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I was wondering if there were any preexisting rules (RAW, home-brewed, or otherwise) for playing a character that has lost their legs. I was planning on playing a cavalier that lost their legs and since has made a sort of custom saddle so they can sit on a horse (or maybe a pony) and still sort of maneuver themself around. If there aren't any preexisting rules I was wondering if anyone could help me sort of make some rules for it. I imagine at the very least base speed drops to 5ft., size is reduced by 1 size category, there is a penalty to Acrobatics, Climb, Escape Artist, Ride (to my great dismay), and Swim. EDIT: The backstory is that the character was hit with the Five Point Palm Exploding Heart Technique from Kill Bill (so probably some variant of Quivering Palm) and rather than take five steps cut their legs off to avoid death.
So I'm about to start playing in a home-brewed all Orc campaign and my character concept is a drunken prophet. So naturally my idea is a Drunken Brute Barbarian/Oracle/Rage Prophet. I have a few things figured out, but I'm looking for some help. So the first thing is that instead of normal Orc stats he's doing it based on your tribe (which is nice because a penalty to all my mental ability scores wouldn't be amazing). Anyway these are the tribe ability score bonuses (there will be other benefits, but they haven't been included yet). Black-Claw: +4 str, -2 dex, -2 int, +2 cha
Anyway, game is a 25 point buy and we're starting at 7th level so my current plan is Drunken Brute 4/Oracle 2/Rage Prophet 1 from the Blood-Song tribe. Str: 16
As my curse I'm thinking tongues (so I can pass off speaking in a crazy language during battle as drunken slurs). I suppose my main issue is that I really only have the role play side down. Advice on feats, skills, mystery/revelations, and knowing whether or not my ability scores are ok enough is what I'm really after? Any advice is welcome. Thanks in advanced.
So I've been considering making this for quite some time as I don't see Cavaliers in campaigns get to utilize their mounts very often unless they are playing a small cavalier (because they can ride them into dungeons). Anyway, this is essentially just a combination of the Standard Bearer and the Strategist right now, with a minor difference, but I was wondering if it looked alright as player character. Commander Variant: Banner (Ex): At 1st level, a commander gains the banner ability. This ability is identical to the standard cavalier's banner ability, except that the morale bonuses on saving throws against fear effects and on attack rolls made as part of a charge increase at 5th level, and every five levels thereafter. This ability replaces the standard cavalier's mount ability.
Tactician (Ex): As the cavalier class feature, except that a commander can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every four levels thereafter (to a maximum of five times per day at 17th level). Drill Instructor (Ex): At 4th level, a commander learns to train his fellow adventurers in the nuances of squad combat. By spending 10 minutes and expending 1 use of his challenge ability, the commander can grant the use of a teamwork feat that he knows to up to four of his allies, similar to the tactician ability. As with tactician, allies need not meet the prerequisites of the granted feat, but they retain the use of this feat for 10 minutes plus 1 minute for every two levels the cavalier possesses, as long as the cavalier is visible and can be heard by his allies. If the cavalier falls unconscious or cannot be both seen and heard, his allies lose the benefit of the granted feat until the condition is remedied. This ability replaces expert trainer. Banner of Solace (Ex): At 11th level, a commander's banner becomes an even more potent symbol of protection and inspiration to those around him. Once per day, while his banner is displayed, the commander can wave it through the air as a full-round action, granting all allies within 60 feet temporary hit points equal to 1/2 his cavalier level, and a +2 morale bonus on their next damage rolls. At 15th level, and every four levels thereafter, this bonus increases by +1 (to a maximum of +3 at 19th level). The temporary hit points last for 10 minutes or until depleted, whichever occurs first. This ability replaces mighty charge. Tactical Advantage (Ex): At 12th level, whenever a commander uses his tactician ability to grant the use of a teamwork feat to his allies, he can move up to his speed as a free action either before or after granting the feat. This movement provokes attacks of opportunity as normally. This ability replaces the cavalier's 12th-level bonus feat. Strategic Supremacy (Ex): At 18th level, a commander gains the ability not only to improve his allies' abilities, but also to disrupt the teamwork of his enemies. Whenever the commander uses the tactician ability, he can choose to cancel out the effects of one teamwork feat employed by any of his opponents within 30 feet instead of granting the use of a teamwork feat to his allies. This ability replaces the cavalier's 18th-level bonus feat. Awesome Pennon (Ex): At 20th level, a commander's banner has become a powerful rallying point to his allies, and a bane to his foes. Whenever his banner is visible, allies of the commander within 60 feet gain a +1 morale bonus on attack rolls, immunity to fear effects, and a +3 morale bonus on saving throws against mind-affecting effects. This ability replaces supreme charge.
So I've recently invented a magical weapon for a Chirurgeon for comical purposes more than anything called the Scalpel of Invasive Surgery with a 1/day ability to remove an affliction, curse, disease, or poison affecting the target of it's attack, it also has a 3/day cure light wounds on the target of the attack ability. Anyway, it got me thinking, what happens if you remove zombie rot from a zombie? Or if you remove vampirism from a vampire? Or something similar to any of these things. I know the curse version of lycanthropy can be removed. I'm just kind of curious as I can't really find any information on this. Is it a DM decision?
I'm about to start running a campaign in a cyberpunk/space setting using the Pathfinder rules modified slightly with d20 modern and star wars firearms/blasters. Anyway, the idea was that after the characters go through some ordeals in which they will discover the baddies are working for the Xill, who are planning a massive onslaught on the galactic empire to expand their race. My main problem at the moment is that I planned on forgoing alternate planes of existence for the most part and treating anything related to them as a different planet, i.e. Knowledge (planes) would be knowledge of various planets and help with space travel, plane shift would bring the caster to a different planet rather than a different plane, etc. So what I'm wondering is, should I replace the Xill's ability to plane walk between the ethereal plane and the material plane to an ability that just brings them to their home planet, should I get rid of it completely, should I change it to something else, or should I leave it be to keep the game interesting? I'm mostly concerned because I didn't really feel like delving too deeply into alternate planes of existence in a cyberpunk setting (though I know some do).
So I'm about to start a campaign and I have a character that is interested in playing a Halfling Summoner that rides his Eidolon and he plans on taking Mounted Combat, Ride-By Attack, and Spirited Charge. Anyway, I had a few questions regarding mounted combat. 1: Can both the rider and the mount attack on during a charge? 2: If the mount has the pounce special feature can it full attack and then continue moving after charging? 3: If the eidolon gets wings does it need to take Fly-By Attack in order to continue moving after it makes an attack or does Ride-By Attack cover both situations?
So through a rather inventive set of circumstances my Chaotic Neutral 8th level Bard has the ability to come back from the dead once and will be receiving a map of where you go if one were to commit suicide (whether it be the Abyss or Hell or some other plane). Now, my character is extremely afraid of death (think Jack Sparrow or the Marquis de Carabas) and is essentially looking for something to ransom or some sort of knowledge that would be useful to him. Any ideas? I've not delved into the planes much while playing Pathfinder so I'm honestly not sure what I could get or where I'd end up if I killed myself.
Forgive me if this has already been addressed elsewhere but, I was wondering what sort of action an Oracle with an armor revelation had to take to gain the benefits of said armor. For instance, what kind of action would an Oracle with the Bones mystery have to take to gain the benefits of the Bone Armor revelation? I ask because right now I only have access to the SRD and it doesn't seem to say if it's a standard, move, swift, free, or full-round action anywhere. I can't imagine it's more than a standard action but I thought I'd ask and see if anyone could give me any insight.
