Harsk

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber. 639 posts (1,160 including aliases). No reviews. No lists. No wishlists. 1 alias.



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I've always though illusionists to be only really useful as enemies or creating disorienting dungeons or the like. Why would I play an illusionist in a party?

And how would I optimize for one? I'm thinking sorc since I can specialize harder but what bloodlines/feats/etc should I look into?


Something going on with shipments from dreamscarred to your warehouse? I put this order in last month and it still hasn't shipped. I ended up just buying the PDF of path of war separately since it was three weeks and nothing had shipped. What is going on?


Is there any way to make a shield bash with a tower shield?


I'm thinking of making a marksman focusing on the sniper path of the marksman. Maybe taking a couple levels of Soul Bolt to make the crossbow and have the feat that lets my total level count as soulbolt level for purposes of enhancement bonus. Also grabbing the feat that lets me refocus for a move action.

Then grabbing boots of Skate and having at it. Any advice? Feat lines to stay away from?


We're currently running through the Mummy's Mask campaign and we're about halfway through book two. Every single combat (or thereabouts) the rogue goes down. But he almost never goes negative, he always gets put down to 0. So I was thinking, what if, because he's unconscious so long all the time, I give him a template because of the enormous amount of undead energy flowing over the city? Because he can't consciously resist, it invades his soul and makes him half-dead, like the city itself. Is there a template for that? Either I'm not looking hard enough or there isn't one. I'd like to stick to official material, not 3pp


I'm trying to design a dungeon competition in a game and I feel like mephits would fit perfectly for a group of 5 level 3 PCs. Only up to a couple per room should fit perfectly, the players are a diverse enough group. However, I don't want them to have flying. Ignoring the summon ability (I'm only using that for a couple rooms to surprise the players) would there be any change to a Mephit's CR? I'm thinking it would drop it a point, flying is a big deal at low levels.


So I'm starting a game soon and knowing my players, they'll do something stupid and burn down a town or something. So I'm making a backup bounty hunter, focused on disarming then tripping them and knocking them out. He likes to take bounties alive, it's usually more money. I'm starting them off at 4th level, that's our norm usually, so I'll make the bounty hunter 6th. Thinking of fighter for the feats, and a sling to pick off casters. I'm going to give him the Halfling Stun-Gun (+1 Merciful Shock Sling) and either a +1 weapon and MWK armor or MWK weapon and +1 armor. Any other ideas I should entertain?

I really want to make him a hand-to-hand kinda guy but as far as I know there aren't any hand weapons (brass knuckle stuff) with trip or disarm and you take a -4 on disarming without a weapon (I might not use that, make that a general houserule). What weapons scream "Bounty Hunter" to you guys?


Has anyone tried to stat up skags from Borderlands? I think that could be a fun aberration for PCs to run into. Would it be an aberration because of the tentacle tongue and the triple-mandibled mouth? Or a magical beast because of the armor plating? Or just a regular animal? I'd like to use them in an upcoming campaign.


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First there was the idea, then the rough draft, then messaging Maxximilius, now I have Version 0.5 of the Living Weapon Summoner.

Behold! and of course, any criticism will be appreciated and considered in the next rewrite.

Living Weapon:

Living Weapon
Summoner Archetype.

The summoner loses all armor proficiencies and the twin eidolon 20th level ability.

Living weapon: Instead of calling a powerful outsider that he shapes with his will, the summoner compresses the energy into a weapon, called a living weapon. He chooses a base form (1-handed, 2-handed, or light) and may shape it how he chooses. The living weapon bestows a number of benefits on the summoner that end if the weapon is disarmed or sundered. The living weapon gains a hardness equal to an eidolon's normal armor bonus and hit points as a normal eidolon. The living weapon gains a bonus to its CMD equal to half its hardness against sunder and disarm checks.
The weapon acts in all ways like an eidolon only it must be wielded. It has all the same mental stats of the eidolon and may telepathically interact with the summoner as long as he within 10,000 feet. Any evolution that would normally affect the eidolon's body or give the eidolon any additional abilities instead affects the summoner while the living weapon is wielded. For instance, if the summoner had spent evolution points on the wings evolution or the breath weapon evolution, he would grow wings and have access to the breath weapon ability as long as he wields or holds his living weapon.
The summoner cannot choose any evolution that would grant his living weapon any natural attacks, like bite or claws. Anything that affects the strikes of the eidolon instead affects the weapon. For instance, if the summoner chooses the magic attacks evolution, it applies to his weapon. The living weapon is treated as masterwork at level 1 and gains an enhancement bonus on attacks using the black blade progression on page 47 of Ultimate Magic. The living weapon is affected by feats such as weapon focus but you must still choose a specific weapon for weapon focus, like weapon focus (greataxe).
The living weapon does not give the summoner any ability score increases gained through it, though the summoner still gets bonuses through leveling up. Any natural armor bonuses gained through the living weapon applies to the summoner, hardening his skin as the weapon becomes part of him. This modifies the Eidolon class feature.

