Kaigaishi Tori's page

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Maezer wrote:

Berserker's Blood: +level bonus to attack is probably over the top. It'd probably leave it at +1 for 5 hp max half level. +10 to hit is still pretty darn close to the best accuracy boost (baring true strike which generally takes a standard action) in the game.

Inner Vitality: This is incredibly awkward on several levels. Dropping from fast healing X to regeneration X/2 is not really an upgrade unless your below 0 hit points. Second, you should also clarify if it can be maintained while unconscious (usually unconsious people don't get free action) but regenerations primary effect (in comparison to fast healing is that it works when you would otherwise be dead). Third, regeneration needs to have a weakness (some kind of damage that turns it off) to be consistent with regeneration in the Pathfinder world.

Life Break: This isn't enough damage to justify the cost. At any level a barbarian full attack that hits should be doing more than Leveld6 damage. Make it an AOE cone or come with a heavy duty status (stun/daze/frightened or something) effect to justify being 1/day. (The save should probably be 10+.5 level+stat, its just the standard DC for abilities.)

Honestly I'd write the concept up as a Barbarian or Fighter archetype rather than a stand alone class.

thanks for ur input i have been thinking about it and i think ill change Inner Vitality to when damage by an enemy the blood warrior can as an intermediate action gain fast healing equal to its con mod. for a number of round equal to half its level. and gain usages as u lvl i think that should limit it but allow it get stronger as you lvl.

i guess for Berserker's Blood i should just have it increase damage and not attack and leave its max at half lvl.
for life break how about if the target fails the save they r also effected by slow caster equal to the blood warrior's class lvl.
also the reason why i tried to make it its own class was because i didnt really see anything in the other class like what i wanted this to do but i guess adding some of the stuff as a barbarian might not be that hard.
i guess really right now all i want is the abilities worked out so they not broken so that if i presented this to a DM/GM they would say sure u can try it out.


hmm that could work for wrath. one thing i was just thinking of was since the sins are tried into magic have them affect the spells of the schools. for example spellcasters with points wrath get +1 or more to evocation spells and a -1 or more to the school against evocation abjuration and conjuration. and for non-spellcaster get the same bonuses and penalties on saves to those schools. that might be what ill go with but i still need to figure out should i have the bonuses increase the more sin points they get like for every 2 or 3 get another +1 or have it once they get a given amount they get a bonus. what do u guys think of that?


Christopher Mathieu wrote:

Really, you shouldn't be using them very much. The book points out that you should only tally significant events that match one of the sins or virtues. The activities that come with adventuring won't trigger these, unless someone takes something to an extreme.

It also states that the Runeforge only considers someone 'sinful' or 'virtuous' if their score in that direction is at least 5. Also given that doing something virtuous erases a point of sin (or vice versa), it's entirely possible for most of your group to have only a point or two -- or even zero across the board.

It shouldn't be hard to think back on anything dramatically sinful or virtuous your PCs have done. Don't worry about getting it exact.

thanks for ur input but im not sure u understand what im thinking. i was wanting the sin and virtue to have a greater affect in the game than just in book/chapter 5. i guess im thinking of kinda rewarding the players for roleplaying their character more than the basic roleplaying in and out of combat


hello me and a group of friends have gotten back to playing rise of the runelords after a break from playing it. i'm the GM for the campaign. we are in book/chapter 3 i was looking over the sins point again because i had forgotten about them and i understand that they only really play a part in book/chapter 5 but i want to use them more than that. i was thinking of given some bonuses and penalties for example some with a lot of pride sin points gets a bonus on attack when attacking also by themselves and a penalty to attack if an ally is attack the same opponent. my biggest problem with this plan is first what bonuses/penalties do i give for each sin, how big they should be and if should they get bigger as u get more of that sin. any ideas on this will be helpful


Cyrad wrote:
The abilities are rather clunky and the math seems awkward and not fully thought out. Also, ability DCs are typically 10 + 1/2 level + ability modifier.

i understand how the abilities work but that may because i know what i wanted each thing to do. Maybe it will be better if i just put what i want each ability to do then every1 can help me work it out with how it should run.

Burning Blood
the idea for this ability is that u damage urself to cause a kinda bleed affect on the person u hit but it's more of a burn i guess.

