have at least a similar trait to acquire as its a distant relation that sends this random spark chance to be planar touched. Not all Tieflings will be affected as strongly so they may be closer to humans.


I bring this up because I've noticed a particular trait in the CoT setting that is odd and probably won't be used again since Tieflings are "balanced" for play when not in a PFS setting.

The Infernal Bastard trait currently removes the resistances to the elements, replacing it with saving throw bonuses; and removes the Darkness 1/day to give you a Cantrip at will. Now these are a nice flavor change, but here's the divider.

The Tiefling now has its own splat book as well as a hard earned place in the Advanced Race Guide. Shouldn't it be time to change up the old traits as well?

I think Infernal Bastard could be the Tiefling equivilant to Scion of Humanity for the Aasimar. The Tiefling doesn't need a power down now that it has competition with the other featured races out and about. It would be easy to bring back Infernal Bastard as such "Your demonic nature is far more latent than other tieflings and makes it less likely to interfere with your every day life. He counts as both Outsider (Native) and Humanoid (Human) for any effect related to race, including feat prerequisites and spells that affect humanoids. He can also pass for human without using the disguise skill. This racial trait replaces the option to pick either Abyssal or Infernal, and alters the Native sub type. "

You could also keep this open as a Campaign trait as well, since the original replaces a bunch of items for a trait slot. This way you could in theory start a racial heritage character with Tiefling as your subtype.


LazarX wrote:
Marthian wrote:
Weapon Familiarity means it is treated as martial weapons. If your in a class such as fighter or paladin that gives proficiency with all martial weapons, then you're proficient with those.

Here's an example. An Elven Curve blade is an exotic weapon.

Elves have familliarity with elven weapons. The Elven wizard isn't proficient because he lacks martial weapon proficiency. Howeve his Elven sister who is a fighter is automatically proficienct because she has martial weapon profiency and has elven weapon familliarity due to her race.

This thread is old but needs to have something added to it. Only weapons with a particular name such as Elven, Halfling or Dwarven become martial. The other weapons on the list are marked as "proficient".

This is directly from the Advanced Races Guide

Weapon Familiarity (1 RP): Prerequisites: None; Benefit:
Choose up to two weapons, or one weapon and a racial
weapon group. When choosing a racial weapon group, you
must choose a group that includes the same name as one
of your subtypes. Members of this race are proficient with
those weapons. For the purposes of weapon familiarity,
all bows are considered one weapon. Special: This trait can
be taken up to two times. The second time it is taken, the
race becomes proficient with another two weapons or one
weapon and a racial weapon group.

The very odd thing is the wording of this allows you to recreate Dwarves, Elves or Halflings with this version of Weapon Familiarity and they gain their racial weapons at full proficiency instead of having to buy a secondary proficiency to get what they should already have.