It's funny that you say that because I originally was going to make thematic specializations but my initial attempt was too complicated for what I imagine falls in line with an Unchaining process. I feel like bombs have enough Discovery support and functionality already which is why I completely left that mechanic alone.
Cyrad hit the nail on the head I think. Archetypes and Paizo's awesome writing have given us the tools to create character concepts without a whole lot of weird cross-classing. Though I will say, there is still some satisfying results from multiclassing fighting types, but multiclassing and stylizing 9th level casters still feels clunky and unappealing and that's something I would like to see changed but I don't have any good ideas for accomplishing that.
I've always loved the alchemist class for all the zany weird things it can do and the cool aesthetic, but no matter how I've built it, I've never found the Alchemist to be a terribly satisfying class to play as. So I wrote a fan-Unchaining and I hope people like it.
Trekkie90909 wrote: I'm actually fine with the way they balanced hidden strike, and I can see why they did it. It does make the wording a bit strange for various archetypes/rogue talents. This could be addressed with a simple line saying that hidden strike damage stacks with/counts as sneak attack damage for the purposes of class ability and feat per-requisites. And an easier way to word the ability is to say that it's d4 SA that does d6's when the target is unaware or non-hostile. That way you don't even need the caveat of "oh btw this also counts as SA for everything else in the game besides us wanting to call it something else" It should really be doing d8 on the surprise attack because you're only going to get that once, MAYBE twice on the same opponent unless you're dipping 2 levels of ninja.
The main thing that needs to be changed about Avenger is that it needs something else at level 1 besides full BAB. Avenger has 2 good saves, +1 to hit, and a +4 bonus to 1 mental skill and also intimidate. It doesn't even get d10.
It's not even a 3/4 BAB class getting a buff, because Avenger's talent selection makes it a fancy fighter. At the very least it should do what it is and give a bonus feat at level 1, or give Some kind of practical combat ability the way all the other melee classes do. Level 1 matters!
Orfamay Quest wrote:
This isn't a superhero game :P You're thinking of Mutants and Masterminds. chbgraphicarts wrote:
This is a very strong point. As are others, such as stationary game limitation. Paizo is working a little too hard on the super hero motif. The class should have a collection of neutral abilities to pick from and most of their core abilities could honestly be plugged away into that category.
I think Vigilante is a stand-alone concept that could make very fun D&D games. The structure makes it so a complete 4 person party could all be vigilantes and have a medieval fantasy super hero game in pathfinder, which I think is Great. I also agree with most people in here that it's not a very unique class, it's not very powerful, and it's not really up to snuff. One of the main things that hybrid classes get in pathfinder is greater action economy than full BAB and full caster classes. Magus gets spell combat, bloodrager gets bloodrage spells, Warpriest gets fervor, Summoner has a powerful companion, as does Hunter. Bard can still fight while bardic music if singing, and alchemist... Could also use some work in this regard. I agree with Pixie in one big point. Vigilante almost touches on a very cool niche, the master spy shadow dancer, but it doesn't quite do it very well, because of how heavily the class is invested into the hero/alt ego concept. Too many ideas shoved into one box.
Chengar Qordath wrote:
Is there any word on whether there will be another playtest released before the final printing?
Extra Vigilante Talent should very much be a feat.
James Gibbons wrote: I want full BAB. It Deserves full BAB. Drop 5 and 6 level casting. Get full BAB. It's all I want in the world. Then write up a spec for a full BAB + 4th casting and its selectable talents for a DM to consider when you play.
I think Avenger has a good mix of abilities that keep to its goal of back alley hero, with the addition of some solid martial abilities.
I do think that Nothing Can Stop Me needs to have a bonus to damaging objects in order to be more useful. Most of the Avenger talents are feats that scale a bit while leveling.
I agree with you there, I haven't seen anything that's more or less powerful than other selectables in other classes, besides some of the warlock abilities (which is understable considering they give up half of their talents just to keep up with normal spellcasting progression) Point still stands, two talents to ignore ACP on 3 skills? Weak weak.
