Thias

Leonus Wyrd's page

32 posts. Alias of Jonah "Deadshot" Johnson.


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Garion Beckett wrote:
Anyone know of a good digital sheet to gestalt on?

I think most character sheets shy away from gestalt since it's houserules only, however I personally have found great luck with dyslexic sheets since you can select multiple classes at once and each class has a unique sheet for it. Can't do very much in the way of Archetypes though. A few classes have Archetypes but not all of them


doomman47 wrote:
Leonus Wyrd wrote:

ok a few problems with your assumptions.

1) sneak attacks are d6's not d8's, im assuming this is simply a typo.
With a very niche archetype they become d8's

granted; this is one of the lesser point though. However i absolutely agree with your statement about items.


3 people marked this as a favorite.

ok a few problems with your assumptions.
1) sneak attacks are d6's not d8's, im assuming this is simply a typo.
2) TWF and the improved versions require a full action to deal the additional attacks, ANY movement greater than a 5 ft. step breaks this
3)Flanking requires tactical placement, and thus you would need to MOVE to do it
4) poisons are very weak and easy to overcome so they are a non threat
5) at 5th level you are going to be lucky to get a +1 weapon/armor, let alone any of the nice things like belts or tomes, these are a progression which means that even when you get the better things the amount of damage your dealing means less and less.

TL;DR your assumptions don't take into account how often you are likely to get everything just right to make this build work, and if you are dming and NOT moving your monsters around the board knowing full well that your rogue needs to stay put to get all his hits off, then you are doing it incorrectly. you have to utilize the same tactics your players use in an encounter, it is after all a tactical war game with RPG elements :)


N. Jolly wrote:

1. The racial adjustments are just too good, they'd be too good if they were just +2 str/con. I'd say lower it to str/cha or con/cha and you'll have a more fair baseline.

2. Type and everything is all fine, nothing particularly gamebreaking there.

3. Draconic aspect seems like it should be EX instead of SU.

4. The different draconic aspects are varying wildly in power.

4a.I think the breath weapon's weak enough to the point where it could just be an all day thing, it's not like we have 3.5 metabreath effects.

4b. Mind of the dragon feels a little weak for a burst effect ability being once a day.

4c. Things like claws are mostly useful when they're always active instead of for an hour due to how people like to use primary weapons. Something like this should be inherent instead of a once a day effect.

4d. Flight feels like the only thing that should be limited like this, a solid call on your part.

4e. You might want to be careful giving full immunity to an element at 1st level, even if it is only for an hour. Maybe some kind of scaling resistance would work better.

I could almost see breaking this up into one 'mother race', and picking out 2 of these qualities to be an all day feature for each of them, maybe with different stat placements.

Alot of the choices were made for flavor reasons not mechnical. I always pictured a human looking character that had the natural capability to take on dragon aspects (and perhaps later be able to shapeshift into a dragon) but still appear human. perhaps you are right about the energy immunity... come to think of it, i think that might be left over from the previous concept of it. I really just want this to be a whole race with variation appearing via the dragon type. as for the breath weapon i do have some racial feats that will help increase it as well as other abilities and taking on more aspects at a time. Also you can gain more uses as you level its not just "1/day"


*bump*


*bump*


Ok so I'm hoping I can get some constructive criticism on a homebrew race i have been working on. The idea behind it was to have a playable race that was dragon like in flavor. It's around 20 RP so its higher up on the playable level but I think it has enough to it to make it enjoyable without game breaking. what do you think?
+2 strength, +2 Constitution, +2 Charisma
Type: Humanoid (human, dragonblooded)
Size: Medium Size
Land Base Speed: 30 ft.
● Low-light Vision
● Draconic Aspect (Su.): For a number of times per day equal to ½ your Character Level (with 1 being the minimum) you can acquire one of the following traits as a swift action that lasts for an hour or until it is dismissed as a free action. You can acquire only one trait at a time and must dismiss the previous trait before selecting a new one.
○ Breath of the Dragon: Can use a Breath Weapon as a standard action, dealing 1d6 damage. The type of breath weapon is determined by the type of dragon chosen at creation. A successful reflex save (DC equals 10 + 1/2 your character level + your Con modifier) halves this damage. You must wait 1d4 rounds to use this ability again
○ Mind of the Dragon: Your eyes become more draconic allowing you the ability of Darkvision 60 ft. as well as a +2 bonus to Perception checks.
○ Claws of the Dragon: Channeling your draconic inheritance your fingers extend into sharp claws that can be used as primary natural attacks. Each claw deals 1d6 damage plus your strength modifier and count as a magical weapon for the purpose of damage reduction.
○ Wings of the Dragon: you grow a pair of Dragon wings allowing you a fly speed of your base land speed. You can’t use this ability if you are in heavy armor or carrying a heavy load.
○ Heart of the Dragon: Gain a natural armor bonus of +2, and immunity to magical sleep effects, paralysis, and to an energy type related to the type of dragon chosen at creation


