Elf Archer

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Why is Wotc wasting their time follying up a whole new edition of their game when they should just cave in and market their settings and own adventures. They could at least make some money on the success of their most recently successful edition 3.75.

Seriously with all their settings they have more than enough products they could sell and easily make a decent profit. WE NEED EBERRON, DRAGONLANCE, FORGOTTEN REALMS, GHOSTWALK, RAVENLOFT..... The list goes on, right there you have 5 months worth of just hardcovers, then you could go for adventures, miniatures, etc.... seriously do they have apes sitting in the ceo chairs making these pathetic decisions. If they are gonna continue to blindly destroy everything they had worked on for so long they could at least get along with it faster and sell the dnd license to paizo, at least then it would be put to good use.


So is it just me or could a Hex Channeler Witch use the Extra Hex feat to continue to increase their dice to channeling?

Their channel energy ability states that any time you would gain a new Hex you can instead choose to get an additional 1d6 to your channel energy dice.

So does this mean I am correct in assuming My Hexchanneler could hit 19d6 channel at level 20?


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This is an alpha build for an alternate casting system I am working on. I have a few goals in mind with it, I want to give casters more versatility, I want to bring spell-casters to be more inline with other characters at higher levels, I want to increase the fun of playing spell-casters at low levels, I do not want to utilize the existing pathfinder spell-casting material as much as possible, and I want to prevent nova builds. So here it is below.

Mana based Spellcasting
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Mana- A spell caster gains a pool of mana points equal to half their levels in a spellcasting class rounded down minimum one plus their casting ability score. At each new level after 1st level a spellcaster gains a number of mana points equal to their Mana pool die.

Bard: 1d3
Cleric: 1d4
Druid: 1d4
Sorcerer: 1d6
Wizard:1d4

Spent mana points are recovered at a rate of 1 per level per at least 8 hours of rest. A full day of of rest up to 16 hours with no major interruptions recovers twice this amount. you can never heal more than your total.

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Cantrips and orisons-
Cantrips and orisons act differently than other spells, these are magical abilities that expend very little mana to cast, but require a pool of mana to always be available. Prepared caster classes can choose to prepare cantrips or orisons whenever they are preparing spells, for each cantrip you prepare you effectively lose access to one mana point that day. Whenever the character would recover mana points from rest they may choose to regain any number of mana points spent on cantrips effectively losing access to the cantrips the prepared, but opening up the points to be used for other spells.
Spontaneous casters lose a number of mana points equal to the number of cantrips they know but always have access to those spells.

Spells-
Spells cost a number of mana points to cast equal its spell level to cast.
Prepared spellcasters must spend time investing the mana and preparing its use,
during this preparation the wizard is focusing his magical energies to produce the
desired magical effects. Cleric preparation involves prayers which align the divine energies inside of them to channel the spells. Druid preparation involves meditating to
align the natural energies within their body.

Wizard schools- A wizard can expend double mana points to spontaneously cast any spell from their chosen school, spells from their opposite schools always cost double mana points to prepare.

Cleric domains- A cleric may prepare one domain spell of each level each day for one less mana point than it would normally take.
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Any input will be greatly appreciated.


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I have only done 2 so far but am looking for input on what I have, I'm also converting the base classes from the book into pathfinder hybrid classes. (Swordsage = Monk/Magus, Warblade = Monk/Barbarian, Crusader = Monk/paladin).

These are the two styles I have made and am seeking critical input and suggestions for balancing.

-Shadow Hand-

Shadow Style-
Prerequisites- Wis 12, Stealthy feat, Stealth 1 rank, or sneak attack +1d6.
Benefit- whenever you and an ally are adjacent to a creature you and that ally gain the benefit of flanking.
Normal: You and an ally must be on opposite sides of the creature to gain flanking benefits.

Shadow Strike-
Prerequisites- Wis 15,Shadow style, Stealth 3 ranks, or sneak attack +2d6 and Shadow Style.
Benefit- You gain sneak attack +1d6. Whenever you are using Shadow style you gain a +2 on damage while you are flanking a target.

