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Hexcaliber's page

458 posts. Alias of Shane LeRose.


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Anything made will be disappointing to many people because adding tech to Society will have a huge impact.

Unless the crunch is for GM's only, then the players will be disappointed.

I suggest you leave Numeria open to a third party publisher. It won't impact Society and most people will need to tweak the material to fit their campaigns anyways.


They know one less spell. You still have the slots and could cast lower level spells out of them or use meta magic feats.


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Vero wrote:
Have you looked at the mca archtype thread because this class looks like a sorcerer-magus mix. You can have them critique this class

I'm like, the only person on these boards who isn't a fan of the MCA's. I think they're well made and well thought out, but they're not "multi-class", they're just replacement classes for the most part that try to blend the abilities of one class into another.

So I don't think I should push my ideas onto them. They are doing a wonderful job and have a ton of support. I'd just rather see true multi-classing with the late game power issues resolved rather than an encyclopedia's worth of replacement classes. Plus, this isn't really a magus-sorcerer hybrid, but a fighter-socerer hybrid with an "hp as a resource" mechanic. Which, I guess isn't all that different.

[ducks head to hide from fallout]

master arminas wrote:

I've read both yours and Arcanemuses, Hexcaliber. They are both pretty decent. My Witchblade also attempts the Full BAB arcane caster. Based loosely on the old Hexblade.

Master Arminas

Ahh, my namesake, the Hexblade. Makso the Ill-Fated, died in his first encounter thus living (dying?) up to his name. I'll admit I wasn't initially a fan of Blight Pool, but I was also against the Magus getting an arcane pool, so of course I give the bloodline knight the ability to drain their hp for metamagic feats. I guess I'm just a hypocrite. The blight pool comes into play nicely and I might have to incorporate some NPC's with Hexblade levels.

Lol, an entire NPC villain party made up of Bloodline Knight, Hexblade, and Varonis. Are there any other full base arcanes out there?


We had a player, paladin, who was seriously considering going multi-class synthesist, but didn't want to wait 5 levels to get wings.

I guess it comes down to what you want to play and how flexible your GM is. Will they let you trade some paladin abilities to advance your eidolon or vice versa? If it was all up to you, how would you set up this class combo? You're 8th level in summoner so maybe give up those future levels of pally magic to up yourself additional levels in eidolon (so your later levels in paladin wouldn't hinder your eidolon). Just some ideas.

EDIT: lol, just realize I misread your post and flipped your classes. I just changed my post to reflect this.


Vero wrote:
So why does it not have the magus ability spellstrike?

Originally I was going to have the class channel bloodline powers through melee attacks, but most bloodline powers don't synch up with that idea so I scrapped it in favor of blood magic.

Though I should probably shift your first enhancement to 2nd instead of 6th. I don't think it would be overpowered and it would let the class stand on its own earlier.

I also didn't want to outright rip off another class (I realize the irony of this statement).


It seems we hit each other at the same time. So I favorited your post in my post, cause I heard you liked favorited posts.


What was your inspiration drawn from? This almost reminds me of some helpful warrior teacher found in a fantasy novel. It really evokes that sense of wonder that's been lacking in modern fantasy. Thank you for this.


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This was born of a discussion HERE on the forums. I said I'd take an idea that's been playing around in my head for a number of years and give it life. So here it is.

Bloodline Knight

I'll have this posted in the d20pfsrd once I reactivate my lab. Thanks ahead of time to you, yes you, if you take the time to read this.

Alright, general gist is a full base attack character that has a bloodline and some abilities that improve said bloodline. The class also develops blood magic which basically sacrifices HP to metamagic their limited spell selection, and then expand that into either healing allies or stealing blood potency from enemies. I've included some feats to go with it and plan on playtesting this myself soon enough. This is just the inkling of an idea that's been waiting in my head for some time.

Feel free to critique, I won't even ask you to be nice about it!


Alright, the Bloodline Knight is almost done. I went to see Brave last night and didn't get to bed until midnight, but the gist is there and I'll be able to finish it afterwork tonight.

A full base attack, minor spell progression class that has bloodline powers and can use "blood magic" to enhance spells and other abilities. Often ostracized because of how dark and icky their powers seem to be.

All apologizes for the delay, sadly this isn't my full time job.

PS. Umbral Reaver, I'd love to see the Wyrdknight statted up, the name alone intrigued me!