Ok so I'm hoping I can get some constructive criticism on a homebrew race i have been working on. The idea behind it was to have a playable race that was dragon like in flavor. It's around 20 RP so its higher up on the playable level but I think it has enough to it to make it enjoyable without game breaking. what do you think?
+2 strength, +2 Constitution, +2 Charisma
Type: Humanoid (human, dragonblooded)
Size: Medium Size
Land Base Speed: 30 ft.
● Low-light Vision
● Draconic Aspect (Su.): For a number of times per day equal to ½ your Character Level (with 1 being the minimum) you can acquire one of the following traits as a swift action that lasts for an hour or until it is dismissed as a free action. You can acquire only one trait at a time and must dismiss the previous trait before selecting a new one.
○ Breath of the Dragon: Can use a Breath Weapon as a standard action, dealing 1d6 damage. The type of breath weapon is determined by the type of dragon chosen at creation. A successful reflex save (DC equals 10 + 1/2 your character level + your Con modifier) halves this damage. You must wait 1d4 rounds to use this ability again
○ Mind of the Dragon: Your eyes become more draconic allowing you the ability of Darkvision 60 ft. as well as a +2 bonus to Perception checks.
○ Claws of the Dragon: Channeling your draconic inheritance your fingers extend into sharp claws that can be used as primary natural attacks. Each claw deals 1d6 damage plus your strength modifier and count as a magical weapon for the purpose of damage reduction.
○ Wings of the Dragon: you grow a pair of Dragon wings allowing you a fly speed of your base land speed. You can’t use this ability if you are in heavy armor or carrying a heavy load.
○ Heart of the Dragon: Gain a natural armor bonus of +2, and immunity to magical sleep effects, paralysis, and to an energy type related to the type of dragon chosen at creation


JonathonWilder wrote:

Thanks, and I'm sorry I missed that line above.

Also, something that may be helpful in making this archetype is the Final Fantasy d20 class Dragoon.

I actually used bits and pieces for inspiration from that exact class. Specifically the extra damage from Death from Above and Hardy Landing. I didn't want to take the class whole hog though for setting reasons, and mostly used ideas from the D&D 3.5 Dragoon build since those feat don't have a pathfinder equivalent, and this seems specialized enough to call for fighter archetype since they get very little love


Leonus Wyrd wrote:
unfortunately google drive deleted the original document so you can find the updated one here

I cannot edit the first post so you will have to follow this link. here


Amanuensis wrote:

Something like this would be great feature to complement the dropping attack.

Why can't you use death from above with fly to make a diving charge? I assume it is for balance reasons, but if that is the case, it would be a better idea to cap/scale the bonus damage (also, think of feather fall).

As was stated above, the effect says you can't be under the influence of a fly effect, it never states that you can't use them. an item such as celestial armor has a fly effect that you can use to get to the height but you cant be under the effect when you use the ability. As for feather fall, its ideal to use those effects to help minimize the fall damage at early levels since they don't make you fly or stop you from falling, just make the landing softer so to speak.

That ability would be very useful to use with this class, however this archetype specializes in being able to jump very high, and deal lots of damage by falling on your enemies, so i want to utilize the acrobatics skill not make it useless.


Amanuensis wrote:

Something like this would be great feature to complement the dropping attack.

Why can't you use death from above with fly to make a diving charge? I assume it is for balance reasons, but if that is the case, it would be a better idea to cap/scale the bonus damage (also, think of feather fall).

As was stated above, the effect says you can't be under the influence of a fly effect, it never states that you can't use them. an item such as celestial armor has a fly effect that you can use to get to the height but you cant be under the effect when you use the ability. As for feather fall, its ideal to use those effects to help minimize the fall damage at early levels since they make you fly or stop you from falling, just make the landing softer so to speak.

That ability would be very useful to use with this class, however this archetype specializes in being able to jump very high, and deal lots of damage by falling on your enemies, so i want to utilize the acrobatics skill not make it useless.


Arise soul from forgotten times, return to the land of the living once more!
All joking aside I've revived this thread as a way to get some fresh eyes to look at the above homebrewed archtype. I've made a few changes to it and made wording a little clearer (at least I hope >.<;)
unfortunately google drive deleted the original document so you can find the updated one here let me know what you guys think.


