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it says communicate, not converse. the word communicate does not imply 2 way, it literally means to transmit information.


So, we similarly had a disagreement at the table about how this worked. I see it like this and I view it through the lens of the game setting. All lashunta and shirrens can at least transmit telepathically, in a species where everyone can transmit it seems a bit odd for them to grant a not telepathic recipient the ability to respond telepathically. Amongst their respective species it is unnecessary because everyone can transmit and generally speaking in evolution anything unnecessary either withers away or never evolves in the first place. As such I ruled that lashunta and shirrens can transmit to anyone but unless they are also telepathic they can not reply telepathically. I also made it so you can use tight beam or open broadcast, that is you telepathically speak to one person or everyone nearby.


To start with, thanks for thew input.

Since posting this and thinking about it some more I have become less and less pleased with the way it plays, the way I envisioned the class playing was like Ziyi Zhang’s character jen yu in crouching tiger hidden dragon, especially in the tea house scene (http://www.youtube.com/watch?v=c0HlLqilGcM), using a longsword (in her case a jian, which is sort of halfway between a rapier and a longsword from what I understand) in one hand with the other free with a focus on mobility and multiple strikes (maybe not as wuxia as that though). as such I am probably going to remove mettle and improved mettle, at the very least, and I might remove stunning fist from ascetic warrior and replace it with a fighters armor training, with the qualifier that it doesn’t apply to a shields ACP and never to heavy armor the way a fighters does (this is more aesthetic than anything else, I have this picture of a monk wearing an armoured coat or breastplate over monks robes wielding a longsword one handed while jumping and spinning and such), and subsequently ki focus and ki intensifying as well.

I don’t know what you mean about the longsword, yeah its kinda bland aesthetically but in terms of mechanics its no slouch, and for what I was aiming for it is the best choice. yes the longsword is the favoured weapon of iomedae but that connection came after I had thought up the initial concept as a result of some things that happened in a game I am playing in at the moment. Also I though replacing the longsword damage with unarmed strike damage to be kind of excessive, make me think whats the point of having a longsword at all.

You are right about the strict requirements though, I tend to prefer prestige classes that combine 2 classes into something cool, such as the rage prophet (barbarian/oracle) or the metaforge (soulknife/aegis), and fighter/monk is how I approached this class. In terms of starting feats, whirling steel strike I think works pretty well, requiring weapon proficiency (longsword), weapon focus (longsword) and flurry, it was originally from the 3.5 eberron campaign setting though I bumped it to treat the longsword completely as a monk weapon (including fighter weapon group) instead of just applying to flurry of blows. you are definitely right about master craftsman being a crappy feat on its own, the point was to give incentive to get craft magic arms and armor later on the point of that was to build on the “has to craft his own sword” idea, I like the concept of the order being self sufficient in terms of crafting and enchanting their own equipment because in a fantasy world like pathfinder any martial organization that doesn’t have access to magic weapons and armor are at a distinct disadvantage, but it is a pain to get master craftsman and craft magic arms and armor as regular feats so how about craft magic arms and armor as a bonus feat at 1st level?

I am also toying with a capstone, call it Enlightenment through Conflict or something, where the monk adds his wisdom bonus to his initiative score at the end of every round, improving his place in the initiative order, and when he is on the top of the initiative order giving him extra actions for every x number of initiative points he is above the next highest person in the initiative order maybe and extra swift for 5, an extra move and swift for 10 and an extra full round for 15. just an idea I got from initiative passes from shadowrun. What do people think? Too hard to keep track of?


it could probably use a decent capstone ablity but i cant think of one at this point.


so this is my second atempt at making a prestige class. i am quite please with it. any constructive criticism is welcome.

The Order of the Lost Blade

The origin of the Order of the Lost Blade is drawn from the legend of Lucien Kellanson, a devotee of Iomedae who ventured into the foothills of the Mindspin Mountains to rescue a child kidnapped by orcs. While tracking the orcs three ogres ambushed and attacked Lucien — they knocked his sword from his hand and mocked him. Lucien called on Iomedae for guidance, and miraculously he slew the ogres with only his hands and feet, and was able to retrieve his lost blade. In gratitude, he founded the first monastery of the Lost Blades, where others might honour Iomedae and master war in all its forms.