Hidden Weapon: At 8th level, the summoner can shrink his eidolon and store it away as if using a glove of storing. When stored this way, the summoner still gains the benefits of having his living weapon held or wielded. This replaces transposition.

Perfect form: At 20th level, the living weapon may not be disarmed and its hardness is doubled. In addition, the living weapon can be summoned as a standard action, instead of the 1 minute summoning ritual. The summoner may redistribute all evolution points spent on the living weapon once per day and may choose a new base form once per month when redistributing points.

Base forms:
The living weapon eidolon takes a base form. Each base form has the damage listed regardless of size. The summoner chooses whether it deals B, P, or S damage and the general shape of the living weapon. The base forms are always melee weapons. Once a base form has been chosen, it may not be changed, but the individual weapon created may be changed.
Light
Base damage 1d4. Critical range 20, critical modifier x2
1-handed
Base damage 1d8. Critical range 20, critical modifier x2
2-handed
Base damage 1d10. Critical range 20, critical modifier x2

New evolutions:
1 point
Critical range: The living weapon's critical range increases by 1. For example 20 becomes 19-20, 19-20 becomes 18-20. This can be taken a maximum 2 of times.
Material: The living weapon takes on all qualities, except cost, of a special material that can be used to create weapons, like mithril or adamantine.
Range weapon: The summoner shapes his weapon into a ranged weapon. He may not choose a thrown weapon except for a sling. If he forms his living weapon into a composite longbow, he must spend one additional evolution point per point of strength rating.
2 point
Dual form: The summoner splits his eidolon into two weapons. They must both be the same base form but may take different weapon shapes and must spend his evolution points on each weapon. Individually. The living weapons hit points are split evenly between the two weapons.
3 point
Critical modifier: The living weapon's critical modifier increases by 1. This can be taken a maximum of 2 times.
Variable:
Enchanted: The summoner imbues the weapon with a weapon enchantment. This evolution takes a number of points equal to the cost of the enchantment chosen. The summoner cannot spend more than 5 evolution points on this evolution. The summoner must be 4th level before selecting this evolution.


Title says it all. The only one I have left is my Sound Striker Bard named Kilo who's a rapping halfling.


Now that we have UE and the ARG, how would you make the most optimized thrower build possible?


I'm not putting this in rules because I know it isn't really a rules question. Anyway, Would you guys allow the penalties on a double crossbow to be halved if made of darkwood? You get that -4 on a DC because of the weight and size, but if the weight isn't really a factor anymore, it's just the size.

What say you?


So my campaign seed started last semester in school when at the end of a end-year one shot, my PCs accidentally released a magma dragon. Little do they know he's actually a magma dragon sorcerer trying to bring his lava army into the material plane. So he's trying to bring his minions in and changing material plane creatures into magma based versions of themselves.

I'm going to be beefing up mephits, using salamanders, fire giants, maybe some kobolds, young magma dragons, wizard minions mitigating the cold weakness from time to time, and drakes. I'm trying to create new creatures, though, not just use old ones. Anyone got any ideas?


I just had a thought. Normally ranged sneak attack relies on stealth. What about allowing ranged SA within 30' if the target is being flanked period?

X=enemy
O=friend
- is a blank space

OXO
---
---
---
---O-

Allowing SA to work like this: balanced? Not? Thoughts?


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Loxodon

Tribal by nature, the Loxodon resemble large humanoid elephants between seven and eight feet tall. Favoring hammers over other weapons, Loxodon clerics are fierce on the battlefield, yet can hold their own in a philosophic debate. It is uncommon to see a Loxodon in a city but if you do, you shouldn't get in his way.
They tend to live in warmer climates like savannahs or warm forests. Gnolls love to harass Loxodons, stealing weapons and eating them when they get the kill.

