Fighter

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I've a player in my home game building a Samurai. I've opted to let him remove his mount and related abilities, as horses won't keep up in my DM style. I've given him the below tweaks to enable him to build an effective switch hitter, as well as keep him relevant next to the party barbarian. How will these changes affect gameplay and party balance?

Bonus Feats: His Samurai Bonus feats start at level 4, and he gains an additional feat at every 4 levels there after.

Armor Master; At third level, as the fighter. This makes up for the mobility loss that removing his mount incurs.

Possible Additional Changes;

Combat Style; Gains a single ranger combat style at level 2, and progresses as a ranger of his level.

Saving Throws; Samurai have only one good Save, Fortitude. Paladin and Ranger both gain 2 good saves, and spell progression. Would his durability become an issue with an additional good save?

Thanks for any advice.


How does Dragon Style interact with Brass Knuckles?
Brass Knuckles modify ones unarmed strike to deal Lethal Damage, implying that the damage modifiers of Dragon Style may apply. However, Brass Knuckles are also classified as their own weapon, separate from Unarmed Strikes. What wins out?


My lil Goblin Alchemist needs a reliable method of dealing non Bomb Splash Damage. The only alchemic material I can rely on always being available in our setting is Black Powder, so I've built up my own grenades. Should I be able to make these using craft alchemy?

Frag You can throw a Frag as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of bludgeoning/piercing damage. Every creature within 5 feet of the point where the frag hits takes 1 point of bludgeoning/piercing damage from the splash.

DC to Craft 15
Cost 11 GP (1Gp+1SP if using Gunsmith to craft Pellets/Blackpowder)
Black Powder (Dose) 10GP
Pellets (Handful) 1GP


The feat Quick Reposition (Advanced Players Guide)allows me to make a full attack action, then reposition my enemy in place of my first attack. Now, would repositioning my enemy into a flanking position allow me to gain flanking benefits on my second attack?


Once upon a time, my lil' group of gamers stumbled upon Unearthed Arcana. In it, we discovered the Class Defense Bonus. Using this variant, we created and played the most cinematic, and brutal game I've ever run. I wanna recreate this experience.

How would you convert the class defense bonus from 3.5 to pathfinder? Would you keep it as written, tacked onto the PF system? What complications could this variant system create?

Class Defense Bonus


As an Alchemist, I'm not always wantin to burn through my limited number of Ultra Death Bombs. I plan on carrying your everyday alchemist fire as my back up weapon of choice, but I'm just a lil' concerned about what happens when I eat a fireball. A bag full o' alchemist fire, on fire, isn't the kinda party I wanna be a part of.

I figure, I needta craft up an item of some sort to prevent this kinda thing from happenin, but I'm really not sure how to design it. What price would it come at? How affective would it be? Should I just take an ordinary bag an pile Energy Resistances onto it?

Aaany advice would be really helpful.


Here's my question; Does the Holy Tacticians Battlefield Presence ability have a continuous effect? The writing feels vague, and doesn't appear to place any limit or duration upon the effect. It seems I spend ONE standard action at 3rd level, and all allies within range have a permanent bonus feat so long as they remain in range. Is this true?

Battlefield Presence:
Battlefield Presence (Su): At 3rd level, a tactician can direct her allies in battle, granting each ally within 30 feet one teamwork feat she possesses as a bonus feat as a standard action. All allies must receive the same feat, but do not need to meet the prerequisites of this bonus feat. This ability does not function if the paladin is flat-footed or unconscious. Allies must be able to see and hear the holy tactician in order to gain this benefit. Changing the bonus feat granted is a swift action. This ability replaces aura of courage.


When I realized the party fighter's greatsword was dishin almost the damage of my wizards Fireball, I started gettin a lil' confused. Why does his greatsword do 4d6 damage?

It seems to me, that after adding a +1 Enchantment to a weapon, you may add as many Special Properties as you wish so long as the total enhancement isn't above 10. This, however, has led my group to taking a +1 enhancement, then say Flaming and Shocking. Is this the correct way, or have we missed some other limit on Special Properties?