For a Lost Blade monk, combat is both meditation and art — a monk finds union with Iomedae through battle. After attaining the rank of swordbrother, a Lost Blade monk wanders the world as a soldier, adventurer or mercenary. While many of these monks protect the weak and innocent, others join in any struggle they find. Occasionally, Lost Blades may fight on both sides of the same battle. The ultimate goal is to attain enlightenment through conflict, and the cause of the battle and the consequences of its outcome are sometimes a secondary concern.

Organization: The majority of the inhabitants of a Lost Blade monastery are initiates, also called sword bearers. After passing gruelling mental, physical, and doctrinal tests, an initiate is granted the title of swordbrother (or sister). If he masters body and blade, a swordbrother can return and claim the title of blademaster. The blademasters instruct the initiates and manage the monastery under the direction of the abbot.

Many Lost Blade monks have served valiantly in the Mendevian Crusades or holding back the orcs of Belkzen on Lastwall’s northern border.

Monasteries: The primary monasteries of the Order of the Lost Blade are located in Firrine (Lastwall), Vigil (Lastwall), and Nerosyan (Mendev). Smaller monasteries are scattered across the Inner Sea, and the order has recently established an outpost in Magnimar (Varisia). Lost Blade monasteries are austere, fortified buildings. Every monastery contains a forge; to attain the rank of bladebrother, a monk must forge his own sword.

Lost Blade Swordbrother Prestige Class Details

Hit Die: d10.

Requirements: To qualify to become a lost blade swordbrother, a character must fulfill all the following criteria.

Alignment: Lawful good or Lawful Neutral.
Deity: Must be a follower of Iomedae.
Skills: Craft (Weapons) 5 ranks.
Feats: Whirling Steel Strike, Master Craftsman.
Special: Armor Training class feature, Flurry of blows class feature, Evasion class feature. Must have joined Order of the Lost Blade. Must have crafted his own masterwork longsword.

Class Skills: The lost blade swordbrother's class skills are: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis)

Skill Ranks per Level: 3 + Int modifier.

Level BAB Fort Ref Will Class Features
1st | 1 | 1 | 1 | 1 | Aescetic Warrior, Armored Martial Artist, Monk Weapon training
2nd | 2 | 1 | 1 | 1 | Armor training, ki focus
3rd | 3 | 2 | 2 | 2 | Mettle, Quick Draw
4th | 4 | 2 | 2 | 2 | bonus feat
5th | 5 | 3 | 3 | 3 | Monk Weapon training, ki intensifying
6th | 6 | 3 | 3 | 3 | Armor training
7th | 7 | 4 | 4 | 4 | Improved Evasion
8th | 8 | 4 | 4 | 4 | bonus feat
9th | 9 | 5 | 5 | 5 | Monk Weapon training, Improved mettle
10th| 10| 5 | 5 | 5 | Armor training

Ascetic Warrior (Ex): The class levels of a lost blade swordbrother stack with monk levels for determining the effect of his AC bonus, flurry of blows, fast movement, and stunning fist class features.

Armoured Martial Artist (Ex): At 1st level, a lost blade swordbrother learns to move more effectively while wearing armor, enabling him to evade attacks as proficiently as if he were merely wearing light robes. As long as the effective armor check penalty of any armor worn is reduced to 0 by the armor training class feature the lost blade swordbrother retains his monk AC bonus, as well as his fast movement and flurry of blows abilities. This ability has no effect on using a shield or carrying a medium or heavy load.

Monk Weapon training (Ex): At 1st level, whenever a lost blade swordbrother attacks with an unarmed strike or any weapon he treats as a monk special weapon, he gains a +1 bonus on attack and damage rolls. This bonus increases to +2 at 5th level and again to +3 at 9th level.