The most populated city in europe in the 1400s (A decent era to compare to medieval fantasy) had 240,000 people living in it. The average City came closer to 50,000 people. So at level 9, you have an attitude improvement and an intimidate bonus with 1/10th of the entire population of a sizable city, which is pretty damn awesome. I think a lot of people forget that in medieval times, there just weren't that many people around. In a setting in which the world is more populated than a relative real world historical era would suggest, just ask the DM to have that increase in available people be reflected in the numbers for the ability. If your average city is more like 100,000, then scale the ability up to 10-20k at level 9.
Armor Silence: Ignore ACP for Stealth checks.
So, the main thing about Viligante Talents is that they are relatively powerful class abilities, hence the developers leaning toward not making a feat to select more, like most classes can with their selectables. With that in mind, these talents are Weak.
Suggestions for improvement: Lump them together, either from the start, or have Armor Silence at entry that scales into Armor Skin at level 4/6. I would even go so far as to suggest ignoring ACP entirely (rather than just for jumping and sneaking) since this bonus isn't available in mundane and social identities.
I fully support the idea that warlocks should have light armor casting. This is not a 9 spell level arcane class, which are the only arcane casters (outside of prestige) who have to deal with spell failure on light armor.
It should Not cost a talent, especially considering the class itself has medium armor prof. and shield use.
I fully support the idea of making Hidden Strike do Sneak Attack damage rather than it's own unique precision damage. At the very least it should have a note in the ability that Hidden Strike damage is considered sneak attack damage for feats and magic items and whatnot. A good re-tooling of the ability would be writing it as normal sneak attack damage, or even d4 sneak attack (if their goal was to make it less effective than normal SA, such as a Dagger Master using anything except daggers) and then give additional effects/damage when the target is unaware or friendly.
Title says it all pretty much. I would like to know how many feet you can fall in 1 round.
As far as I know there's no rules in the game for harvesting poisons from monsters. That'd just have to be up to your GM. I don't think you would be able to get enough venom every day to coat a great axe. =x Also holy crap, a pint of venom is a crazy amount of venom. You could probably kill a country with that much.
You absolutely get multiple attacks from Chill Touch. What a lot of people don't know is that once the initial held charge of chill touch is spent, the spell actually becomes a buff allowing you to make these extra touch attacks.
I found out this from Devs a while back and thought it was super interesting. The same logic applies to other similar spells like Frostbite.
Why are you wasting your time asking the Rules Question board questions if you're just going to ignore what people and do what you want?
Also, Alemist Bombs are magic. It's a supernatural ability, meaning it's a magical effect that doesn't work in areas without magic.
You will never get a bonus to your ability score modifiers. You will only ever get bonuses to your ability scores themselves. Your modifiers are based off that score, so when something says "+4 str" or "+200 int" always assume it means the ability score. When it says +2hp per hit die, it's just summarizing the effect of gaining 4 con, which translates into +2 con, which is +2hp/level.
You have misinterpreted your quote about large creatures.
Creatures are only ever effected by area effects once, regardless of how many squares they fill. In regard to your question about swarms: A swarm is a single creature regardless of what it's made up of, thus an area effect would only affect a swarm once.
The alchemist discovery Alchemical Simulacrum allows you to create a lesser simulacrum that is a creature rather than an illusory construct. My question is, since this is a creature and not a spell effect, does that mean you can heal it with magic like you could any other creature, or can it only be healed going through the expensive magical lab process? My instincts are going with yes, it can be healed, because it's a creature, but I would like some feedback.
Ok, as a DM I would allow these shenanigans.
You qualify to take Improved Familiar. Unfortunately, the feat requires arcane caster levels, which you do not have. The Eldritch Heritage stuff you were pulling gives you an effective sorcerer level of Character -2, exclusively for the purpose of scaling the abilities of your bloodline powers (in this case, your familiar). From a straight rules look, you can take the feat, but it provides you no benefit, you can't get that imp, since you have no arcane caster level, making it so you cannot obtain any of the options from the feat's chart. Still, I would allow you your imp, since it's pretty badass to get your hands on a familiar without it coming from a class ability.
Updated Version: d10, Full BAB, Good saves: Fort Will, Number of spells per day as Paladin, Skills 4+int.
Spellcasting is Cha based and spontaneous. Spells Known (Spell level - Number Known) and Class abilities.
-Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons and with light armor, and shields, but not tower shields. -Detect Magic (Sp)
60 feet and determine the strength of the magical aura and the school of magic (with a successful Knowledge Arcane check), learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the hexblade does not detect magic in any other object or individual within range. -Hexblade's Curse (Su)
as a move action, use this ability a number of times per day equal to ½ his hexblade level (minimum 1) plus his charisma bonus, and each effect lasts for 1 minute.
damage rolls, checks, and saves. Will negate DC 10 + ½ the hexblade's level + his Charisma modifier.
will save DC 10 + ½ the hexblade's level + his Charisma modifier or is cursed and takes a -2 morale penalty on all attack rolls, damage rolls, checks, and saves for as long as they are within 5 feet of the hexblade, and for 1d4 rounds after leaving the affected area.
-Arcane Resistance (Su)
-Fate's Path
around them. A hexblade chooses one Fate's Path which continues to progress as the hexblade gains levels.
-Mettle (Ex)
completely negates the effect. -Shadow Companion (Su)
magical components. Once created your shadow companion stands with you in battle, hindering your enemies' defenses. The shadow companion can look like any medium sized creature, but the appearance is set on creation and cannot be changed.
modes of movement as the hexblade, and acts during his turn each round. It follows his mental commands perfectly- in effect, it is merely an extension of his will. The shadow companion remains in place and takes no actions if the Hexblade is unconscious. If the hexblade dies, his shadow companion is instantly dismissed.
square. Creatures can enter the shadow companion's space without penalty, but it must occupy its own square in order to have any effect on enemies. It is immune to any damage, and is immune to effects that affect creatures, but it can be dispelled and suppressed just like a spell effect. His shadow companion is treated as a spell whose level is equal to ¼ of his hexblade level. If it is dispelled, it automatically reforms at the hexblade's side 24 hours later.
automatically recognize it as an illusion. If it is more than 120 feet from the hexblade at the start of his turn, it instantly reappears adjacent to him. -Spells
A hexblade can cast any spell he knows without preparing ahead of time.
against a hexblade's spell is 10 + the spell level + the hexblade's Charisma modifier.
given on Table: Hexblade. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Hexblade indicates that the hexblade gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
of spells. The hexblade’s selection of spells is extremely limited. A hexblade begins play knowing two 1st-level spells of the hexblade’s choice. At each new hexblade level, he gains one or more new spells, as indicated on Table: Hexblade Spells Known. (Unlike spells per day, the number of spells a hexblade knows is not affected by his Charisma score.
-Fate Magic
-Greater Hexblade's Curse (Su)
-Siphon Weapon (Su)
to your hexblade level. These rounds need not be consecutive, but each new activation of the ability requires a swift action.
temporary hitpoints stack, to a maximum of your hexblade level. -Nullify (Su)
additional time per day for every 4 levels after 8th, the hexblade may target a single opponent to temporarily remove one of their powerful defensive abilities, for a number of rounds equal to ¼ his hexblade level. Will save DC (10+ ½ Hexblade level+ Cha) negates. Only one Nullify effect can be active on a target at a given time. If Nullify is used again, even if used by another Hexblade, the new Nullify ability replaces the active one. Nullify may disable any one ability listed below per use:
-Denying Blood (Su)
-Improved Siphon Weapon (Su)
who casts spells or has spell-like abilities with a limited number of uses per day, roll 2d4. The creature loses one spell, spell slot, or use of a spell-like ability whose level is equal to or less than the number rolled. If the creature has more than one spell at the rolled level, determine which spell is lost randomly. This ability targests spells before spell-like abilities. A creature's spells and spell-like abilities cannot be siphoned more than once per round, regardless of how many times they are hit. -Aura of Paranoia (Su)
-Dire Hexblade's Curse (Su)
-Greater Siphon Weapon (Su)
like abilities lost, improves to 3d4. Additionally, the hexblade may enhance any number of weapons with Siphoning, but each weapon uses up an additional round of Siphon Weapon per round of use. Whenever the hexblade successfully Siphons a spell or spell-like ability, he gains 1 temporary spell slot that can be used to cast any hexblade spell he knows. This temporary spell slot lasts for a number of rounds equal to your charisma bonus. -Master of Misfortune (Ex)
