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54 posts. Alias of Alex Root.


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Oliver McShade wrote:

Witch spell list is like Wizards. So No armor if you have that list.

One of the class features would be the ability to cast spells in light armor. Given the (now) very limited number of spells per day the class gets, I dont think that would be too unbalanced, but I would love to hear more input.


It's VERY enforceable, or at least as enforceable as your local DM which for PFS is the Campaign Guide which makes it clear that the only PLAYABLE option is the Lawful Good type.

I disagree. A CE character, even with such a strict "code" is all too easy to play, as long as the rest of your party aren't paladins and understand that what you bring to the table is worth watching you butcher the innocent occasionally.


Yeah, and I was thinking of making some of the class abilities based on Charisma instead of wisdom (Monster Lore ((has knowledge based on prior interactions)), Cunning Initiative, etc.) and making the alignment any nongood.


I understand the concerns, so how about dropping the spells to paladin/ranger progression, and mkae the sneak attack start at level 5 and go every 5th level, so 4d6 at 20?
The intent wasn't to make an OP gish, but more of a socially focused character that has a darker theme than the bard.

Then it would be comparable to the paladin, but less combat focused.


So I had a crazy idea for a new class, using the Inquisitor as a base.
You lose the Domain, and you are only proficient with Light armor and simple weapons (not your deity's weapon, unless it happens to be simple).
You cast spells from the witch's spell list, up to 6th level just like the Inquisitor, and you can cast while wearing light armor.
Instead of Teamwork feats and Solo Tactics, you gain Sneak Attack at 3rd level and every three levels thereafter, maxing at 6d6 at 18th level.

Thoughts?

EDIT: the class is called the Heretic, hence the title.


Drejk wrote:
Hobgoblins of Golarion should carve themselves a nice, strong country, like they did in Eberron during the War.

+1!


So I know that wizards have all kinds of weird stuff to use in their spells for foci or material components, and I am pretty sure that clerics have to bear their holy symbol when casting spells (though I cant find this in the rules).
My question is, do Druids have to do anything like this? do they have to have a twig from tehir sacred groves, a holy mushroom, etc?


As the one and only Goblich, Hobgoblins have always been one of my favorite races. You can play a LN Hobgobby ranger that rcoks the longbow, a CG renegade that uses a rapier and kukri, or a LE monk that acts as a lightning-fast skirmisher on the field of battle.

That said, I think that my larger brothers definitely deserve an AP at the least, and I would love to see them enhanced with some more flavor text and maybe some racial feats.


Here it is, revised to focus more on using the bastard sword two-handed.

Bastard Sword Mastery
Prerequisites: Weapon Specialization (Bastard Sword), Greater Weapon Focus (Bastard Sword)
Benefit: You can thrust with the tip of your bastard sword, using the same damage values (1d10, 19-20/x2) and dealing piercing damage instead. When you wield your Bastard Sword two handed, you gain a +2 shield bonus to your AC. When you make a full attack action with your Bastard Sword while using it two-handed, you gain an additional attack with the pommel at a -5 penalty that deals 1d6 + 1/2 your strength modifier.

I took a bit from Spinning Halberd and a bit from Aldori Dueling Mastery. Should I add more, lose something, have more text, etc?

Edit: Aldori Dueling Mastery is a feat found on page 67 of the Pathfinder Chronicles Campaign Setting.


At first, I balked at the idea of a one-handed double weapon, but upon reflection, I dont see why a pommel strike cannot be performed one-handed. I suppose the feat would allow the additional attack with the use of a shield, though the feat is going to drop the EWP prerequisite. It was originally designed to reflect a two-handed style of fighting. However, if a player has the Exotic Proficiency, then I see no reason why they couldn't use this feat one-handed.

Perhaps, if I wanted to focus more on two-handed wielding, I should look more towards the Aldori Dueling Mastery?


I originally added the EWP to suggest that the character has devoted extra time to training with the Bastard sword, though I now realize that "extra practice" is covered by things like Weapon Focus and Specialization.

I like the idea of the Spinning Halberd kind of effect, I may go with that. I will have a revised version of the feat up probably later today, if not tomorrow.
Thank you all for your help, and I look forward to your continued input.