So as some of you may already know, I'm working on a Courtier base class but I've come up with a Rogue archetype I may use in the meantime and was wondering what the community thought. Courtier Rogue Skills: A courtier adds Knowledge (history) and Knowledge (nobility) to her list of class skills and removes Knowledge (dungeoneering) from her list of class skills. Power of Persuasion: A courtier is able to influence those around her in ways others cannot. When she uses the Diplomacy skill to shift a creature's attitude, the targets attitude may shift up to three steps higher rather than just two. In addition, a courtier may use the Diplomacy skill to change a NPC's attitude about a character other than herself; when doing so, the DC of the check is increased by 5. This ability replaces Trapfinding. Poison Use At 3rd level, a courtier is trained in the use of poison and can never accidentally poison herself. This ability replaces Trap Sense. Cult of Personality: At 4th level, 1/day, if a courtier is in an area with creature's of her alignment she may make a Diplomacy check with a DC of 10 + 1/2 the creature's hit dice + the creature's Charisma modifier. If successful, she gains a cohort, as per the leadership feat, for a number of hours equal to her Rogue level or until the cohort is dismissed, whichever is less. This ability replaces Uncanny Dodge. Great Leader: At 8th level, a couriter gains the leadership feat. If she already possesses the leadership feat she receives a +2 bonus to her leadership score and her cohort may be up to 1 experience level behind her (instead of 2). Regardless of whether the courtier has the leadership feat, cohorts gained through the Cult of Personality ability may only be up to 2 experience levels behind the couriter. This ability replaces Improved Uncanny Dodge.
Due to some books I've been reading, my love of L5R, some of recent characters I've played (a Dhampir Rogue (Charlatan), a Gnome Enchanter, and a Half-Elf Bard), and a very social/city based game I plan on running at some point, I've been considering making a homebrewed Courtier base class. Essentially the idea would be something along the lines of the Aristocrat NPC class made into something a PC could play. I realize this can essentially be done with a variety of other classes (see my previous statement about characters I've recently played) but I'm looking to make something different. I don't want this to be a spellcaster and though sneak attack is fitting for certain notable courtiers I'm looking for something else. Now the basic idea I have so far is a class with a 3/4ths BAB progression, a d8 hit die, poor fort. and ref. saves and a good will save. As for class skills, I was thinking Appraise, Bluff, Craft, Diplomacy, Disguise, Handle Animal, Intimidate, Knowledge (either all of them or just Local and Nobility), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Stealth, and Use Magic Device. Those are debateable but with a quick run through of all the skills (and looking over the Aristocrat) that's what I came up with. Lastly, they would likely have either 6 + Int mod. or 8 + Int mod. skill ranks per level. EDIT: I should probably also mention I was thinking they could be of any alignment and would likely have the same proficiencies as a Bard, though that is also debateable. Then as far as abilities go they'd likely get various things to help with social skills (such as the ability to increase the attitude of someone by 3 steps with a diplomacy check instead of 2 steps, free leadership at 7th level, etc.). Maybe something akin to Rogue Talents/Ninja Tricks/Alchemist Discoveries every even level. My main issue is coming up with a notable ability such as Bardic Music, Sneak Attack, Smite Evil, Challenge, Judgement, Bombs, etc. as all of the abilities I can come up with could easily just be made into Rogue Talents. If anyone has any ideas I'd greatly appreciate it.
So I believe I've seen the answer to this in the CRB before but I can't seem to find it. Anyway, I'm about to play in a game and my character has Combat Expertise, Improved Trip, and Improved Disarm and I was wondering if feats that affect your attack roll (such as Combat Experise) affect your CMB when you use them. For instance, if I use Combat Expertise and I'm taking a -1 on attack rolls for a +1 to my AC, do I also take a -1 to my CMB?
So I'm about to start running an "evil" Pathfinder Campaign in a homebrewed setting in which the PC's are going to start in prison. All of them have been sentenced to death and are essentially on death row in an Alcatraz styled prison. After a short introduction and maybe some roleplay the PC's are going to be brought before some high ranking official in the government of the country they were imprisoned by. Now, not to give too much away (in case one of my PC's stumble across this randomly), but the "government official" is going to be a Phistophilus (aka Contract Devil) however, I'm making a few minor changes for aesthetic purposes and "flavor." The first is that the devil's infernal contract ability will be made with a handshake that will leave a mark similar to greater brand rather than a written contract, other than that, the ability is essentially unchanged. The change I wanted some assistance on though is that I want the devil to be able to use alter self (without modifying it's ability scores) to take the form of a humanoid at will. It would be similar to what the Kitsune have only it wouldn't have to be the same form each time. What I'm wondering is, should I get rid of one or more of it's other spell like abilities to compensate? If so, which one(s)? If not, should I raise the devil's CR? EDIT: I should probably also mentioln that this devil won't be used as an encounter in the first session but will likely be in an encounter at some point.
So, I'm about to start playing in a game as a Rogue (Charlatan) and I was originally going to play a Fetchling but after seeing some things in the ARG I'm considering changing to a Dhampir because of the Natural Charmer feat and the ability to get rid of Light Sensitivity. My character is more social oriented than anything else as I will be a character that comes and goes in the campaign and I'm a Courtier of a Major House in the country. Anyway, what I'm wondering is, can Natural Charmer be used when I use the Rumormonger Rogue Talent? If so, does this make the Bluff check take twenty times as long does it take 20 times as long to spread the rumor?
So, I'm about to start playing a Charlatan Rogue and plan on taking Improved Feint to sneak attack more often in combat and my brother suggested that I take Greater Feint when I get the chance so I can deal sneak attack damage when I full attack. Well, I read Greater Feint and was wondering if there was an errata to it or if my brother misread it. Greater Feint says "Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack." From that I gather that it helps you sneak attack with attacks of opportunity from that enemy (at least I think so) and that the enemy loses his Dexterity bonus against your allies? I think my brother assumed that the enemy lost their Dexterity bonus until the end of your next turn, so you could feint, deal sneak attack with one attack, wait for your turn, then full attack and deal sneak attack damage. However, with the way it's worded, I assume you cannot do that.
So I'm about to start running a Pathfinder-ized version of the Star Wars RPG but came up with an entirely different setting in the process (that will likely be used in future campaigns). The idea is a Sci-Fi game run with the Pathfinder classes. What I have so far is that Advanced Firearms would be readily available, Knowledge (planes) would function as knowledge of outer space and things in relations to planets that the other knowledges could not cover as well as it's identification of outsiders, and outsiders would mostly live in outer space (likely in some supernatural occuring area associated with their alignment) and gain the ability to survive in vacuum. What I'm wondering is if anyone has expanded on the advanced firearms for more modern weapons? I'm assuming all I'd really need to change is the amount of ammunition the weapon can carry and perhaps give some of the automatic weapons the ability to fire multiple rounds with a -2 penalty (in addition to rapid shot). I was also thinking about making a feat that allowed a Disable Device check to be made against a construct in order to cause damage or a malfunction. If anyone could give some insight on those I'd appreciate it. Thanks.
So I'm about to start playing in a game as a Rogue (Charlatan) and I'm planning on taking Improved Feint in order to sneak attack more often. The real reason I'm playing the Charlatan was for it's 3rd level ability (which is the Rumormonger Advanced Rogue Talent) but my question is about their first level ability: Natural Born Liar. The ability states "At first level, when a charlatan successfully deceives a creature with a Bluff, that creature takes a -2 penalty on the charlatan's Bluff checks for the next 24 hours." I'm assuming the -2 penalty on the charlatan's Bluff checks means that they take a -2 on their Sense Motive checks to know if I'm Bluffing. The question I had however was, when I successfully Feint in combat, do they take a -2 on my other Bluff checks (including additional Feints) for 24 hours?