Alright, for years now I've been toying with the idea of Blood Knights, but haven't taken the time to flesh them out. The thought was a full base attack d10 hit die class with paladin/ranger (we'll call this minor spell progression) casting and a sorcerer bloodline to boot. Magus came out and I kind of scrapped the idea because I wanted to channel the sorc powers and/or spells through attacks. Paizo beat me to the punch so I kind of shrugged and moved on.

If someone wanted to make a full base attack minor spell progression class then this may be the way to go. Magus is already Int based so this could be Cha based with little to no effort. The only problem is that almost every bloodline would need some attention to fit the class. You could probably just stick with the Magus spell list instead of reworking a whole new list and bonus fighter/caster feats to fill out empty levels.

The role of the class would end up being a self buffer that can craft their own magic arms and armor. You could even have an option for "blood magic" that sacrifices hit points for expanded spellcasting.

Tell you what. If someone doesn't beat me to it I'll write something up and submit it to d20pfsrd.com.


What would it take for this to become a thing? I love data mining and it would be interesting, especially from a third party developer perspective, to find out what information players are looking into the most.

For example, is it possible to get page views of third party material viewed on pfsrd? Is it possible for someone to inflate their page views (hopefully not as that skews the data).

Just curious.


Well, I believe the OP's question has long been answered and since already established products have always used the "wrong way of thinking" the question now can only be, , ,

Now what?

I, for one, do not play Society and as of now am very glad not to do so. My games will not incorporate this rules change (I cannot view it as a clarification) and I'm sorry to say that Paizo screwed the pooch here.

At least it isn't as bad as the ending to Mass Effect 3.


A coral-encrusted body sits firmly rooted to an ancient throne. The opening in the roof reveals a spinning maelstrom that threatens to swallow eternity. Though he can barely move a mere flick of his fingers can undo magic or redirect spells at other targets. Those who close into melee must hack through his coral body, each attack revealing corded energy that makes up his true form.

My players will someday face this. He is years in the making.


Dang, need to know for certain. Won't get x-mas bonus until, well, you know, and all my monies is tied up in other things.

Can't chance it and don't want the order to bounce off my card, or worse, it goes through over a bill payment!


I can't find a way to cancel or delay a subscription. I need to either delay my mini's sub shipment until the start of the next year or cancel it outright. Please help!


A friend and I Co-GMed the Haunting of Harrowstone. The final boss was a ghost and when an item that he desired was dropped by a PC he used his summoned dogs to pick up the item and run off with it.

Though the layout of the room and the size/shape of the item is a factor the cleric should be a summoner/debuffer just so he can be worthy of facing a party as a solo.

Other options do abound. A tenth level NPC can have Wiz 3/Cleric 3/Mystic Theurge 4 (7th level spellcasting in 2 classes). This gives him access to Shield and Globe of Lesser Invulnerability, which makes him immune to Magic Missile. It also gives him additional reach with higher damaging spells. I hear Black Tentacles is pretty brutal if at the bottom of a Acid Pit.


http://avenesta.wikia.com/wiki/Agent

It's a class I made for my campaign. The skills and spell selection allow for a Bondesque feel, but the taking attacks for others ability would have to be dropped for a more selfish ability. Maybe an archtype called Lone Wolf.


Are you my mummy?

.

.

.

.

Points if you get the reference.

Simplicity is key, but gas masks predicate two types of poisonous gas. Those that must be breathed in and those that simply must touch your skin. Define poisonous gas' as such then allow the mask to bypass breathable and not exposed.

Another option would be to have the gas mask grant DR against breathable/airborn poisons or allow it to absorb a set amount of ability damage. That way the really nasty stuff remains nasty and you could justify carrying additional filters.

Just some thoughts.


We play 3-4 hours every Saturday with a group of 7 (including the GM). We average two encounters per session with a heavy amount of role-playing and story discussion. It's not unheard of to have entire sessions go by without any encounters, but I don't believe we've ever had more than 4 in a single session.

Some groups play differently than others.


We took hostile as meaning anyone acting aggressively towards the archon, but you make a valid point. Even allies would be affected RAW. Also, it stacks with itself since it's an unnamed penalty.

I don't think it's unreasonable to request some clarification.


Which has been my stance. My DM is having a hard time with the notion that an aura of "menace" (which implies intimidation) could affect constructs/undead. The description should say it all, but often Paizo expects us to be intuitive, not rules lawyery.

