Dusanu

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Goblin Squad Member. Organized Play Member. 27 posts. No reviews. No lists. 1 wishlist.


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Please elaborate, how is doing a flurry then doing a cantrip attached to an arrow bad?


Does monastic archer qualify you for eldritch archer? Or would you need to dip the archer archetype first?


In p2 the dimension door spell says under the heightened section, "You are temporarily immune for 1 hour" immune to what? The spell itself, is this an hour cool down?


I'm dual weilding dogslicers and was wondering if I put a potency crystal on each can I activate both of them since it's a free envision action, it states this gives it the concentrate trait but I see no limitations placed on it in that trait description.


Thank you for the concise answers, I was unaware you couldn't just multiclass like previous editions and that too was a dedication feat. I will have to rebuild my character to get it at level 2.


So I want to play a Red Mantis assassin, took the background for it, made a level 1 goblin rogue then realised that at level 2 i would not be able to take the archetype dedication feat for red mantis assassin because it requires I be trained in saw tooth Sabres which as a rogue I'm not.
Option 1 So very annoying, would have to wait till my general feat at third to pick this up then take it at level 4 instead.
Option 2 which I need clarity on, would this work and is this allowed? I take a level of fighter at 2nd giving me the trained I need in sawtooth sabres and then use the fighter class feat to take the archetype at level 2. Am I allowed to take the feat if I meet the prerequisite from leveling, do I gain trained then take the feat or do I need to have the trained in sawtooth sabre before the level I take the archetype feat?


I think alot of why people are against LG is because it's the noob go to as well cos it's THE Hero archetype, they end up playing it as Lawful Stupid not knowing any better and that stigma has stuck to the alignment.


The blasts are a lot like the DnD v3.5 Warlock with an elemental theme, shape and essence are now form and substance but the one trick pony seems to have a few more tools in the box but at a price, the new burn (implying burning up your bodies own energy reserves). I'm very much going to enjoy playing a pyrokineticist aka The Human Torch.
Based on theorycraft so far the only problem I can see is all the types are hyper mobile and knowing my players they will abuse this to no end but we shall see when we try them out.

Goblin Squad Member

The complexity and possibilities of this user created world are very exciting.
Let me paint a picture, what I hope the game turns into later in it's development after a few years of the developers giving us more tools to work with in the game.

Wondering out deep into wilderness as your tyrannical villain character you lord over a group of whipped and scared goblins to run your mischief for you; you begin speeding up the escalation cycle with your great renown as it draws in more monsters for you to lord over and soon other players join.
A monster settlement is born, run by cruel player overlords. Self Proclaimed King of the Goblins adopts the other players as his lieutenants, lackeys, slave drivers and other assorted minions.

Eventually you'll create a larger domain if you can gather enough monster settlements into a kingdom. Those players who've had a character rule over part of a monster Kingdom for long enough unlock the ability to create a Monster character from that kingdom (a goblin if you rule over goblins, a skeleton if you rule over undead etc), kind of like a prestige base class, the same way you build your way up through the social structure to being able to use the nobility and royalty classes.

Goblin Squad Member

Another separate bunch of questions, is the disguise skill going to be implemented, can I disguise myself as someone else.
Could I disguise myself as a bandit and rob people then ditch the disguise and lose my criminal flag but only lose the criminal flag if they didn't see through my disguise.

Will the bluff skill be implemented, for example to attempt to lie my way into a settlement past NPC guards that would otherwise deny me access or distraction for sneak attack.

Can we intimidate monsters to leave them shaken in combat or scare them off or perhaps bully them into raiding settlements and out post for us.

Can we use Diplomacy to lower the cost of peasant labor such as in a mining operation or use it to make intelligent monsters less hostile and open to negotiation instead of fighting them e.g. write up a peace agreement with the necromancers that popped up last escalation cycle, turns into an NPC village (because evil players might like to go and hire necromancers, skeletons might work for less than peasants).

Goblin Squad Member

How will the paladin's abilities like smite work with a numeric value for good to evil, will it scale with their evilness doing more damage to and providing more protection from those who are maxed out evil or will it be a set transition where there evil is or isn't high enough to be smote.
Also related, will detect evil and detect alignment effects show the values on the good-evil, law-chaos axis's or just a flat descriptor, e.g. evil-good +100 or just Lawful Good.
If it's a flat descriptor what are the likely boundaries going to be and can i commit evil acts and stay good but stop short of the change to neutral then go and do good acts to balance it out.


Thanks i didn't know that about the fly skill, i'll drop that requirement and do something about that 10th lvl capstone.


