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BoVD... this book is useful, but entirely too disturbing for me. I somehow always end up feeling dirty after using it when I GM.

*shudder*

Honestly I'd rather see conversions for BoED. In either case a lot of the material should still be useable.


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James' Post

I asked about Enlarge Person, Strong Jaw, Monk's Robe, Amulet of Mighty Fists, and Brass Knuckles.

While I agree that I wouldn't allow AoMF and Brass Knuckles to stack (of course I hate Brass Knuckles for monks) I only brought that up for a RAW interpretation. I think it's a bit too cheesy.

Nothing I know of prevents the weapon abilities from stacking.


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I actually asked James Jacobs about this and his statements were...

James Jacobs wrote:

Whether or not all that stuff could and should stack together for unarmed strikes is, frankly, up to the individual GM. I think it's probably over the top. Monks (despite what everyone seems to think) are supposed to be more defensive than offensive—they're supposed to be really hard to take down, and so while they might not do as MUCH damage as a fighter or a barbarian on a round by round basis... they'll be in the fight longer than those guys since they've got good AC and saves and defenses, and in the end, while it might have taken them longer, they'll have done the same damage as a fighter more or less.

That's the basic theory, at least.

Doesn't stop folks from constantly trying to twist and sift the rules to overwhelm their unarmed strikes.

Now... looking at all of those options... most of them would probably work quite well together, but it costs a lot of money and takes a lot of time. By which point other characters in the party are doing things that are equally bad-ass.

So its really up to the GM's comfort level if he wants to alow this. My advice: compare the results to an equal level and equally...

I would have to agree with what he said. It may stack but it would be a hard trick to pull off.

Galnörag wrote:

I thought AoMF and Brass Knuckles don't stack by raw, the higher bonus item suppress the lower.

They're both enhancement so yes the lesser one would be suppressed. This doesn't stop the monk from using the AoMF from just putting weapon abilities on it, in which case they both work. AoMF doesn't require it to have an enhancement bonus.


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First I'll start off by saying that this is based around the Final Fantasy Dragoon, not the historical dragoon.

Second this is meant to be an Archetype for the fighter to prevent multi-classing with the fighter. The class is pretty similar to a fighter and I don't care to see how mixing the classes could be abused.

This is my first draft, so I'm definitely looking for input on the abilities. My main concerns are balance, especially compared to the fighter. My hope with this class is to have an option that deals only slightly less damage than a fighter, but adds a unique form of mobility.

I'm going to link the google docs to the class table and the class abilities.

Class Table

Class Abilities

(If these links don't work please let me know ASAP so I can try and get it fixed. I've never used google docs.)

______________________________________________________________________

Obviously the class is centered around the high jump ability, extending to incredible heights and distance by level 20. While it may seem 'unnatural' the concept here is the suspension of disbelief and magic associated with Pathfinder. I'm more worried about balance on the distance and height than should they have such an ability. This ability and its enhancements are designed to replace the weapon and armor training normally gained by a fighter.

It seemed less of a concern as higher level characters gain many flying options, potentially very early.

Dragoon talents were meant to replace the normal bonus feats. I tried to add a good amount to allow for differences between two people playing dragoons. I'm definitely looking for input on whether these abilities seem fair and balanced, and looking for abilities to add to this list.

I'm also concerned about any potential abuse that could be had with the Dragoon talents that I have missed. This is meant to mainly be compatible with Pathfinder, so abuses with 3.5 material are of less concern to me.

For those unfamiliar with the Final Fantasy Dragoon here is the wikipedia reference. Dragoon

And a reference on a Final Fantasy wiki Final Fantasy Dragoon

However, the flavoring is much less important than mechanical balance. This class is designed for a unique setting, so I'm not worried about Golarian influences RP wise on the class.

EDIT: Added an additional link to information on Dragoon's in Final Fantasy.