Muckdweller

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Wolf is good

A more exotic choice would be the Ancylosaurus, which learns a Stunning Attack after lvl 7 or the Stegosaurus, which learns Trip as well.


The Wendigo is just so mean.

ShroudedInLight wrote:
There were these really nasty jerks in Baldur's Gate 2 called Gaths, or was it Goaths? Anyway, they were like baby beholders except they shot this weird lightning projectile (that wasn't electric damage so it couldn't be defended against with a simple spell) and each shot had a chance at paralyzing the target.

They are called Gauths.

There was an item called the Cloak of Mirrors, that would reflect their rays back at them.
Summoning Skeletons also worked really well, since they were immung to most rays.


Melee Summoner


I was always split on the Blood War. I don't consider it needed nor do I think it makes much sense. It still is a cool setting to have some giant cosmic war around going for high level adventuerers to visit though.

Piccolo wrote:
I always wondered something: Why is there a difference between demons, devils, and "daemons"? According to real world lore, demons are demons, they are all evil and their regard toward law or independence wasn't recorded beyond what an individual demon was like. Why turn them into different factions in the first place? Don't they all effectively have the same goal in mind, that is, destruction/corruption etc?

OD&D didn't have Good vs Evil it only had Law, Neutral Chaos and Demons were the only creatures included there.

Gygax added Devil's with the first Monster Manual in 1977 and mentioned them before in a Dragon Magazine article, when he introduced the 9 alignments.

John Milton's Paradise Lost has a similar split beetween the Devils led by Satan and some abyss of darkness ruled by Chaos. Chaos here even has the D&D demon princes Orcus and Demogorgon standing beside him, therefore I guess this might have been an inspriation for that fix.


D&D2e and D&D 3.5 Lords of Madness included magical mouthpick weapons by the way.
They were specific magic items for Beholders, but player characters could use them as well, if they really wanted to follow that playstyle.


It is not really believable at all, but many feats in Pathfinder can create even weirder effects.
Just look at the aesthetics of your campaign setting and see, if animals wielding wielding weapons in their mouth fit here.

Mysterious Stranger wrote:

It would be considered an improvised weapon because it is not being used in the way it was designed for. And second you would be considered using your off-hand even if it was the only weapon you are using. Since the mouth is not a prehensile limb it should always be considered an off-hand limb.

Adding these penalties up you take a -12 penalty for attacking with a light weapon in your mouth and a -14 for anything heavier than a light weapon. You also only get ½ your STR modifier for damage. Since you are not using the weapon as it is designed any feats that would normally apply to the weapon are not usable.

Taking the appropriate feats will reduce some of these penalties, but more than likely it will not be worth it.

This would still be totally viable. I don't see any reason a fighter shouldn't spend 15or so gp to add an additional attack. Even at -14 it's still a free extra attack, a s~+*ty one but at least it hits on a 20.


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Depends on what's meant.
I think Guts from Berserk is probably the closest thing to a high level Pathfinder fighter(or Barbarian) you will see in Fiction.

One of my currents character is a chaotic good pirate, who often acts like a Shonen hero being exited to fight strong and often being dumb as a rock in everyday situations. One Piece is certainely an inspiration here.
I certainely prefer rule of cool characters over historical accuracte ones.

I don't like those 1000-year-old-vampire-loli or brooding egdy trechcoat-dual-katana-guy special snowflake characters some anime fans tend to make.

I definately don't want most of Anime comedy in my Pathfinder games. I find it cringe and would gladly skip it in the Anime's I like as well.

Now do I want some superhuman wushu in high level martials. I would say a little. Some cartoonish speed and acrobatics would be cool for all fighty types at higher levels. Learning to shoot energy beams or flying around should also be possible to learn for them. This is however a slippery slope. Allowing such over the top feats without restrictions often eliminates concepts more grounded in reality. If everybody picks Beast Totem because it's best, all Barbarians are suddenly transformed into some weird pseudo-werewolves, whose hands become claws whenever angry. Therefore I think, while Anime stuff is cool, it is more important to give out strong abilities that help more generic concepts like Superstition in the Barbarian's case.


Magus 20/Wizard 20, pick up broad study
Old Scarred Witch Doctor 20/any Martial 20

Not OP, but really cool
Huntmaster Cavalier 20/Primal Hunter 20 - not that strong ovberall, but two animal companions(if Huntmaster allows that) with Eidolon Evolutions
Kinetic Knight Kineticist 20/Slayer 20 - Sneak Attack with your Kinetic Whip


Ask yourself what you want out of the concept and focus on these aspects.

