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I agree with your interpretation and your option C as the most likely outcome.

I guess it is a buff (particularly with the Hobgoblin Ancestry Feat of Alchemical Scholar), where you could more easily craft higher level ammunition and bombs with your daily crafting.

However, it makes it more difficult to use things like Alchemical Shot frequently. Instead of using daily crafted bombs for this feat, I will just buy a bunch of level 1 bombs of various damage types.


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Fierce-Maeve wrote:
Do the Munitions Crafter and Munitions Machinist feats change after Player Core 2, or do we keep using the rules as written even though they don't match the changes in Player Core 2?

My interpretation is that you still gain the Advanced Alchemy feature with Munitions Crafter as described on p. 58 of the PC2. However, the Munitions Crafter applies some restrictions: the alchemical items you craft must be ammunition or bombs. And alchemical items can be used to create 10 rounds of level-0 ammunition with the infused trait. However, both of these require some assumption since they were previously only applied to reagents, which are no longer a thing.

This also makes Munitions Machinist obsolete, until a new rule alters that feat to be similar to the Alchemist Dedication feat Voluminous Vials, or the Herbalist feat of Advanced Herbalism.

It is essentially a rather big buff to Munitions Crafter.


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Do the Munitions Crafter and Munitions Machinist feats change after Player Core 2, or do we keep using the rules as written even though they don't match the changes in Player Core 2?


I am interested in the opinion of others on this Kensai archetype. Is it balanced, overpowered, or underpowered? Does it seem fun? Does it capture the essence of a Kensai? I wanted to make it possible to apply to martial classes like Fighters or Swashbucklers, but also apply it to classes like the Magus if a player was more interested in a fairly mystical Sword Saint.

KENSAI ARCHETYPE (PF 2e)
Kensai are legendary sword masters dedicated to mastering the Katana. A small number of dedicated sword masters from Tian Xia have spread this martial tradition into the Inner Sea region. Some of whom were adventurers who settled far from home, others are rumored to be dishonored warriors that once served powerful lords. Some stories indicate that only the most skilled swordman would be honored with the title of Kensai, thus any practitioner that identifies themselves as a Kensai is a fool. The masters of this martial style develop techniques that are magical in nature.
Additional Feats: 4th Power Attack (Core Rulebook 144), Dueling Parry (Core Rulebook 146); 6th Duel-Handed Assault (Core Rulebook 146); 10th Dueling Riposte (Core Rulebook 149); 14th Dueling Dance (Core Rulebook 151), Improved Dueling Riposte (Core Rulebook 151).

FEAT 2: KENSAI DEDICATION
ARCHETYPE DEDICATION UNCOMMON
Prerequisites: trained in simple weapons; trained in Society.
You become trained in the Katana, if you weren’t already, and you gain access to one of these uncommon weapons. In addition, a Katana in the hands of one dedicated to this legendary martial technique gains the following weapon traits: Finesse, Forceful, and Deadly d8 is swapped out for Fatal d12.
Special You can’t select another dedication feat until you gain two other feats from the Kensai archetype.

FEAT 4: IAIJUTSU •
ARCHETYPE
Prerequisites: Kensai Dedication.
The Iaijutsu technique involves drawing a Katana or sheathing it again with incredible speed. You
Interact to draw a Katana, then Strike with that weapon; or Strike with a Katana, then Interact to sheath it. If your proficiency rank for Katana becomes master, then Iaijutsu becomes a free-action.

FEAT 6: CHERRY BLOSSOM SLICE* ••
ARCHETYPE FLOURISH
Prerequisites: Kensai Dedication, unencumbered.
Stride up to full speed and Strike an opponent (within melee range with the Katana) at any point along that path. Note: This feat leaves the user vulnerable to attacks of opportunity.
[Alternative name, “Crashing Wave Dash.”]

FEAT 6: RESPLENDANT PERFECTING SLASH •
ARCHETYPE FLOURISH
Prerequisites: Kensai Dedication.
This Strike with a Katana or Wakizashi ignores up to +2 circumstance bonus to AC that the opponent may have.
[Alternative name, “Critical Perfection,” an homage to PF 1e.]

FEAT 8: VOID TEMPEST STRIKE •
ARCHETYPE
Prerequisites: Kensai Dedication.
You gain the Void Tempest Strike spell and a focus pool of 1 Focus Point. The full rules for focus spells appear in the Core Rulebook on page 300. This focus spell gains your class trait.
VOID TEMPEST STRIKE - FOCUS 4
UNCOMMON ARCHETYPE CONJURATION
Cast • somatic, verbal
Make a Strike with your Katana against an opponent that is up to 40 feet away. This attack ignores the circumstance bonus to AC that the opponent may have.

FEAT 10: MANIFEST FURY STANCE •
ARCHETYPE
Prerequisites: Kensai Dedication.
You gain the Manifest Fury Stance spell and a focus pool of 1 Focus Point, or increase the number of Focus Points in your focus pool by 1, if you already had a focus pool of 1. The full rules for focus spells appear in the Core Rulebook on page 300. This focus spell gains your class trait.
MANIFEST FURY STANCE - FOCUS 5
UNCOMMON ARCHETYPE EVOCATION STANCE FIRE
Cast • somatic, verbal
While in manifest fury stance, your Katana gains the damage type of piercing, and one of the following elements: cold, electricity, or fire.

FEAT 12: SURGING BOLT ADVANCE ••
ARCHETYPE FLOURISH
Prerequisites: Kensai Dedication, Power Attack, Cherry Blossom Slice, unencumbered
Stride up to full speed and Power Attack an opponent (within melee range with the Katana) at any point along that path. Note: This feat leaves the user vulnerable to attacks of opportunity.