Shadow Stalker Strike-
Prerequisites- Wis 17, Shadow Strike, Spring attack Stealth 5 ranks, or Sneak attack +4d6 and Shadow strike.
Benefit- You can move at full speed while stealthed and only take a -5 penalty to your check. You can use the spring attack feat and retain your concealment to strike a target. If you end your turn where you could make a stealth check to retain your concealment you can take it as a free action.

-Diamond Mind-

Diamond Style-
Prerequisite- Int 12, Weapon focus (light blade*), or Fighter level 1.
Benefit: While in this stance each successive miss by an opponent grants you a +2 dodge bonus to AC against that opponent, This bonus lasts until the start of your next turn.
* light blade refers to any weapon in the light blade weapon group*

Diamond Strike-
Prerequisite- Int 15, Diamond style, or Fighter level 3 and Diamond style.
Benefit: While in your diamond style stance, for each miss made by an opponent against you during the last round you get a +1 damage bonus, this bonus becomes a +2 bonus when you are wielding a light blade*.
Also, as a standard action you may make a melee attack as a touch attack against an opponent you could normally attack.

Diamond Flurry
Prerequisite- Int 17, Diamond strike, or Fighter level 5 and Diamond Strike.
Benefit: As a full round action make an attack against a target at your highest base attack bonus, if you hit you may make another attack at a -5 penalty. Continue this process until miss the target with an attack. If that target attack and missed you at least once during the last round of combat these attacks are considered touch attacks.


So I was looking at the piecemeal armor rules and I think that this is really just broken and unusable in some cases. First It doesn't specify what you are supposed to do with the armor check penalty in the example it just takes the worst piece's so thats what my example will use.

My first look was I just took the three lowest pieces on the list.

Tatami-do arms, O-yori legs, and A stone coat torso. This armor cost 900 gp has a tremendous +12 ac bonus, 0 max dex -7 armor check penalty, and 45% spell failure. Oh this counts as heavy armor That too me is just way better than full plate.

My second look I was trying to make the best possible combination.

Lemellar horn arms, Hide legs, and a chain torso. This armor has +9 ac, + 4 max dex -2 armor check penalty, and 35% arcane spell failure. this is medium armor. Its cost 128gp.

Best Possible Light armor, just because.

Padded arms, Padded arms, and a haramaki torso. this armor costs 5gp, +2 ac, +8 max dex, 0 armor check penalty and has a spell failure of 10%

These were made with basic materials, no mithril not even master worked.
After beginning to read this section I really wanted to like it.

I was wondering what other peoples thoughts on the system was, And if anyone had opinions on how to fix it and make it a little less power-gamy and seething with optimization potential.


Does anyone else feel the gunslinger lacks a first level ability that really packs a punch and makes you want to play the class. I think a solution is to make targeting a Level 1 deed, not in its current form, but maybe put some restrictions on it saves or something based on wisdom.

Quote:


Arms: On a hit, the target takes no damage from the hit
but drops one carried item of the gunslinger’s choice,
even if the item is wielded with two hands. Items held
in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also
confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and
knocked prone. Creatures that are immune to trip
attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 19–20.
Wings: On a hit, the target is damaged normally, and
begins to fall.

If its a level one ability Make it require an attack roll against a Touch CMD or somthing (CMD without Dex or maybe Str.)

Keep arms as Disarm, Keep legs as trip, Keep torso as increased threat range, Keep Head as is with a Save, and maybe with wings Have it be a Save DC equal to damage plus Wis modifier.

Suggestions thoughts? Maybe other Suggestions For Making Gunslinger more playable at level 1?


Alright, We now have an updated Gunslinger class, I Really want to test play this one, I didn’t Test play the last one Because I didn’t feel that what we were presented Would work in game but This new update I think could be a Viable character option and below I will discuss why.

The first thing I notice is it no longer says its a fighter alt class, which is good and bad. Good because now You can mix and match levels in the two if you wish. Bad because now they no longer qualify for fighter bonus feats.