It's using the same bab and saves as the assassin prestigue class
and also i know i probs should have written it 3rd person instead of first person but meh
Valkyrian
Where a Valkyrie might bring hope and salvation a Valkyrian brings terror and doom. Deciding who lives and who dies on the battle field and wielding terror is the core philosophy of the Valkyrians, death throws and panic herald the arrival of Valkyrians to the battle field, as they bound around the battle field picking off the weak and injured. Valkyrians form cults and band together in order to kill Valkyries and obtain their blood for the dark ritual that grants them their abilities; this ritual is a highly guarded secret which a Valkyrian cult will do anything to protect. With their true dark nature unknown to most, Valkyrian cults front themselves as swords for hire or work for the elite as assassins and body guards.
Becoming a Valkyrian is difficult as they only accept the best killers into their ranks and initiate them with the dark ritual that grants their powers. Nearly all Valkyrians are rogues as their abilities are essential to making a decisive killer. Swift kills, maintaining the high ground and leaving the enemy demoralised are the core of what it is to be a Valkyrian.
Role: Valkyrians work best with others of their kind but can fit into other groups of adventures as the intimidating front man. In combat their main role is to finish off enemies and to weaken their will to fight, keeping the high ground is also important as they are most effective when descending onto their foes.
Alignment: Due to the profane ritual that is required to become a Valkyrian they are always evil aligned and because of the strict secrecy around the ritual they are usually lawfully aligned and loyal to their cult who have granted them their power. A Valkyrians word is solid and they disdain from breaking it making them good leaders and negotiators.

Requirements
To qualify to become a Valkyrian, a character must meet all the following criteria.
Alignment: Any evil.
Skills: Acrobatics 5 ranks, Fly 2 ranks, Intimidate 5 ranks.
Feats: Acrobatic.
Special: The character must under go a profane ritual where two cuts are made on his back and an infusion costing 2,000gp, that contains the blood of a Valkyrie, is consumed. The formulae for this infusion is a guarded secret kept by Valkyrian cults who will only share it with fully initiated members.

Class Skills
The Valkyrians class skills are Acrobatics, Bluff, Climb, Diplomacy, Fly, Intimidate, Knowledge (planes), Perception and Sense Motive.
Skill Ranks at Each Level: 4 + Int modifier.

Class Features
All of the following are class features of the Valkyrian prestige class.
Weapon and Armour Proficiency: Valkyrians are proficient with spears and gain no armour proficiencies.
Wings of the Valkyrie: Upon completing the profane ritual and gaining his first level a Valkyrian grows a fully formed pair of tainted black Valkyrie wings from the cuts in his back. These wings are not true Valkyre wings however and so do not grant flight but they do grant the ability to glide at 40ft for every 10ft dropped (applies to jumps too, every 10ft of height grants 40ft of movement). They also grant the ability to leap higher providing a +8 innate bonus to acrobatics checks to jump which improves to +16 at Valkyrian level 4.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increase by +1d6 at every other level (1st, 3rd, 5th, 7th and 9th). If a Valkyrian gets sneak attack bonuses from another source, the bonus on damage stacks.
Death from Above: Descending on your enemies instils them with fear. If a Valkyrian comes down from an elevated position or jumps at his target that round he may make a free demoralise intimidate check against the target before any attacks are resolved.
Fear is My Weapon: You are highly skilled at landing deadly strikes on those who's movements are hampered by fear. You may apply sneak attack damage any time you hit a target who is shaken, frightened or panicked.
Ascend: In times of need you can muster a truly magnificent leap. At 2nd level, once per day per level, a Valkyrian may exert extra effort to make a massive wing assisted leap into the air gaining height in feet equal to the total jump acrobatics test.
Descent of the Valkyries: The brutal manner in which you descend upon your enemies and kill them has become truly terrifying. At 4th level any enemies killed after coming down from an elevated position or jumped at, grant a free demoralise intimidate check against all enemies within 30ft, one check is rolled against all of them.
Majestic Flight: Your ability to manoeuvre in the air has been honed beyond even the Valkyrie. At 5th level when jumping or gliding you no longer provoke attacks of opportunity. This does not apply to flight from other sources such as the fly spell.
Terrifying presence: You have an aura of fear around you that causes other to feel uneasy and become more susceptible to your terror. At 6th level you gain an aura of fear out to 10ft that grants a +4 bonus to demoralise anyone within it.
Death Bringer: Like the Valkyrie you can now see who is on the brink of death and deal them the killing blow. At 8th level you gain the ability to see a unique aura around people that indicates how likely you are to kill them should you land a sneak attack. It indicates whether they are beyond the damage of your bonus sneak attack damage in hits points, within the range of bonus sneak attack damage or below the minimum you can roll on your bonus sneak attack damage.
Show Them What They're Made Of: You can incite complete horror and panic in your enemies by tearing one of them apart joyfully, splashing everyone in blood and guts. At 9th level whenever you kill someone you can spend the rest of your round until the start of your next turn shredding an enemy to incite panic. Everyone within a 30ft radius must make a will save DC 10+cha+half Valkyrian lvl or become panicked for 2d6 rounds. You can only suffer from this once in a 24 hour period, this is mind affecting.
Boundless Terror: Leaping through the sky and spreading panic wherever you land, you are the true embodiment of terror. At 10th level you can use Ascend an unlimited amount of times per day and whenever you make a demoralise attempt you make the target frighted instead of shaken.