16 points

Monstrous Humanoid (3RP)
Medium (0RP)
Ability Modifiers (Standard, 0RP): +2 Str, +2 Wis, -2 Int. Loxodon are spiritual and strong, but they cling to old ways and don't bother with new technology.
Darkvision 60 ft (included)
Slow Speed (-1RP): Due to their large, powerful bodies, Loxodon have a base movement speed of 20 feet but their movement speed is never modified by armor or encumbrance
Stability (1RP): Loxodon receive a +4 bonus to their CMD against a bull rush or trip combat maneuver when they are standing on the ground.
Stubborn (2RP): Loxodon gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a Loxodon fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first.
Improved Natural Armor (1RP): Loxodon have a tough hide, they have a +1 natural armor bonus.
Skill Bonus (2RP): Due to their large ears and sharp eyes, Loxodon have a +2 bonus to perception checks
Relentless (1RP): Loxodon gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the Loxodon and his opponent are standing on the ground.
Hatred (1RP): Loxodon gain a +1 racial bonus on attack rolls against creatures of the Gnoll subtype.
Natural Attacks (1RP): Loxodon have powerful tusks they use to gore enemies when combat breaks out. They have a gore attack that deals 1d6 damage.
Powerful Charge (2RP): Whenever a Loxodon charges, it deals twice the number of damage dice with its gore attack plus 1-1/2 times its Strength bonus
Trunk (Prehensile Tail, 2RP): Loxodon have a prehensile trunk that can pick up objects but not wield weapons. They can retrieve small stowed objects on their persons as a swift action with their trunks.
Weapon Familiarity (1RP): Loxodon favor hammers above most weapons and train with them since birth. All Loxodon are proficient with weapons in the hammer weapon group.
Languages (Standard, 0RP): Loxodon begin play knowing Loxodon and Common. Loxodon with high intelligence scores can learn Giant, Terran, Dwarven, or Gnoll. Many learn Gnoll to learn the language of their most hated enemies.

What do you think?


What's the most damage you can get out of vital strike? Let's assume 10th level, standard wbl.


When should we expect the errata for UC? I know the one for UM is out and kudos to the Vow of Poverty, but what about UC?


So...I only have a few ideas for this, but I'm making a rune oracle mystery. I've ran out of steam, it seems, so does anybody have any ideas they'd like to see in a rune mystery?


So my buddy believes he can enchant darkwood armor as wild without making it +1 first. I'm telling him he's wrong, but he's saying he has sources that contradict me.

Spoiler:
Darkwood: This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow or spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.

He's saying teh bolded part means he can bypass the +1 and simply put wild on it for 9,000gp + the cost of darkwood.

A suit of armor with a special ability must also have at least a +1 enhancement bonus

I showed him this and he simply won't listen to me. I'm the GM of the game he's going to do this for (next semester), and if he doesn't listen, what should I do? Simply disallow the character?


So a player of mine asked me if the feat Racial Heritage would let him qualify for Final Embrace as a human. I looked it over and it seems legit. What do you guys think?


HAs anyone converted Al-Qadim from 2e to at lest 3e? Maybe PF?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So I'm finally getting around to making a summoner. His concept is that he believes he's djinn-touched. He thinks the djinn have given him a young djinn to raise to power and bring himself to power so that eventually the djinn will look favorably upon him and raise him up as a djinn himself. Any suggestions for spells, evolutions, etc? Starting level is 3


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So what's the best way to make a thrown weapon character?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I got an idea of a character using positive and negative energy more or less at the same time last night while looking over the healer.

The Conduit

This is it. I feel atm it might be a tad overpowered, so I'd love some feedback on it.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Does the merciful property on a weapon make any energy damage it does nonlethal as well? I have an idea for a halfling stun gun character


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

With the new options from UM/UC out, how would you optimize a monk/cleric combination? I might play one if my inquisitor dies in a campaign my friend is running. At this rate, I'm the only combat-effective one, but that means I'm a bigger target as well. So this is my back-up plan.