Next I look at skills, The update has more class skill options which is nice because you now have a little more utility than the fighter, but the low points per level keeps them from stepping on the toes of the more skill based classes.

Gunsmith Is good because they fixed most of the problems from the last playtest, Now GMs can use gunslingers without throwing off wealth. Now the feat that goes along with this, gives me some slight problems. What does this mean for crafting, can someone without the feat use the craft skill with its normal rules to craft, the stuff and does all gunsmithing do is let you craft without the skill. Im not 100% behind this feat, but I think its a step in the right direction.

For grit, changing Daring act to a sidebar makes way more sense, Other than that im slightly disappointed their were no changes to grit. Deeds the Most noticeable change is Utility shot is now a Third level ability, Im Completely behind this Because at 11th level I felt the ability sucked but now gunslingers have stuff to do at lower levels other than just shoot things.

I like that the class now just has Good fort and Ref saves and has bravery again. But now Im wondering if it is supposed to be a fighter alt class again?

The cange’s to the Secret stash feat work for me. It now states combat tho, so does that mean if you need a bullet to shoot a lock outside of combat you cant use this feat? Also, While Im on feats I noticed that all the Deed feats have another added bonus so Im now more okay with Deeds being added as a feats instead of being their own class ability.

Finally the new guns look fun, and Im glad they decided to address all types including advanced Firearms. The Sidebar discussing guns is great to solidify This as an alternate rule, but I did just notice after reading it, Gunslinger is stated as an Alt class so I guess it still is an alt Fighter. The New Ammo Equipment Should Help gunslingers be more effective at Earlier levels.

So In summary, The Updates on paper make this class look like it could be played in game.

Thank you Paizo for letting us be part of the Creation process.


Quick little fighter archetype I came up with, open to suggestions.

Divine Champion

Divine champions are more than paladins they are champions of a religion.

At First level you may choose a domain, You gain the listed domain powers with your fighter level equal to your cleric level. You may also cast spells on your domain list as a cleric, you gain bonus spell slots equal to your wis modifier. at first level you have 0 first level spells per day, beginning at third level you gain 1 first level spell per day and 0 second level spell per day, at 5th level you gain 1 second level spell per day and 0 3rd leve spell per day this continues every other level until 19th, up to 9th level spell slots you must have a high enough wisdom score to cast these spells.
At 20th level you must choose weapon mastery with your dieties favored weapon.
You lose your first level bonus feat, and all armor training, and weapon training as well as armor mastery.


Can a barbarian alchemist use bombs while raging?

What about extracts?


Anyone else feel the class should be made its on base class and be renamed scoundrel?

I can see where you would want it to focus on guns and all but the grit and deeds mechanics could be better for other character options.

Guns I feel should be a play test in itself, just use the mechanics give a list of more guns, and some feats to play around with, possibly some of the archetypes and let people build characters of any class that utilizes them.

Scoundrel I feel could have deeds more similar to talents, discoveries and such. I know class bloat and all but the class is so different from fighter that I don't feel its an alternate class, you look at it you dont say hey thats a fighter.


It is apparent that many people seem to feel the ninja is over powered, and I can see the argument, I feel to much of the discussion is just get rid of it and not bother. To some that is a viable option, to others that just doesn't work. People want to be able to say i'm a level 10 ninja, not I'm a level 10 ninja rogue.

Lets discuss ways to make the ninja viable without just getting rid of it, possible putting an action on usage of ki powers, removing the extra attack for 1 ki point. What about removing light armor proficiency. without any armor would you go running at someone even if you had mirror image up. Also, The tricks that are free once then cost ki, just need to cost ki.

Mostly It needs to be made that a Ninja is a gimped rogue without his ki, So put up some suggestions to keep the Ninja that tweak it.


I was getting into this in another thread and felt it would get buried unless it was put in its own thread.

Now Why do samurai, and for that matter cavaliers, only get the option of having a mount. Lets look at druid they get a companion or a domain, paladin They get a Mount or a magic weapon, Ranger companion or give allies favored enemy buff, wizard familiar or item bond. Now given this why do samurai/cavalier get stuck with a mount why don't they have and out if they don't feel like hauling around a horse everywhere.