This is my homebrew class, the Blade Runner. I've designed him after the countless, frustrating hours I have spent attempting to optimize Monks, Rogues and to a lesser extent Rangers. He's a striker class, designed to stomp out his niche and compete on par with Alchemists, Gunslingers and Fighters.

But, he is also my first attempt at building a 20 level class. I'm figurin' that I'll have screwed up more than a few things, and could seriously use your help balancing my baby.

What suggestions would you make to pimp out my baby? What abilities are just a lil' too gangster, as written? Does he need Uncanny Dodge, Evasion or their improvements?

Blade Runner

Class Abilities:
Alignment: Any.

Hit Die: d8.

BAB Good

Saves: Poor Fortitude and Will, Good Reflex.

Class Skills
The Blade Runners class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Swim (Str).
Skill Ranks Per Level: 6 + Int modifier.

Weapon and Armor Proficiency: Blade Runners are proficient with all simple weapons and melee martial weapons, plus the shuriken. They are proficient with light armor but not with shields.

Adrenaline Strike: Starting at 1st level, a Blade Runner learns to use hidden reserves of energy and strength to push his attacks to new heights. As a standard action, a Blade Runner may choose to perform an Adrenaline Strike, allowing him to deal extra force damage according to Table: Blade Runner. This extra damage is not multiplied on a critical hit. Adrenaline Strike may only be made with a melee or thrown weapon, and may never be applied to ranged, firearm attacks, or splash weapons. A Blade Runner may use Adrenaline Strike a number of times per day equal to his Class level plus his Con modifier.
Adrenaline Strike does 1d6 damage, increasing at every odd level.

Fast Movement(Ex): At 1st level, a Blade Runner gains an enhancement bonus to his land speed, as shown on Table: Blade Runner. This benefit applies only when she is wearing no or light armor, and not carrying a medium or heavy load. This bonus stacks with any other bonuses to the Blade Runner's land speed.
I can't decide on a progression for fast movement

Move Through: Once per round per level, up to a maximum of his Dexterity modifier, a Blade Runner may as a part of his move action choose to Move Through an opponent. By Performing an Acrobatics check against his opponents CMD, a Blade Runner may treat his opponents square as unoccupied difficult terrain. A Blade Runner may never end his movement in an occupied square.

Quick Draw: A Blade Runner gains Quick Draw at 1st level as a Bonus Feat.

Nimble (Ex): Starting at 2nd level, a Blade Runner gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the Blade Runner to lose her Dexterity bonus to AC also causes the Blade Runner to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Bonus Feats: At 4th level, and every four levels thereafter, a Blade Runner gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be chosen from those listed as combat feats.

Playstyle:
The Blade Runner is fast, furious, and out for blood. His Move Through Ability often sticks him right in the middle of combat, Adrenaline Striking the enemy Tank or Caster. His BAB allows him to hit the heavily armored hulks that only Fighters, Gunslingers or Alchemists could. His Fast Movement gives him what he needs to close with dangerous Gunslingers and Powerful Casters


Today I'm building my first ever caster class, an' I'm nothing if not lost. I understand my class abilities well enough, but I'm rather clueless when it comes to spell selection. Making this worse, SpellSlinger comes with a heavy restriction, School of the Gun.

School of the Gun::
The rigor and care required by arcane guns is so great that a spellslinger forsakes four schools of magic. These opposition schools are chosen at 1st level and cannot be changed later. A spellslinger who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, the spellslinger takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. This ability replaces arcane school.

For a first time caster, this restriction has the potential to be crippling. I have no idea which spells fall under what schools, and which choices could cripple my fledgling elf.

Pointers?


So here's my question. The boots of Striding and Springing provide a +5 bonus to Jump Checks, but also a 10 foot base land speed increase. Does this 10ft increase cause an additional +4 Jump bonus when it brings my speed above 30ft? The wording of both the Acrobatics Skill and the Boots makes me think yes, but I was wondering about second opinions.

Boots:
These boots increase the wearer's base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Acrobatics checks.


Aight, so here's the deal. I want to play a fast moving, heavy armored charger . . . and do it with unarmed strikes.

My DM has set us up at 4th level, 20 point buy and appropriate wealth.

How do I build a character with this play style, and manage to hang with the other melee characters?