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![]() Porridge wrote:
Actually, I am going to have to back up a bit. I was using Herolab and I am going to have to bring into question how things like Favored Class Bonus, the Fast Learner feat, the Finding Haleen and other traits that give skills, a Headband of Intelligence item, etc. will effect this system. ![]()
![]() I tried this system on my Bard at lv 11. Took all items off and this is the difference. Skill Groupings:
-------------------- Statistics -------------------- Str 18, Dex 14, Con 14, Int 13, Wis 10, Cha 16 Skills Acrobatics +17 (+13 to jump), Appraise +15, Bluff +17, Climb +9, Craft (Enter Choice) +7, Diplomacy +17, Disable Device +12, Disguise +17, Escape Artist +7, Heal +5, Intimidate +11, Knowledge (arcana) +20, Knowledge (dungeoneering) +20, Knowledge (engineering) +20, Knowledge (geography) +20, Knowledge (history) +20, Knowledge (local) +20, Knowledge (nature) +20, Knowledge (nobility) +20, Knowledge (planes) +20, Knowledge (religion) +20, Linguistics +17, Perception +14, Perform (act) +17, Perform (comedy) +11, Perform (dance) +17, Perform (keyboard instruments) +11, Perform (oratory) +17, Perform (percussion instruments) +17, Perform (sing) +11, Perform (string instruments) +11, Perform (wind instruments) +11, Profession (Enter Choice) +8, Ride +4, Sense Motive +17, Sleight of Hand +13, Spellcraft +15, Stealth +13, Survival +5, Swim +6, Use Magic Device +17 Languages Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Custom Language, Daemonic, Draconic, Dwarven, Elven, Gnome, Halfling, Ignan, Infernal, Orc, Osiriani, Polyglot, Protean, Shoanti, Skald, Sylvan, Terran, Undercommon Normal Skills:
-------------------- Statistics -------------------- Str 18, Dex 14, Con 14, Int 13, Wis 10, Cha 16 Skills Acrobatics +9 (+5 to jump), Appraise +5, Climb +5, Disable Device +12, Escape Artist +3, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +6, Linguistics +9, Perception +14, Perform (act) +17, Perform (comedy) +7, Perform (dance) +9, Perform (keyboard instruments) +7, Perform (oratory) +17, Perform (percussion instruments) +17, Perform (sing) +7, Perform (string instruments) +7, Perform (wind instruments) +7, Sense Motive +17, Sleight of Hand +3, Spellcraft +13, Stealth +3, Survival +1, Use Magic Device +15 Languages Common, Custom Language, Draconic, Dwarven, Elven, Orc, Skald, Undercommon
I feel like this might be a little too easy to get everything. ![]()
![]() LazarX wrote:
What about loading a gun 5 times in a round? Loading a pistol starts as a standard action and is reduced down to free action with cartridges and feats. ![]()
![]() Why would someone use Kraken Throttle over Sleeper Hold or Chokehold? Chokehold:
While you have an opponent up to one size category larger than you grappled, you can attempt a grapple combat maneuver with a –5 penalty on the check. If you succeed, you have pinned your opponent and hold the opponent in a chokehold. When you maintain the grapple, you also maintain the chokehold. A creature in a chokehold cannot breathe or speak, and thus cannot cast spells that have a verbal component. An opponent you have in a chokehold has to hold his breath or begin suffocating. Any creature that does not breathe, is immune to bleed damage, or is immune to critical hits is immune to the effects of your chokehold. When the grapple is ended, so is the chokehold. Kraken Throttle:
"The damage that you deal with the Kraken Style feat on a successful grapple combat maneuver check increases to an amount equal to your Wisdom bonus + 2.