---Paths of Fate--- Rime
checks and take a -10ft morale penalty on all forms of movement, to a minimum of 5ft. Second Misfortune: Doombite (Su) – As a standard action the hexblade may spend one use of his hexblade's curse to afflict a creature with new curse, Doombite. On a failed save the afflicted creature takes 2d6 points of cold damage each round for a number of rounds equal to ½ of the hexblade's level. On a successful save, the subject only takes 1d6 points of cold damage. Will DC 10+ ½ of the hexblade's level + his Charisma modifier negates. Third Misfortune: Phantom of Ice (Su) – The hexblade's Shadow Companion may leave a trail of ice as it moves, covering each 5 foot square of its movement with a thin sheet of ice. This ice follows all rules for environmental ice hazards, and for each full round a creature (besides the hexblade) spends on this ice, they take cold damage equal to your hexblade level. The ice from this effect lasts for a number of rounds equal to your hexblade level. Any fire, as well as environments above 110º causes the newly formed ice to melt after one round. Fourth Misfortune: Vengeful Fog (Su) – The hexblade is constantly under the effect of Wind Walk and may bestow curses even while in gaseous form. Fifth Misfortune: Freeze Over (Sp) - As a standard action, the hexblade may target a creature suffering from his Hexblade's Curse or Doombite that is standing on ice. That creature is affected by the Icy Prison spell as though they failed their save. This ability can be used Charisma mod number of times per day (minimum 1). Final Misfortune: Each of the following abilities is empowered in the following ways.
10ft (Perfect) to 60ft (Perfect).
immune to this effect.
Downfall
First Misfortune: Stumbling Luck (Su) - Creatures have a 25% chance to fall prone and take 1d6 falling damage at the start of each of their turns while under the effect of your Hexblade's Curse. If the creature is flying, they instead fall 20ft, taking 2d6 points of falling damage and falling prone if they hit the ground. Creatures who are not flying and cannot be tripped are immune to this effect. Second Misfortune: Faulty Gear (Su) – Whenever a creature fails their save against the Hexblade's Curse, choose one piece of equipment to gain the Broken condition. If the equipment is magical, the creature (or the equipment if it is intelligent) makes a second will save to resist this effect. If the creature does not have equipment, they instead take 1d8 points of damage which cannot be resisted. Third Misfortune: Bumbling Shadows (Su) - Opponents adjacent to the hexblade's Shadow Companion also receive a -2 penalty on their CMB and CMD. Additionally, once per round when a creature adjacent to the Shadow Companion would make a d20 roll, the hexblade may, as an immediate action, force them to roll twice and take the worse of the two rolls. Fourth Misfortune: Greater Misfortune – The hexblade's Cursed Aura now effects all creatures within 10ft, the effects linger for 1d8 rounds rather than 1d4, and the hexblade's Direct Curse also effects each opponent within 15ft of the target, receiving will saves as is normal for the Hexblade's Curse. Fifth Misfortune: Luck Thief (Su) – When an opponent suffering from the hexblade's curse threatens a critical hit, or makes a critical save, the hexblade may, as an immediate action, cause that roll to instead become a 10, and the hexblade gains a luck charge. This luck charge may be spent as an immediate action to allow the hexblade to make one attack roll or save using the stolen number as their effective die roll. The hexblade may only gain a luck charge a number of times per day equal to their charisma bonus, and a luck charge lasts a number of rounds equal to the hexblade's level. Final Misfortune: Each of the following abilities is empowered in the following ways.
+1d6.
and the damage to creatures without equipment becomes 2d8.
3 times and take the lowest result.
casting of Remove Curse or similar abilities.
Pandemic
Whenever the Hexblade successfully attacks a target with the Gut Wrenching Curse and deals damage, the target must make a fort save DC 10+ ½ of the hexblade's level + his Charisma modifier to avoid becoming staggered for 1 round. Second Misfortune: Plague Spreader (Su) – As a standard action the hexblade may spend one daily use of his Hexblade's curse in order to use Contagion as a spell-like ability. Third Misfortune: Shadow Festering (Su) - The hexblade's shadow companion may forgo it's penalties to AC and saves for one round to instead force a diseased creature to save against their disease for normal damage indicated by the disease. A successful save against the disease provoked by this ability does not count as a save for the purpose of curing the disease.