Would it be better if I dropped some of the prerequisites? Maybe only do Weapon Specialization and Exotic Weapon Proficiency?

Or alternatively, maybe allow the bastard sword to be set against a charge?


Despite the rather ambiguous title, I have given this feat a lot of thought. After studing Fiore's Long Sword fighting techniques for the better part of a year, I have come to realize that a sword is more parts than a blade and handle. The Pommel can be used for striking (origin of the term "to pummel"), and the tip is often used for thrusting. Thus, without further ado:

Bastard Sword Mastery
Prerequisite: Exotic Weapon Proficiency (Bastard Sword), Greater Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword)
Benefit: You can thrust with the tip of your bastard sword, using the same damage values (1d10, 19-20/x2) and dealing piercing damage instead. you can also perform a pommel strike that deals 1d6 points of bludgeoning damage and is treated as an off-hand weapon. when using the pommel in this manner, it is possible to use the Bastard sword as a double weapon, with the pommel treated as a light weapon and the blade as a one-handed.

I would like any sort of input, and I prefer constructive criticism to outright rudeness.
:)


Demoyn wrote:


I do. Drizzt can't be cloned without breaking the rules!

How So? I am not looking for an arguement, but am genuinely curious.

btw, Excellent Avatar for one arguing against Drizzt ;)


This is Awesome. Thanks!


Thanks, thats exactly What I needed. Intel from inside ;)


So the Ranger Animal Companion list seems pretty Strict. My question is this: Can a Ranger select a Thylacine or an Elk as a companion?


Cold Napalm wrote:
The monkeygrip feat allows you to use a large short spear in one hand now. So you couldn´t use it to wield a spear or long spear one handed anymore.

Where might this be written?


Being the Only recorded Goblich in the realms, I like the idea of goblinoids.

THAT SAID, however, I think that the Barghest, maybe with the Feed ability redone for PCs, would be a wonderful thing to play.


2 people marked this as a favorite.

There was a book a while back that was full of great pranks ingame. Some notable ones:
Put Dehydrated milk in someones bed. The sweat and warmth while they sleep will rub it into their pores and cause it to curdle.

Soveriegn Glue in the fighters scabbard.

Cement the archer's arrows into his quiver, then put some black paint over the cement.

Paint the elf black, or use some minor illusion magic to do the same.

Give someone a marshmallow and cast enlarge while they chew.

Find the book, find your answers!
I think that it was called teh Big Book of RPG Pranks and Practical Jokes.


There are alot of people in my group that love the Assassin's Creed games, and have wanted a way to play good or neutral assassins for a while. This is what they have been looking for.


Help me with this.
Why OH WHY is a Duelist able to use class abilities with a trident and not an Aldori Dueling sword?
I understand some rules, like the whole light/1h piercing weapons for a Rapier or dagger fighter, but some things just make sense. Like a Duelist using a sword designed for dueling.

Other things, of course, dont make sense. Like fencing with a shortspear, pick, or trident.


You can't bash with a Buckler, but the idea is attacking with a weapon in your buckler hand, and using the "Retain Shield bonus after attacking" benefit of ISB.
Its not RAW, but it could be an interpretation, and it doesnt do much in the way of unbalancing the game.


I have actually been thinking of something like this for a while, just taking the Duelist class and replacing "Light or One handed Piercing weapons" with a specific weapon that then gains the benefits of Weapon Finesse and the Duelist class features. Yeah, light or 1h piercing works for rapier and dagger, but with RAW a duelist can use a halfspear while "dueling".
I orginally got the idea from the Iaijutsu Master from OA.
Not trying to hijack the thread here, but it seems like a pertinent arguement. talk to your DM and see if you can be a duelist that uses Bastard Swords.


I have always been under the impression that Improved Shield Bash would solve this little problem. I have used that with my group with the Tessen from OA, the Buckler, Dwarven Buckler-axe, and various other shields with odd rules, and it works well for everyone. since its such a small AC bonus, talk to your DM about Improved shield bash applying to attacks with the buckler-hand weapon.


I am in the same boat as Luei. I am in a group that wants to use this, but we are unclear on some rules.
What are the rules for poison?
How do you do ability scores?
What is the cost to make a spell usable unlimited x/day?
Cost for multiple arms?
What is the cost to give a race a feat, like Exotic Weapons Proficiency? do you average the cost from the class value list?