Shadow dancer hides within 10ft of shadow in plainsite, if the observer has darkvison hips still works and the shadow dance can still use stealth correct?


If this happened while i was DMing then I'd house rule that if the arrow hits someone that person has already failed (by not dodging/crap ac) and gets no reflex from the fireball, everyone else gets a reflex. This becomes an interesting mechanic where you can trade them mading a save for you making an attack.


Guns should be treated like any other ranged weapon and not be touch when close, there's more power in an arrow fired from a lonbow than a bullet from a musket so why they would make a early era gun ignore armour is beyond me, the increased damage dice being higher represents the difference between a gun and other ranged weapons just fine. Alternatly add touch to all ranged weapons at close range beacuse the finest fullplate won't provide must protection from a point-blank longbow.


I agree with Kegluneq, the rouge is the infiltrator, the ninja is the unseen agent of destruction who has no time for people skills.


Make the rod intellegent and give it a goal at odds with the parties motives.


The magus spell comabt, does that provoke? it dosen't say if it dose or dosen't


There a difference between a broken class and not being able to munckin it. This class will hold up fine if there are better guns avaiable than the trerrible musket and pistol, otherwise you'll fail to beat challenges tuned to your level.


It dosen't have to be middle ages that dosen't bother me at all, its just thats how i feel the guns are handled here and that its not enough to base the class on. The gunslinger needs guns better than those avaiable in the middle ages or its broken.


houstonderek wrote:


And reality didn't catch up to the idea for nearly 300 years. There's a reason it took a LONG time for hand held firearms to completely replace everything else. Mostly that they weren't terribly effective until the evolution of design made them do what the idea asked.

And, by the time they were effective, they bore zero resemblance to anything that could be called "medieval".

So, again, the OP confuses me with what he wants. Effective firearms are NOT medieval, not by a long shot.

I guess i didn't make it clear but what i was impling is that the majority of people are not trained for combat and would be no challenge for a trained swordsman, but then they have a better chance of killing when given one of these crude guns. This is how the guns presented here are, what i'm saying is that you wouldn't focus on guns as an entire class if they stay at this level of effectiveness. If they want it to become a vialbe option then the guns need to become better or stay an amusing flavor option for all characters.


When guns made their first appearances on the battle field the idea was that anyone could land a killing blow and wouldn't need more than five mins training to shoot someone opposed to the extensive training required in armour and blades. These guns pull that off in that a lvl 1 fighter could be killed by a skilless peasant with two pistols. Unless they want to make the gunslingers damage with a gun scale to make him as powerful as an archer (not lots of shots but the same damage from one shot as a round of arrows) then this class is kinda pointless realy. In my opinion its dosen't realy desrve a whole class as it is, more like an alternate class feature for fighters; i think the idea is you do melee combat with the occasional pistol shot or use the musket before a charge.


Kaiyanwang wrote:

But one could play a Ninja as a almost always disguised spy and assassin, which you recognize as ninja when it's too late. In that case having the class support your Cha-based skills is very nice :)

I didn't think about the skills tbh, it does make sense that way round and i think i am happy for it to be cha based but you've got to be careful that the ninja dosen't become the face of the group, that would bug me to no end. I think they shouldn't have diplomacy as a class skill, ninja don't negotiate, they steal, kill and sabotage.


Perhaps the gunslinger should get a class feature where through their extensive use he gains a greater understanding of how guns work and can create greaters versions of fire arms that do more damge, fire more rapidly etc.
e.g.
Rifle 3d6 damage
Pre reqs Craft (fire arms), gunsliger class feature (maybe called master gunsmith or something that you can get at like lvl8 prehaps).
with a few more better versions costing more

Later levels like 15 you get a greater version of gunsmith that alows you to craft guns that take ammo (clips, shotguns and bolt actions)(you can also craft ammo).

other than the basic starting guns its very hard to use the more advanced guns unless a gunslinger

otherwise i'd take about 3 lvl of gunslingr rest rouge and just take one shot a round from hiding positions with the scpoe that cost 2k so i can have touch attacks.


I agree that it should all be wisdom based, just go through and change when ever it says cha to wis. Ninja's are the lowest social class in any asian society and should not have high cha, they perform the lowest dirty work and tricks of war and spend little time interacting with people other than their masters or companions. A charasmatic ninja just does not gel with me, it makes no sense.

Other than that niggeling thorn in my side, its a well done class and is more mechanically sound than the ninja from 3.5 (If it stays cha on release i'm having a home errata when i DM where its wis).