It's the only reason why I've posed the question.


Should you be concerned about bombs?

No, you should be mindful of them.

In some scenarios the bomber should shine (enemies in big groups or destructible environments) and in others possibly be a hindrance (enemies spread out and with cover or destructible environments).

Just some food for thought.


Al-Qadim is one of my favorite settings from 2nd Ed. I ran so many complex adventures there I've been tempted to write about them!

Glad to see someone is keeping the lamp lit so to speak. As far as getting the players involved, that can be tricky. You should never try to force them into accidentally doing something, but if someone else does it and they get blamed, well, that's how alot of great stories begin.

Just something to consider.

:)


???????

Why can't we just have a big 'ol hardcover like the Inner Sea World guide called Distant Worlds? You don't need a comprehensive individual book about each world. You just need a thorough explanation about travel between them.

It wouldn't hurt to accompany this with a Distant Worlds Bestiary or bundled players guides (two or three worlds per book).

Paizo's focus shouldn't be Other Worlds for the next five years.


Qlippoth is my vote. They have a Cthulhuian feel without mimicking Cthulhu.

If not them then definitely Div. The make sexy creepy (or vice versa, if that's your thing).


Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.

Spoiler:
No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC).
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep.

I've been summoning Lantern Archons as a cleric. My DM and I believe the aura of menace is worded rather vaguely. RAW it seems to be able to affect undead, constructs, heck even plants! Is this also the RAI? Any help would be appreciated.


Ah yes, Anti-Player Entitlement Movement.

We meet again.

-1 to the OP and -1 to everyone who hates more options. This was a ridiculous argument back when the APG came out and it remains so. The success of these books speaks volumes (and many more to come). Players, on average, outnumber GM's 4 to 1. So who do you think Paizo will cater to? You think you can fabricate arguments and shake your tiny fist to get what you want? Really?

No one can play a Summoner in my games. I even warn Conjurers ahead of time to be wary. I don't tolerate players who take a long time on their turns, but I also don't feel the need to be a jerk about it. Everyone understands why and no one pushes the issue. If someone became convinced that a Summoner was the only way they could ever know joy again, then I would discuss it with them, but probably still say No Thank You.

I have no ability to sympathize with GM's who take issue with more splat books. You don't need to carry the books around, memorize them or even buy them! Heck, most of what Paizo publishes ends up on d20pfsrd.com or the Archives of Nethys. There are even multiple wiki's dedicated to Golarion specific stuff. If I wanted to be a mooch (or, to be fair, if I suddenly found myself jobless) I'd resort to online references and call it good at that.

Some people have asked that a page number be included when a non-core book is referenced. I half agree, the book should be referenced, maybe even stick the rules in a sidebar, but you can still Google most of what's in these books and find an answer.

I GM with a laptop and never need to carry books around. Most of my players have laptops. I suppose if your group consisted of people with no access to such technology or if your riding these forums on a library computer then you might have a legitimate argument.

Oh wait, no you don't. Regardless of your situation in life if you want something bad enough you will make the sacrifices to get it. Otherwise you're only complaining to get some attention because you can't have what you want handed to you.

These books are necessary to the continued survival of this company. Books like this will continue to be published. If you don't like them then stop being wishy washy and say NO to your players every once in awhile.

Believe it or not, they'll actually respect you for it.

NOTE: I am obliviously very angry about this thread. I am angry that people can be so selfish and obtuse when trying to get their way. You don't have to buy, memorize or even reference everything Paizo releases, but telling this company to stop making excellent products is like telling someone to kill themselves.

When Paizo stops making quality products, people will stop buying them. Maybe then you can all have your own way.


You get both arcana's and the choice between both bloodlines list of feats, spells and abilities. One or the other in each case.

The concept is really powerful and there are few ways to balence being able to choose powers between two bloodlines. Losing one spell known each level and taking a -2 to will saves is how Paizo did it. So, good for them.


An inquisitor with weapon finesse. 5 rounds of bane is pretty good for an NPC. That and the judgements can be activated even while in mantis form.

Don't worry about the casting stats. The spell selection gravitates towards buffs, not save or suck spells.

Speaking of spells, Bard is surprisingly good choice here. The investigator, sandman and street performer archetypes all offer good abilities for only five levels. YMMV, but if it was me, I might make a street performing RMA. No one would see it coming.


Lol, I'm forwarding this to a couple of friends. Now we just need some goomba's to go with these flying mushrooms.


