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.
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?
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.
Thoughts? EDIT: the class is called the Heretic, hence the title.
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).
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
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.
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
I would like any sort of input, and I prefer constructive criticism to outright rudeness.
There was a book a while back that was full of great pranks ingame. Some notable ones:
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!
Help me with this.
Other things, of course, dont make sense. Like fencing with a shortspear, pick, or trident.
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 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.
These are just examples, and I think the book is great so far, but it needs a bit of expansion.
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.
Weapon Stats: Dire Urgrosh, dwarven 100 gp 1d10/1d8 ×3 — 20 lbs. P or S brace, double
Ravingdork wrote:
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.
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
10th level
14th level
18th level
Let me know what you think.
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.
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:
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.
vuron wrote:
Sawtooth Sabre fits the 1d8 light exotic weapon, since you count 19-20/x2 as a x3...
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:
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.
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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