Armor Training (Ex): Starting at 2nd level, whenever he is wearing armor a lost blade swordbrother reduces the armor check penalty by an additional 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by an additional 1. Every four levels thereafter (6th, and 10th), these bonuses increase by an additional 1 each time, the maximum reduction of the armor check penalty and a increase of the maximum Dexterity bonus from armor training gained from fighter levels and levels of lost blade swordbrother can never be higher than –4 and +4 respectively.

Ki Focus (Su): Starting at 2nd level, whenever a lost blade swordbrother is wielding a longsword he has crafted with his own hand it is treated as having the ki focus magical enhancement.

Mettle (Ex): Starting at 3rd level, a lost blade swordbrother’s supreme focus during conflict allows him to shrug off effects that would otherwise harm him. If he makes a successful Will or Fortitude save that would normally reduce a spell's effect, he suffers no effect from the spell at all. Only those spells with a "Will partial," "Fortitude half," or similar Saving Throw entry can be negated through this ability.

Quick Draw (Ex): At 3rd level, when drawing a longsword he has crafted with his own hand a lost blade swordbrother is treated as having the Quick Draw feat. This ability also counts as having the quick draw feat as a prerequisite for any other feats or prestige classes.

Bonus Feats: At 4th level and then again at 8th level, a lost blade swordbrother may select a bonus feat he meets the prerequisites for.

Improved Evasion (Ex): At 7th level, a lost blade swordbrother’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless lost blade swordbrother does not gain the benefit of improved evasion.

Improved Mettle (Ex): At 9th level, a lost blade swordbrother’s mettle ability improves. He still takes no damage on a successful Fortitude or Will saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless lost blade swordbrother does not gain the benefit of improved mettle.

Feat: Whirling Steel Strike
Through monastic weapon training, you have mastered fighting style that makes use of an unusual monk weapon: the longsword.
Prerequisite: Martial Weapon Proficiency (longsword), Weapon Focus (longsword), flurry of blows class feature.
Benefit: You can treat a longsword as a special monk weapon, allowing you to perform a flurry of blows with it.


also any idea on what to do for 8th and 9th levels and 6th now that i have shifted body of the silver flame up to 2nd and deleted ki strike (silver)? i want to throw something in that is a bit more monk-esk but aside from giving the later level monk class abilities i really cant think of anything.


Rynjin wrote:
I like the concept of Body of the Silver Flame, but don't like the execution. It comes in too late. Remember, you need to be at least level 5 to enter this PrC, so your char is at level 11 by the time he can Divine Bond his fists. That's ~3/4 of the way through your average game, and isn't a powerful enough ability that it needs to come in that late. Should be something he gets at like 3rd level at latest, if not at 1st or 2nd. Actually scratch that. Since Divine Bond is at Paladin 5, you would need to be a Monk 3/Paladin 5/Argent Fist 6 to get this ability, so level 14 at the very earliest.

the reason i made it rely on paladin divine bond is to give incentive to take those final 3 levels in paladin, i need to remove ki strike (silver) anyway as it is a double up so i could push body up to 2nd level to replace it. and maybe instead of relying on having a paladins divine bond to work they could get a boost from the double up like with purity of the silver flame.

Rynjin wrote:
Balm of the Silver Flame I dunno about. Lay on Hands is already a good chunk of healing, and can heal you as a Swift action. Does it really need to be doubled in power for a measly 1 Ki?

well i was originally going to have it cost 2 ki but the thing is sacred ki pool pretty much converts lay on hands and smite uses into key points, a use of either is worth 2 ki points, that are added to the ki pool (at least that's how it is working in my head) and it already cost 2 ki to lay on hands i guess i thought paying double to effectively use it twice as one action was a little weak. which is why i made it cost effectively 3 points for an empowered casting. it was also very late when i wrote this up so it could have easily been a brain fart, and seems to be no that i look back on it.