It really comes downto what Paizo chooses to do, but I for one believe in options. So if they allow players to choose between Wis or Cha for both grit/ninja ki, then I would be happy.


Instead of altering Harrowstone, instead add a haunt that teleports people to other rooms when they pass through a doorway.

I think we might actually do that, since it's pretty cool.


A friend and I are going to be co-GMing this AP in a couple of weeks. After much discussion we decided that whenever TSM damages somebody a letter from their name appears on their body in the form of an ugly, painful scar. Also, no matter how many missiles he throws at somebody he can only add one letter per round.

What happens when he spells out a persons name? He gains power over them. It'll work like a confusion effect that requires a will save each round to resist. Fail enough times and he dominates a person. At least that's one possibility we've been playing with.

Ultimately it encourages two things, one it spreads out his attacks on purpose and two it means he wants the PC's alive so he can unleash them on the town as his own minions.

And that solves our problems with the Splatter Man while maintaining an air of horror.


Drakli wrote:

I know I just asked this question else-board, before I found this thread, but... what the heck, eh? It seems like the kind of a problem that'd come up.

Some haunts seem to haunt specified objects and act through them, (without making them animated objects.) Slamming Portals, Old Embermaw, and a certain grandfather clock from an old PF module I ran come to mind. What happens when the players (try to) destroy the object associated with the haunt?

Seriously, I figure this is a given. The first Slamming Portal that slams in the party's faces is going to get smashed until it is no longer a door to be slammed.

Drakli and I will be co-GMing this AP and this is possibly the only thing we haven't discussed together (we're normally very thorough).

You're right, the first time our players face a simple slamming portal or haunted bed pan they're goin to destroy it. My idea is that sometimes this should work, since haunts can be a pain in the A to deal with. Other times a spirit can be so malevolent that it manifest if its vessel or area is destroyed. This should encourage players to try and puzzle out a haunt before going to town on it.

So the situation plays out as follows:

1. Haunt engaged - either a one round event like the hot pokers or a drawn out event like the piper.

2. Players can choose to leave the area if they can, they can destroy the area or object in question, they can interact with the haunt on its terms or they can try to communicate with it.

3. They disable the haunt (which manifest at a later time), they flee the haunt altogether or they lay the haunt to rest.

We've got the ouji board for communication or a knowledge religion/local check to get the spirits attention. This will be fun the first few times, but may get old and procedural real quick. It'll be best if the GM(s) keep the players on their toes.

Just my 2 cp.


I'm co-GMing this with a friend of mine. We came up with a few ideas to keep our players in town for at least a full session before they enter the prison, but that's only so we can actually use the town since you can easily bypass it in the adventure.

In your case you already did what it'll take two of us to do. The prison itself is not a walk in the park and your players will get frustrated if they think they can jus waltz in and do it all in one (in game) night. Remind them that they can leave and come back so the town can act as a save point of sorts. Unless your players are insanely stubborn they should take you up on the idea, and then you can have stuff happen in the town while they're there.

Good luck running this!


Wow, just wow.

I posted a thread in the Ninja section asking why Cha over Wis for ki. I was lambasted by the moral majority on these forums for it. Now, when someone ask why Wis over Cha for grit people are talking about how non-optimal it is.

I swear to Gawd it's like watching lemmings go over a cliff. You just have to follow the piper and attack anyone who questions it.

Ki should be Wisdom because that fits what ki, classically and literarily is. Grit should be Cha because that's where your swagger and confidence comes from.

Feel free to argue the point, but I care more about flavor and style than mechanics. If I wanted optimal characters for an optimal game and didn't care about things making sense then I'd play 4th edition.


It was funny, especially the surprise at the end, that never gets old.

We live in sad day and age when something like this must be apologized for. It's almost not even worth trying to pull pranks like this if people are going to be such babies.

Don't ever feel ashamed of your humor Jr, kudos for the attempt!


What you want is a Magus Lich.

Yeah, I expect those to be harsh enemies once UM comes out.


??????

I don't see how it affects game balance either way. Wis simply means higher Perception and, , , survival? Of course the ninja benefits more from Cha instead of Wis, but Wis makes sence since it's already been established. And, it just doesn't look right to me.

As for game balance, I don't think it matters all that much. All that matters is if people are having fun. I just want the option to have fun in my own way without having to houserule it. I don't think that's unreasonable.


