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![]() I was looking around the interwebs for a good mini for my PFS ninja and I just came across this site Zenit Miniatures. If I hadn't already ordered the anima tactics model Kagemaru, I might have ordered from here (though the international shipping might have been a pain). Still worth checking out if you are running Jade Regent, I imagine. ![]()
![]() ... instead of good old Stunning Fist? Or some other status condition mechanic? I was surprised to see them get Punishing Kick when Stunning Fist lets you stun/stagger/sicken/nauseate/paralyze opponents all which says ki manipulation to me. Anybody got the skinny? or at least a plausible theory? or amusing one, I'll take those too? ![]()
![]() I have been working on this class on and off for a while, trying to create a class that has the classic ninja tropes and fits in with the other classes, and has the customization options to allow for each ninja to be different. BUT, I am probably too close to this class to see where it might be out of whack. Take a look and tell me what comes to mind :D ![]()
![]() It used to read "In this case, the creator's caster level must be as high as the item's caster level (and prerequisites may effectively put a higher minimum on the creator's level)." Which had some people thinking you had to be that level, or some people saying it just a prerequisite that can be ignored for an extra +5 on your spellcraft check. In any case it it was confusing and discouraging to crafters, PRAISE THE PAIZO GODS it is gone. My crafter can now use his 3rd level craft wondrous feat to make a 1st level pearl of power, yay! (ok so he could have done that anyway with how we ruled on it, but it still feels good to be vindicated) ![]()
![]() So I am planning to play in a new game with a Druid 6/Barbarian 1 and it occured to me that there was a distinct possibility that if this character is brought to 2 hp or lower, while raging, he will flat out die when his rage runs out (Con 12). Now I had heard of this being a possibility, and I have never really liked that barbarians lose hp when they stop raging, but that's the way it's written. Have any of you out there experienced this in a game before? Are barbarians prone to raging to death? Or does it never really get there in most games? Is there a reason that HP gained from raging are not temporary HP? My DM will probably think i am intending to lobby for a change (which I am not), but really I am just curious as to how other people of experienced this quirk in the rules. ![]()
![]() is an alchemist able to mix different bomb effects to create things like shocking concussive bombs? or concussive force bombs? As I read the rules it don't seem to be so. I am wondering if it would be a good idea to change the bomb discoveries so they trade bomb damage for special effects. For example if a frost bomb could trade 1d6 of bomb damage for the stagger effect, instead of doing 1d4 per 2 levels +the stagger effect. This might allow alchemists to create some crazy bomb combinations. While it risks forcing an enemy to save vs a variety of status conditions, they are receiving less damage. Also you could tie the bombs save DC into the number of damage dice rolled so that someone throwing 4 different effects on their bombs, is gimping the DC. edit- to the matter of what type of bomb damage a mixed bomb is, I would say its all of the types indicated. or the alchemist can choose to split it among the number of damage dice he is using (with the minimum being 1 type of damage for all the damage dice). ![]()
![]() So I made a gish class here.
Tejón made his iron mage here and his warding/witching/school specialization were very cool. So then I began thinking about the gish's niche and really, they are sort of backup casters. They should have decent spells and possibly even very dangerous ones, but their scope and breadth should be limited. Sorcerors are in this vein to some degree. They don't get to expand their repertoire as much as wizard but they choose spells from the whole list. Bards get a mishmash but mostly they have enchantments and illusions. So what if a gish class got to pick 2 spell schools to cast from and gain bonus abilities from, almost like 2 domains. This limits them in scope. keeping them from out casting the caster. Each gish might then be very variable in what to expect. I could see trans/evoc being popular combo. Abjur/Nec would be awesome for a creepy hellknight. An illus/ench might be like a bard without music. I still like 3/4 BAB, d8 HD, 4 skills/level, 6 spell levels. That seems inline with making them partial arcane casters. The school powers would also need to be balanced to help them retain some similar features, but the warding/witching seems good for giving them school appropriate melee skills. is this a good idea? is there something I am missing? ![]()
![]() So yeah, they are popping up like hamster babies after after all-night hamster orgy, but I'm always a sucker for a class creation challenge. So her it tis. Some notes on the design: you may notice that the spell list all sorts of expody spells like chainlightning and disintegrate, etc, and some people might go "WTF?". These might be too much, but part of the design of the class is that it is a nuker, but one that has all its nukes centered on itself, which is bad for fighting in a party. Also many of the nukes come at much higher level than similar level wizard/sorceror, so in a way this is an experiment in whether nukes scale with BAB if they come at later levels. I also tried to cull from the spell list anything that favored casting from behind the party line or was more of a "cast at home" spell (with a notable exception of some scrying and communication spells, as weirbrands are soldiers). I kind of came to it thinking, "what spells would they have lost due to underuse?" but anyway there it is. thanks in advance to anyone who points out where its hideously broken (which I am sure there will be ;) Weirbrand
BAB: 3/4
Weapon and Armor Proficiencies:
Spellmarks: a weirbrand studies spells similar to a wizard, but in leu of spellbook, a weirbrand tattoos or scars his flesh with arcane writing, often starting with his arms but eventually covering his entire body. While studying his spellmarks, a weirbrand need not see them specifically, but rather senses the marks on his skin. While a weirbrand cannot normally "loose" his spellmarks, he can loose portions of them if he looses a limb or body part. If he looses a limb 1/5 of the "pages" of his spellmarks are lost. A weirbrand starts with all the cantrips on his spell list, and 3 1st level spells plus an additional number of 1st level spells equal to their weirbrand's intelligence bonus. The weirbrand continually updates his spellmarks as he adventures, adding to their breadth and complexity. After gaining a level a weirbrand adds to spells to his spell marks chosen from any spell level he can cast. He can add additional spells to his spell marks as wizard can add spells to his spellbook, spending the same amount on materials. Spells: a weirbrand casts arcane spells drawn from the weirbrand spell list. He must prepare his spells ahead of time. To learn or prepare a spell, the weirbrand must have an intelligence equal to 10 + the spell level. The DC for a saving throw against a weirbrand spell is 10 + spell's level + the weribrand's intelligence modifier. A weirbrand can know any number of spells, but he does not learn enchantment or illusion spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellmarks. While studying his spellmarks the weirbrand chooses what spells to prepare. The weirbrand learns a number of cantrips as part of his spell training. He can cast them in any armor he is proficient in, without suffering spell failure or having to somatic combat. Spells per level (0, 1st, 2nd, 3rd, 4th, 5th, 6th)
Bonus Language: A weirbrand learns draconic as part of his training. Somatic Actions (Su):
The actions required to fulfill a somatic component depend on the school of the spell: Abjurations require the weirbrand to go on total defense for 1 round. Alternatively a weirbrand can take a standard action strike his weapon against his armor or shield to fulfill the somatic action. Conjurations require the weirbrand to move in a whirling battle dance. The weirbrand must take double move but may only move her speed. Divinations require the weirbrand to concentrate with her eyes closed, not moving and remaining blinded for 1 round. Evocations require the weirbrand to make a successful charge attack. Alternatively the weirbrand can plant his weapon in the ground as a standard action. However, he is treated as having charged for that round, suffering a -2 AC. Necromancies require the weirbrand to spend an action making an intimidate check at DC 10 + twice the spell level cast, or use intimidate to cause an opponent to be shaken. Transmutations require the weirbrand to make a acrobatics check at DC 10 + twice the spell level cast or use acrobatics to pass through a threatened space. Channeled Spells (Su):
Improved Arcane Strike (Su): A weirbrand gets Arcane Strike as a bonus feat at 1st level. In addition any time he uses arcane strike he gains an inherent bonus to hit with a his weapon equal to the arcane strike's damage bonus. Improved combat casting (Ex): A weirband gains combat casting as a bonus feat. He also learns to ignore a degree of pain while holding a spell. He reduces the DC of concentration checks made due to receiving damage by his weirbrand level. This improves to twice his level once he reaches level 10. Evasion (Ex): at 2nd level a weirbrand gains evasion. Bonded weapon (Su): At 4th level a weirbrand selects a weapon of at least masterwork quality as his personal weapon, instilling it with arcane energies and bonding it to him. This weapon is treated as if the weirbrand had the quickdraw feat, and allows the weirbrand to charge his weapon with an arcane strike as an immediate action, as opposed to a swift action. In addition, the weirbrand may craft additional magic abilities onto his bonded weapon as per a wizard's arcane bond. If the bonded weapon is damaged, it is restored to full hitpoints when the weirbrand prepares his spells. If the object of an bonded weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per weirbrand level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A weirbrand can designate an existing magic item as his bonded weapon. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded weapon. Medium Armor Familiarity (Ex): At 6th level a weirbrand gains medium armor proficiency and can cast in medium armor without spell failure using somatic actions. Improved evasion (Ex): At 8th level the wierbrand gains improved evasion. Heavy Armor Familiarity (Ex): at 12th level a weirbrand gains heavy armor proficiency and can cast in heavy armor without spell failure using somatic actions. Spell Attunement (Su): at 14th level a weirbrand can ignore the effects of an area effect spell he has cast as a swift action. Imbued Armor (Su): at 16th level the weirbrand can enchant his armor, allowing him to ignore speed penalties associated with wearing it, and reduces his total armor check penalty by his intelligence modifier. The enchantment takes 1 hour and lasts for as long as the armor is worn. Improved Bonded Weapon (Su): at 18th level the weirbrand's bonded weapon becomes a part of the weirbrand, bonded fully to his soul. It can be summoned and dismissed from his hand as an immediate action. If it is destroyed it can be resummoned with full hitpoints on the weirbrand's next action. I weirbrand can permanently release his bonded weapon if he wishes, but must be treated as if his weapon was destroyed and take the appropriate steps to replace it. Quicken Casting (Su): at 20th level a weirbrand can choose to cast his spell in the same round that he completes his somatic action. The weirbrand can cast in this manner a number of times per day equal to his intelligence modifier. Weirbrand spell list
1st level
2nd level
3rd level
4th level
5th level
6th level
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![]() Toyrobots and I worked on this for about a month. We started converting the artificer for use in our RL game sometime this summer, and as we kept modifying this, and houseruling that, we decided at one point to try our hands at dramatic overhaul. By the time we were done, this version of the artificer was so different we decided to give it a new name. Hope you guys like it. |