Aralicia wrote:

A note :

Death from Above : "A Dragon Lancer use this ability while under the influence of a Fly or Levitate spell or effect." Shouldn't it be "A Dragon lancer can't use ..." ?

Also, it is unclear if you can use Death from Above with Leap of the Heavens.
In fact, since you normally can't jump during a charge, and you must jump to use Leap of the Heaven, you would have to use a move action to jump and then a full-round action to charge.
I may fail totally to understand, but this is the way I read it.

That said, I like this archetype. Well done.

It is assumed to work in unison, snd I have changed it to make it clearer, also thank you for the grammar check, that could have been interpreted badly.


Adam B. 135 wrote:

Looks like the google doc hasn't been opened for viewing. But if what you say is true, then yes. There is no need for elemental spell.

I understand the need for a good capstone, so I'd suggest buffing itbin another aspect and adding the resist 30 thing. As it is now, Udaeus or anyone with a caster level 11 resist energy spell are better off against fire than a fire elemental. That should not be okay.

ok fixed the viewing problem, do you have any suggestions of what to buff up instead? i thought what i had was pretty good...


LoneKnave wrote:

2 things to note:

-If you go the skill-check route, you could base it off of Iaijutsu from the 3rd edition oriental adventures. It was reasonably balanced. In this case, could be replaced by a feat.

-Thread has a discussion for a jump based samurai/cavalier archetype. Long story short: treat a jumping charge as a mounted charge. A simple solution and a very nice boost.

Although this wouldn't be a bad idea in theory, implementation is still a problem because DFA's extra damage comes from the force of the fall, and LttH still has the problem of overcome high jump DC's. The jumping charge=mounted charge isn't a bad idea but could be liable for mounted charge feat abuse if not worded properly... im going with just making the DC's lower for high jumps...


the spell list was added to the bottom of the document but i forgot to post a new link so here's the new one
as you can see alot of the spells on the list have several of the same type but with a different energy so elemental spell wouldn't really be all that useful to a warmage. i considered the idea for 30 resistance but it doesn't seem like all that nice of a cap off ability especially considering spell resistance is still in play


i appreciate the input... these aren't bad ideas and you make a valid point with the spell thing. in the forgotten realms setting for 3.0 there was an item called the spear of vaulting that gave a +30 bonus on jump checks. Perhaps i could do something like that.


honestly im not entirely sure how, without overpowering the abilities. Its suppose to scale with level allowing you to make the jump DC's more and more the higher you go in the class but i agree the high jump DC's are brutal... makes me consider either allowing class level as a bonus on jump checks instead of 1/2 level, or allow them to treat the DC's at half the normal range. that would put a 10 ft. jump at a DC of 20 instead of the near impossible 40... idk what do you think?


the CHA to INT has been suggested before, but personally im a fan of the original warmage. the purpose of the multiple ability dependency is to curb power play, and the warmage is a spontaneous caster. im actually just considering getting rid of the arcane pool and giving them arcane strike as a feat


combining the swift action at level 19. you don't gain access to sudden quicken until then


i suppose that the swift action taken to apply the metamagic feat also casts the spell so the only effect that would apply to sudden quicken would be its use without increase to spell level. Which is powerful enough by itself.


bump


so any other ideas


Cyrad wrote:
What document? Did you post a link describing the fluff for your race? Or do you mean the Advanced Race Guide?

this document


Cerberus Seven wrote:

Well, one thought is to remove the double damage bit from Death From Above and change Powerful Lunge to just do x2 overall damage on all charges. That way, all the doubling occurs all at once and later in the game, rather than doing it once overall at level 2 and then a second time to Strength only much later on. Less unnecessary math that way, DFA becomes slightly less cluttered, and it won't be too attractive as just a dipping option.

If you think this would leave Death From Above a little too light on what it should do, you could also include a clause that DFA charges maximize the damage dice when using a spear or polearm (very few such weapons do more than a d10) or increase the size/number of the bonus damage dice per 10 ft. Being a full-BAB class with a focus in Strength, weapon training, and doing charges from above the target, they don't really need anything in the bonus to hit category.

that sounds like a liable option. i might just do that.
DominusMegadeus wrote:
Well, if you have magical flight powers, you can just let gravity take you anyway. You're not forced to fly.

but that's the thing, you cant be under the influence its not to say you cant use the spell to get to the appropriate height but the spell cant be activated when you use the ability...


Cyrad wrote:

It's still ridiculously overpowered. Insanely powerful ability scores. All the languages they want. +2 natural armor. Flight at 1st level.

It should be noted that the drow noble was not designed to be a player race. In fact, most of the example races are explicitly meant for world building and NPCs.