So, I've been considering playing a Master Spy for a little while now and I was working on the character a little earlier when I came across the Master Spy's ability "Art of Deception." Now, unfortunately I'm not at my house at the moment so I'm using the SRD and I can't double check but the SRD says "a master spy adds her class level to all Bluff, Disguise, and Sense Motive checks." So what I'm wondering is, is this true? Is it my total class level, which at Rogue 7/Master Spy 1 would be 8, or is it my Master Spy levels, which would only be 1 in the former situation.
So, I'm about to begin playing in a game in which I was originally going to play an Enchanter but we have a Witch in our party and I'm having second thoughts on that character now. So, I've decided to go ahead and make another character similar to that of The Marquis de Carabas from Neverwhere and also sort of throwing in some elements from other "trickster" type characters that were influencing my Enchanter (such as Johnathan Strange from Johnathan Strange and Mr. Norrell, Howl from Howl's Moving Castle, and even Mr. Croup from Neverwhere as well). Anyway, the main issue I'm having is picking a class for this character. The only other characters I know that will be in the party are a Witch and a Gunslinger. My initial thoughts are a Rogue (Charlatan) making it's way into a Master Spy or a Bard of some sort (knowledge being very important to the character). I've considered the Archaeologist Bard and various other ideas. Any thoughts? As far as ability scores go I rolled the following: 10, 14, 14, 14, 15, 18 and I can place them anywhere. As for a race I was looking at an Elf, Gnome, or Fetchling although I'm open to other suggestions. Finally, I should probably mention that we're limited to the Core Rulebook, the Advanced Players Guide, Ultimate Magic, Ultimate Combat, and Beastiary 1-3. Anyway, thanks in advanced. EDIT: I should probably also mention that we are starting at first level and we have to commit one skill point to either a Craft or Profession skill (at least at first level) as sort of a background concept.
This is probably answered somewhere but I can't seem to be able to find the answer in the CRB. Anyway, I'm about to start playing in a game as a Wizard/Rogue making his way into the Arcane Trickster prestige class and the Surprise Spells ability got me thinking. Before I get that ability am I able to sneak attack with spells? I thought I was able to with spells that only targeted one creature but now I'm beginning to wonder. Thanks in advanced.
So I'm about to start playing in a campaign as a Gnome Wizard (Enchanter) and I'm debating right now on going into the Arcane Trickster prestige class. My character is a sort of "the face" and I was thinking about the Arcane Trickster because it would save me from spending my first level feat on Cosmopolitan (for Bluff and Diplomacy as class skills) and it would also give me some nifty abilities as well as more skill points (which I enjoy). The question I was having was should I take all my levels in Wizard first followed by three levels of Rogue (Charlatan) or should I take three levels of Rogue first? Or should I take a level in Wizard and then three levels in Rogue? I don't multiclass very often which is why I was asking. Thanks in advanced.
So I may be making a "cameo/guest" appearance in my friends game soon and I'm looking at making a Cleric (possibly going into Holy Vindicator if levels allow it) that has taken it upon himself to stop supernatural beings from influencing the lives of people on the material plane. The character is loosely based off John Constantine only he's not doing it for the greater good of humanity or to get out of the matrix... I mean to buy his way into heaven (if you've only seen the movie Constantine). Anyway, the few issues I'm having are deciding on a race, feats, and a second domain. I know my first domain is going to be Knowledge (or one of it's subdomains) but I'm unsure about the other as there aren't really any that I recall that help me with banishing outsiders (I've only played one Cleric since 3.5 and he was a "scourge of the undead" so I could be wrong). I was looking at possibly Trickery but I'm not sure on that. Anyway, any helpful input would be appreciated, thanks in advanced.
So if anyone's looked at my last couple posts I'm about to start a game and I've been struggling to come up with a character concept. I've finally narrowed it down to two ideas and I'm going to wait to choose until I have an idea of what the rest of the party is doing. Anyway, at the moment 1 of my ideas is a Crossblooded Aberrant/Protean Sorcerer (not sure on a race yet but I'm looking at a Fetchling, Gnome, or Halfling). The one thing I'm unsure of for this idea is a "career." The DM wants all the PCs to have a rank in a Craft or Profession at 1st level. With my character being a Sorcerer crafting weapons or armor seems a little pointless in my opinion and I'm not really sure what else I could do to be beneficial to the party. I was thinking with all the transmutation spells I'll be working with I could craft jewelry and eventually take the feat to allow me to make magic rings but I'm not sure. Any ideas on what would be beneficial?
So I posted a little earlier today about making a Bard (Archaeologist) and now I'm having second thoughts. My original idea was to make a character similar to a mix of Howl (from Howl's Moving Castle) and Johnathan Strange (from Johnathan Strange & Mr. Norrell). That being the case my original idea was a Wizard that could also function as the party face making my most likely choice an Enchanter of some kind. Eventually I thought a Bard could work as they add half their level to their Knowledge skills and I wanted my character to kind of be a Knowledge fiend (my characters goal in game is to become an information broker). Anyway, after thinking more I'm debating on doing an Enchanter again (I'd probably have a lot of Illusion and Transmutation spells as well, and a sprinkling of Conjuration). So I was wondering if anyone had any input on a good way to do this, it's been a long time since I've played a full caster. Come to think of it, I don't think I've played 1 in Pathfinder actually other than when I've DM'd (and that's slightly different). Anyway, I'm probably doing a Gnome and I rolled the following stats: 10, 14, 14, 14, 15, 18. The 18 would of course be put in Intelligence and I could either throw the 15 or a 14 in Charisma and then the rest can go wherever really. After that I'm kind of at a loss. Do I take a familiar or a bonded item? Do I play the standard Enchanter or do I pick the Controller or Manipulator? Do I even play an Enchanter? Any help is appreciated. Thank you in advanced.
I'm about to start playing in a game as a Gnome Bard (Archaeologist). The idea is my character is sort of an information gathering fiend/con man of sorts. We're starting the campaign at 1st level and per rule of the DM everyone has to have a rank in a profession or craft skill. With that in mind I'm thinking Profession (Scribe) to further my characters ability to forge things and probably to give a sort of background worthy reason why he knows so much as well as my reasoning for him having gift of tongues in place of defensive combat training and hatred. Anyway, with that in mind, I recently rolled my ability scores and got the following: 10, 14, 14, 14, 15, 18. Now, this isn't a bad set but I was wondering if anyone could assist me in placing them. I know I'll need a decent dex as my combat is probably going to rely on weapon finesse and Archaeologists luck and then from their I'd like a good or decent cha and I'd like a decent intelligence for skill points but I'm probably going to use my favored class bonus for 1 extra as well. My biggest issues right now are deciding whether to put the 18 in dex or cha and the 15 in the other and then whether to put the 10 in con or wis. Finally, after all that's decided I need a basic skill set for the character to have at 1st level. Any help is greatly appreciated.
I'm running a game in a sort of steampunk/heavy necromancy world and I was wondering if anybody knew if there were rules for Tuberculosis anywhere out there. The reason I ask is because one of my "major NPC's" in the world has it and it is sort of a prevelant disease in the world. If there are no rules I was wondering if I could get some help making it. I imagine the save would be similar to that of the black death/bubonic plague (maybe a little higher since TB is still pretty deadly now'a'days). I imagine it would deal con damage and possibly even a save to cause bleed damage/caughing. The caughing could be taken care of by making the character staggered I'd imagine but the real issue I'm having is the bleed and just the onset, save, etc. Anyway, thanks in advanced.