This is what was started in the other thread and Personally Im liking some of what is coming out of it.

Pendagast wrote:
Kenjishinomouri wrote:
Pendagast wrote:

well gosh im at a loss, i cant think of anything the samurai needs or is missing.

Maybe a second expertise?

Thats just the thing, I cant Think of something, To be honest I was hoping someone else would have a suggestion. Maybe One extra use of resolve and the ability to spend 2 uses to give one of his allies the resolve boost. Could be the samurai's resolve is so strong it extends to his allies?

Second expertise could be interesting give him one early and the second lets him become a pretty good switch hitter?

how about a dowry?

The samurai could be married or betrothed, and as such got a huge boost in gold and starting wealth, in lieu of a mount. This would let him get access to a mwk katana and armor at 1st level.

If not dowry, then noble status or inheritance?

(or even a small piece of land, and a household instead of expensive weapons, maybe something that is not only self sufficient but generates some income, like a farm, or a foundry or something.)

Mostly why don't they get the option the other classes with such abilities get?


So I was with some of my players the other day, and our current gm could not make it, but our group still wished to play a game. So I had this Idea in the back of my head for a while to do a prehistoric style game. The world is mostly wandering tribes and such, I described it to them that no elf has died of old age yet.

My problem is the game seemed to need rescaled some, I gave them bonus hit points per pathfinder beta, and an extra feat to start off with as well as two character traits. My problem is there is no money, and not really many feasible ways to give them magic items, or really other treasure to help them survive in general. They have a couple of crude weapons slings, and crude spears, one of them has leather armor, but thats about it, they survive or hunt for food, and they look for small caves or hollowed out trees to sleep in.

I came here seeing if I could fish out any ideas for things I could give the players to make them a little stronger at higher levels. I was thinking feats, maybe spell like abilities, or extra class features based on character stuff, like maybe give a character an animal companion if they are able to tame an animal, or give them sneak attack if they play their character as a stealthy hunter type (which through most of the fist session the characters were sneaking through the woods trying to avoid fighting things).


So I was with some of my players the other day, and our current gm could not make it, but our group still wished to play a game. So I had this Idea in the back of my head for a while to do a prehistoric style game. The world is mostly wandering tribes and such, I described it to them that no elf has died of old age yet.

My problem is the game seemed to need rescaled some, I gave them bonus hit points per pathfinder beta, and an extra feat to start off with as well as two character traits. My problem is there is no money, and not really many feasible ways to give them magic items, or really other treasure to help them survive in general. They have a couple of crude weapons slings, and crude spears, one of them has leather armor, but thats about it, they survive or hunt for food, and they look for small caves or hollowed out trees to sleep in.

I came here seeing if I could fish out any ideas for things I could give the players to make them a little stronger at higher levels. I was thinking feats, maybe spell like abilities, or extra class features based on character stuff, like maybe give a character an animal companion if they are able to tame an animal, or give them sneak attack if they play their character as a stealthy hunter type (which through most of the fist session the characters were sneaking through the woods trying to avoid fighting things).


It can do something that no other class can accomplish easily which is cast a spell and attack in the same turn. that could be an invaluable ability at second level, you dont have to waste an action to buff your self, you can do it and attack at the same time, and with spellstrike, you cast the spell, and then you can use it to strike with an AoO why are these concepts so difficult to grasp, the class is awsome. Sure its not the god class that can cast 9th level spells, have a full bab, and deal out massive amounts of damage, but I feel that it accomplishes what it needs to much better than most of the other classes that can be compared to it.


I am currently running a 3.5 game, and my group is considering switching to pathfinder. the one problem I am running into with this is one of my players is playing a half-ogre. does anyone have any suggestions on how to convert it to the pathfinder system, since there are no level adjustments.
I would like the conversion to still be a large character.

I was thinking of just treating him as a CR 2 character and having him gain a bonus level midway through 5th and midway through 7th. Also I was planning on lowering his strength bonus to +4.