I'm thinking monk 2/Cleric X, take the Magical Knack trait for lost CL, and go for it. What do you guys think? Also, I'd probably be a front-line kinda guy, so definitely buff strength and my AC, then stunning fist the crap out of everything. What about taking MoMS for a build like this? Go Mantis for the boost to SF?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I'm playing a level 7 seafaring campaign and it turns out the party is divine themed, so I'm going to make a Dwarven Inquisitor. Any suggestions on the build? We're rolling and I haven't done my stats yet, this is just theory before the game tonight.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So my player and I had an argument last night before the game. Good thing was, it had nothing to do with our current game, just a little rules dispute. He believes that even though the Black Blade takes the slot of the Arcana at 3rd level, you still have the class feature "Magus Arcana" and can take Extra Arcana feats. I'm saying he's wrong; by taking the Black Blade, you get no Arcana at 3rd and thus have no class ability called "Magus Arcana" until 6th level, thus the fastest you can take Extra Arcana is 7th level. There's no FAQ on this, even though I believe there doesn't need to be. Has anyone chimed in one way or the other?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

If you attack with a tentacle as your only attack for the round, is it still secondary and at -5, or primary for full atk/damage?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I was very excited to see the Alchemist class when it came out, as I always looked for one in 3.5 but to no avail. To this day, the Alchemist and Inquisitor are my two favorite, flavorful classes. One thing I was kind of shocked to see is that there are no rules for alchemical item creation. So I took a crack at it a while ago, and been slowly tweaking it. I'd like to share that and get feedback. It's seen a little bit of experience in my group, and so far it's worked pretty well. I'm also wondering what you guys can come up with in items.

I'd love to see a little developer feedback from James or anyone if they have the time, but I'm not really expecting any. They are busy making this awesome game, after all.

Alchemical Research? Yes, please.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

If you are wearing a pair of cesti, can you still cast? It says,

Quote:

When using a cestus, your

fingers are mostly exposed, allowing you to wield or carry
items in that hand, but the constriction of the weapon at
your knuckles gives you a –2 penalty on all precision-based
tasks involving that hand (such as opening locks).

but does that mean you can't cast at all, or just a slight penalty on skill checks?

I know that I could wear one and be done with it, but this is a thematic thing I'm looking for.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I'm going to make a wood oracle for a friend's 10 lvl one shot next week. I want to make a twf quarterstaff oracle of wood but I have a couple questions

stats:
12, 17, 12, 14, 17, 10

Should I rely on Wood Weapon and GMW or enchant a quarterstaff?

Should I rely on Wood Armor or enchant some Ironwood armor?

Aside from wood bond, I am thinking of taking the one where you can speak with wood, how useful will that really be?

Is quarterstaff master worth it for this type of build?

Any other tips will be appreciated.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I'm figuring to put in some house rules next time I run a campaign, just to see how it goes. I like to test the waters. Anyway, I know a lot of people on the boards, including myself, feel that non-bow ranged weapons need some love. I propose the following changes:

Crossbow:
Reload Time: Same
Damage: Same. Give them a set strength rating. Hand +1 due to strength, Light +2, Heavy +3
Deadly Aim: +3 instead of +2. Crossbows more often than not had a higher pull anyway, that's why you need the crank to pull it back.

Slings: If you have weapon focus (any sling) You may reload them as a free action.

What do you think?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I want to introduce a pair of enemies to my players as mini-bosses, recurring BBEGs to fight against and have them be a pair of Channel-focused clerics, one good, one bad, and just synergize really well with each other to mess up a party of 4 PCs. The PCs won't fight them till level 4, but I want to introduce them soon. They're level 3 now. any tips? Build ideas?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I'm currently on my way to looking at the Traveller RPG and all it has to offer and I'm wondering if anyone else has played it and what they think of it


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So I was at my local book store today and saw a neat little book which inspired me to think of ideas for an Iron Druid. Basically a druid who lives his life through metal (maybe living underground in an iron rich cavern) and everything around it, using natural means to smelt the iron and make his own weapons/armor etc. But then I thought, "Wait, doesn't that invalidate the concept of a druid?" Then thought some more and said, "Nope, doin' it anyway."

What is your position on an "Iron Druid" archetype/alternate class and would you have any suggestions for either one?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So I'm going to trick out a level 4 sorcerer for a friend's game. I'm thinking ifrit with the crossblooded Orc/Primal fire elemental and going for broke with fire spells. What do you guys think?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Is there a viable way to run a good combat druid without wildshape? And how?


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I love the idea of a gun-wielding Paladin. The imagery of a Paladin besting a foe in combat with his rifle, then pinning him down with a foot on his chest and softly saying, "Smite Evil" before pulling the trigger just gives me chills.

However, like many of the posters on this board I find the Holy Gun lacking. So, I'm trying a rewrite. I'd love ideas if anybody has any. This are some quick ideas I threw together.