FEAT 14: SLASH OF A HUNDRED DEMONS* •••
ARCHETYPE
Prerequisites: Kensai Dedication, Cherry Blossom Slice, Void Tempest Strike
You gain the Slash of a Hundred Demons spell. Increase the number of Focus Points in your focus pool by 1. The full rules for focus spells appear in the Core Rulebook on page 300. This focus spell gains your class trait.
SLASH OF A HUNDRED DEMONS - FOCUS 7
UNCOMMON ARCHETYPE TRANSMUTATION OPEN FLOURISH
Cast ••• somatic, verbal_ _
Stride up to your full speed, you may make a Strike against every opponent within range along the movement path. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks. Note: This spell leaves the user vulnerable to attacks of opportunity.
[Alternative name, “Falling Cherry Blossom Storm.”]

FEAT 16: IAIJUTSU FOCUS ○
ARCHETYPE
Prerequisites: Kensai Dedication, Iaijutsu, mastery in Katana.
The Iaijutsu Focus technique involves drawing a Katana or sheathing it again with incredible speed. You Interact to draw a Katana, then Strike with that weapon; or Strike with a Katana, then Interact to sheath it. In addition, using Iaijutsu Focus removes all multiple attack penalty that you may have.

[*These names are an homage to Samurai Showdown.]

About Talahel Zstelian

TALAHEL ZSTELIAN CR 2
Male Half-Elf Ranger (Urban Ranger) 3
CG Medium Humanoid (Elf, Human)
Init +2; Senses Low-Light Vision; Perception +9
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DEFENSE
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AC 15, touch 12, flat-footed 13. . (+3 armor, +2 Dex)
hp 24 (3d10+3)
Fort +4, Ref +5, Will +2
Immune sleep; Resist Elven Immunities
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OFFENSE
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Spd 30 ft.
Melee Dagger +7 (1d4+4/19-20/x2) and
. . Masterwork Cold Iron Longsword +8 (1d8+6/19-20/x2) and
. . Unarmed Strike +7 (1d3+4/20/x2)
Ranged Longbow, Comp. (Str +0) +5 (1d8/20/x3)
Ranger (Urban Ranger) Spells Known (CL 0, 7 melee touch, 5 ranged touch):
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STATISTICS
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Str 18, Dex 15, Con 13, Int 12, Wis 13, Cha 10
Base Atk +3; CMB +7; CMD 19
Feats Power Attack -1/+2, Quick Draw, Rapid Shot, Skill Focus: Stealth (Adaptability)
Traits Reclaiming Your Roots, Vagabond Child (urban): Disable Device
Skills Acrobatics +1, Climb +3, Disable Device +9, Escape Artist +1, Fly +1, Heal +5, Intimidate +5, Knowledge: Dungeoneering +6, Knowledge: Local +7, Perception +9, Profession: Gambler +5, Ride +5, Stealth +9, Survival +7, Swim +3
Languages Common, Elven, Osiriani
SQ Elf Blood, Enemies: Humanoids (Gnoll) (+2 bonus) (Ex), Track +1, Trapfinding +1, Wild Empathy +3 (Ex)
Combat Gear Arrows (20), Dagger, Longbow, Comp. (Str +0), Masterwork Cold Iron Longsword, Studded Leather; Other Gear Backpack (6 @ 4 lbs), Bedroll, Chalk, 1 piece, Flask, Flint and steel, Mirror, small steel, Oil (1-pint flask), Pouch, belt (1 @ 0.22 lbs), Rope, hempen (50 ft.), Thieves' tools, Waterskin, Whetstone
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SPECIAL ABILITIES
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Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Enemies: Humanoids (Gnoll) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Gnoll).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +1 +1 to survival checks to track.
Trapfinding +1 +1 to find or disable traps.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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BACKGROUND
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Talahel was the only child of an elven father and Osirion mother. He was raised in the city of Katapesh mostly by his mother. His mother told him that his father was killed in a great flood during one of Katapesh's notorious rainy season when Talahel was three.

Talahel spent most of his time growing up on the rough streets, wharves and gambling dens of the The Docks section of Katapesh. Being elf and Osirion meant that he was often the target of vicious bullying by the human youth around him. He made some patchwork armor to protect himself.

Talahel's life changed to its current course when he was befriended by an elderly elven ranger. (His grandfather?) The ranger taught him the ways of a ranger applied to an urban setting. He also introduced the young half-elf to the god, Ketephys. Talahel has put his superior aptitude in tracking toward a career as a bounty hunter.

His mother recently died and as he was going through her effects when he found a stunning masterwork, cold iron longsword with elven inscriptions engraved on it under bed. He also found her journal which mentioned his elven father's death 24 years ago in Kelmarane. Until he read his mother's journal, Talahel had never heard of the far off city in the northwest corner of Katapesh. He now feels a yearning to return to the place of his birth.

Opportunity has shined favorably on Talahel as he hears rumors about a mission being put together by a local merchant princess, Almah, to the Kelmarane area. Talahel has eagerly signed on and is now traveling to the base camp at Sultan's Claw.

PERSONALITY
Talahel is initially distrustful of new acquaintances. Others perceive him as cold and aloof. Those who know him well, however, find that he cares very deeply about his friends and his loyalty is unbreakable, unless betrayed. He will always protect the downtrodden and he is not afraid to break some rules to do it.

With little to lose, Talahel is cool and calm against even the most formidable opponent.

Favored Classes: Ranger and Rogue