So I finished the book Boneshaker by Cherie Priest a while back and am running a game in a very steampunk/necromancy influenced world (I'd call it Necropunk). I was very impressed with the Blight gas from the book so I decided to incorporate it into my world and this is what I've come up with. The Blight The blight is a yellowish/green gaseous substance of unknown origins (I use alchemy in my world but it could definitely be magic or just something natural depending on what you're going for). Living creatures that breath in the gas must make a Fortitude Save (DC15) to resist the blights effects. A character that fails his or her save takes 1d2 points of bleed damage per round. Each round the character continues to breath in the blight (s)he must make an additional Fortitude Save, any further failed saves increase the bleed damage by 1 die (1d2 to 1d3, 1d3 to 1d4, 1d4 to 1d6, etc.) and the Fortitude Save DC bt 1. Characters that are killed by the blight are raised in 4d10 hours as plague zombies. Characters that take over half their base HP in bleed damage but do not die receive the Half-Dead Template (see below). Creatures that do not breath are immune to the effects of the Blight. In addition to affecting living creatures the blight also destroys plant life. Lemon Grass A strange drug created by unknown Alchemists (this is just my preference), Lemon Grass is a flammable paste like substance made from concentrated blight gas that is usually mixed with tobacco and smoked in pipes or cigarettes. A character smoking or within 5ft. of anyone smoking Lemon Grass must make a Fortitude Save (DC13 + 1 for each additional dose applied) or take 1 point of bleed damage per dose smoked every 1d10 minutes for 1 hour per dose smoked. In addition, a character that fails this save gains +2 Constitution per dose smoked for the duration listed above, this increase grants the smoker +1HP per dose smoked per HD. Characters that die from the bleed damage caused by Lemon Grass are raised in 2d6 hours as plauge zombies. Characters that take over half their base HP in bleed damage but do not die receive the Half-Dead Template (see below). Creatures that do not breath are immune to the effects of Lemon Grass. Finally, there is a 10% chance of contracting zombie rot from smoking Lemon Grass if the character fails his or her save. Half-Dead Template Half-Death is a strange state a character can reach when they have died yet remained living. Half-Dead characters receive the following characteristics: +2 Constitution, -2 Charisma: Half-Dead characters are resistant to disease but have a strange and eerie look about them.
So I'm coming up with character concepts for future games (something I seem to do a lot) and the 1 that has been sticking out to me is a Rogue (Bandit/Charlatan). I've got his feats and mechanics worked out the real problem I'm having is deciding what his alignment would be based on his personality. As of now, he's a manipulative sociopath that sort of just uses people to benefit himself. I imagine he'd most likely be Chaotic on the Law/Chaos spectrum but I suppose he could also be Neutral. On the Good/Evil side though I'm not sure if he'd be Neutral or Evil. I can see him leaning more towards evil but seeing as how most of his actions would be based souly on whether or not the situation benefits him I'm not sure if that would push him into evil to begin with.
So I started running a game recently and there is an Alchemist in the party and I'm about to throw an Alchemist (Preservationist) at the party and I was wondering, since the Alchemist can learn extracts from Wizard spell-books or other formulae books, can the Alchemist in the party learn Summon Natures Ally from the Preservationists formulae book? This would also be a question about learning extracts from other Alchemist variants that get extra extracts such as the Reanimator or Vivisectionist.
I'm currently running a game it what I'd consider a "necropunk" setting (there's a lot of necromancy that's getting out of hand plus various steampunk elements). Anyway, I've been trying to make a variant class of some sort that grafts pieces of deceased foes (or victims) onto it's body. My original thought was to make a homebrewed class but I figured making a variant would be much easier. My current thoughts were to use either the Alchemist (it seems a fitting choice) or the Summoner. The way I see the Summoner working is to forgo having an Eidolon and using Evolution Points to determine what it can and can't graft onto itself. The Alchemist on the other hand I could see getting rid of various things in order to do this, possibly even just making grafting a discovery. I guess my main reason for posting is to see if anyone has any suggestions of how to start something like this. Thanks in advanced.
So I'm about to start running a game every other weekend with a party that so far consists of an Alchemist, a Gunslinger and a Wizard/Ranger working his way into Arcane Archer, and we may get a 4th but I have no idea what they'll be playing. I've never really ran a game with all ranged combatant types so I guess my question is how often do I throw a melee guy at them?
I'm about to start playing in a campaign on Saturday and was wondering if someone could help me pick what I should play. As for the setting, the game is in a homebrewed world where the country our PC's are in has been locked in a 50 year war with a bordering country. As PC's, we're in a smaller town and each town is being taxed pretty highly because of the war and recently a town close to ours rebelled and has taken over their town. Oddly enough, there are 7 of us and I tried convicing everyone to play a character similar to the 7 Samurai but it didn't really work. Anyway, the other PC's we have at the moment are an Aasimar Cavalier, Tiefling (One-Handed) Fighter, Half-Orc Paladin, Half-Orc Inquisitor, Half-Orc (Knife Master/Sanctified) Rogue, and Dwarf Cleric. So, with the first 4 PC's I listed being primarily melee oriented, the Rogue being a mid-ranged knife throwing fiend, and the Cleric kind of sticking back to heal and shoot crossbow bolts I've been thinking about some sort of ranged weapon specialist or caster. So far my ideas are a Goblin or Grippli (Guide or Warden/Trapper) Ranger working his way into the Horizon Walker, a Fetchling or Gnome Crossblooded Sorcerer with the Fey and Rakasha bloodlines playing the "face" of the party as an enchanter/illusionist, an Elf (Bandit/Charlatan) Rogue/(Diviner - Scryer) Wizard working it's way into an Arcane Trickster, a Fetchling (Bandit/Charlatan) Rogue/(Mysterious Stranger) Gunslinger, a Fetchling Rogue (Bandit/Charlatan)/(Demagogue) Bard some sort of Oracle of the Dark Tapestry, and an Elf Witch focusing more on sleep and divination. My big issue right now is picking one of those, I realize there are quite a few different choices there and there are some very different ideas but I'm having trouble deciding mostly because we're starting at 1st level. My 1st idea was the Ranger but my issue at the moment is that if I do not play the "face" of the party, the Cavalier will and the PC playing the Cavalier is not the best face (no offense to him, he's better as a 2nd in command sort of guy though). So the Ranger there more because I like the idea. As far as everything else goes, I'd have a fairly high Charisma for them all, allowing me to take the role. The Witch seems very interesting to me because I've never really played a diviner and the Dreamspeaker racial variant ability seems pretty interesting and then the various Rogues all seem interesting but extremely feat intensive if I want to use a hand crossbow as a concealed weapon for the bandit archtype's abilities. Anyway, if anyone could shed some light on which would probably fit the party best, I'd appreciate the help. Thanks. EDIT: I forgot to mention we're using a 25 point buy and once again, we're starting at 1st level. Magic in the setting is very rare and casting or carrying a weapon in public is grounds for a fine or arrest.