Rynjin wrote:
Embrace of the Silver Flame is almost as much of a "F!%! off" button as Smite Evil is. A 60 foot radius of "Evil creatures are screwed 6 ways from Sunday" that stacks with Smite and I assume the Wrath ability turns the faceroll switch that is Smite Evil up to 13 IMO.

i dunno, it seems to me that it is a little too specific in the creatures it affects but it is very flavorful for the SF so i left it. you really think it is OP?

im not very good at judging power level i tend to get excited over things i think are cool and i either leave it because it is just too awesome or i over nerf it. anyways i appreciate your help.


it very well could be, it is set in eberron, but i havent read it.


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ok so i am writing a wuxia-esk eberron campaign using pathfinder at the moment and a number of the monastic traditions feature prominently. one such tradition is that of the argent fist which blends monk and paladin together and while there is a 3.5 source (faiths of eberron) for a prestige class of the same name there were certain things about it i didnt like. so i altered it, one of my aims was to give incentives to go 5 and 5 in monk and paladin by the end of the build with the main goal being monk 5/paladin 5/argent fist 10. but i have run into a stumbling block in that i cant think of anything else to give them for 8th an 9th levels and i dont want any dead levels (plus i am not entirely sure it is balanced as i have never done any homebrewing before). i also think the capstone ability while good could use a bit of a kick as it is more than likely not to going to be achieved until 20th level. so yeah, little help?

Argent Fist Prestige Class Details

Hit Die: d10.

Requirements: To qualify to become an argent fist, a character must fulfill all the following criteria.

Alignment: Lawful good.
Deity: Must be a follower of the Silver Flame.
Skills: Knowledge (religion) 5 ranks.
Special: Lay on hands class feature, still mind class feature. Must have joined Order of the Argent Fist.

Class Skills: The argent fist's class skills are: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis)

Level BAB Fort Ref Will Class Features
1st | 1 | 1 | 1 | 1 | Ascetic Champion, Sacred Ki Pool
2nd | 2 | 1 | 1 | 1 | Ki Strike (Silver)
3rd | 3 | 2 | 2 | 2 | Balm of the Silver Flame
4th | 4 | 2 | 2 | 2 | Purity of the Silver Flame
5th | 5 | 3 | 3 | 3 | Wrath of the Silver Flame
6th | 6 | 3 | 3 | 3 | Body of the Silver Flame
7th | 7 | 4 | 4 | 4 | Intuition of the Silver Flame
8th | 8 | 4 | 4 | 4 | Don’t know what to put here yet
9th | 9 | 5 | 5 | 5 | Don’t know what to put here yet
10th| 10| 5 | 5 | 5 | Embrace of the Silver Flame

Ascetic Champion (Ex): The class levels of an argent fist stack with monk levels for determining the effect of his AC bonus, flurry of blows, fast movement, and unarmed strike class features.

Sacred Ki Pool (Su): At 1st level, an argent fist gains a ki pool equal to 1/2 his class level + his Wisdom modifier; this functions like the monk ability of the same name, and levels in this class stack with levels in other classes that grant a ki pool. In addition to the normal uses of this ki pool, an argent fist may expend 2 ki points to trigger either his lay on hands ability or his smite evil ability. Levels in this class stack with paladin levels for the purpose of determining how much damage an argent fist deals to targets of his smite and how many dice he heals with lay on hands.

Balm of the Silver Flame (Su): Beginning at 3rd level, an argent fist may spend one point from his ki pool as a swift action to enhance his healing power. Until the end of his turn, any spell or supernatural ability he uses that heals hit point damage restores double the normal amount of hit points. For example, if he casts a cure light wounds spell that healed 6 hit points of damage, it would instead heal 12; if he uses lay on hands or wholeness of body to restore 10 points of damage, it would instead heal 20.

Purity of the Silver flame (Su): At 4th level the argent fist gains immunity to all diseases, including supernatural and magical diseases. If he already has immunity from diseases from either purity of body or divine health (or recieves it in the future) he gains immunity to poisons of all kinds instead. If he already has both purity of body and divine health (or recieves them in the future) he also gains spell resistance equal to 10 + his argent fist level.