Berserker`s Blood
the idea of this ability the less hp the character has the better and harder they hit. the only problem i guess is how much of a bonus to give for any given amount of missing hp

Inner Vitality
the idea of this ability is some healing that helps offset the damage the other abilities do to itself so that it doesn't die to quickly because it killed itself

Life Break
the idea of this ability so a really high damaging ability that the class can do in the big fights that need to kill the monster quickly or it might kill u

hopefully that makes the class abilities clearer so that every1 can help me make this a fun and fair class to add into any pathfinder game


... i forgot to update the bonuses for berseker's blood. I had realized that the higher lvl stuff din't really do anything so I thinking of just giving the +2 and so on to for each set of 5 hp, but i completely forgot to change it in the file i made for this class. also i think i left out the half for the dc for life break


biggest problem is if you don't limit the spells they know. That is the big different between prepared vs spontaneous spell cast prepare has more option but spontaneous can cast more times per day. If you let a cleric spontaneous cast any spell they will always be prepared for what ever is throw at because they can pick the spell they need right then not have it ready for if they might run into that thing.


I made this class based off of one of my favorite characters from a game I used to play. I have been asking my friends if they thought it was balanced, but they didn't really give me any good answers. So I'm posting it here to see what everyone here thinks of it and help me improved, so that it can be a fun but not over power thing to add to a campaign.
The class is about damaging itself to hit harder and the lower its hp the stronger it becomes.

Blood Warrior
HD- d12
Att- good
fort- good
ref- poor
will- good
skill- 2+int Acrobatics ,Climb, Craft, Intimidate, Swim, Perception , Heal, Knowledge (nature) Profession, Ride, Survival, Swim
armor pro.- Light armor no shields
weapon pro.- all simple and martial slashing weapons
alignment- any chaotic

Burning Blood- at 1st level as a free action a blood warrior can deal damage equal to its level to himself to cause his weapon to gain 1 burning blood on 1 attack for 1 round. A creature hit by this attack takes 1 point of acid damage at the start of their turn and last for a number of rounds equal to 1/2 your Blood Warrior class level + your con mod min. 1 round. This damage can be stopped by any magical healing, by a DC 15 heal check or spending a full-round action to make a fort save DC 10 + ½ class level + con mod. Each time a target is hit with a burning blood attack before a previous burning blood has expire, the damage stacks and the rounds remaining reset. For example if a level 4 blood warrior hits a orc with burning blood. The orc takes 1 point of damage at the start of its turn for 2 turn, however if the blood warrior hits the orc with its burning blood again before the orc's 2nd turn the orc will take 2 points of damage for the next 2 turns. The burning blood affect can only be used when a blood warrior is wearing light or no armor and using a slashing weapon. At 5th level and every 5 levels after a blood warrior can take another 5 points of damage to add +1 to the damage.

Berserker`s Blood- 2th level: A blood warrior feels each of its wounds and channels the pain into strength to crush its foes, increasing its attack. For every 5 hp missing a blood warrior get a +1 bonus to attack. The blood warrior gain a bonus to damage equal to half of the bonus to attack. These bonuses can't be higher than half your level. At 10th level for every 10 hp damage missing you gain a +2 bonus, and the maximum bonus that can be gained 2/3 the class level. At 15th level for every 15 hp missing gains a +3 bonus. At 20th level for every 20 hp missing gains a +4 bonus, and the maximum bonus that can be gained is equal to the class level.

Bonus Feat – At 3rd level and every 4 level after that a blood warrior may choose a combat feat that he meets the Prerequisites for as a bonus feat.

Inner Vitality- 4th level: a Blood Warrior is used to pain and because of this understands the body in a way few other can. As a Free Action a blood warrior gains fast healing equal to half its class level. Inner Vitality lasts for a number of rounds per day equal to 4 + his Constitution modifier these rounds do not need to be consecutive . At each level after 4th, the blood warrior can use inner vitality for 2 additional rounds. At 8th the fast healing gain equals the blood warrior's class level. At 12th level the fast healing becomes regeneration equal to half the blood warrior's level. At 20th level it becomes regeneration equal to his level. This stacks with any fast healing the blood warrior may already have, but does not stack with regeneration. With regeneration use whichever one is better.

Life Break- 6th level: The blood warrior reaches into the well of its own life force to heavily damage an enemy. To use this ability the blood warrior must declare that there are going to use it. The blood warrior does a full-round attack to make 1 attack. If he hits the target must make a fort save (10 + the blood warrior's class level + its con modify) or take 1d6 per level of the blood warrior save for half. The blood warrior takes half of the damage no save. The blood warrior can use this ability once per day at 6th and 2 times at 12th and 3 times at 18th