Azten wrote:
You could also replace the necklace with a very obvious Helm of Brilliance. Watch as your players specifically NOT try to use fire, only for the mummy to self-destruct.
A player of mine wants to combine the Divine Hunter and the Holy Gun archetypes, but I wasn't sure if it was possible, since they both modify the Divine Bond class feature. I'm thinking it's not possible, but I wasn't 100% sure, so I told him I'd check. Which is why I'm here, looking for a second opinion.
Kaiyanwang wrote:
I would. It's hilarious! I see it as the amulet animating the monks fists, while he uses FoB with his legs. That's a lot of attacks.
ciretose wrote:
I also mostly agree with this. I'd actually add one thing to the Gain part. Instead of only getting Rapid Fire, why not have the gunslinger choose between a Sniper type and a Rapid-Fire type like the Ranger? Because to me, the Sniper who lines up a single deadly shot is a Gunslinger, too.
How about making guns more viable by making upgrade modules? They could be made by anyone with the proper Craft skill, but the Gunslinger could get them for free, like alchemist discoveries. That way, anyone with enough gold can get a good gun, but not only does the GS get free upgrades he made himself from a bunch of scraps, but he's also just plain old better at using guns.
Odentin, you have just made yourself my favorite poster on these forums. Congratulations, I love your ideas. But I'm pretty sure I remember there being a mention that more powerful guns would be in UC. Like more than one barrel, and whatnot... Stehil wrote: Though on the note of better guns there was mention of more guns/alternative rules that we'll be seeing in the final book made over in This Post by a designer. Why we're not seeing those in the play test I couldn't tell you... Ah, there it is. In other words, ninja'd. In this case, this might be a bad pun...
YuenglingDragon wrote:
Except that a Ninja can't multiclass into Rogue, since it's an alternate Rogue. It would be like taking Rogue twice just to double the first level benefits.
My setting is strange. Spoiler: That's about it. The stereotypes for the races are all different. For example, the Elves are the mad scientists, and live in a technocracy where the one with the most significant invention rules. So far, they've invented the steam engine and gunpowder. Dwarves are like the 40k Imperium, with a Pope-Emperor of sorts, with a bit of Judeo-Christianism thrown in, for good measure. The Gnomes are the Dwarven society's working class, but some of them are trying to get back to their fey roots, by returning to nature. Halflings are Gypsy-like nomads. Humans have developed most of modern magic, and have discovered the Words of Power. Orcs are not all Evil, it varies from clan to clan, since some trade with human tribes. Drow are not Evil. They worship the Tree God, which also serves as a god of the dead and judgment. As such, their clerics are often called upon for funeral services. A lot of things come in pairs.
Fallen_Mage wrote: Another example of Evil working with good is in the Dragonlance series. Raistlin. I'm actually surprised he didn't get mentioned earlier. I saw Raistlin as someone who sort of transcends the morality scale. Sure, he murdered Gnimsh, sent a bunch of dwarves and humans to their deaths. But, when he was wearing the Red Robes, he tended to the sick and dying. He sealed himself in the Abyss with Takhisis to prevent her coming back, and helped the other gods track down Krynn, later in the series. But, yes, Raistlin would be a good source of inspiration for an evil character that doesn't screw over the party at every turn.
In Pathfinder, the minimum casting stat you need for a full caster is 15. By using that minimum, I find that it makes a character more interesting, mechanically speaking. It sort of removes the "one-trick pony" feel by allowing the character to do something interesting besides their main power. For example building a Gnome Sorcerer with 20 CON is absolutely hilarious. He can easily have 18 HP at level 1.
This is a relatively simple question, that I can't seem to be able to answer. Let's take a Magus/Cleric, and then multiclass to Mystic Theurge, and crank it up to level 17. That gives us Cleric 3/Magus 4/Mystic Theurge 10. Would Spell Synthesis work with Spell Combat? The concept is awesome, and maybe a tad strong, but would it work?
I like the research journal idea. Logical and flavorful. The boosted spell list also makes sense. However, giving access to all spells seems over the top. I can't remember where it was, but hogarth's suggestion was good. His suggestions was to give the Alkie access to certain shools, and/or spells with a range of self, I believe. About the Alchemical focus. I like it, but there should be an option to take a more "universalist" route, and might I recommend an actual advantage for specializing? Like, a reduced required level for the discoveries of that route. As for the generalist, I can't think of anything. Poison/Mutagen foci: I don't really know what to say, since I can't judge it's power. (Haven't played this game enough, and haven't playtested the Alkie, yet.) That's about it. Overall, it's good.
MaximusRift wrote: I've just had a good idea for a breakthrough: Rockets. They're basically the same as a bomb, but self-propelled. You could make it so that any rocket you make trades off power for range. A cool idea, but I'd say he should trade precision for range. I doubt one could make a very precise rocket.
taeko wrote:
That only means that according to the Book of Exalted Deeds, Good characters are supposed to be pacifists. I can also quote from the Planetar entry of the Bestiary: " They focus on combat and the destruction of Evil; though they understand diplomacy, a planetar would rather lead the charge against an army of fiends rather than negotiate peace." Good characters don't have to be pacifists. That's why they have "Smite Evil", instead of "Subdue Evil with non-lethal ways". I would accept a Good character using poison, if he used it responsibly, as stated above. That's one of the differences between Good & Evil, Poison Usage. Good will use it responsibly, Evil won't care. EDIT: By the way, Merry Christmas.
I wouldn't recommend that method. I don't think a lot of players would enjoy being forced around magically. What I would do is give them a demonstration of their fate should they attempt an escape. Spoiler: What I would do is build an NPC with a class level or two, "accidentally" show it to the players ( Or just plain show them the sheet.), and have a guard one-shot his as the poor NPC is slaughtered trying to escape. Spook them into obedience.