Here is what I would do:
-goddess of love and beauty > charismatic and can maybe charm people
-leader of the Valkyries > can fight and wear armor
-goddess of magic > has to be able to cast spells
-owns a magic bracelett > WPL
-(drives a flying chariot pulled by cats > just use WPL, if you really want the cats use Leadership)

I would probably use a bard or a skald. Since most fighty archetypes take out some charm abilities non-archetyped.
Inspire Warriors, fight with a spear and charm people with your beauty

Another possibility could be a Scion Magus, but that blasty playlist wouldn't fit that well IMO. The upside is, you could use a breastplate, if your level is high enough.


The Summoner is probably by far the best choice.

Construct Rider Alchemist could work.

Eldritch Guardian Fighter with a mauler familiar.

Barbarian or Brawler with a stringpuppet and Gloves of Improvised Might - grab your puppet and smash them with it.


The original myth is pretty ambigious on, who Grendels mother really is. If the pathfinder version of Grendel is used, you could do, what you wanna do and advance Grendel.
CR 25/10 would put her above many demon lords, great old ones and far above creatures like the Tarasque. Seems a bit high for her mythological version. Than again, I would have made Grendel much weaker as well.

Since the poem is quite ambigouus and historicians are arguing, if she was a monster or a noble hero, you could make her a whatever you want. All we know is she lives under a lake and was really hard to kill for Beowulf: Valkyrie, NPC with fighter levels or Barbarian levels, sea hag, troll, ogre, demon, giant, nefilim and probably a dozen more pathfinder monsters could be fitting. It all depends on the look you want, which aspects you wanna emphasize and the power of the group you want to use her for.

Personally I would maybe use the Scylla's stats.


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There are lots of stupid wizards in Pathfinder - We call them sorcerers!

I wouldn't want to keep anyone from playing an Int 11 Wizard, but I think the idea uses classes as too static. I would try to ask the player to try realizing his concept in a different way. There is lots of classes with lots of different abillities to create your concept.

A "dumb wizard" could well be your average sorcerer, whose Familiar is smarter than him. He could also be a Bloodrager, if you want him to fight in melee or a Quinggong monk with Ki Powers. Your dumb blaster wizard could be a Kinetist. A Rogue with the Minor Magic Rogue Talent or the Eldritchg Scoundrel archetype could also make quite efficent "dumb wizards". A bard could do so as well as could an Order of the Tome Cavalier or a Lore Warden.
In the end it depends on the characters back story not on the class on the character sheet. A dude, who got thrown out of the wizards school for failing exams, or some bookworm, who tries being a wizard, but fails at casting can be a pretty made in many ways.


You could use a Starknife and Desna's Divine Combat technique to fight with Charisma since you go a +4.

If you do so, take the following stats:
St 13, Dex 15, Con 16, Int 15, Wis 18, Cha 21

You could also use Noble Scion to get your Charisma to Initiative.


Paladin or Barbarian are probably the best classes for someone with problems understanding the system.

Print your self a character sheet, it shows you what to add to what.
If you fill it in from top to bottom it should work well.
Look up the boni you get from abillities, race, class and equipment while doing so.


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Anarchy_Kanya wrote:
I'm looking to make different versions. For example, I'm currently working on two Void Yai, one being an assassin, the other a fire themed berserker.

Hard to tell

An average CR 20 encounter has 370hp, 36 AC, 30-23 Attack and deals 120-90 damage according to the table
The Oni has 379hp, 36Ac, 39(34 when Power Attacking) Attack and deals 12d8+100(154) damage.
The Voidlord already is an above average bruiser for level 20 and not that reliant on his special abilities, therefore replacing them should not hurt him that much.

Void Missile - seems quite pathetic and irrelevant at that level, since the dude can teleport and fly, he should stay in melee against most characters IMO. Still nice as an extra swift action, when casting

Void form - makes him incorporal(which halves most damage) and allows spamming spells and Void missiles, while using hit and runs through walls, if the GM is mean

Void Trap - is insanely abuseable if spammed before combat and still pretty cool if not. It is what makes this monster unique and surprising to the group.

__________

You could use the Rogue creature/Barbarian creature class templates. Or you could just make the Berserker guy a Fiery Creature, half fiend or something.

