Iceman1077's page

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Hey everyone. I am working on creating a gambler type character, sort of a cross between Gambit and Mat Cauthon from Wheel of Time. I've been working on it for awhile, and I came up with the idea of using the Unchained Monk as my base. I am making it a chaotic alignment, and having the AC and ki pool use CHA instead of WIS, kind of indicating that he is bending luck to fuel his abilities. I am turning some of the Luck feats from 3.5 into ki powers, and getting rid of some of the existing powers (need help deciding which to drop - about 10-12). I also wanted to give him Deadly Dealer as a bonus feat, and let him act as if he has Arcane Strike as long as he has at least 1 ki remaining. This would replace stunning fist, and he would get the increased plus to damage at 4th level and every 4 after that, and at 8th level he could do it as a free action instead of a swift. I would let him flurry with cards and/or unarmed strikes(not sure if it should just be one or both). Finally, I want to replace the style strikes with abilities for using his cards. At 5th level, he would have basically a bonded deck of standard playing cards that were treated as masterwork and could be enchanted, and the cards aren't destroyed when he throws them. At 9th level, he would get the Ki missile ability from the Far Strike Monk archetype, and at 13th, he would get the Trick Throw ability from that archetype. I still need an ability for 17th level. Finally, I want to add Diplomacy and Sleight of Hand to his skill list, and remove a couple of skills (which ones?). And the couple of obvious changes, make ki strike (lawful) into chaotic, and for perfect self he get DR lawful instead of DR chaotic.

So I need help deciding what powers to drop to add the luck powers? Should he be able to only flurry with cards or with cards and unarmed? Any recommendations for a 17th level ability? Any other abilities that I should replace and with what? Should I add some ranged feats to his list of bonus feats? Any other suggestions or constructive criticism appreciated.


Okay, I've been looking for a good rogue/caster, and I haven't been able to find exactly what I was looking for. The Arcane Trickster didn't fit what I had in mind, and the Eldritch Scoundrel archetype took away far too much from the rogue in my opinion, so here is what I came up with. The Infused Scoundrel - a Rogue with spontaneous casting. I know it probably needs some alteration so please critique and let me know what needs changing.

INFUSED SCOUNDREL (Unchained Rogue Archetype)
Armor Proficiency: An infused scoundrel is not proficient with any armor or shields. Armor sometimes interferes with an infused scoundrel’s gestures, which can cause his spells with somatic components to fail. This alters the rogue’s armor proficiencies.
Class Skills: An infused scoundrel gains 6 skill ranks (plus a number of ranks equal to her Intelligence modifier) at each level instead of a normal 8. He gains Knowledge (arcana) and Spellcraft as class skills. This alters the rogue’s skills.
Spellcasting: An infused scoundrel casts arcane spells drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time. He learns and casts spells exactly as a sorcerer does, but uses the bard’s progression for spells known and spells per day.
The infused scoundrel receives bonus spells known from her bloodline, but does not gain them as quickly and never learns 7th-9th level spells. An infused scoundrel gains access to a bonus spell from her bloodline when she first gains spells known of that spell level.
Blood of Shadows: At 4th level, an infused scoundrel gains the shadow bloodline, as the sorcerer ability, using his infused scoundrel level -3 as his sorcerer level to determine what abilities he gains.
At 4th level, and every 6 levels thereafter, the infused scoundrel gains a bonus feat from the list for the shadow bloodline. He must meet the prerequisites for these bonus feats.
This replaces danger sense and debilitating injury.
Sneak Attack: This increases by 1d6 at 4th level, and again at every 3 rogue levels thereafter. This modifies the rogue’s normal sneak attack progression.
Rogue Talent: At 2nd level and every 3 levels thereafter, the infused scoundrel gains a rogue or ninja talent for which he meets the prerequisites (treating his rogue level as his ninja level). If a talent requires him to expend points from his ki pool, he can instead expend a spell slot with a spell level equal to the number of ki points he would normally expend. If a talent functions only if he has ki in his ki pool, it functions as long as he still has a spell of 1st level or higher prepared. At 11th level, he can select an advanced talent in place of a rogue talent. This modifies the normal rogue talent progression and advanced talent.
Uncanny Training: An eldritch scoundrel does not gain uncanny dodge or improved uncanny dodge. Beginning at 5th level, she can take uncanny dodge instead of a rogue talent. Beginning at 11th level, the eldritch scoundrel can choose to take improved uncanny dodge in place of an advanced talent. This modifies uncanny dodge and improved uncanny dodge.


Okay, I have looked all over the place, and a lot of people think the double hackbut is overpowered. The one thing that NO ONE ever mentions is the fact that the double hackbut requires 6! doses of black powder to fire, according to Ultimate Combat at least, and I see no errata saying otherwise. Does the Ultimate Equipment Guide version supercede the Ultimate Combat version? If not, how does this work with paper cartridges? Can you make them, but for a higher price?


I feel like kineticists that focus on one element could use a little bit of versatility, so I had the idea for this feat. Let me know what you think, please.

EXPANDED COMPOSITION
Prerequisites: Elemental Focus class ability and Expanded Element class ability (must match the elemental focus) OR Focused Element class ability (see Elemental Scion archetype in "Knights of Porphyra" supplement)
Benefit: You may select one composite blast that has your element as a prerequisite. For example, a geokineticist could select Sandstorm Blast, Magma Blast, or Mud Blast.
Special: This feat may be selected multiple times, but to select it more than once, you must have the Expanded Element class ability twice, with both matching the element initially chosen, OR have the Elemental Master class ability (again see Elemental Scion archetype in "Knights of Porphyra" supplement)

Also, as an aside, I think for kineticists that don't specialize, they should be get an infusion at level 7 and level 15. Kinda sucks that they don't, and this seems like it should be a standard part of the progression.


I like the Slayer class, but I want to play a character that is good with firearms, so I developed an archetype for the Slayer class (still need a good name, if anyone has suggestions). I've basically taken some things from other archetypes I've seen. I feel like something is off, but not sure what. Please critique for me.

GUN SLAYER (again, not the final name)

Have Gun: At 1st level, the gun slayer gains the Amateur Gunslinger feat and Gunsmithing as a bonus feat. She also gains a battered gun identical to the one gained by the gunslinger. This ability replaces 1st studied target. He still gains Studied Target at 5th, 10th, 15th, and 20th level, but all bonuses are reduced by 1, and the number of targets he can study is reduced by 1. He does not gain the ability to study an opponent as a move action until 12th level.

Firearm Combat Style: At 2nd level, the gun slayer gains the Extra Grit feat and can use any 1st level gunslinger deed. Every 4 levels beyond 2nd, he can use use any gunslinger deeds at his level-3, i.e. 3rd level deeds at 6th level, 7th level deeds at 10th level, etc. This ability replaces the Slayer Talents gained at 6th, 10th, 14th, and 18th levels, and the gun slayer cannot select Ranger Combat Style as one of his Slayer talents.

I have thought about giving him the Gun Training ability, but not sure what to replace. Is giving up Swift Tracker enough for that? Or should I give it to him twice by replacing both of the Slayer's Advance? Or just give it to him once by replacing one or both of the Slayer's Advance?


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