I'm about to start playing in a game with a fairly large number of players in a world where Arcane Magic is outlawed and divine magic is very rare. At the moment, the party consists of an Aasimar Cavalier, a Tiefling (dex-based) Fighter, a Dwarf Cleric, a Half-Orc Paladin, Half-Orc Rogue (Knife Fighter/Sanctified Rogue highbrid), and most likely a Half-Orc Inquisitor. With this being the case, I figured since the party is fairly melee heavy and arcane magic is outlawed that I'd play an archery style ranger. I was originally thinking about playing a Half-Orc and taking Keen Scent for flavor but as I've looked into it more I'm thinking about playing a Grippli or Goblin. Both races are small and have a 30ft base speed which I really like, the Grippli also has a 20ft climb speed which would be nice. Anyway, as of now, we're starting at 1st level with a 25 point buy so Point Blank Shot will be my 1st feat unless I go back to the Half-Orc idea, in which case I'd take Keen Scent. Since the DM is letting us mash up archtypes/variants as long as they don't replace the same ability, I've been looking at Guide/Trapper and the Warden/Trapper either way I plan on going into the Horizon Walker when we reach a higher level. The Guide/Trapper will give me some better fighting capabilities where as the Warden/Trapper just gets me an extra favored terrain and lets me be better at survival. As for stats here's what I'm thinking for both: Grippli
Goblin
They both have thier plus sides and downsides, as the Goblin I'm sitting at a +12 to Stealth at 1st level without any ranks in it (I'm likely to throw 1 in), although the Grippli gets the same in forests or marshes. The Grippli on the other hand gets a +8 to climb from it's climb speed and I'm going to see about the DM allowing me to trade out Net proficiency for Bolas proficiency since Grippli had them in 3.5 and just carrying them around for random use seems fun (I'd be primarily using a long bow). Anyway, I guess I'm just asking for the opinion on which race looks better for the build and if the Warden or Guide look better. Any feedback is appreciated. Thanks in advanced. EDIT: Just to clarify, the character is primarily a Hunter/Tracker and I'm trying to play it similar to a Native American of the same profession. We're all from the same village in the beginning (which apparently houses a lot of oddities and half-breeds) so my character is probably going to be some sort of survivalist from the woods that trades things he's caught for things in town.
First off, I apologize if this is in the wrong section and also I do not want to distract anyone from the other Columbus posting. However, I'm currently trying to set up a bi-weekly (every other weekend) game in Columbus since I recently moved here and haven't met a whole lot of people. I've currently got 1 person that is pretty intent on playing and a possible 2nd. We'd most likely be playing at someones apartment/house or in a cafe or comic shop depending on what everyone would like to do. The setting is in a homebrewed world that takes place in steampunk sort of era with a sort of clan based government in the country the game is starting in. The game is somewhat "low-magic" but you can still play any sort of caster you want (the 1 person that is intent on playing is doing a Ranger/Wizard/Arcane Archer). If you're interested you can let me know here or shoot me an email at acaiberriesareevil@gmail.com and I can explain a little more about the setting or any questions you might have.
As far as "Rules as Written" are concerned, can anyone tell me if you can use Explosive Missles simultaneously with Focused Shot and Vital Strike? I was thinking no because they all state they have to be used as a standard action but I thought it would be a funny character to introduce to 1 of the DM's at the comic shop I play at who I owe a little payback to. I'm pretty sure Vital Strike only multiplies the 1st d6 of the bomb (if any, I could be thinking of a crit) but I was more interested in it for more damage from the arrow. Anyway, thanks for the information in advanced.
So I'm about to start running a game and a few of my players are in need of a little assistance with their characters as they're both relatively new to the game. We're starting the game at 3rd level I had them do 4d6 reroll 1s (also, if four 6's was a 19 and four 1's was a 20) and they're beginning in a prison similar to Alcatraz (they'll eventually get out but I just thought I'd throw that in so you're aware of why they're doing a few things). The 1st is playing a Half-Elf Oracle of Metal with the following stats - Str: 16, Dex: 14, Con: 15, Int: 12, Wis: 12, Cha: 18 (16+2). She took the Haunted curse (she's doing it more for flavor I assume because my games are sleightly undead heavy). As of now she has the Steel Scarf revelation and is then debating on Skill at Arms so she can use a Lucerne Hammer (when they escape prison) and wear heavier armor or Dance of Metal. The big problem we're having for her is feats, I suggested Combat Casting since she's wanting to mix melee and casting but I rarely play divine casters so I'm unsure what else to suggest. I thought possibly the Spring Attack tree if she takes Dance of Metal but I'm unsure. The 2nd is playing a Gnome Rogue with the following stats - Str: 13 (15-2), Dex: 19, Con: 12 (10+2), Int: 18, Wis: 14, Cha: (16+2). Right now he's unsure about playing an archetype but he's looking at the Underhand talent so I said that the Bandit would probably be his best bet for damage. We know he needs Weapon Finesse seeing as how his Str isn't very high but then as far as feats go, Betrayer (which requires Persuasive and Quick Draw) looks like it could be devastating as he could take an immediate action to hit someone with a concealed weapon for max sneak attack then draw a 2nd concealed weapon as a move action (or a sword cane as a free action because of Quick Draw) and then attack and deal max sneak attack damage a second time. He was also looking at the Knife Master which could also use underhand and allow for extremely hard to find concealed daggers and the like. Anyway, all suggestions are welcome. Thanks in advanced.
So I'm about to start playing in a game and came across the metal mystery for the Oracle and decided that is what I wanted to play as I've yet to play an Oracle and we have an Alchemist which can provide some healing and I wanted to be able to do something other than just be a heal bot and destroy undead as an Oracle of Life would do. Anyway, I'm having a little trouble picking out feats because I rarely play divine casters. So far my stats are as follows - Str: 16, Dex: 14, Con: 15, Int: 12, Wis: 12, Cha: 18. The game is starting at 3rd level and I'm playing a Half-Orc. As for revelations I've taken Steel Scarf and I'm debating on Skill at Arms (for a better reach weapon than a Long Spear and Heavy Armor) or Dance of Metal. As far as feats go I'm 3rd level and so far Combat Casting is all I can think to take. I'm kind of thinking about the Spring Attack tree but I'm not sure. So if anyone could possibly give me any idea I'd appreciate it. I'm kind of looking to be a mix of a healer/buffer and a melee combatant.
So I hadn't posted on here in a while due to lack of internet and I just posted this in the wrong area. Anyway, I'm about to start running a new game which is going to start in a prison similar to Alcatraz. So one of my PC's instantley thought he needed to play a Rogue and since he's relatively new to the game he asked for some advice. So, I look through some of my stuff and stumble across the Underhand talent while looking at the Bandit Rogue variant. Anyway, seeing that he could potentially deal maximum sneak attack damage with a concealed weapon, which he gains a nice bonus to concealing, made me think there was quite a bit of potential in this build. So I begin to look into it more and come across the Deft Hands talent which allows him to conceal a weapon in plain sight so he doesn't have to take a standard action (or move action if he has quick draw) to potentially deal maximum sneak attack damage to someone. So we get to talking and he is up in the air between the Bandit for it's 4th level ability and the Knife Master for more bonuses to concealing weapons and increased damage potential from sneak attack. As for what he has, we're starting at 3rd level, he is playing a Gnome (this is a must as he's playing his old character from my last games illegitimate son) and his ability scores are as follows - str: 13, dex: 19, con: 12, int: 18, wis: 14, cha: 18 (I had the PCs roll 4d6 reroll 1s and if they roll four 6s they get a 19 or if they roll four 1s they get a 20). As for everything else, I was wondering if anyone had feat/talent progression suggestions. I was thinking weapon finesse, combat expertise, and the feint tree but I'm not sure if there are better options.
Copy-pasting from one of my answers to the same topic : Quote:
Also, for more fun : Cane Sword is a swift/free action to draw.
So I'm in the process of making a Half-Orc Inquisitor for a game I'm about to join. We're starting at 10th level and I'm having a little trouble with feats (both normal and teamwork feats), ability scores, and spells. We're using a 25 point buy. The rest of the party consists of a Witch, Rogue (Thug variant), Druid/Fighter/Arcane Archer (are DM made a variant or something like that), Barbarian/Cleric (who the DM is trying to get to go Barbarian/Oracle/Rage Prophet), a Cavalier of the Order of the Dragon, and some other guy that is likely to be melee-smash-your-face-in oriented. So what I've got is I'm a Half-Orc Inquisitor of the god of love, dance, travel, and freedom (this is in a homebrewed world, and yes I realize that a Half-Orc Inquisitor of this god is a little weird). My domain is going to be Travel and I will be using a Long Bow mostly (so there's not a bunch of people in melee). So here's what I'm thinking so far. Str: 14 (13+1)
Skills: Acrobatics, Climb, Bluff/Diplomacy/Intimidate (ranks in each 1 at different levels), Knowledges (ranks in each 1 at different levels), Perception, Sense Motive, Stealth, and Survival 1: Keen Scent (I really want this feat)
Spells Known: 0 - brand, create water, detect magic, disrupt undead, read magic, and 1 open spell. 1 - burst bonds, cure light wounds, expeditious retreat, shield of faith, and 1 open. After this I'm not going to lie, I have no idea what to pick, I get five 2nd-level spells, four 3rd-level spells, and two 4th-level spells.