Another possibility would be to just switch a couple of spell likes, mix up the tactics and reskin a little. Void Trap with disintegrate makes an insanely effective assasination tool. Teleport into target > target explodes > teleport away, makes for an insanely effective assasin. Have the Assasin guy use his Void abillities. And let him stay the same aside of switching around some skill points.

The Flame Berserker gets fire shield instead of chill Shield and Rage or if you wanna be mean Righteous Might instead of another Spell Like, which he uses to hulk up and fly into melee.
His Void missile would be a Flame missile, which could deal slightly more damage due to an inferior energy type. It would also need another on hit effect. Maybe it could blind due to being quite flashy or it could work similar to to the witchfires witchflame.
Ther Void Form could be some kind of Fire Elemental Form(keep it incorporal, but now it applies Burn to whoever touches it).
Void Trap could work the same but instead of disintegrating spheres leave delayed Blast Fireballs(weaker), Incendary Clouds or Meteor Swarms at the target location. Also make him weak vs Fire and strong vs cold.

EDIT: weak vs cold and immune to fire


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I would like for the Bard to have more of a niche. The Bard is a weird case. He is certainely a strong class, but he lacks a cool kickass moment where his kit truly can shine. Being a Jack-of-all-Trades is kind of okay, but most Pathfinder classes have their own niche where they can really look good. The Bard lacks those moments of greatness.

Buffing others is a useful role and certainely can have a huge impact on a full attacking party, but it really does not feel that way. It is also depressing that your greatest tool "Haste" is open to other classes.
---------
Personally I like the idea of the bard as a performance class and would like to see to see his songs be made stronger to give him more focus.

I have always thought of a way to give the bards a more Tolkienish mystic flair, where songs are tied to magic more directly. Maybe they could choose different songs from a list of talents like most classes do. Some could be similar to Witch hexes in effect.

They could have some songs for out of combat purposes, which would work similar to rituals. Those could be for utility or maybe some pre-combat buffing.
Others could be be more useable in Combat. I would like stuff like Fascinate and Suggestion to be made to work as an in Combat. Maybe with once per target restrictions like Witch songs. You could also have stuff like Hold Person as a song or a Slumber Witch. Maybe some of the Combat Buffs could be more like a short burst turning your fighter in a beast for 1-2 instead of an always on small buff. Some song to grant your allies rerolls would also be nice.
Maybe tie the bards spellcasting more directly to his performance as well.

I might even think about restricting the ability to maintain a performance while fighting(aside of Derwish Dancing Archetypes) and instead focus of stronger spell songs.


Depends, what you understand under Amazons

-female human fighter or ranger would suffice for most depictions
-if you wanna emphasize the Greek mythology aspect, pick weapons from acient Greece or a bow or a sargaris axe/battle axe
-if you think about Diablo 3 Amazons some tricky archery build would be good

-if you wanna add some superhuman flair ala DC or classic myths, you could use the mythic ranks
-if you wanna go with a more modern meaning huge strong woman use dreamscarreds half giant race for a player or if she is supposed to be more of a monster Nephilim stats.


Depending on you current level, you could consider Mystic Theurge, since you will get get tons of HD this way.

Craft construct allows you to craft taxidermic creatures, Flesh Golems and a number of sceletal constructs. These pseudo-undead might be constructs on paper, but could substitute for or strengthen your Undead army.

The "Experimental Spellcaster Feat" can give you the Undeath word, which as written could give you another Pool of HD. (Really cheesy though)

Threnodic Spell, either as feat or as Rod, will make interactions with Undead easier and could allow you to give your minions some nice little buffs

In general the HD cap on your Undead is already quite high and you should ask yourself how much you wanna min max Animate Dead.

Dasrak wrote:
Skeleton Summoner is a trap; it makes the creatures you summon weaker than they would otherwise be. It's got cool flavor, but you're literally paying a feat to make yourself worse.

The could be useful in some situations, when you need the Undeads immunities like having them tank level or ability draining enemies, but it is still a weak feat.


Barbarian with the Ferocious Mount Line, maybe Armored Hulk do look more awesome on my Dragon. I can Finally be a Mounted Barb without losing anything and charge into combat with my Raging dragon

Kobold fighter - takes some Dragon feats, you always admired Dragons and wanted to be like your cousins, maybe Dragoon since this Archetype becomes quite useable now

Paladin - take up the magic weapon and ride your dragon, if you also have to fight against Dragons swear an Oath against the Wyrm


I really love the fact, that you made Zerglings possible familiars.