Quick aside: I actually like the Smiting Shot deed, the fact that it's a single shot, and not until the enemy dies. I'm not sure why, but I like it. So I kept it in the rewrite.

Holy Gun pt 2:

Weapon and Armor Proficiency: Holy guns are proficient with all simple and martial weapons, firearms, and light armor.
Have Gun: At 1st level, the holy gun gains the Amateur Gunslinger feat and Gunsmithing as a bonus feat. Use your Charisma bonus in place of your Wisdom bonus for Amateur Gunslinger. She also gains a battered gun identical to the one gained by the gunslinger. The amount of grit you This ability replaces detect evil.
Holy Bullet: At 2nd level, the holy gun gains the following deed. This deed works and interacts with grit the same way as gunslinger deeds, but only the holy gun can use it. If the holy gun also has levels in gunslinger, she can spend grit points from that class to use this deed.
Smiting Shot (Su): A holy gun can spend 1 grit point to make a smiting shot with a firearm attack as a standard action. If the target is evil, the holy gun adds her Charisma bonus and her paladin level to the damage of the firearm attack. If the target of the smiting shot is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to the Charisma modifier plus 2 points of damage per level the paladin possess. Regardless of the target, smiting shot automatically bypasses any DR the creature might have. This ability replaces smite evil.
Divine Bond: At 5th level, a holy gun forms a bond with her deity. This functions as the paladin’s divine bond ability, except the bond must always take the form of a firearm. In addition to the listed abilities, a holy gun can add the distance, reliable, or seeking special abilities to her weapon, but she cannot add the defending or disruption special abilities. This ability replaces the standard paladin’s divine bond.
Divine Deeds (Ex): At 3rd level and every 3 levels after 3rd, choose a single deed available from the list of available deeds as a Gunslinger of your level-2 from the Gunslinger class. You gain the use of that deed. Once chosen, a deed my never be changed. This replaces the Mercy class feature.
Holy Hands (Ex): At 11th level, your bond with a firearm takes a stronger hold. The time to reload your bonded firearm is reduced one step. This replaces Aura of Justice.
Holy Slinger (Ex): This ability function like the holy champion paladin class feature, but the banishment occurs when she hits an evil outsider with the smiting shot deed.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So I'm making a swashbucklin' scout rogue for a game coming up. I'd like some critiquing of my build, please.

Half-Elf Swashbuckler Scout Rogue 15
rolls: 18, 14, 12, 15, 15, 15 (wow!)

STR 18 +4
DEX 18 +4 [15+1+2racial]
CON 16 +3 [15+1]
INT 14 +2
WIS 15 +2 [14+1]
CHA 12 +1

1 Combat Reflexes
1b [racial] MWP (Longbow)
1b EWP (Nodachi)
2b (Combat Trick) Power Attack
3 Weapon Focus (Nodachi)
5 Dodge
6 (Combat Trick) Mobility
7 Spring Attack
9 Deadly Aim
11 Imp Critical (Nodachi)
13 Critical Focus
15 Staggering Critical

BAB 11/6/1

melee +16/+11/+6 1d10+___(not important atm) 15-20 x2
Range 15/10/5 1d8+____(not important atm) 20 x3

Class Abilities
Evasion, Greater
MWP
May take Combat Trick Twice
Scout's charge- SA on a charge
Skirmisher- SA on at least a 10' move
SA+8d6

240,000gp. Any suggestions on items? not weapons, I have an idea for those. I want to try and max out my base land speed.

The longbow is for long range combat. I'll move+shoot until they get in range and then drop it and charge with the nodachi, Spring Attacking from enemy to enemy until everything is dead. Main focus is on the melee, but the backup is the range, just in case.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

One of my players wants to play an undead lord cleric and askedme how to stat up his corpse companion, but I thought about and said I'm not sure. How do you stat one of those buggers up?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Here's a fighter archetype I've been working on. Thanks for any feedback!

Spoiler:

Slinger (archetype)
Halfling warriors tend to favor the slings as weapons, with deadly accuracy and speed. Larger races favor bows, but sometimes a warrior shines with skill in the sling.

Class Skills: a slinger adds Sleight of Hand (Dex) to his list of class skills.

Weapon and Armor Proficiency: A slinger does not gain proficiency in medium armor, heavy armor, or shields, and gains proficiency with any weapon with “sling” in it's name.

Concealable (Ex): Slings are easily concealed weapons. At 2nd level, a slinger gains a +1 bonus on sleight of hand checks to conceal slings or other thrown weapons on his person. This bonus increases every 4 levels past 2nd. This replaces Bravery +1,+3, and +4.