Chris Kenney wrote:
Hexcaliber wrote:
I do have a problem with Cha based ki. It isn't consistent with what exist already and forces me to play a faceman when I want to play a Ninja.

Design goal accomplished. And if you want proof, the quote's already been referenced several times in this thread.

I really dislike it when people comment only on a snippet. This snippet of mine does not encapsulate my point, because the design goal is flawed. Ninjas belong to everyone who's seen a ninja movie, tv show, video game and fallen in love with the tropes. The current design tries to honor those tropes, but because Intimidate is based off of Cha a badass ninja has to have Cha as a base stat.

Plus I've already established a fair compromise. Yes, it's wishy washy, but most compromises are like that.


Zurai wrote:
Hexcaliber wrote:

Also, if you support Cha based ki and playing HISTORICAL ninja then you need to get your head checked. If I have to explain why, please put down the controller and get yourself some outside time for a little while

1. There's no reason for the ultra-aggressive preemptive ad hominem attacks.
2. The Ultimate Combat Ninja is explicitly designed to NOT be realistic (whereas the Samurai is explicitly designed to be realistic).
3. There is no such thing as a "historical ninja". That's not to say that ninja didn't exist, but rather that there's almost zero sources of reliable information on them.

1. That was way too much smart for one sentence. All I'm trying to point out is the hypocrisy of some people. Sadly, there's no nice way of telling someone their being foolish, but I do try.

2. This is a duh. It's also the point I'm trying to make. Ki being Wis based is consistent. Making it Cha based, to me, is asinine and forced. Yes, it's different and intriguing, but unnecessary. If they allowed players to choose between the two stats then this would be a fair compromise. People that want real ultimate ninjas can have them, people who want super spies can have that too.

3. True, but there is a public perception of what ninjas should be. This is what makes this class so difficult to create. Everyone's going to have an opinion and to them it's going to be right to them.

I do have a problem with Cha based ki. It isn't consistent with what exist already and forces me to play a faceman when I want to play a Ninja. Yes, it can be houseruled, yes it can be ignored, but if Paizo didn't want my opinion then they would've asked. I've offered a compromise. Hopefully, Paizo will listen.


Hhmmm, conversely you could create a series of feats that grant class features, but with the same restrictions.

Advanced Combat Training
Prerequisites: base attack +1
benefit: Increase your base attack bonus by +1. You may not take this feat if your base attack is equal to your hitdice.
Special: you may take this feat multiple times. You may only take this feat a number of times equal to the total levels you posess in classes that gran you full base attack. For example, a fighter 1/ranger 2/rogue 3 can take this feat once, but if the character takes 10 more levels in rogue then he can take the feat 2 more times.

Advanced Backstabbery (playtest name)
Prerequisites: +1d6 sneak attack, 2 or more levels in classes that do not grant sneak attack.
Benefits: You gain +1d6 sneak.
Special: you may take this feat multiple times. You may take this frat once for every two levels you have in classes that do not grant sneak attack.

Feats are valuable, but is all this too much?


Beckett wrote:
Hexcaliber wrote:
Beckett wrote:

If you want Feats, I would rather it either do one entire spell level, or a few effective levels, but I really don't think that is a good trade, simply because some combos wouldn't actually be that restricted. For example, Fighter gets plenty of bonus Feats. Would you let a pure Fighter sinply trade a feat to get full spellcasting without multiclassing? That would kind of make it pointless to play a full caster, well some casters anyway.

Your arguement is flawed. A full spellcasting level would never be a fighter bonus feat, and unless the feat maker was a complete bonehead it wouldn't increase spellcasting beyond your total character level.
I think you misunderstand. I was refering to an idea of a character trading in feats to increase total caster level, (including spells per day, spell level, caster level, etc. . .), and I was mentioing that some classes could abuse this easier tha other, like the Fighter which wouldn't be suffering as much because they would still get bonus feats.

Ah yes, we are on the same page then. I am glad.

As for dabblers comment, that is exactly what I was thinking.

Advanced Spellcasting
Prerequisites: one or more levels in a spellcasting class, spellcraft ranks equal to character level
Benefits: choose a spellcasting class you have one or more levels in. Increase your spellcaster level in that class by one, as if you had gained a level in that class.
Special: you may take this feat multiple times. You may not take this feat if your current spellcaster level is equal to or greater than your total character level.