While using this style, you can choke your opponent when you successfully maintain a grapple instead of choosing to damage, move, pin, or tie up your opponent. This suffocates your opponent. The grappled opponent can take a breath during any round in which you do not maintain the grapple." Sleeper Hold: You must declare that you are using this feat before you make a combat maneuver check to maintain a grapple (thus a failed check to maintain the grapple ruins the attempt). If you maintain a grapple for a number of consecutive rounds equal to your opponent’s Constitution bonus (minimum 1 round), you can attempt to knock out your opponent. The victim must succeed at a Fortitude save (DC 10 + 1/2 your character level + your Str modifier) or else it falls unconscious for 1d4 rounds. Each successive round you attempt this, the target takes a cumulative –1 penalty on its saving throw. When you use this feat, you take an additional –2 penalty to your AC. Creatures that are immune to bleed damage, stunning, or critical hits are immune to this ability. ![]()
![]() You might consider a Life Spirit Possessed Shaman. It'll give you everything you need. Spoiler: Unnamed Hero
Half-elf shaman (possessed shaman) 1 (Pathfinder RPG Advanced Class Guide 35, 111) N Medium humanoid (elf, human) Init +1; Senses low-light vision; Perception +6 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 11 (1d8+3) Fort +2, Ref +1, Will +6; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft. Special Attacks channel positive energy 1/day (DC 10, 1d6) Shaman (Possessed Shaman) Spells Prepared (CL 1st; concentration +5) . . S spirit magic spell; Spirit Life Wandering Spirit -------------------- Statistics -------------------- Str 12, Dex 12, Con 14, Int 11, Wis 18, Cha 10 Base Atk +0; CMB +1; CMD 12 Feats Skill Focus (Stealth) Traits highlander (hills or mountains) Skills Acrobatics +5, Diplomacy +4, Heal +8, Perception +6, Spellcraft +4, Stealth +12 (+14 in hilly or rocky areas); Racial Modifiers +2 Perception, highlander (hills or mountains) Languages Common, Elven SQ elf blood, spirit animal (ptarmigan named Arcane Familiar) Other Gear 150 gp -------------------- Special Abilities -------------------- Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach. Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Shaman Channel Positive Energy 1d6 (1/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. ![]()
![]() The Cube of Rubix wrote:
Here is the feat: Multiweapon Fighting (Combat) This multi-armed creature is skilled at making attacks with multiple weapons. Prerequisites: Dex 13, three or more hands. Benefit: Penalties for fighting with multiple weapons are reduced by –2 with the primary hand and by –6 with off hands. Normal: A creature without this feat takes a –6 penalty on attacks made with its primary hand and a –10 penalty on attacks made with all of its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting. Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms. ![]()
![]() Lakesidefantasy wrote:
That is taking the problem and making it even worse. ![]()
![]() RedDogMT wrote:
That is literally the funniest thing I have read today. ![]()
![]() Zen archers will be in insane using this system. Also, have you considered the effect this will have on archetypes or different builds for the different classes? For instance, how would you assign the point buy for a melee oracle of battle? Sub_Zero wrote:
Did you consider what this is going to do to any player who wants to take a prestige class which usually are already worse than staying as a single class character? It's going to make going into something like Eldritch Knight a terrible experience. ![]()
![]() Ascalaphus wrote:
I find that funny. Barbarian: "I'm level 17! I can rage cycle now!" Wizard: "I'm level 17, I can cast Wish and change the way the universe works..." Cleric: "Me too!" <casts Miracle> ![]()
![]() Rage cycling is as cheap as 15k gp (or 7.5k go if you know a crafter). Cord of Stubborn Resolve:
Aura moderate transmutation; CL 8th Slot belt; Price 15,000 gp; Weight 1 lb. When fastened about the waist, this stout length of rope grants a +2 enhancement bonus to Constitution along with prodigious stamina. Treat the enhancement bonus to Constitution as a temporary ability bonus for the first 24 hours the belt is worn. Any effect which would cause the wearer to become fatigued deals an additional 1d6 points of nonlethal damage instead. Any effect that would cause exhaustion likewise causes 1d6 points of nonlethal damage and leaves the wearer fatigued instead of exhausted. Given the low cost and ease of availability, I'd say that it's not at all overpowered. ![]()
![]() cyneo wrote:
Both the ranger (combat styles & spells) and barbarian (rage powers) are still more preferable compared to that. It is not that great. ![]()
![]() Here's a simple Inquisitor.
Spoiler: Slim the Nice Guy?
Male Lizardfolk Inquisitor 2 LG Medium humanoid (reptilian) Init +4; Senses Perception +7 -------------------- Defense -------------------- AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 natural) hp 19 (2d8+6) Fort +6, Ref +1, Will +6 -------------------- Offense -------------------- Speed 20 ft., swim 30 ft. Melee bite -1 (1d3+1/×2) and . . 2 claws -1 (1d4+1/×2) and . . masterwork scythe +5 (2d4+4/×4) Special Attacks bite, Judgement of Sacred Destruction +1, judgement of justice, judgement of piercing, judgement of smiting Spell-Like Abilities . . At will—detect alignment Inquisitor Spells Known (CL 2nd; concentration +5): 1st (3/day)—persuasive goad (DC 14), true strike, command (DC 14) 0 (at will)—acid splash, detect magic, create water, detect poison, light -------------------- Statistics -------------------- Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 8 Base Atk +1; CMB +4; CMD 15 Feats Intimidating Prowess Traits armor expert, omen Skills Bluff +7, Climb +5, Diplomacy +7, Intimidate +13, Knowledge (dungeoneering) +4 (+7 to identify the abilities and weaknesses of creatures), Knowledge (nature) +4 (+7 to identify the abilities and weaknesses of creatures), Knowledge (planes) +4 (+7 to identify the abilities and weaknesses of creatures), Knowledge (religion) +4 (+7 to identify the abilities and weaknesses of creatures), Perception +7, Sense Motive +8, Spellcraft +4, Stealth +3, Survival +7 (+8 to track), Swim +9 Languages Draconic SQ domains (conversion inquisition), hold breath, judgement 1/day), monster lore +3, track Other Gear Masterwork Breastplate, Masterwork Scythe, 33 PP, 2 GP -------------------- TRACKED RESOURCES -------------------- Judgement (1/day) (Su) - 0/1 Omen (1/day) - 0/1 -------------------- Special Abilities -------------------- Armor Expert -1 Armor check penalty. Bite (Ex) Prerequisites: Small or larger size. Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
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![]() Class: Inquisitor
Leave cha low, pump wis and make use of: Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks. Even when your are nice, you're scary. ![]()
![]() The Vulture wrote:
Hmm, not sure what I was thinking. Good catch. ![]()
![]() Trapper/Freebooter Ranger 1-2 levels.