The poisoned Spine attack seems a bit weak. In many cases the Hydralisk is better of to just start slashing in melee.

Have you checked the sizes? I always imagined some of the Zerg units to be bigger than you presented. Here is a size chart from the databook:
https://xiaorobear.deviantart.com/art/StarCraft-to-Scale-575265589


Summoner or Master Summoner, your creatures do everything for you, if you feel like it throw a buff.

Bewildering Koan Monk or Ninja, instead of fighting you ask your oponents dumb riddles.


1 Blood Money - This would hurt a lot
2 Skinsend - This would hurt even more
3 Ki Leech - I don't have a magical Ki Pool
4 Familiar Melding - I don't have a familiar either
5 Die for your Master - and even if I had one, I would not sacrifice it
6 Decapitate - witnessing a critical hit is rare enough, turning it into a decapitation on sight would be savage
7 Teleport Trap - as if anyome would teleport into me
8 Supreme Curse Terrain - Sending a couple of unnatural hazards over a 5-mile radius is dickish
9 Soul Bind - Who would ressurrect my enemies? Jesus?


Matthew Downie wrote:
(4) In my game, casters dominate play, except at very low levels.

Invisible Flying Summoners are when it gets a little annoying.

Matthew Downie wrote:
(10) In my games, disparity is prevented by players voluntarily refusing to take the overpowered options.

Noone in his right mind would use spells like Simulacrum regularily.


0 Create Water
1 Unseen Servant
2 Mud Buddy
3 Fly
4 Summon Monster 4
5 Teleport
6 Shadow Enchantment, Greater (the Shadow spells give me nearly 3 full schools)
7 Shadow Conjuration, Greater
8 Shadow Evocation Greater
9 Shades (I don't own a diamond for wish and don't want to cut myself for Blood Money)


Abominate could possibly be cool.
Acts as as Baleful Polymorph, but works like Monstrous Physique IV except you use Aberrations instead of Monstrous Humanoids.

So you can
-turn someone into an Aberation permanently
-give him Monstrous physique IV
-have the only ability that transforms into aberrations
-replace his mental ability scores and class feature aside of class levels with all of the creature abilities on a second save

If I read this right, you could use this as a really broken buff spell on allies. If you are sick of it, just dispel.


Nothing that bad. I had a Paladin GM-PC, when I ran my first 3.0 games for my dad and brother. He had a Great Sword and the 3.0 version Great Cleave, which my teenage-self successfully used to kill-steal my players.
I did not give him special equipment, powers extra levels or an edgy background though.

The worst Mary Sue, I ran adventures for was a female Drow Rogue 1/Paladin 1/Ranger 1/Barbarian 1/Fighter 4or so/Ninja of the Cresent Moon X.
The player's idea was to make the ultimate martial build by stacking lots of frontloaded classes.
The player wanted her to have really great stats and kept changing his attributes to all 18 beetween play sessions, than denied he cheated. She dual wielded Bastard Swords. When she aquired two +1 Bastard Swords those became +5 Vorpal overnight. Unlike the attributes it was easy to see, where the cheat lay and could fix it.
The character went from a prostitute, who murdered her customers, to a member of a Paladin order. We still had a good time though and the campaign was full of pretty cool adventures. The campaign ended around level 7or8 though, when the groups barbarian aquired the Windrider Class and started using his Mounted Combat feats. This resulted in him hopelessly outdamaging the TWF Drow despite the hacked statblock. Mary Sue's player insisted in me nerving mounted charges. In the end we all decided to make new characters at level 1. Everyone was cool with that Mary Sue got retired.
Mary Sue's player wanted to play a centaur with mounted combat, but after some discussion became quite a normal dwarven cleric.


I think both builds are quite balanced at the moment.

Other weaknesses of Dex:
Dumping Strength also hits one's CMD quite hard. Since so many monsters have Improved Grab, you Increase your chance of being shut down quite a lot.
Ability damage obviously hits people with low stats a much harder and Shadows are already dreaded for wiping out low level group without those dumping strength.


Aasimar would be a good race for having an Animal Companion due to the Celestial Servant feat. This gives your pet Spell Resistance, DR and smite.
An orc druid has a Favored Class bonus, which adds +1/2 damage to your Animal Companions Natural Attacks.