These are just examples, and I think the book is great so far, but it needs a bit of expansion.


Could a multiclass Monk/Duelist with the Versatile Unarmed Strike feat (ph2) use duelist class abilities with unarmed strikes?


If it is a historically accurate crucifixion, then the character's legs would be broken after being put upon the corss so that they would suffocate as the weight of their body compressed their lungs. See the rules for suffocation.


You could always just suck up the penalty. Or, revise the 3.5 feat Monkey grip to give you a -1 penalty instead of -2. (In 3.5, the penalty for using an inappropriately sized weapon was -4, and the feat reduced it to -2. Thus, with the penalty being -2, it would be logical to make the feat reduce it to -1.)


Majuba wrote:
That's not really what exotic weapons are for in general. They typically require special technique, and do less damage than the biggest two-handed martial weapons.

I disagree about them doing less damage. for one handed weapons, the bastard sword and dwarven axe are absolutely prime. For light weapons, none can match the longsword-like stats of the Sawtooth sabre.

And in 3.5, the Goliath Greathammer did 1d12, and the dwarven warpike did 2d6, both exotic weapons that did alot of damage AND had other extraordinary features.

Not trying to start a problem, but I have always understood Exotic weapons as bigger bruisers, but at the cost of a feat.


Check with your DM, but if you wanted a bigger, beefier weapon you could do a larger version of the Urgrosh that has a normal Spearhead on one end and a Dwarven Waraxe on the other. My guess is that for balance reasons it would cost you an Exotic weapon proficiency, though.
stats would be along the lines of:

Weapon Stats:

Dire Urgrosh, dwarven 100 gp 1d10/1d8 ×3 — 20 lbs. P or S brace, double


Ravingdork wrote:

Then it is no longer a skeletal champion, but something entirely different. If you wanted to play "a generic undead character" why didn't you just say so from the beginning?

I would likely only start an undead character (whose racial traits consist of nothing more than the undead type and undead traits) in a game of 2nd level or higher characters (and he would generally be one level behind the others, perhaps only for the first half of his career, perhaps forever). I would also call this new "race" of undead creatures whose identity is based solely off of their class levels the necropolitan (since that was essentially a group of people who gave up their raical identity to become undead in v3.5's Libris Mortes).

Not a generic undead, but all of the skeletal champion traits like Improved intiative as a bonus feat, +2 Str, +2 dex, +2 Natural armor, etc.


What if you were to just use Skeletal Champion Stats and remove the racial HD, with your background being that you were assembled from the bones of multiple fragmented corpses, so you dont really have a "base race"?


Are Skeletal Champions balanced enough for a player race?
It seems to me that their abilities and whatnot balance out with the core races pretty well for a defensive character. I dont know if this has been done in another thread, but I want to know what people think.


You are right, I goofed!
Issue 11 of Kobold Quarterly has the Sneak attack/no spells ranger


J-Rokka wrote:


apply aforementioned magic affects to a havy Crossbow AND a bolt, sit back, feel BA

Unfortunately, I am pretty sure that mgical effects on a weapon AND ammo dont stack.

Otherwise, that would be a murderous combo!


A friend and I will soon be running a campaign together, and we came up with some changes to some classes, notably the ranger. we added a new combat style called "Wasteland Hunter" that gives some abilities instead of bonus feats, with the tradeoff being less flexibility with this style. the world we are running has no magic, so we are using the sneak attack no-spells ranger variant from KQ 10.

The actual combat syle is as follows:

spoiler:

2nd level
Poison Use

6th level
Wisdom bonus to knowledge (faovred enemies) and Initiative (as the Inquisitor features "Monster Lore" and "Cunning Initiative")

10th level
Uncanny Dodge

14th level
Improved Uncanny Dodge

18th level
Sneak attack increases from 5d6 to 5d8

Let me know what you think.


Also, Can you have artifacts?


Haste yourself, some gates, try a baleful polymorph. those are just some thoughts.

A nice strategy could be to Greater Polymorph youself into a Green Dragon. or, use quickened true strike with a Demon Slaying Longspear.

