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It's important, at least for the playtest, that the classes have mandatory features. These are abilites that lend to the core identity of a class and Paizo wants to get feedback on them to make sure they get it right. It's important to remember that we are playtesting the core rulebook and nothing else. 1e didn't even have archetypes at the beginning and getting a solid base helps make it easier to make splat book later. ![]()
I agree with some kind of change in this direction. The problem is that good is subjective and changes from person to person. I have played paladins in games where the DM had vastly different opinions on some of my actions being good or not and at times like that I did not have much fun having to defend my actions for 20 minutes. I once killed an innocent child because he had an illness that would have wiped out a town and we didn't have the time to find the cure. In my character's eyes this was the clear choice for good. Save as many as possible. I lost all my paladin abilities for a month of sessions before I finally just rolled a new character. I don't want to make a comparison to 5e but I'm going to. The 5E oath of vengence is an excellent example of this. That oath boils down to hunting down injustice and stamping it out. I like to think of it like a batman vigilante. Is he good? Is he neutral? A bit of both? The idea of a paladin being stuck to 1 alignment is a relic of the 3.x era that should be changed with this edition. ![]()
I think the idea of leaving the 2nd level replacement is good. Instead of doing the tiers though, I would just let the choose them as gunslinger -3 and let them have 1 deed per talent. I am of the opinion archetypes should have more restricted numbers of items from other classes but the choice to select what few items they get, i.e they only get one of the several deeds available at lvl 1 but they take what they want so they have the freedom to build what they want. I do think you have a good idea here for a base of the archetype. Anyway thats just my opninion ![]()
I need to read more of the slayer myself but from other archetypes, instead of replacing the slayer talents entirely, let the player use them to learn deeds. Talents are one of the core atributes that make each slayer unique. If you just replace them with deeds then you may as well just give the gunslinger studied target and call it a day. ![]()
Flesh carver is what is gained from the diminished Spellcasting and the loss of cantrips is to show that less time is spent studying magic. I am building this to be a archetype for my friend who want to be able to melee but also have 9 levels of caster. This is only me starting point im trying to balance it without it being over powered which has happened before when I try to make a gish. ![]()
Not letting me edit the post for some reason so just going to paste it below. Flesh Carver Some witches are content to stay back and cast their spells and hexes from afar. Others, however, prefer to meet a foe face to face. Taking pleasure in watching them suffer as they not only assail them with magic but cutting in the flesh personally. The flesh carver takes this to the extreme, studying ways to make their enemies suffer with sword and spell together. Weapon and Armor Proficiency
Diminished Spellcasting
Weapon Familiar
Should the flesh carver ever wish to replace her current weapon with a new one, she may do so by conducting a ritual that takes 8 hours to complete and must not be interrupted. After the ritual all spells carved in the old weapon are transferred to the new one and it becomes a normal item of its type. This ability modifies the familiar class feature and replaces cantrips. Spell Strike
Flesh Carving
Carving Focus
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After taking into account many suggestions that I have read from many kind users, I have reworked several abilities and the levels that they are learned. Improved Dragon's Leap now offers a more powerful option for the ability at an increased cost and is gained at 7th level instead of 9th. Superior Dragon's Leap is now what Improved was originally so it has more killing power, and has been moved from 16th level to 13th level. I moved Ignore Height from 13th level to 5th level because the ability scales with Dragon's Leap anyway so it didn't seem like a power shift. I'm still debating on weather to include weapon training from the fighter class, and I'm also working out which abilities are replacing or changing what from the base fighter as I am now treating this as an archetype for it instead of an alternate class. Though it does add a great number of things. I feel like I'm writing a change log for a patch for an MMO at this point ![]()
I think I should point out that the dragon knight isnt a dragon hunter. It is meant to be a class that fights by emulating the dragon. The flurry ability is meant to simulate the multiple attacks a dragon has. The leap and fang abilities are self explanatory. I kept fang seperate from leap so that the dragon knight would have something to do after he used all his daily uses of leap. The class is meant to be mobile so charging into a group of enemies in one round then using flurry the next is a common tactic. ![]()
I have taken several suggestions into account to clean up the current version of the dragon knight. I have added proficiency with all simple and martial weapons, though the main abilities still focus on polearms. As for the items that Scott pointed out.
For Ferocity, it was inspired by the style feat Dragon's Ferocity but is intended only for use with polearm flurry since the style feat only works with unarmed strikes. Dragon's reach only ignores the -4 to hit through partial cover, it was meant to be of use if the dragon knight if fighting over the shoulder of an ally. The knowledge arcane for skills comes from a background flavor of studying dragons but UMD doesn't really fit the flavor. ![]()
Thank you for the suggestions so far, I'm looking for a way to change some of the core concepts of the class to make it more flexible to multiple build ideas. It's not easy to be honest. How does the overall power of the class seem to people? When compared to another melee class does it seem too strong? Obviously with being less flexible it wouldn't be the greatest choice at the moment, but I feel it does what it is meant to well. I just want it to be balanced to start with so I can work on it from there. ![]()
The class is called the Dragon Knight and it is based of what I think a Dragoon from the final fantasy series would be like in the confines of the Pathfinder rules. It is designed to emulated the idea of a dragon while not using any for of magic. It is designed to be an alternate class to the fighter. Please leave any questions or comments in this thread and I will greatly appreciate any feedback at all. Dragon Knight can be found here:
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