Since the Titanoboa is mostly a Grappler with it's Grab and Constrict ability, you want to make it good at that. Maybe a Barbarian could be an option here. The Ferocious Beast line and Amplified Rage could really make your boa strong. Strength Surge would allow it to Grapple everyone.

Another possibillity to make your boa rock would be addidng extra attacks via Evolved Companion.


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I am not that much of a fan of exotic races:

a) You can write a culture, that is exotic and different by just using humans. Different cosmetics don't really make you different, different motivations and values do.
b) Some exotic characters can be really annoying to run as the GM in many prewritten adventures/settings and need a lot of planning when designing own scenarios, since the NPCs in the village of the day will often react differently to a half-dragon than they do to most adventurers.

Still there is some concepts for exotic characters, which sound really fun AND I'd like to play: Agile tongue builds and Gripplis in general, Fetchling rogue hiding in the shadows, Warforged etc.


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Flumphs are definetely a great idea

Plausible Pseudonym wrote:
Lovelorn

An Undead Beetle that steals emotions?

Cool and creepy, but probably better handled as a plot device than as a PF monster.


It's really mean to monks and Two Weapon Fighters, who get more attacks by default.


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Which monsters do you find totally adprable?


SilvercatMoonpaw wrote:
Ectar wrote:

The world described in this video:

Unfortunately, this guy thinks he is describing reality

I don't know: from the minute I saw he's describing something much more interesting than many published settings I've come across.

Yeah this would make a pretty cool semielemental plane.


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How strong gods have to be depends on the setting:

Shouldn't be statted in PF:
-gods could be abstract manifestations of cosmic forces
-gods could be primordial beings, that created universes, planet, seas(Golarion)

Should be statted in PF:
-gods could be like in Greek mythology/D&D 3.0, powerful but beatable by the strongest heroes(Elric Saga)
-gods could be powered by worship, meaning there could be some pretty weak gods, if they lack a large following(Fritz Leiber's Lankmar stories)
-some primitive settings could consider nearly every monster over CR 6 a deity

One problem with Pathfinder statting out gods is that the stats(aside of magical powers, immunities etc. ) follow a linear scale.
This makes it pretty hard to put more epic stuff like busting mountains into a their stat block.


Tiefling(For favored class bonus) Paladin with Fey Foundling, Oath of Vengenance and lots of Extra LoH feats.


"An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC."

So yes.


Heather 540 wrote:

Small armor weighs half, not 1/4. In my current game, my character is a halfling Hunter with 10 Strength, and she was encumbered by weight from her armor, weapons, and other items. Her light load was only 24 pounds. You'd be surprised how much the little things add up to. Her armor by itself is 12.5 pounds. Add in weapons, food, adventure gear... She is currently carrying 48 pounds of equipment. I was just lucky that one of the loot drops was a +1 Cloak that I could enchant with Muleback Cords.

I don't know what a sulphur is, but did you remember to add in the weight of your gold?

Ask the barbarian/fighter to carry food and adventuring gear for you.

A donkey or mule costs 8 gp and could carry your mundane equipment as well. So could a riding dog, pony etc. A specifically trained pack animal would be 24 gp.
In a homgame, you could also just buy a small handcart or a wheelbarrow.


demontroll wrote:


A shadow is CR 3, uses a +4 touch attack and does 1d6 STR damage, and at 0 STR the character dies. 12800/800 = 16 Shadows. Shadows are so broken.

If you got a channeling Cleric, and some AoE spells they likely will not reach you though unless you place them in a small corridor and have them surprise attack through the walls.


A skirmisher Ranger also can learn weird Combat tricks.

Grumbaki wrote:

Battle Herald.

https://www.d20pfsrd.com/classes/prestige-classes/advanced-players-guide/ba ttle-herald/

Start off with a Standard Bearer Cavalier (to start providing some bonuses) with variant multiclassing bard. This gives him both Challenge and Inspire Courage.

Gets him heavy armor, full BaB, and can give inspiring buffs to the party.

This is probably the best build here.

Order of the Dragon would be the obvious pick for more support abilities.

If he does not ming being a halfling, he could pick up the helpful trait as well.

The Flagbearer feat would be good for such a character as well, especially if you let him find the Banner of the Ancient Kings later on. A Courageous weapon could complete his build.


Leonhem wrote:

Tessaiga

This masterwork Katana appears to be rusted and beaten from battle-wear.
Exotic One-Handed Melee
Katana, Critical x2, Slashing
Int- 13 Wis- 13 Cha- 10

You forgot that the Tessaiga grows to large size when wielded. Also it is not really a one handed weapon.