Ok, so my girlfriend is playing a Bard in my homebrew campaign and we were looking for suggestions on how to set up her ability scores. We rolled stats oddly enough she rolled 13, 14, 15, 16, 17, 18. Her race (which is homebrewed) gets a +2 con, -2 wis, and +2 cha. As of now I put the 15 in str, the 13 in con (giving her a 15 con) and the 14 in wis (giving her a 12 wis). She wants to have a good mix of social ability, spell casting, and fighting (which will probably be a mix of melee and ranged). Any suggestions on where to place the remaining 16, 17, and 18 would be appreciated. Thanks. EDIT: If it helps, the party is 4th level and consists of a Fighter specializing with greatswords and running around in full plate, a Sorcerer going into Dragon Disciple, a Psion, a Druid, and an Inquisitor using firearms.
And favored class options: Leonite:
Cavalier - Add +1 hit point to the cavalier's mount. If the Leonite ever replaces his mount, the new mount gains these bonus hit points. These bonuses only apply to a single mount gained as part of the cavalier's class.
Cleric - Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power. Druid - Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds 1/2 to the number of uses per day of that domain power. For Leonite druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the Leonite ever repalces her animal companion the new companion gains these bonus skill ranks. Fighter - Add +1 to the fighter's CMD when resisting a disarm or sunder. Oracle - Reduce the non-proficiency penalty for one weapon by 1. When the non-proficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Marial or Exotic Weapon Proficiency feat with that weapon. Paladin - Add +2 on rolls to stabilize when dying. Ranger - Choose a weapon from the following list: claw, lance, longsword, or bastard sword. Add +1/2 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus. Zvaigzne:
Bard - Add 1 to the Zvaigzne's total number of bardic performance rounds per day.
Fighter - Add +1 to the fighter's CMD when resisting a grapple or trip. Paladin - Add +1/2 hp to the paladin's lay on hands ability (whether using it to heal or harm). Rogue - Add +1/2 bonus on Bluff checks to pass secret messages and Diplomacy checks to gather information. Sorcerer - Silver Zvaigzne may add +1/2 to cold spell damage while Gold Zvaigzne may add +1/2 to fire spell damage. Summoner - Add +1 skill rank to the summoner's eidolon. Wizard - Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power. Rhinosaur:
Barbarian - Add 1 to the Rhinosaur's total number of rage rounds per day.
Cleric - Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power. Fighter - Add +1 to the fighter's CMD when resisting a bull rush or trip. Paladin - Add +1 bonus on concentration checks when casting paladin spells. Ranger - Add +1 to the ranger's animal companion. If the Rhinosaur ever replaces his animal companion, the new animal companion gains these bonus hit points. Sorcerer - Add +1/2 to fire spell damage. Summoner - Add +1 hit point to the summoner's eidolon. Tahngoa:
Alchemist - Add +1/2 to the number of bombs per day the alchemist can create.
Bard - Add +1/2 bonus on Bluff checks and +1/2 on Diplomacy checks to gather information. Fighter - Add +1 to the fighter's CMD when resisting a grapple or trip. Ranger - Add +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underground. Rogue - Tahngoa rogues gain a +1 bonus on Disable Device and Knowledge (engineering) checks involving clockwork traps, locks, and machines. Witch - Add 1 skill rank to the witch's familiar. If the Tahngoa ever replaces her familiar, the new familiar gains these bonus skill ranks. Wizard - Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power. Schist:
Barbarian - Add +1/3 to the barbarian's Damage Reduction.
Cleric - Add +1/2 to the number of uses per day the cleric can use Channel Energy. Druid - Gain energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by 1 (maximum of 10 for any one type). Fighter - Add +1 to the fighter's CMD when resisting a bull rush or trip. Inquisitor - Add +1/2 on Sense Motive checks and +1/2 on Knowledge checks to identify creatures. Monk - Add +1 to the monk's CMD when resisting a grapple and a +1/2 to the number of stunning attacks he can attempt per day. Wizard - Add +1/2 to earth spell damage. Felgorian:
Alchemist - Add +1/4 to the amount of time a mutagen lasts.
Barbarian - Add 1 to the Felgorian's total number of rage rounds per day. Fighter - Add +2 on rolls to stabilize when dying. Inquisitor - Add +1 bonus on concentration checks when casting inquisitor spells. Oracle - Add +1/2 to cold spells and waves mystery revelation damage. Ranger - Add +1 hit point to the ranger's animal companion. If the Felgorian ever replaces his animal companion, the new animal companion gains these bonus hit points. Summoner - Add +1 hit point to the summoner's eidolon. Mudlark:
Bard - Add +1/2 on Bluff checks to pass secret messages, +1/2 on Diplomacy checks to gather information, and +1/2 on Disguise checks to appear as a Human, Merfolk, or Zvaigzne child.
Cavalier - Add +1 skill rank to the cavalier's mount. If the Mudlark ever replaces his mount, the new mount gains these bonus skill ranks. Cleric - Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power. Druid - Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds 1/2 to the number of uses per day of that domain power. For Mudlark druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the Mudlark ever replaces her animal companion, the new companion gains these bonus skill ranks. Rogue - Choose a weapon from the following list: short sword, hand crossbow, or any weapon with "Mudlarken" in its name. Add a +1/2 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus. Sorcerer - Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power. Witch - Add 1 hit point to the witch's familiar. If the Mudlark ever replaces her familiar, the new familiar gains these bonus hit points. Phandian:
Bard - Add 1 to the Phandian's total number of bardic performance rounds per day.
Barbarian - Add Add 1 to the Phandian's base speed. In combat this has no effect unless the Phandian has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class's fast movement feature and applies only under the same conditions as that ability. Cleric - Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power. Inquisitor - Add +1/2 on Survival checks and +1/2 on Knowledge checks to identify creatures. Ranger - Add +1/3 dodge bonus to Armor Class against the Phandian's favored enemies. Rogue - Add +1/2 to the rogue’s trap sense. Wizard - Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power. Vahnthra:
Alchemist - Add +1/2 to bomb damage.
Bard - Add 1 to the Phandian's total number of bardic performance rounds per day. Fighter - Add +1 to the fighter's CMD when resisting a grapple or trip. Rogue - Vahnthra rogues gain a +1 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings each time they gain a level. Sorcerer - Add +1/2 to acid spell damage. Wizard - Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power. Witch - The Vahnthra witch gains +1/6 of a new Hex. Merfolk:
Druid - Add +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underwater.
Fighter - Add +1 to the Merfolk's CMD when resisting a disarm or overrun. Oracle - Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast. Paladin - Add +1 to the Merfolk's CMD when resisting a disarm or overrun. Ranger - Add +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underwater. Wizard - Add one spell known from the wizard spell list to the wizard's spell book. This spell must be at least one level below the highest spell level the wizard can cast. Summoner - Add +1 hit point to the summoner's eidolon. Goutra: Barbarian - Add 1 to the Goutra's total number of rage rounds per day.
