Ilthuliak

Forbiddenlightbulb's page

Organized Play Member. 87 posts. No reviews. No lists. No wishlists.



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One of my biggest desires from the monsters in 2e is better representation of animals, and I am ecstatic that it sounds like you're going that direction. Just because animals are in the real world in no way means they should be unexciting or not dangerous. I'm also very excited to see how druid mechanics interact with these animals. Maybe the animal companion "class" will have its own set of unique options?


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Been working on some Metal Gear options for the last couple weeks, so I'll just toss them up here. I originally wanted all of FOXHOUND and the Cobra Unit to be represented but... Not sure what to do for some of them. Not super happy with the Psychic Discipline, but I wanted to do some weird things with it and it's a new mechanic that I don't quite have the handle on how powerful it's supposed to be yet.

FEATS

CQC Style
Using both a ranged and melee weapon at the same time give you the ultimate amount of adaptability.
Prerequisite: Combat Expertise, proficiency with any one-handed firearm, base attack bonus +2.
Benefit: While using this style and armed with both a one-handed firearm and a light melee weapon, Combat Expertise grants an insight bonus to your CMB when making a disarm, grapple, sunder, or trip combat maneuver equal to the dodge bonus to AC granted by the feat. In addition, the melee weapon you wield when fighting in this way gains the disarm and grapple weapon qualities.

CQC Shot
By holding your firearm with both hands, you can stabilize your shots and increase your accuracy.
Prerequisite: CQC Style, Point-Blank Shot, Improved Disarm, base attack bonus +6
Benefit: While using CQC Style and armed with both a one-handed firearm and a light melee weapon, you may add your Strength modifier instead of your Dexterity modifier to attack rolls made with your firearm. In addition, when you successfully disarm a one-handed weapon when fighting in CQC Style you may choose to drop one of your weapons and equip the disarmed weapon.

CQC Slam
It is important to remove enemies from the combat entirely with CQC, and you have learned to hold targets down while continuing to fire.
Prerequisite: CQC Shot, CQC Style, Improved Grapple, base attack bonus +10
Benefit: While using CQC Style and armed with both a one-handed firearm and a light melee weapon, you may grapple and pin a target using your melee weapon hand and your legs, allowing you to continue to use your firearm with no penalty in these situations. In addition, you can use your enemy’s body to help stabilize your aim; when you have a target grappled, you gain a +2 bonus to attack rolls made with your firearm.

Ocelot Style
You have trained to fight like the noble ocelot and know how best to take advantage of your environment.
Prerequisite: proficiency with any one-handed firearm, base attack bonus +2
Benefit: While using this style and equipped with either a one-handed firearm and nothing else or two one-handed firearms, you gain a +2 to all attacks against creatures who are not threatened by any creatures, including you. In addition, while using this style you may ricochet your bullets off of the walls to hit targets that you could not normally. As a standard action, you can fire a single shot (or two if you have two firearms equipped) at a wall or solid piece of terrain; the wall or piece of terrain is treated as the origin of the attack to determine line of sight, cover, and concealment.

Ocelot Display
You have learned to make a display of your attacks, so as best to throw your enemies off-guard.
Prerequisite: Ocelot Style, Improved Feint, base attack bonus +6
Benefit: While using Ocelot Style and equipped with either a one-handed firearm and nothing else or two one-handed firearms, you may make a feint attempt at any single creature in sight by twirling your firearm in a dramatic fashion. If you successfully do so, any firearm attacks against that target that you make before the end of your turn do not allow the target to use its Dexterity bonus to AC (if any). In addition, when you ricochet an attack using Ocelot Style, you may choose to ricochet the bullet off of two walls by taking a -5 to the attack roll.

Ocelot Tension
You are attuned to the ebb and flow of combat, and have learned to crave the dangers of reloading your firearms.
Prerequisite: Ocelot Display, Rapid Reload, base attack bonus +10
Benefit: While using Ocelot Style and equipped with either a one-handed firearm and nothing else or two one-handed firearms, you may choose to reload all of your equipped firearms as a full-round action, despite the number of your free hands. If you do so, you may add the enhancement bonus of all of your equipped firearms as a luck bonus to all saving throws and to AC until the start of your next turn. In addition, when using Ocelot Style to ricochet bullets, you may do so as part of a full-attack action.

Pain Wielder
You have a particularly strong connection with hornets, wasps, and bees and can command these creatures to aid you in combat.
Prerequisite: Ability to cast cape of wasps
Benefit: When you are under the effects of the spell cape of wasps, as a free action you may make the wasps cling to your weapon, allowing the weapon to poison any creature hit by the weapon as if they had been hit by the wasps in the swarm. This can be performed with ranged weapons as well as melee weapons; the wasps replace the standard ammunition being used with a ranged weapon covered in wasps, replacing any enchantments present on the ammunition with the poison from the wasps.