Kerian Valentine wrote: Alright, I'll grant you that. But at the same time, Paladins do that. Paladins -are- the magical soldiers for their god. So why do we need two sets of magical soldiers, when we could have one church inspector and one magical soldier? But, that's the thing. They were NOT going for a church inspector. They were going for a "Slayer"-type dude. If you don't like the name, change it. It says so in the Rulebook, if you don't like something, change it. Don't try to adapt the class to the name, adapt the name to the class.
How about this: When the Cavalier uses his Challenge/Whatever you want to call it ability he gains the following: The Cavalier may perform (Dex score - 10, with a minimum of one) additional attacks of opportunity for X rounds per day/whatever duration and a scaling bonus to his BAB while he uses this ability, which stacks with Combat Reflexes. However, the Cavalier suffers a scaling penalty to AC. (This penalty scales a tad slower than the bonus mentioned earlier.) This would allow him to deal extra dmage to a single foe, deal with a few foes, or simply run interference to control the movement of a whole bunch of enemies.
I've had a few of these ideas. Although, I try fit my ideas into one or two levels. (By the way, I use 15 point-build.) Speedster:
Spoiler:
Human Barbarian 1/ Cleric 1
First 2 feats: Fleet.
And, voilà! You have 60 feet of movement.The rest doesn't really matter. Save meisterS (I have multiple builds for this):
Spoiler:
Any Half-Human race Paladin 2/ Monk 1
Stats : STR 10, DEX 10, CON 10, INT 10, WIS 16, CHA 16 Feats: Lightning reflexes Whatever x2 Which results in saves: REF: +7, FORT: +7, WILL: +7 Second build:
Tank:
Spoiler:
Any race that can have a bonus to CON Wizard 1 Familiar: Toad Specialization: Transmutation Stats: STR 7, DEX 10, CON 20, INT 15, WIS 9, CHA 7 Feat: Toughness HP: 6+5+3+3+1= 18 The 20 CON and toughness also goes well on a Barbarian. This build can be replicated on a Sorcerer, just invert the Int and Cha. Skill monkey:
Spoiler:
Human Rogue 1
Stats: STR 8, DEX 10, CON 10, INT 20, WIS 10, CHA 10 Skill points: 8+5+1+1=15 skill points EVERY level. I'll edit if I think of anything else.
Quijenoth wrote:
In the first place, what is he doing ALONE against all these people? That's what party members are for, to take care of the things you can't handle. Quijenoth wrote: If this was the intent then consider increasing the cavaliers HD to d12 and grant the class some form of damage reduction or increased armor class because most cavaliers will likely be trying to charge their opponents suffering AoO to reach their foe. If it was their intent to make him suffer horribly for challenging, then I agree, he would need a little help on that side. Quijenoth wrote: The Cavalier seems very skills and saves based on his other abilities but neglects his attack rolls, damage rolls and AC unless specifically dealing with a single foe per combat. while this is more relaxed than the paladins smite evil I get the feeling the cavalier misses the mark as a tank. I know its unrealistic to simply provide him with the abilities already outlined by other classes for fear of destroying their niche in the combat but what about granting the cavalier more specialised abilities like increased AC while using combat expertise or increased CMB? I could see a market for a warrior who compensates his lack of damage and AC by using abilities like sunder and disarm, The drawback of such attacks is the need to use them in place of an attack, why not give the cavalier the ability to disarm or sunder and do a follow up attack as an immediate action? this could also help the cavaliers weakness against sneak attacks if he could disarm those who threaten the flanks. At the end of the day a cavalier is likely to be in heavy armor and his movement around the battlefield restricted unless he is mounted. This should be reflected in his abilities to soak up damage instead of trying to avoid it. I don't see much difference in damage output between the Fighter and the Cavalier. Between the Paladin and the Cavalier, maybe. But, the Cavalier compensates with versatility of usage. He can use it against a Neutral enemy. The Paladin cannot. Quijenoth wrote: The Cavalier has a lot of abilities that require him to be mounted. In many situations a mount is not of use in a campaign. most typical dungeons, city based adventures and the like will not see the use of a mount. However, this does make him the only viable mounted build granting him bonuses beyond other typical mounted characters such as the paladin. I posted a modification to the knight class that took the rangers fighting style approach. This gave the knight the choice of being a mounted specialist or a foot infantry specialist. The same doesn't fit too well with the cavaliers name but at least it provides more options within the class especially if the campaign might restrict one or the other. You have done the same with the paladins mount by adding a boned weapon and with the wizard/sorcerer familiars and druids animal companion/domain specialisation. You don't have to take a horse. In fact, at level 4, you can take a wolf or a boar if you are Medium sized. Level 1 if Small. Quijenoth wrote:
He doesn't always have to be mounted. In fact, with the feats the mount gets, you could make it a frontline fighter that can double as a mount. Give it things like Armor proficiencies, and some of the feats from the Bestiary. The Demanding challenge ability: Most Cavaliers will use a lance or a spear of some sort that will provide them with range, while still maintaining their opponent in melee. The Bonus feats make sense, in my opinion. It helps differentiate Cavaliers, even within their Order. I agree with the rest, though.
Male
Here's my character. These are basic stats. For the rest, I have the books. spoiler: Sev 19 years old Female Tlaxu (Monk 1) Saves: REF +4 WIL +4 FOR +4 AC: 14 HP: 25 Stats:
Skills: If 3.5
If Beta
Feats:
5 feet 8 inches.
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