Wrath of the Silver Flame (Su): Starting at 5th level, an argent fist can spend two points from his ki pool, a use of lay on hands, or a use of smite evil as a swift action to cause his fists (or any special monk weapons he holds) to erupt with silver flames. These flames give off no heat, until he strikes an enemy, and shed light as a torch. The silver flames add damage to his attacks, this damage is equal to argent fist's class level plus his Wisdom modifier (if any) multiply this damage by 1.5 against any lycanthrope, undead, or evil outsider he strikes (merely touching such a creature deals no damage). Half the damage is fire damage (round down) and the rest results from pure divine power and is thus not subject to fire resistance. Once activated, the silver flame burns for a number of rounds equal to 5 + your Charisma bonus (if any).

Body of the Silver Flame(Su): At 6th level argent fist levels stack with paladin levels when determining the enhancement bonus from a weapon devine bond and may apply it to her unarmed strikes. If the argent fist had chosen a special mount as his divine bond it is immediately dismissed and she gains access to this feature. An argent fist that does not have a divine bond gains nothing from divine body.

Intuition of the Silver Flame(Ex): At 7th level the agent fist may substitute his Wisdom bonus for his Charisma bonus for any class feature the he possesses that is determined by charisma bonus. This applies to class features from all classes the argent fist possesses.

8th level ability

9th level ability

Embrace of the Silver Flame (Su): At 10th level, an argent fist gains the ability to manifest a tiny ember of the Silver Flame. By spending two points from his ki pool, a use of lay on hands, or a use of smite evil as a swift action, he becomes engulfed in an aura of argent fire that sheds no heat. This lasts for a number of rounds equal to 5 + your Wisdom bonus (if any) and grants the following benefits:

  • You gain fast healing equal to your Wisdom bonus (minimum 1).
  • You radiate light as if you were the center of a daylight spell.
  • Any lycanthrope, undead, or evil outsider within the 60-foot radius of the pure divine energy you radiate takes a —2 penalty to AC and also takes 2d6 points of damage each round at the end of your turn.
  • Any critical threat you score against a lycanthrope, undead, or evil outsider with an unarmed strike or special monk weapon is automatically confirmed.


ok so starting with a longsword, not taking into account feats or class abilities or stats of the wielder, what is the highest consistant damage output possible simply from enhancements including psionic (from the dreamscarred press stuff)? is it just a +5 misc elemental burst, keen and maybe impact longsword? or is there a more exotic combination that does more damage?


ok so i am writing an eberron campaign using pathfinder at the moment and a number of the monastic traditions feature prominently. one such tradition is that of the argent fist which blends monk and paladin together and while there is a 3.5 source (faiths of eberron) for a prestige class of the same name there were certain things about it i didnt like. so i altered it, one of my aims was to give incentives to go 5 and 5 in monk and paladin by the end of the build with the main goal being monk 5/paladin 5/argent fist 10. but i have run into a stumbling block in that i cant think of anything else to give them for 8th an 9th levels and i dont want any dead levels. i also thik the capstone ability while good could use a bit of a kick as it is more than likely not to be got until 20th level. so yeah, little help?

Argent Fist Prestige Class Details

Hit Die: d10.

Requirements: To qualify to become an argent fist, a character must fulfill all the following criteria.

Alignment: Lawful good.
Deity: Must be a follower of the Silver Flame.
Skills: Knowledge (religion) 5 ranks.
Special: Lay on hands class feature, still mind class feature. Must have joined Order of the Argent Fist.