Druid - Add +1/2 to the number of rounds summon natures ally spells last. Fighter - Add +2 on rolls to stabilize when dying. Inquisitor - Add +1/2 on Intimidate checks and Knowledge checks to identify creatures. Ranger - Add +1 hit point to the ranger's animal companion. If the Goutra ever replaces his animal companion, the new animal companion gains these bonus hit points. Sorcerer - Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast. Summoner - Add +1/4 to the eidolon's evolution pool.
So inspired by the other Final Fantasy threads out there and the steampunk campaign I'm running now, 1 of my players is going to eventually start a Final Fantasy styled game (just kind of encompassing as many of the Final Fantasy's as we can). To make things easier (and not change a bunch) we're just going to stick to all the normal classes and also we're doing something similar with races. Humans of course are Humans, Elves will remain Elves, Half-Elves are going to be Humans with more magical prowess or races similar to Humans that are slightly changed (such as Zidane), Gnomes will be Moogles/Mogs, Halflings will be children (probably of any humanoid race), Dwarves will be Dwarves, and finally (to get to my point) we were thinking about modifying Half-Orcs into a Red XIII style race. The big reason we were thinking of doing Half-Orcs this way and not just using a Worg is to get away from the +1 level adjustment type thing for a Worg. So far what we're thinking is the race has extremely limited weapon proficiencies (maybe some tail spikes, metal objects over claws/teeth, etc). We would get rid of Weapon Familiarity of course and replace it with a natural bite or possibly a natural claw that would deal 1d6+str modifier. Orc Blood would also go away. The thing I'm thinking about most right now is whether to give them Scent or a racial ability I made/stole from Nezumi a while back called Enhanced Scent which allows the race to take Scent as a feat. Any suggestions would be appreciated, thanks.
So recently I've been watching the colony on demand as well as man vs wild and similar shows and it kind of gave me the idea to run a somewhat post apocalyptic mini-campaign. I'm thinking that a big war between some powerful magical countries just took place and that the country was pretty much annihilated. The PCs will have no idea what the campaign setting is going to entail before it's started so they're kind of stuck with whatever they make, I will probably tell them that diplomacy and skills are going to be a big thing though. They'll probably meet in some sort of common building that they all see as some sort of sanctuary from their current situations or something like that. Right now I guess I'm just trying to figure out some interesting ideas so if anyone has any input that would be awesome. Thanks in advanced.
So I'm building a Monk NPC for an upcoming battle in my homebrew and I was wondering, can someone with Stunning Fist (which is usually just Monks) full-attack and make a Stunning Fist attempt as 1 of their attacks? The reason I ask is because the Stunning Fist description doesn't really say what action it takes to use Stunning Fist and it also says "you may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round." So I'm not sure if it says that for AoO purposes or because you can make a full-attack with a Stunning Fist thrown in. It seems a little powerful but it also seems like a really good tactic and something I'd only do maybe once or twice to a PC (just to make a battle against 1 NPC last longer than 2 rounds). Anyway, thanks in advanced.
So I just began running a steampunk campaign that will have slightly less magic than the standard D&D world. Don't get me wrong, there will still be flaming swords and helmets that change your alignment (o wait that's cursed not magical) but I kind of want to get rid of magical items that give characters a bonus to an ability score. The problem with this is that I don't feel that characters will feel like they're ability scores are high enough, although I think every character in my campaign has an 18 in at least 1 score and all but 1 have at least a 19 in 1 score (we rolled stats), o don't feel sorry for the character that doesn't have a 19, he has 2-18s. The problem I'm having is figuring out what level to give PCs ability bonuses. I had thought every 2 levels might be ok but then I realized that's a total of +10 and I don't really want a character walking around with a 25 Intelligence at level 10. So then I thought maybe I could do it every 2 levels still but the PCs can only boost 1 ability score every 4 levels, so say they put a +1 in Intelligence at 2nd level, they'd have to wait til 6th level before they could boost Intelligence again. Any thoughts or suggestions on what to do?
So I just started running a campaign and 1 of my characters is relatively new to D&D and she's playing a Druid. She understands the restricted armor usage and the party's helping her out with preparing spells and things like that. I have a few questions related to the Druid though just in case they come up in game. 1: The character has put some ranks in Craft (weapons) and is thinking about putting ranks in Craft (armor). My question is can she craft prohibited armor? By RAW (or at least what I've read) she might be able to because under the Druids "weapon and armor proficiencies" it just says she can't wear metal armor or use a metal shield. 2: I'm pretty sure the answer to this is no but, if the Druid wild shapes into a weasel or ferret is she immune to a Cockatrice's petrification vision thing? Just wondering this because I was kind of thinking about putting a Cockatrice somewhere with some valuable object that the Druid could take whatever object from if she wild shaped. I suppose she could just wild shape into a chicken though, but then they might have to fight the Cockatrice. Those are all the questions I can think of for now but I may ask a few more later.
This is something that I'd been thinking about building for a while, it's similar to a Monk mixed with a Fighter. I only started today and it needs some refining. I definitely need some more Aptitudes (talents/powers) and possibly some more class abilities. The Kensei Starting Gold: 4d6 x 10 gp
Alignment: Any Lawful
Class Skills: Acrobatics, Climb, Craft, Escape Artist, Intimidate, Knowledge (history), Knowledge (nobility), Perception, Profession, Ride, Sense Motive, Sleight of Hand, Stealth, and Swim. Skill Ranks at Each Level: 4+int modifier Weapon and Armor Proficiencies: Kensei are proficient with all simple weapons, plus one additional weapon of any type of their choice. Kensei are also proficient with light armor, but not with shields. 1: Honed Strike, Wall of Steel, Weapon of Choice, Weapon Expertise
Honed Strike: A Kensei may call upon the supernatural abilities of his weapon of choice (see below), granting him additional martial prowess. Begining at 1st level, a Kensei can use honed strike for a number of rounds per day equal to 4 + his Wisdom modifier. At each level after 1st, he can use honed strike for 2 additional rounds. Temporary increases to Wisdom, such as those gained from spells like owl's wisdom do not increase the total number of rounds that a Kensei can use honed strike per day. A Kensei can start and end his honed strike ability as a swift action. The total number of rounds of honed strike per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While using honed strike, a Kensei adds his Wisdom modifier to all damage rolls made with his weapon of choice. A Kensei cannot begin using honed strike while fatigued or exhausted and if he falls unconscious, his honed strike immediately ends. Wall of Steel: When wielding his weapon of choice, unencumbered, and wearing light or no armor, a Kensei may add his Wisdom modifier to his AC. This bonus applies even against touch attacks or while the Kensei is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor besides light armor, when he carries a shield, or when he carries a medium or heavy load. Weapon of Choice: Kensei begin play with a single masterwork weapon of their choice (many choose a martial or exotic weapon, but there are some that choose simple weapons), in addition they receive Weapon Focus with this weapon as a bonus feat. This weapon may be an heirloom, a weapon they forged themselves, or any multitude of things. As a Kensei acquires treasure through adventuring, he has the option of awakening the supernatural abilities latent in the weapon. This option allows a Kensei who prefers to wield his weapon of choice to wield a magic weapon, while another class may use treasure they find to acquire new weapons. At any time, a Kensei may retreat to solitude and spend time in prayer in order to awaken the ancestral spirits in his weapon. This requires a sacrifice of valuable items worth the amount shown on the tabel below. This sacrifice does not have to be gold - the character can sacrifice magic items or other goods worth the required amount, rather than selling his goods (at half value) to pay for the sacrifice. The Kensei must meet the minimum character level (including any prestige class levels) shown on the table, and he must spend one day per 1,000gp sacrificed in solitude. During this time, he must spend at least 8 hours each day kneeling before or training with his weapon of choice, not stopping to eat or rest. The values shown on the table below are the total value of sacrifice required to bring a single weapon to the listed weapon bonus. If a Kensei already has a +3 weapon, he can raise it to a +4 weapon by sacrificing 14,000gp and spending two weeks in prayer. If the same Kensei wanted to bring a second weapon to a +1, he would have to sacrifice 2,000gp. Before a Kensei's weapon of choice becomes a +1 weapon, it is an ordinary masterwork weapon in every way. Its latent supernatural powers do not cause it to be considered a magic weapon until the powers are awakened. A Kensei who loses his weapon of choice is dishonored until he can recover it. He can enhance another weapon of masterwork quality (if his 1st weapon of choice is lost or sundered or if he has the Two-Weapon Fighting feat) but it must be of at least masterwork quality and he must spend 1 week in solitude create a bond with this new weapon. A Kensei who attempts to sell his weapon of choice loses all of his Kensei abilities and his weapon of choice reverts to its original form. Weapon Bonus - Total Sacrifice Required - Minimum Character Level