Fourth Misfortune: Scourge Possession (Su) – Once per day as a standard action, the hexblade's shadow companion may possess a corpse. This ability functions as Create Undead with a caster level equal to your hexblade level, with a maximum number of HD equal to your hexblade level +4. The created undead is an extension of your will in the exact same way as your shadow companion. This undead remains animated and under your control until destroyed or dismissed, and is not subject to control or turning as a normal undead. Your shadow companion cannot leave the corpse unless it is destroyed or dismissed, and in either case your shadow companion is considered dismissed and does not return for another 24 hours. Fifth Misfortune: Breath of the Wretched (Su) – As a standard action, the hexblade may make a 30 foot cone attack that afflicts all within the area with Hexplague (despite its name, Hexplague is a poison, not a disease). Hexplague—Inhaled; save Fort DC (See text); frequency 1/round for a number of rounds equal to your hexblade level; effect 3d6 damage; cure 2 saves. Fort save DC (10+½hexblade level+charisma mod). Each round the creature fails a save against Hexplague, they are forced to make a new save against the effect of each active disease with a -2 penalty to their save, and if they make a successful save provoked by this ability, it does not count toward curing the disease. This ability can be used Charisma mod number of times per day (minimum 1). Final Misfortune: Each of the following abilities is empowered in the following ways.
successful save, the target becomes sickened for 1 round. If the victim of the Gut Wrenching Curse is staggered and is successfully attacked by the Hexblade and takes damage, they become stunned for 1 round.
created by Scourge Possession, freeing your Shadow Companion without harm rather than dismissing it.
Pyre
of fire damage equal to ½ the hexblade's level. Second Misfortune: Cursed Fire (Su) – As a standard action the hexblade may spend one daily use of his Hexblade's Curse to deal 2d6+1 per hexblade level fire damage as a ray attack with a range of 60 feet. Third Misfortune: Ghost Bomb (Su) – As a free action the hexblade's Shadow Companion can be dismissed as though dispelled (cannot return for 24 hours) in order to explode, dealing 1d6 damage per hexblade level in a 10 foot radius, half of this damage is fire and half is negative energy. Reflex save half, DC= 10 + ½ hexblade level + cha mod. Creatures that fail their reflex save are treated as though they are adjacent to the Shadow Companion for 1d6 rounds. Fourth Misfortune: Cauterize (Su) – As a standard action the hexblade may use the power of flame to heal his wounds. He can use this ability to heal a number of hitpoints per day equal to twice his hexblade level, and can spread this healing over multiple uses. Any amount of healing by this ability ends all active bleed effects. Fifth Misfortune: Foeruption (Su) – As a standard action, the hexblade may cause their curse to explode. The duration of the hexblade's curse ends and the creature must make a fortitude save DC 10+½ hexblade level+cha. On a successful save, the creature takes 3d6 fire damage, on a failed save, the creature takes 6d6 fire damage and catches fire. Regardless of whether the creature succeeds or fails, all creatures within 15ft take 3d6 fire damage, reflex negate, DC 10+½ hexblade level+cha. This ability can be used a number of times per day equal to your charisma bonus (minimum 1). Final Misfortune: When a creature catches fire from a Hexblade ability, they take 2d6 fire damage per round rather than 1d6. In addition each of the following abilities is empowered in the following ways.
ray hits the creature must make a DC 15 reflex save to avoid catching fire.
become vulnerable to fire damage for 1 round (obviously creatures immune to fire damage are not affected by this) and catch fire.
damage on a successful save increases from 3d6 to 5d6, and the damage on a failed save increases from 6d6 to 10d6, and the creature catches fire even if they succeed their save.