Maybe give it the Impact ability and treat it as a large Nodachi.

Also the Windscar is a little weak. An average of 26 damage is not going to rip apart collossal snake-dragon thingies. Maybe have it scale with Bab.


Summoner is not problematic, if you don't minmax your Eidolon too much or take the Unchained Summoner

Other things you might want to look at:

Wizard - Conjuration School, Infernal Binder subschool, later on take the True Namer Feat
Cleric - Fiendish Vessel with the right domains
Summon Evil Monster - a feat that adds a lot of Demons and similar creatures to your Summon Monster list
Diabolist - a Prestige Class specialized in Summoning Devils
Souleater - a Prestige Class that deals with Daemons and trades souls


Hard to say without knowing, what characters your group has.

If you do not have Mythic feats: A cyclops Helmet and a magic Scythe or Tetsubo should be sufficent to floor a 500hp guy on a Power Attacking lvl 20 melee character with one strike.
If you wanna make shure it crits use True Strike with some kind of spelltrigger item.


Paladin/Derwish of Dawn/Synthesist Summoner - Cha-based monstrosity, with Smite+doubled Bardic performance, still got some spells

Pre-Errata Scarred Witchdoctor/Bloodrager/X - cast with Con while raging, add Fighter, Cavalier or Paladin for extra boom

Smashbuckler/Eldritch Scion Magus/Sorcerer or Oracle - Cha-based, Fence and Spellstrike and get a full progression

Daring Champion Cavalier/Hexcrafter Magus/Witch - same as above, but Int based

White Haired Witch/Brawler/Magus - Fight with your hair using Int and Spell Combat

Unchained Monk/Empyreal Sorcerer/Druid - two full casting progressions, wild shape+Unarmed Strike work well together


A Vigilante would be interesting for your plan. The dual-identity could help your state a lot.


Paladin/Bard is quite nice, lots of simple abilities
Bard/Summoner or Master Summoner could be killer, you could even go Synthesist, using Summons and support spells
Bard/Scaled fist Monk with Linnorm Style, can fight with Cha


Goblin_Priest wrote:
Locate a vampire, enslave it, use it as your spawner.

You could also build a simulacrum of a Vampire and use that.


" This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable."

Among those the Horse is the best pick or tripping wolf, if you are small.

If other mounts are allowed, check out the Ankylosaurus or the Arsinotherium.
In general pets with secondary effects like Grab, Poison, Stun can be useful for you


Three Feats (Nature Soul + Animal Ally + Boon Companion) gives a Barbarian a full Animal Companion.

The Mad Dog loses 5 Rage Powers over the course of his career and cannot be an Invulnerable Rager. So at later levels the Archetype loses out.

You could also play a Mounted Fury, which pays less for a more restricted pet. If you are an Orc/Half-Orc with the Beast Rider Feat you can add dinosuars to your list, if not there is still the monstrous mount feat.


I am not a fan of the perequisites. They seem a little harsh.

Why do you need Dodge, Iron Will and Power Attack? Without Bonus Feats this takes away all feats a level 5 character has away. Also none of these feats work together or with class features.

Why Acrobatics? His talents/proficencies even show the guy running around in heavy armor. Also as a fighter or Paladin with Int 10 the guy will have no custom skills left.

Class features:

Most are okay and certainely flavorful, but a little more boom would be cool. Some consistent way to keep up competitive damage vs non-dragons.

You could add a line that makes the Dragonbane/Damage Bonus count as Favored Enemy for Feats/Items. Could open up some Ranger stuff for him.

Half of the talents are protecting from breath weapons. Who would pick all of those.

Improved Critical, but only vs Dragons is a truly pathetic talent. Either make it normal Improved crit or buff it up. For example by increasing the crit multiplier as well.


Probably said before, but a wizard/cleric hybrid. Squishy divine caster.

Also Druid(wild shaping)/martial

Torvald Nom wrote:

Not sure if it's already been posted, but Samurai x Unchained Monk for some sort of 'Zen Swordmaster' or 'Bladed Mystic'. Just thinking of the term "Flurry of Blades" or "Bladed Flurry" fills my imagination with Samurai Jack-styled swordfights :)

Also slightly off-topic, but more Tian Xia-inspired class alternatives, like a Wizard-alternative called Shugenja.

Just play an Unchained Monk with Ascetic Style and a sword.