Years of Practice (Ex): At 3rd level, a slinger gains a +1 bonus on attack and a +2 bonus on damage rolls. These bonuses increase by +1 every 4 levels after 3rd, to a maximum of . This replaces Armor Training 1, 2, 3, and 4.

Trick Shot (Ex): At 5th level, a slinger shows his precision. He may attempt a trip or disarm combat maneuver against any enemy in his first range increment with a -4 penalty to his CMB. At 11th level, a slinger may attempt a sunder or bull rush combat maneuver. This replaces Weapon Training 1.

Deft Hands (Ex): Practice makes perfect. At 6th level, a slinger may load any sling he has weapon focus with as a free action, allowing him his maximum number of iterative attacks in a turn. This replaces Bravery +2.

Rebound (Ex): At 9th level, a slinger becomes quick enough to catch enemy bullets. As an immediate action, he may catch a sling bullet or thrown weapon and use that weapon to make a single attack roll against the opponent who made the attack. This ability may not be used when the slinger is flat footed or denied his dexterity bonus to AC. This replaces Weapon Training 2.

Unorthodox Shot (Ex): At 13th level, a slinger gains the Manyshot feat and the benefits of the feat, even though he does not use bows. He may treat any instance of the word bow as sling and arrow as bullet when reading the feat. For instance, for a slinger, the first line would read, “When making a full-attack action with a sling, your first attack fires two bullets.” This ability replaces weapon training 3.

Reflexive Shot (Ex): At 17th level, a can make attacks of opportunity with arrows from his bow. The monk still threatens squares he could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless he has Combat Ref lexes). This ability replaces Weapon Training 4.

Weapon Mastery (Ex): A slinger must choose a type of sling.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So I thought about all the ways to increase the DC of stunning fist, and I thought I'd turn to you guys. With the new monk feats and class abilities in UC, a Stone Cold build would more than likely be very effective.

So how would you maximize Stunning Fist?

I'd go Mantis Style, Ability Focus (SF), and Martial Artist but I'm starting to think Martial Artist is a trap for stun focused builds. Maybe multiclassing MA and barbarian to get strength up for the hits.

I could've sworn I saw a way to viably get Wisdom to attack in UC but I can't find it now.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So the crossbow admittedly needs some love. I thought about the xbow and I have a soft spot in my heart for projectile weapons that aren't longbows/shortbows/guns, and it says you set the string by pulling a lever or a winch.

What about giving these mechanisms strength ratings? Make them be more expensive than a composite bows rating partially because it's a simple weapon, partially because it uses mechanical principles and the work cost involved in understanding those principles and modifying the crossbow without breaking it. I can't really explain what I'm trying to say with the mechanical principles part correctly b/c I'm not a physicist, but I think I'm saying as best I can.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber


The Force Missile Mage

I like it. Sure it's suboptimal, but for a Sorcerer build I have in mind, it's an awesome, flavorful, and it's a perfect fit. But I need to update it.

Updates, in my opinion, should be close to the following:

Prerequisites:
Skills: 6 ranks in Spellcraft, 6 ranks in Knowledge[Arcana]
Spells: must be able to cast Magic Missile
Feats: Spell Focus (Evocation) [I feel, from the fluff of the class, Combat Casting didn't really make sense. They're researchers into how Magic Missile can be improved upon, so I feel Spell Focus should be a better fit]

Class Skills:
Spellcraft, Craft, Knowledge(Arcana), Profession, Spellcraft.
Ranks: 2+Intelligence Modifier.

Abilities: Change Bonus Missile to add a missile every odd-numbered level. Split Overpowering Missile into regular and Improved at 5th.

Take out the line for penetrating shield spells and Brooch of Shielding in the third level ability.

Improved Overpowering Missile: Your Magic Missile spells ignore any effect that can block Magic Missiles, such as but not limited to the spell Shield and Brooches of Shielding.

1st Bonus Missile, Still Missile
2nd Energy Missile, Swift Shield
3rd Bonus Missile, Overpowering Missile
4th Reflective Shield
5th Bonus Missile, Improved Overpowering Missile.

Saves the same, BAB progression the same.

Also, I'm thinking as a side thought into spreading out the abilities and making this a 10 level class and adding a neat capstone. What do you guys think?

[Moved because I realized I was probably in the wrong forum anyway]

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