Demon Slaying= +5 Axiomatic Holy Bane (Evil Outsiders) Cold Iron.
Works well with pretty much any weapon, be it melee or ranged, so you could feasibly do a sling. Advise having a way to keep hold of it to protect against telekenesis. (a leather lanyard works remarkably well).


Is there a feat, class ability, trait, etc. SOMETHING that removes the -2 penalty to AC when charging?


Try to hit it with Death effects, sonic damage, and force damage as often as you can. Try limiting the field with a few walls of force. Balors have constant true seeing, so dont bother with spells like displacement. A fun idea is to box him in with a few walls offorce until his air runs out. prepare six walls of force, six permanencies, and watch a balor turn blue.

At least it isnt a Balor Lord
:)


Freddy Honeycutt wrote:

still staying with the crazy smart lizards would be outclassed by the magic within the PF world....

That is the problem, not the dinosaurs the magic the two make the combination problematic at best.

Raptor charges and bites through illusion,

flying invisiblile spell caster makes big boom.

Then why are there still Lions, Tigers, and Bears?

Natural Predators still exist in pretty much every setting, or one of the best features of the druid ceases to exist. besides, magic users rarely waste there time dealing with common animals, prefering to leave that to people with bows and arrows.

Dinosaurs shouldnt be a target for everything with a pulse. they dont ruin ecosystems, and they are just animals. The idea that everyone should take arms against them is more in line with dealing with Aliens.


I am trying to figure out the price for a weapon enchantment. The idea comes from the old AEG "Mercenaries" book. there is a PrC called the Slayer that can soak a weapon in blood, and the weapon's damage increases by one die size (1d8 to 1d10, 1d10 to 1d12, etc.). I am looking to make an enchantment that is similar to this, but can be used by anyone (the original could only be used by the slayer that Blooded the weapon).

What would the price be for this enchantment? I was thinking +3.
I would love some input on this.


Highly Trained Assassin
Prerequisite: Don't really know yet, but something like BAB +7, True Death Class Feature, maybe something else
Benefit: The DC for your Assassin's Death Attack is now 10+ your Character Level+ Int modifier


vuron wrote:


Light Exotic d8 x3 (Note: There are no standard weapons in this category only lame monk weapons - but a Small Dwarven WarAxe would fit here)
1Hand Exotic d10 x3
2Hand Exotic 3d6 x3 (Also no examples here but this would fit)

19-20/x2 is equivalent to x3

Sawtooth Sabre fits the 1d8 light exotic weapon, since you count 19-20/x2 as a x3...


Where in hells bells does a construct keep its vitals?! A Stone Golem, a giant walking STATUE, does not have guts to pierce, a spine to shatter, or a brain to target. Anywhere you hit it, it does the same damage. So WHY should it be subject to sneak attack?

Do you pierce its Stone Heart?


nidho wrote:
In the RHOD campaign, my druid reincarnated a friend's character as a bugbear, I rolled a 100 in the table. She was appalled and since then she's saving gold to pay for a wish to become human again. Her physical stats are the better in the party now. And has scent to boot.

Out of sheer curiosity, What Ability Score Mods and stuff do you use for a bugbear? the Monster Manual entry from from 3.5, or something else?


hogarth wrote:

Barbarian rage power "Scent".

Oracle curse "Deaf" (at level 10).

Thanks. I was thinking something a little more accessible, since you dont want to rage for a round just to make sure you arent being snuck up on. And using a rage power in conjunction with Survival to track someone would be rather difficult. The idea is for a character with exceptional senses, and deafness would kinda defeat that. Thank you for the quick reply, though.


Is there a way for a Player Character to gain the Scent ability? Feats, class abilities, anything?


I think a Monk-like armor bonus (including the Wisdom bonus and the loss of some class abilities in Armor) might be nice for Inquisitors as an Insight Bonus (if such a thing still exists). After all, if you are doing deeds in the name of your Deity, it might stand to reason that you would be gifted with a divine means of protection. Also, people seem to think of Inquisitors as a Solomon Kane class or as a more traditional "burn the witches/heretics" class. neither wears armor, so it might be something to think about.

I was also a big fan of replacing tactical feats with Sneak attack. these would both be good Variant abilities for the Inquisitor. Not overall class changes, mind you, but Variants.

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