*A weapon can't actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in. For example, a Kensei who has a +4 long sword can transform it into a +4 thundering long sword with a sacrifice of 40,000gp, since thundering is a special ability equivalent to a +2 bonus. Weapon Expertise: A Kensei's specialized training with his weapon of choice has given him great skill with this particular weapon. A Kensei qualifies for feats that usually require a minimum number of Fighter levels (such as Weapon Specialization) as if he had a Fighter level equal to his Kensei level -2. For example, a 6th-level Kensei could take Weapon Specialization, since he’s treated as being a 4th-level Fighter for this purpose. These effective Fighter levels stack with any Fighter levels he might actually have. Thus a Fighter 2/Kensei 4 would also qualify for Weapon Specialization. Note: Any feat that applies to a designated weapon (such as Weapon Specialization) may only be taken for your weapon of choice. Evasion: At 2nd level or higher, a Kensei can avoid damage from many area-effect attacks. If the Kensei makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Kensei is wearing light or no armor. A helpless Kensei does not gain the benefit of evasion. Martial Aptitude: As a Kensei gains experience, he learns a number of aptitudes that improve his honed strike, starting at 2nd level, a Kensei gains one martial aptitude. He gains an additional martial aptitude for every 2 levels of Kensei attained after 2nd level. A Kensei gains the benefits of his martial aptitudes only while using honed strike, and some of these aptitudes require the Kensei to take an action first. Unless otherwise noted, a Kensei cannot select an individual aptitude more than once. Some martial aptitudes can only be taken if the Kensei has met certain prerequisites first, such as taking other martial aptitudes first or being a certain level. The DC of any saving throw called for by a martial aptitude is equal to 10 + 1/2 the Kensei's level + the Kensei's Wisdom modifier. Battle Dancer: A Kensei with this martial aptitude can make a full attack action (for melee attacks only) and still move up to his speed. However, the Kensei must move a minimum of 5 feet between each attack when using this martial aptitude, and he cannot return to a square he just exited (although he may return to that square later during the full attack). The Kensei is subject to attacks of opportunity during this "dance," but may tumble normally as part of his move. A Kensei prevented from completing his move is also prevented from finishing his full attack. A Kensei must be of at least 12th level and his weapon of choice must be a slashing weapon to select this martial aptitude. Blade Barrier: A Kensei with this apptitude may produce the the equivalent of the blade barrier spell by throwing his weapon of choice and using a full round action each round for a number of rounds equal to 3 + his wisdom modifier, he can end this ability as a free action and when he does so, his weapon returns to his hand. A Kensei must be of at least 12th level and he must have the Ricochet martial aptitude before selecting this martial aptitude. Combat Maneuver Mastery: A Kensei with this martial aptitude adds a +2 bonus to any combat maneuver made with his weapon of choice. Devastating Blow: After scoring a hit with his weapon of choice, a Kensei can choose not to roll dice to determine the damage. Instead, he figures the normal maximum damage (not a critical hit) he can inflict and deals that much damage to the target. A Kensei wielding a long sword with a 15 Strength and 16 Wisdom deals 13 points of damage (8 + 2 for Strength + 3 for Wisdom) when he chooses this option. Additional damage, such as from using the Power Attack feat (following the rules for it normally), the sneak attack ability, or a weapon's special properties (such as flaming or vicious), is determined normally, not maximized. This ability cannot be used when you roll a successful critical hit. A Kensei can use this aptitude once per day and only while using honed strike. Flurry of Strikes: A Kensei with this martial aptitude may elect to use a full attack action to make a flurry of strikes. When doing so, he may make one extra attack in that round at his full base attack bonus, but all of his attacks that round (including this extra attack) take a -2 penalty until the Kensei's next turn. Knockback: Once per round, the Kensei can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the Kensei's Strength modifier and is moved back as normal. The Kensei does not need to move with the target if successful. This does not provoke an attack of opportunity. Opening the Wounds: A Kensei with this aptitude deals an amount of bleed damage to his opponent equal to his Wisdom modifier, temporary increases to Wisdom, such as those gained from spells like owl's wisdom do not increase the bleed damage done. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage bypasses any damage reduction the creature might possess. Perfect Balance: While wielding his weapon of choice, a Kensei using the Total Defense action or the Combat Expertise feat receives an additional +1 to AC. A Kensei’s weapon of choice must be a weapon to which the Weapon Finesse feat can apply to select this martial aptitude. Ricochet: For a number of rounds equal to 3 + your Wisdom modifier you may treat your weapon of choice as if it had the returning property. A Kensei must be of at least 6th level and his weapon of choice must be a throwing weapon to select this martial aptitude. Savage Strength: While wielding his weapon of choice, a Kensei using this martial aptitude adds his strength bonus x2 instead of his strength bonus x1-1/2. A Kensei must be of at least 8th level and his weapon of choice must be a two-handed weapon to select this martial aptitude. Stunning Blow: A Kensei using this martial aptitude gains and may use the Stunning Fist feat with his weapon of choice while using his honed strike ability; he need not meet the prerequisites of the feat. A Kensei must be of 8th level before selecting this martial aptitude. Bonus Feats: At 3rd level and every 4 levels thereafter (7th, 11th, etc) a Kensei gains a bonus feat from the following list. The Kensei must meet any prerequisite for the feat he selects. Bonus Feat List: Agile Maneuvers, Alertness, Blind-Fight, Combat Reflexes, Dodge, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Quick Draw, and Run. At 7th level he adds Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes, Lunge, Spring Attack, and Wind Stance to the list. Improved Evasion: At 9th level, a Kensei's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Kensei does not gain the benefit of improved evasion. Timeless Body: At 17th level, a Kensei no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the Kensei still dies of old age when his time is up. Sword Saint: Upon reaching 20th level a Kensei has mastered his weapon of choice; he now adds his Wisdom modifier to all damage rolls, even while he is not using honed strike. In addition, any critical hits made with his weapon of choice are automatically confirmed and when he uses his honed strike ability he now adds his Wisdom modifier x2 on damage rolls.
I have a person that's interested in playing a Psion in a campaign I'm running and I'm wondering if it would be balanced. I already know that I'd have to bump up it's HD to a d6 and then change any skills that got absorbed into other 1s (such as acrobatics, perception, etc) but what I'm really wondering about is Concentration checks. Now that Concentration isn't a skill would it still work? Or should I make another skill for it?
So this is probably answered somewhere but I can't seem to find it. Does a Rogue who's flanking his opponent and then full-attacks with say 2 short swords and hits with both attacks deal 2d6+str (both shortswords) + sneak attack twice? And then of course my next question is, when he gets iterative attacks would it go up to sneak attack 3 times and so on?
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