Darkness
Vanish as a spell-like ability, using his hexblade level as his caster level. Second Misfortune: Darkening World (Su) – Creatures affected by the Hexblade's curse must make a second save or also be blind in addition to the morale penalties for the duration of the curse. Third Misfortune: One with Darkness (Su) – The hexblade becomes covered in his Shadow Companion, appearing to be a sillouette of darkness. While sharing space with his Shadow Companion, the hexblade gains a fly speed of 5ft per hexblade level (average maneuverability) and is under the effect of Blur (20% miss chance). Fourth Misfortune: Shadow Leap (Sp) – The hexblade may use Shadow Step as a move action a number of times per day equal to 3+½ hexblade level. The hexblade may also use up two uses of this ability as a standard action to use Dimension Door but the start and end point of the teleportation must be in areas of dim or lesser light. Fifth Misfortune: Shadow Terror(Sp) – At will: Darkness.
hexblade's curse who are in an area of dim or less light. Save DC= 10 + ½ hexblade level + cha mod. Final Misfortune: Each of the following abilities is empowered in the following ways.
under magical sleep for the duration of the curse.
of the movement are in areas of dim or less light, and as a standard action two uses can be expended to use Teleport as long as the start and finish of the movement are in areas of dim or less light.
Killer from this ability, they are panicked for a number of rounds equal to ½ hexblade level.
Holy
Blessing, and gains a morale bonus equal to ½ of the Hexblade's Curse morale penalty. Second Misfortune: Eldritch Rejuvenation (Su) – As a standard action a hexblade may spend one daily use of his Hexblade's Curse to heal 1d6 points of damage for every two hexblade levels he possesses. With a successful touch attack this ability can be used to deal positive energy damage to creatures vulnerable to positive energy. Third Misfortune: Guardian Spirit (Su) – Whenever the hexblade's Shadow Companion is sharing a square with the hexblade or an ally of the hexblade, that creature benefits from Protection from Evil. This ability only grants one additional save against the same spell effect even if the Shadow Companion leaves their square and returns later on. Fourth Misfortune: Wolf of Freedom (Sp) – The hexblade may use Ghost Wolf as a spell-like ability, CL equal to his hexblade level, once per day for every 5 hexblade levels he possesses. When using this spell-like ability, the hexblade may choose to have the wolf made of roiling white mist instead of black smoke. Fifth Misfortune: Arcane Smite (Su) – The hexblade may Smite Evil as a paladin with an effective paladin level equal to his hexblade level a number of times per day equal to his Charisma modifier(minimum 1, maximum 5). Final Misfortune: Each of the following abilities is empowered in the following ways.
hexblade's level.
altering effects made by the target of the smite.
---Hexblade Spells---
Weapon, Mount, Magic Aura, Prestidigitation, Protection from (Alignment), Phantom Threat, Sleep, Read Magic, Hideous Laughter, Unseen Servant.
Protection from Arrows, Pyrotechnics, Rage, Resist Energy, See Invisibility, Spider Climb, Suggestion, Summon Swarm, Touch of Idiocy.
Nondetection, Phantom Steed, Protection from Energy, Slow, Stinking Cloud, Vampiric Touch, Wind Wall
Enervate, Fear, Greater Invisibility, Phantasmal Killer, Polymorph, Scrying, Sending, Solid Fog ---Hexblade Feats---
Path of Vengeance
Extra Curse
True, that it's more powerful at lower levels, those powers don't scale up against 6 levels of spellcasting. Even the 6/8th level inquisition powers tend to pale to the function and flexibility of prepared casting, not to mention the fact that the powers are usually once a day. Either way, my big pickle with this is that I feel the class is not fairly compensated for the abilities it gives up. Power levels aside, spellcasting justifies inquisitions. I really feel like spell recall could use its own replacement ability with the Tovenaar, even if it's just as uncreative as being able to spend arcana points to gain back daily uses of inquisition powers. Maybe 1 for 1 for powers that you get multiple uses per day (rage rounds, powers that give 3+stat/day) and 2 for 1/day abilities, or as mentioned, a few more magus arcana over the course of the 20 level progression. Why inquisitions instead of arcane schools?
Oh my, I'm rather late on this ship. I had some comments about Tovenaar.