Hhmmm, it does seem overpowered though. Not sure how to word this, but you shouldn't be able to take this feat without having equal spellcaster class levels. So if you have three levels in wizard, then you can only take this feat three times. It allows early entry for most prestige classes, so maybe this feat is too much for the game.

What do other people think?


If you can shoot the dragon as a touch attack, then the dragon is in range to get an attack of opportunity and a full round of attacks himself. This annihilates the whole reason to make ranged attacks over melee. Thus, a gunslinger becomes equivalent to melee fighter who hits far more often, but for much less damage and provides an attack of opportunity for his enemy.

The gunslinger is playable, but not optimal.


Beckett wrote:

If you want Feats, I would rather it either do one entire spell level, or a few effective levels, but I really don't think that is a good trade, simply because some combos wouldn't actually be that restricted. For example, Fighter gets plenty of bonus Feats. Would you let a pure Fighter sinply trade a feat to get full spellcasting without multiclassing? That would kind of make it pointless to play a full caster, well some casters anyway.

Your arguement is flawed. A full spellcasting level would never be a fighter bonus feat, and unless the feat maker was a complete bonehead it wouldn't increase spellcasting beyond your total character level. Plus, such a feat could only be taken a number of times equal to some arbitrary number. Such as your casting stat or total spellcaster levels.

Many people argue against multiclassing and prestige classes, but laude archetypes. It just makes me want to smack my forehead. The simple solution is multiclass archetypes. I've been working on such an idea for months, but life is life and I have no time to playtest, so anything I create will never be balanced since I can't put it in play.

Maybe we'll get lucky and Paizo will take the plunge.


People have fun in different ways. If your group has fun by being restrictive (elitist role-players) instead of unrestictive (munchkin roll-players) then you need to be very careful who you allow in your games. Gamers in general have way too much ego and when styles clash feelings will get hurt. If your group can't compromise and learn to have fun despite inherent differences then the ninja player should be let go for his own sake.

Whenever you're in a situation like this you should always ask yourself "am I being unreasonable?". You'd be surprised how often your inner voice answers, "yes".


A CR 20 outsider is listed as having around 31 hit dice. Were you confused or is there an issue I'm not seeing? The chart list CR 20's as having around 370 hp. A 31 hit dice outsider with an 22 Con will have 356 hp, 387 with a 24 Con.

I'm not seeing the problem.


I made this feat for my campaign. Between three games going on the the same world we have a rogue, an agent (homebrew class), a monk and a small druid who use this. It isn't broken at all folks.

Spoiler:
Weapon Celerity (Combat, Stance)

You are trained in using your agility to deadly effect in melee combat, as opposed to raw strength.

Prerequisites: Weapon Finesse, Base Attack +1

Benefit: You may activate this stance as a swift action that does not provoke. This stance is lost and must be reactivated on your next turn if you run or become incapacitated in someway (stunned, unconsious, paralyzed and so forth). You gain the following benefits while in this stance. With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on damage rolls. Add 1 ½ times your Dexterity modifier to damage when wielding any of these weapons in one hand while nothing occupies the other. While wielding two weapons you only add ½ your Dexterity modifier to damage with your off hand if it is a light weapon. You must be wearing light or no armor and no shield to use this feat. This damage is treated as precision damage.

Special: Natural weapons are considered light weapons. You may not activate and automatically lose access to this stance while raging or using flurry of blows.

FAQ: a Str penalty will still reduce your damage while in this stance.

NOTE: None of the characters in my games have Power Attack, but none have a Str below 10. I've made several NPC's that have combined PA with this feat and they are no better than a Str based two hander (slightly less damage, but only a slightly better AC, max Dex on armor can be a beich sometimes).

Overall the view that it's too powerful is completely unsupported, but it's so controversial that Paizo would never create such a feat.


Hopefully in the next round of playtest they'll let players decide between Cha or Wis for their ninja. I believe that is a fair compromise.

Also, if you support Cha based ki and playing HISTORICAL ninja then you need to get your head checked. If I have to explain why, please put down the controller and get yourself some outside time for a little while.


It seems my last post got deleted. My apologies. I can't remember everything I wrote, but I can guess where I was out of line.

I will point something out so the post above me will make more sense to everyone. I find hard to accept when someone supports archetypes, but not prestige classes or new classes in general. I had to practically memorize the APG before my players got their hands on it. There were a ton of options included and though I appreciate the heck out of that book, when someone says they're playing a sandman I really have to go look that up.

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