Ask if you can take the "Finding Haleen" trait for the +1 skill point every lvl. Take the Armor Expert trait so you can wear a mithral breast plate with -0 ACP or even mithral full plate with a minor -2. (Think Celestial Plate Armor) Make sure you take the Superstitious (saves), Smasher and consider the Spell Sunder and Sunder Enchantment rage powers. Max out stealth, perception and disable device. Try not to giggle too much as you smash everything, kill everything and shake everything off with your "thief" during play. ![]()
![]() Mithral Breastplate. +6 AC and -1 ACP. Counts as light armor and you could stealth just fine. If really are giving up stealth, you really should consider mithral heavy armors since they count as medium and you can wear them with no issues. Mithral field plate will net you +7 AC with -2 ACP and Mithral full plate +9 AC with -3 ACP. ![]()
![]() Your sense of entitlement to the benefits of other peoples' feats and personal character investment is astounding. Why do you get to be offended by not getting a 50% discount off of someone else's investment? How is not acceding to your demands of free labor stealing from you? Does he become your indentured servant the moment he chooses a crafting feat? ![]()
![]() Gallo wrote:
Quite right. That is the benefit of spending a feat on crafting rather than on making the character better in combat situations. Were I the buyer, I'd much prefer getting the item I want from the crafter at a 40% discount over not being able to afford one at all, since he doesn't have 20k gp for the 20k gp item. I'd also take a 20k vs. 28k net worth ratio over the (screw you buy it elsewhere) 12k vs. 24k net worth ratio. But hey, math is hard for some people. ![]()
![]() Proley wrote:
This is exactly the opposite of my experience. Common rolling methods end up with some people rolling til they get a set they like and then rearranging them to suit their wants. Min-Maxers min-max regardless of which system is used. At least with a stat array or point buy, there is some assurance that the characters are somewhat on a level playing field. ![]()
![]() Eli Hammerlock wrote:
Ok, using your numbers. You both have 12k gp. You pay him 12k gp which at 60% means you are getting an item worth 20k gp. Your total worth is now 20k gp, which for you is a 8k gp increase over what you should have compared to buying at a merchant. You just got paid 8k gp. He, on the other hand, got 12k gp from you, but then had to spend 10k gp on materials and crafting expenses (you know 50% of the items worth). This means he got to keep 2k gp and is now worth 14k gp. Your total worth 20k gp. His total worth 14k gp. ![]()
![]() Eli Hammerlock wrote:
Ironically, you are in actuality being more greedy than the crafter you are complaining about. If you were both worth 20,000 gp and you commissioned him to make you an item that you would normally pay 10k gp for at 60% of the price instead, you would in the end be worth 24,000 gp while he 21,000 gp. You still ended up 3,000 gp richer than you would be had you gone to a merchant. ![]()
![]() Claxon wrote: Quite possibly. I'm not saying you're going to walk in and he's going to let you pass without any concern, but the chances that you (as a paladin) can find a way to peacefully gain access to the mcguffin by convincing the angel of your need, and of his gods desire, for you to access the item...it's seems far more likely than a paladin walking into the room with the angel and just deciding that "Hey, that angel wont let me prance on it to what I want so I'm going to kill him!". What if the paladin serves Torag and the angel serves Sarenrae? Are you sure that the Paladin will be seeing eye to eye with the angel then? ![]()
![]() Claxon wrote:
So a LAWFUL good angel is going to disobey orders for a mortal? Really? ![]()
![]() Simon Legrande wrote: I would not allow a paladin to engage an angel in combat with one exception: if the angel were placed as a guard to test the worthiness of people trying to enter the room then there could be a combat, but it would not be to the death. Why not? There is nothing evil or code breaking in engaging in combat with an angel. What if conditions were such that the paladin might fall if he fails to engage?
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