ARCHETYPES

Spotter (Familiar Archetype)
Some snipers train their familiars, such as parrots, as spotters, alerting them to nearby dangers and assisting them in seeing their targets.
Alertness: A spotter gains Alertness as a bonus feat, rather than providing it to its master.
See Through Familiar (Su): At 7th level, as long as the spotter is within 1 mile of its master, the spotter’s master can close his eyes and see through the eyes of the spotter as a swift action. When the spotter’s master opens his eyes, this effect ends. This ability replaces Speak with Animals of Its Kind.
Early Warning (Ex): At 11th level, as long as the spotter is within arm’s reach, its master gains Improved Evasion and a +4 bonus to Initiative.

CLASS OPTIONS

ALCHEMIST DISCOVERIES
FOXDIE: You have learned to tailor a poison to a very specific individual. You can craft the FOXDIE poison, as is detailed below. When crafting FOXDIE you must specify a specific creature or creatures (you can specify a number of creatures equal to your Intelligence modifier) that the poison affects; all other creatures are completely immune to FOXDIE. You can only have a single instance of FOXDIE active at any given time. If you craft a new dose of FOXDIE, the previous FOXDIE dies and goes completely inert. You may inject your FOXDIE into a willing or helpless creature that is immune to the FOXDIE you have created; doing so is a full-round action, and that creature will always act as the center of 30 foot radius of FOXDIE’s effect. FOXDIE can only be active while inside of a living creature. If its host dies, or if its container is spilled or destroyed before you can inject it into a creature, the dose becomes useless.
FOXDIE
Price 2,100 gp
Type poison (inhaled); Save Fortitude DC (10+crafter’s Intelligence modifier)
Initial Effect 1 Con drain; Secondary Effect 1d3 Con damage; Cure 2 consecutive saves

PSYCHIC DISCIPLINES
Disgust
Your psychic powers developed when you were young, and the thoughts of every creature around you forced their way into your mind. You grew to hate these voices and developed your powers out of a desire to block them out.
Phrenic Pool Ability: Wisdom
Bonus Spells: delusional prideUM (1st), unnatural lust [Ultimate Magic] (4th), unadulterated loathing [Ultimate Magic] (6th), phantasmal killer (8th), utter contemptUM (10th), curse of disgust [Ultimate Magic] (12th), foe to friend [Advanced Players Guide] (14th), irresistable dance (16th), weird (18th).
Discipline Powers: Your powers allow you to force away unwanted thoughts and bring out the sides of creatures you most hate.
Worm Their Way In (Su): You were born with no control over whether or not the thoughts of creatures around you enter your mind or not. You’ve learned to ignore it to a certain extent, but it still affects you whether you like it or not. You may always act in a surprise round. In addition, as a swift action you can open yourself to the influences of those around you; you gain any numerical benefits or penalties granted to creatures within 30 ft of you via a morale bonus, spell or spell-like ability with the emotion descriptor, a mind-affecting effect, or a fear effect until the end of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. If you accept any penalties in this way, you regain 1 point in your phrenic pool.
Fated to Bring Pain and Misery (Su): At 5th level, once per day you can cast dominate person as a spell-like ability and command the target to “Disturb.” This command cause the target to act erratically: it cannot attack, but it can gesture at allies and act like it is going to attack, and it continuously talks in a highly disturbing manner about personal things that the target knows about its allies and about the target’s connection to its allies. All creatures within 30 ft of the target of this ability who are not that creature’s enemies must make a Will save or become shaken.
Desire to Be Alone (Su): At 13th level, you are under the constant effects of detect thoughts. By concentrating, as a move action you can suppress this effect and drastically increase your mental defenses. While you are suppressing your constant detect thoughts and are not under any other effects that allow you to hear the thoughts of others, you may add ½ your psychic level on all Will saving throws. However, this is very taxing; in addition to the concentration that it requires, you take a penalty equal to your Wisdom modifier on all caster level and concentration checks that you make.

ROGUE TALENTS
Decoy Octopus (Ex): You have learned how to enhance your disguises and impersonations of specific individuals so that even magical detection cannot see through your lies. When creating a Disguise of a specific individual that is either helpless or willing, you may spend an extra hour taking blood from that individual and injecting that blood into yourself. If you so so, you receive a +10 circumstance bonus on all Disguise and Bluff checks made to convince others that you are that individual and you are treated as that individual for the effects of all spells and abilities that would affect the individual or his creature type. This remains in effect for a number of days equal to your Intelligence modifier, even if you remove your disguise before then.

SLAYER TALENTS
Sniper Wolf (Ex): When you use Studied Target, you focus on your target so much that you form a powerful emotional connection to them. As long as you can see your target, you gain your Studied Target bonus as a morale bonus to your saving throws in addition to the normal bonuses that the ability grants.


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After seeing that the Stalker Vigilante can gain a climb speed, the only thing in the whole world that I want is a magic item in the final book that lets you web sling.


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The_Superior_Dudemeister wrote:
Forbiddenlightbulb wrote:
"You may call me ‘Murray’! I am a powerful demonic force! I am the harbinger of your doom! And the forces of darkness will applaud me as I stride through the Gates of Hell – carrying your head on a pike!"
"Stride?"