Alternatively, you could ignore my complaints about spell power and the like, and perhaps take a loot at the Tovenaar attack bonus and HP, perhaps giving them an ability like the 3.5 Swashbuckler's Grace ability, and granting the Tovenaar an attack and HP bonus while leveling, such as an additional +1 to hit every 6 levels and an extra HP each level (cheesy, I know) My suggestions aren't the best, but I really feel like dropping spellcasting, cantrips, spellstrike, spell recall, knowledge pool, improved spell recall, and greater spell access all just for the inquisitions really downplays the potential of the concept for Tovenaar and makes the archetype so weak overall that it would not be appealing enough to compete with other magus archetypes and the core class itself. I LOVE the concept of Tovenaar, but it just doesn't feel finished.
It would make it usable period. Since you can't actually travel with your move action in the same turn that you Warp normally. And yes! Archetypes :3
SmiloDan, that's a pretty awesome Archetype.
Also! I made an Archetype for this :3
Blinkstrike Assassin: Blinkstrike Assassin -Hidden Warp(1): The Phase may make stealth checks after using Warp. Even if the Phase has no cover or concealment, he is considered hidden for one round after using this ability (meaning creatures still must make perception checks vs his stealth check to be aware of the Phase). Any creature attacked by the Phase becomes aware of him, including the effects of Impact and Forceful Entry. This ability otherwise functions as Warp. -Into Shadows(1): The Phase gains a bonus to stealth checks equal to half their Phase level until the end of their next turn after using Warp. This ability replaces Planar Expert. (They do not lose the bonus to the stealth roll they made while benefiting from Into Shadows, so a Phase that remains hidden still gains this bonus on their initial stealth check.) -Fade (2): The Phase gains the Fade phase art even if he does not meet the prerequisits. -Sneak Attack (3): The Phase gains the sneak attack ability (see rogue). He deals an extra 1d6 damage at 3rd level, and an additional 1d6 damage for every 4 levels past 3rd (7, 11, 15, 19). If the Phase has Sneak Attack from another class, combine the damage. This ability replaces Rush, and the Phase may not take Rush Phase Arts. -Hidden Arts (4): The Phase may select Rogue Talents in place of Phase Arts. -The Blinkstrike Assasssin may not take Rush Phase arts, nor can he take Medium Armor Assault and Heavy Armor Assault.
I just realized something about Phasic Getaway.
Edit for Dimensional Slash:
Also the bonus feats should include feats that list Dimension Door as a prerequisite in addition to combat feats, so the phasewalker can pick up dimensional agility feats. Also gettin some feats up in dis! Extra Inertia Pool
Extra Phase Art
Some commentssess All the Comments: Rift Aura: This ability is stupid expensive. You're already spending Inertia almost every turn for Warp and Rush, dumping 1-10 points per round on Rift Aura would bleed you dry in an instant. I would change this ability to cost 1 point for a number of rounds equal to Cha mod, I would make the bonus to hit an insight bonus (because typed bonuses are important to avoid imbalance) and have it scale at every 6 levels instead of every 4. I'm very adament about the point cost but not so much about the bonus progression. Rift Projection: Needs adjusting in regard to my suggestion for the Rift Aura mechanic. Also I see you have the ability affect creatures in an area. Why not make it a burst effect, you hit a 5ft radius burst and any creatures caught in that burst grant that bonus to hit to you for the normal Rift Aura duration? In my head I imagine a little phasic burst and the creatures caught in it having this wibbly little body aura over them. Your targeted aura is fine too, just a suggested alternate idea. Disrupting Aura: I like that this has a heavier action cost. The wording on your ability is funky though, it reads like you're granting the spellcaster +4 on concentration checks. "If the target creature attempts to cast a spell or use a SLA, they must make a concentration check with a -4 penalty or lose the spell." and then every 4 levels it gets tougher. I feel like you should also include that the target doesn't suffer any of the normal Rift Aura penalties since this one is pretty beef as is. I'm not so well versed on pathfinder concentration checks, is there a flat number or is there normally a DC? Distortion: My original concept was a mechanic similar to the Hexblade's Dark Companion in the 3.5 Player's Handbook 2. The ability entry is here