That was stated before and i have excepted that. Linguist is a staple of most uncommon races and isn't that beneficial since you need a high enough Intelligence in order to make use of it. Did you even bother reading the actual document or are you just going off the racial point sheet because honestly i used the racial stats that were given as a base and tweeked them. Granted i did see a problem with flight lasting for an hour and fixed it but the fact is that it is still not the same flight that is in the original book. so for future commentors i ask only this:

READ THE DOCUMENT FIRST AND CRITQUE MECHANIC ISSUES FIRST AND THEN PERSONAL OPINIONS!!!


I can see where you're coming from. Any ideas on how to add that extra "oomph" to powerful lunge? what I meant by the precision bit was simply that you can crit on it and multiply damage because you cant control the force behand the blow... where as with a normal weapon or even power attack you can, but ill add that last phrase just to clear any confusion


BUMP


Cerberus Seven wrote:

Very neat archetype. You might want to add the ability to use Strength mod in addition to/instead of Dex for Acrobatics checks to jump as well, or maybe replace the 1/2 level bonus with that.

Tail Sweep is really good, though giving a weapon the trip property isn't the biggest thing in the world since it just means you have to drop the weapon in order to not be counter-tripped). Well balanced in that way, I guess, and very useful for a fighter who carries back-up weapons (as they all should).

For a high level ability, Powerful Lunge is kinda weak. Maybe have it do something in addition to what's listed, like maximize the damage dice as well. You could also have this ability work similarly to pummeling charge. It would make sense thematically and be an appropriately powerful high-level ability. Remember, you're giving up versatility (a combat feat) for specific power, so don't be afraid to push a little more for extra 'oomph'.

Now, for the big one: Death from Above. Honestly, I'd drop the caveat about levitate and fly, doesn't seem like that big a concern. I'm not sure I fully understand the 30 ft. mention in this ability, either. Other than that, double damage on such a charge PLUS extra d6s is pretty darned cool. You'll might need to specify how that works with a critical hit, but I don't see it being too open to exploitation or abuse.

That's all I've got for now. Looking forward to seeing more.

I'm trying to steer clear from dip abuse as well a single ability dependency which is why i made the bonus stack with level, also flavor wise it represents training the body to jump higher and higher. With powerful lunge you're forgetting that it is intended to work with "Death From Above" which is already giving you additional damage. on another note alot of these class features were actually rewritten feats that often were used in dragoon builds for 3.5. Speaking of "Death From Above" the levitate and fly bit were more on limiting the power of this ability, I mean thematically you are dropping from an extreme height using gravity as your aid. Gravity doesn't effect you the same way using levitate or fly spells. The 30 ft. bit is more of a cap off so that there isn't any "I drop from a 100 ft. cliff" abuse and i see the extra damage as like something similar to precision damage like a sneak attack... again you are using gravity as an aid and the extra damage could be seen as a transference of kinetic energy.


the original Warmage edge only allowed up to your Int bonus, which most people didnt put very much into causing this to be a static bonus... its still keyed off Int but is much less static this way and is more useful in later levels.the point of the warmage was to do massive amount of damage with his spells (which is a very limited spell list...maybe i should add the spell list into the document). Arcane pool was just an option i thought of in place of giving him Arcane Strike as a bonus feat, but perhaps that would be the better option. As for spell focus again the point of the warmage is to be really good at casting evocations to deal lots of damage so stacking with the feats is kinda the point... most people wont spend the resources on the feat if they get it for free anyway. Perception is a main staple in almost every pathfinder class, not to mention the most useful. he can benefit greatly from the perception for his longer ranged spells.


so im bringing this thread back to life after some heavy editing to the above race. you can find that here . in case anyone was wondering, i've gotten the racial points down to 29 and this is everything ive done.
Darast'Rek Racial Point Cost

Type: Humanoid 0 RP
Size: Medium 0 RP
Base Speed: Normal (30 ft.) 0 RP
Ability Score Modifier: Standard (+2 Strength, -2 Constitution, +2 Charisma) 0 RP
Advanced Strength 4 RP
Advance Constitution (x2) 5 RP
Languages: Linguist 1 RP
Defense: Natural Armor 2 RP
Improved Natural Armor 1 RP
Skill Bonus: Perception 2 RP
Movement: Flight 4 RP
Offense: Breath Weapon 1 RP
Extra Breath Weapon 1 RP
Powerful Breath Weapon 1 RP
Claws 2 RP
Sense: Low-light Vision 1 RP
--------------------------------------------------------------------------- -----------------
Total: (Advanced Monstrous) 29 RP