"All right then, roll! Roll through the Gates of Hell!"


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"You may call me ‘Murray’! I am a powerful demonic force! I am the harbinger of your doom! And the forces of darkness will applaud me as I stride through the Gates of Hell – carrying your head on a pike!"


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Oh, and an energy resistance option. Kinda weird that there isn't anything already.


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Wondering Lars wrote:
I noticed that this class had been "embraced" by LRGG, does anyone know what kind of changes were made, or if there was any changes at all?

There weren't any enormous changes made. Mostly editing and rebalancing some stuff. I highly encourage you to check it out. :)


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Our Powers Combined (Su): Witches with this hex may form a special coven designed to cast a powerful summoning ritual. For the purposes of this coven, a hag does not need to be present, and the normal spell-like abilities granted from a coven are not available to be cast. Any witch with this hex within 10 feet of another witch with this hex may spend 1 minute to perform this ritual. Upon completion, an eidolon is summoned as if by a summoner of a level equal to the average level of the witches performing in the ritual. This eidolon has extra points in its evolution pool equal to the number of participants in the ritual -2. The eidolon is loyal only to the group that summoned it (if it receives conflicting requests from those that summoned it, it will do nothing), and it remains for a number of hours equal to the number of witches who participated in the ritual. A witch must have the coven hex to select this hex.


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The Armorer

This is my attempt to make a powered armor base class; I know it's a pretty commonly attempted class for people to make, but I've never been too satisfied with the ones I've seen before. I wanted to make it something that you could come in and have a TON of options with which to customize your armor.

I JUST finished it, so I'm not going to claim that it's completely finished. I'm pretty unsure about some of the numbers involved, so I'd like people to come in and look at it, rip it apart. (Also, I'm not completely sold on the name, but it's the best I have at the moment)

Have at it!


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Draft #2!

Captain
While a traditional cavalier spends much of his early career learning to train and ride animals, there are those who learn to become much more familiar with vehicles. Captains are those who have taken the time to learn every part of a galley, train day and night on a chariot, or begin to study the intricacies of making an airship fly.

Bonded Vehicle (Ex)
A captain is bound to a particular vehicle, of which he is the commander and pilot. At 1st level, a captain gains one of the following vehicles of his choice with which he forms a bond: wagon, cart, carriage, chariot, dog sled, glider, sleigh, rowboat, or wagon. If a captain wishes to bond with a new vehicle, he must put that vehicle through a series of rigorous tests to ensure it’s safety, a process that takes 24 hours. A captain with the Leadership feat treats his bonded vehicle as a base of operations for the sake of determining the captain’s Leadership score. This ability replaces mount.

Captain’s Maneuvers (Ex)
At 3rd level, a captain receives a +4 bonus on combat maneuver rolls with his bonded vehicle. In addition, the captain adds his his Charisma modifier to damage from a ramming maneuver with his bonded vehicle.
This ability replaces cavalier’s charge.

Expert Pilot (Ex)
At 4th level, a captain gains a bonus equal to ½ his captain level on drive checks made to pilot his bonded vehicle.
This ability replaces expert trainer.

Flag (Ex)
At 5th level, the flag a captain flies becomes a symbol of inspiration to his allies and companions. As long as the captain’s flag is visibly attached to a major part of his bonded vehicle, all allies upon the bonded vehicle (even those who cannot see the flag directly) receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made with a siege weapon. At 10th level, and every five levels thereafter, these bonuses increase by +1. The flag must be at least Small or larger.
This ability replaces banner.

Mighty Ramming (Ex)
At 11th level, when making a ramming maneuver against a creature or object, the captain’s bonded vehicle takes a quarter of the damage dealt instead of half. In addition, when making a ramming maneuver, any creatures pulling the captain’s bonded vehicle are treated as having evasion.
This ability replaces mighty charge

Supreme Ramming (Ex)
At 20th level, a captain’s vehicle is a truly terrifying force of destruction. When making a ramming maneuver with his bonded vehicle, a captain rolls d12s instead of d8s. In addition, when making a ramming maneuver against a creature or object, the captain’s bonded vehicle takes no damage and any creatures pulling the captain’s bonded vehicle are treated as having improved evasion.
This ability replaces supreme charge.


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Also, necrocrafts. I don't know what they are, but I want one.


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Paizo, if you tease me with Kaiju and then I don't see them... I don't know if my poor little heart can take the strain.

You hear that? A life is on the line here! Kaiju!


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Been working on this idea for a base class for a while now. Gonna suck it up and put it out for people to see. :) Lemme know what you think

Wandering Artist


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I just wanted to mention just how much I (and everybody else here, I'm sure) appreciate your continued vigilance on this thread. I'm constantly impressed by just how well you manage to keep up on the thread even though I know everybody at Paizo must be drowning in work. Thanks for keeping it up. :)