Debilitating Distortion: I think it's a little excessive, inertia-wise, to use this ability. I think a more simple mechanic would be, for 1 point of inertia, the Distortion lets out a 5ft radius burst around itself, foes in the area make their save vs the listed debuff, for a number of rounds equal to the Phasewalker's Cha mod. Dread Distortion: "As move action, the Phasewalker may attempt to intimidate any number of creatures affected by his Distortion. He recieves a bonus to this check equal to 1/2 his Phasewalker level, but takes a -1 penalty for each creature he attempts to intimidate beyond the first." And then intimidate checks have a standard number of rounds that the effect lasts for. You're spending 2 class abilities to be able to intimidate more than 1 person at a time, so I don't feel like it's something that justifies spending an inertia point. Destructive Distortion: Woah that's a beefy amount of damage, and force damage is no laughing matter. This very much should cost Inertia points per use, maybe even have a limited number of times per day. Distortion Prereqs: Destructive, Dread, Distended, and Debilitating don't really need to have all of them clumped together. I suggest just making each of them have a prereq of Distortion and not need all the others too. Also Distended Dread and Debilitating have pretty hefty requirements level wise. I think you can get away with all of those being 8. Dimensional Prison: Ouch that's a hefty point cost. This is only a 4th level spell. I say, 1 point to use, and have a limited times per day. 1/day at level 8, and then one additional time every 6 levels, so 3/day at level 20. CL = Phasewalker level. Disruptor: Same thing as Dimensional Prison, take the point cost down to 1 and make it limited per day. 1/day at 16, and one additional every 4 levels, so 2/day at level 20. Fade: This is expensiiiive. Ok my suggestion- Level 4 phase art, 1 point, gains the effect of the Vanish spell. At level 10, the invisibility effect stops becoming illusory and becomes a planar physical effect, defeating invisibility purge and true seeing. *Everfading, as a 6th level phase art, which allows the phasewalker to spend 2 points to gain Invisbility as the spell rather than Vanish* Armor Assault: Do you want to include medium and heavy loads into these abilities too? Twisted Impact: So this ability is essentially used to weaken the atomic structure of an object so it can later be sundered more easily?
Extra Warp: Have you changed how Warp works? I thought it was a set distance and then uses inertia pool points. Anyway, as for what I know of the class abilities, this should say "Add 10ft to the maximum distance traveled when you use Warp, this may be taken up to 3 times, its effects stack" Impact: This should probably be level 4 or 6. Teleporting Prowess: I see there is no elaborated explanation for this, did you drop the concept? I feel like the Phasewalker should be able to CMB teleport from a grapple normally, and then maybe get a bonus to it or some other grappling effect from Teleporting Prowess.
Forceful Entry: Add in "If you succeed, you may not move with the bullrush against any creature bullrushed using this ability" Also, should say it costs 1 point of inertia in addition to the cost of using Warp. Warp Armor: I feel like this could use a better name, like Imdomitable Teleporter Blink Strike: This needs to specify that the target needs to be directly between the origin and destination of the warp, and have line of effect. Drudge: Will save DC 10+ 1/2 Phasewalker level + Phasewalker Cha mod. Tearing Warp: This should require a will save to negate, but if the Phase is already grappling, then they should skip the special combat maneuver. This ability costs 1 point of inertial pool in addition to the costs of using Warp. *Tearing Shunt: Level 15, The Phasewalker may leave their victim of Tearing Warp off at any open square on the line of travel between their origin and destination. *Greater Momentum: Whenever the Phasewalker uses Momentum, they do not take the penalty to hit while using the Power Attack feat. Flash Warp: This is awesome xD I have nothing to add. Burning Rush: Should add in "After a Warp, the Phasewalker may choose to enter a modified Rush called a Burning Rush" so that they can choose not to be on fire. Phantom Rush: Very cool. F@&@ you ghosts! Who you gonna call! >:D Havoc Trooper: This is a neat touch, I can see that being a popular phase art. *Phasic Getaway: When a Phasewalker beings to Rush, he may forgo all his other bonuses from Rush to instead double his Rush move speed bonus for the duration of his Rush. *Long Warp (Level 8): The phasewalker may spend 2 points from his Inertia Pool to Dimension Door as the spell. *Very Long Warp? (Level 12): The phasewalker may spend 3 points from his Inertia Pool to Teleport as the spell. *Super Duper Long Warp! (Level 15): The Phasewalker may spend 3 points from his Inertia Pool to Plane Shift. * = Newly suggested Phase Arts
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