Class Skills: The argent fist's class skills are: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis)

Level BAB Fort Ref Will Class Features
1st | 1 | 1 | 1 | 1 | Ascetic Champion, Sacred Ki Pool
2nd | 2 | 1 | 1 | 1 | Ki Strike (Silver)
3rd | 3 | 2 | 2 | 2 | Balm of the Silver Flame
4th | 4 | 2 | 2 | 2 | Purity of the Silver Flame
5th | 5 | 3 | 3 | 3 | Wrath of the Silver Flame
6th | 6 | 3 | 3 | 3 | Divine Body
7th | 7 | 4 | 4 | 4 | Divine Intuition
8th | 8 | 4 | 4 | 4 | Don’t know what to put here yet
9th | 9 | 5 | 5 | 5 | Don’t know what to put here yet
10th| 10| 5 | 5 | 5 | Embrace of the Silver Flame

Ascetic Champion (Ex): The class levels of an argent fist stack with monk levels for determining the effect of his AC bonus, flurry of blows, fast movement, and unarmed strike class features.

Sacred Ki Pool (Su): At 1st level, an argent fist gains a ki pool equal to 1/2 his class level + his Wisdom modifier; this functions like the monk ability of the same name, and levels in this class stack with levels in other classes that grant a ki pool. In addition to the normal uses of this ki pool, an argent fist may expend 2 ki points to trigger either his lay on hands ability or his smite evil ability. Levels in this class stack with paladin levels for the purpose of determining how much damage an argent fist deals to targets of his smite and how many dice he heals with lay on hands.

Balm of the Silver Flame (Su): Beginning at 3rd level, an argent fist may spend one point from his ki pool as a swift action to enhance his healing power. Until the end of his turn, any spell or supernatural ability he uses that heals hit point damage restores double the normal amount of hit points. For example, if he casts a cure light wounds spell that healed 6 hit points of damage, it would instead heal 12; if he uses lay on hands or wholeness of body to restore 10 points of damage, it would instead heal 20.

Purity of the Silver flame (Su): At 4th level the argent fist gains immunity to all diseases, including supernatural and magical diseases. If he already has immunity from diseases from either purity of body or divine health (or recieves it in the future) he gains immunity to poisons of all kinds instead. If he already has both purity of body and divine health (or recieves them in the future) he also gains spell resistance equal to 10 + his argent fist level.

Wrath of the Silver Flame (Su): Starting at 5th level, an argent fist can spend two points from his ki pool, a use of lay on hands, or a use of smite evil as a swift action to cause his fists (or any special monk weapons he holds) to erupt with silver flames. These flames give off no heat, until he strikes an enemy, and shed light as a torch. The silver flames add damage to his attacks, this damage is equal to argent fist's class level plus his Wisdom modifier (if any) multiply this damage by 1.5 against any lycanthrope, undead, or evil outsider he strikes (merely touching such a creature deals no damage). Half the damage is fire damage (round down) and the rest results from pure divine power and is thus not subject to fire resistance. Once activated, the silver flame burns for a number of rounds equal to 5 + your Charisma bonus (if any).

Divine Body (Su): At 6th level argent fist levels stack with paladin levels when determining the enhancement bonus from a weapon devine bond and may apply it to her unarmed strikes. If the argent fist had chosen a special mount as his divine bond it is immediately dismissed and she gains access to this feature. An argent fist that does not have a divine bond gains nothing from divine body.

Divine Intuition (Ex): At 7th level the agent fist may substitute his Wisdom bonus for his Charisma bonus for any class feature the he possesses that is determined by charisma bonus. This applies to class features from all classes the argent fist possesses.

8th level ability

9th level ability

Embrace of the Silver Flame (Su): At 10th level, an argent fist gains the ability to manifest a tiny ember of the Silver Flame. By spending two points from his ki pool, a use of lay on hands, or a use of smite evil as a swift action, he becomes engulfed in an aura of argent fire that sheds no heat. This lasts for a number of rounds equal to 5 + your Wisdom bonus (if any) and grants the following benefits:

  • You gain fast healing equal to your Wisdom bonus (minimum 1).
  • You radiate light as if you were the center of a daylight spell.
  • Any lycanthrope, undead, or evil outsider within the 60-foot radius of the pure divine energy you radiate takes a —2 penalty to AC and also takes 2d6 points of damage each round at the end of your turn.
  • Any critical threat you score against a lycanthrope, undead, or evil outsider with an unarmed strike or special monk weapon is automatically confirmed.