Cadrilkasta

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So, I'm going to run a custom game in a homebrew setting, and I need to know some exploitable or problematic Archetypes and feats.

My actual ban list:

Feats: Calculating Mind, Leadership, Sacred Geometry, all item creation feats.

Classes: All 9th casting classes (more a lore/flavor decision)

Archetypes: Vivisseccionist, Primalist, Master Summoner and Synthesist.

Any more sugestions? The game should last up to 12th Level.


Hello there guys,

Here comes what me and my gaming group thinks it's a better version of the Monk.

Main changes:
1- Proficient with light armor, and can add WIS to AC like a Swordsage (3.5);
2- Fast movement nerfed (Because we allow move and full attack freely);
3- Huge buff to the Ki Powers;
4- Minor adjustments to the Stance Strikes: Now only the Hammerblod (Renamed Tiger Fang) needs a unarmed strike, all other can be used with weapons.

Hope you guys enjoy.


Warning: This rule is now just speculation. I didn't tought too hard on it, and isn't playtested at all.

Before I'm start, this rule exists to further extend the Automatic Bonus Progression.

In this rule the characters are more powerful individuals by themselves, and don't need to have to worry to buy magical gear that gives them access to supernatural abilities. This mystic skills come through hard training, focus, faith, sheer determination or some magical lineage that allows incredible feats. To balance this now more powerful (yet less versatile) heroes, decrease character wealth by level to 1/10 the normal amount, and all slot equipped items are gone (but the held and consumables ones still exist).

At each level you gain Ability Points (AP) equal to half of your wealth by level to spend "buying" magic abilities from items. Some rules do apply:
- You can only buy slot items with AP. So, no way to buy Bags of Holding to make your pockets large.
- You cannot have two different abilities in the same slot. So you can't buy both Belt of Might Hurling and the Blinkback Belt, as they use the same slot.
- Abilities that are applied to weapons (such as Brilliant Energy), armor (such as Brawling) or shields (such as Bashing) must be attuned to the same item that the character attune his automatic bonus progression.
- This abilities are considered to be Supernatural, so they cease to work in Anti-Magic Field and similar effects. Unlike normal Supernatural Abilities, the Innate Magic Abilities still can be target by Dispel Magic and be supressed (use your character level as the "item" caster level"), and a Mage's Disjunction makes all your Abilties to cease to function by 1 minute.
- All limited uses of an item ability (such as Luck Blade Wish), once spend, is gone for ever. Even if by retraining you receive this item ability again, it remain spent.
- Upon reaching 4th level, and at every even-numbered class level after that (6th, 8th, 10th, and so on), you can retrain one of your abilities. You get a full refund of that ability and can buy another one in place.

PC Level Wealth
2 100 gp
3 300 gp
4 600 gp
5 1,050 gp
6 1,600 gp
7 2,350 gp
8 3,300 gp
9 4,600 gp
10 6,200 gp
11 8,200 gp
12 10,800 gp
13 14,000 gp
14 18,500 gp
15 24,000 gp
16 31,500 gp
17 41,000 gp
18 53,000 gp
19 68,500 gp
20 88,000 gp


Hello there,

I'm gonna try to do a solo campaign to my fiancée, and I need some tips on how do it. There will be one DMPC, but from my experience the game becomes boring quick.

Thanks in advance.


I'm thinking about using the following rule in my games. Thoughts?

Quote:
In this option, the player can choose the better of two ability scores for the bonuses for these saving throws. Reflex save is based on the better of Dexterity or Intelligence bonus (representing the character’s quick-thinking), while Will save is based on the better of Wisdom or Charisma bonus (representing the character’s force of personality).


I think everyone know how "static" the combat in Pathfinder feels in some times, and I guess lot of people tried to adress this problem before.

So, I was thinking to myself today: How much do we break the game if add the following Combat Action?

Quote:


Assault: As a Full-Round Action, you can move up to your speed while performing a Full-Attack Action. You can move after, before or between your attacks. You still provoke attacks of opportunity while moving, and you can't make a 5-foot step in the round you perform a Assault.

Please be gentle. :p


Hello, fellow Pathfinder players and GMs!

I'm working in some house rules with my friends, and I've got the idea to do something in similar fashion of the Alternate Class features of the D&D 3.5 Player's Handbook 2.

Before chek the link, keep in mind that we banned the following feats: disruptive, greater penetrating strike, martial mastery, penetrating strike, spellbreaker and teleport tactician.

Hope you like it, and please leave your feedback!

##FIGHTER ALTERNATIVE CLASS FEATURES##


Hello there fellow Pathfinder players.

I was reading about the Slayer Advanced Talents, more specifically the Rogue and Ninja Advanced Talents. Let me quote the entry:

'd20pfsrd' wrote:


Rogue and Ninja Advanced Talents: A slayer can select any of the following advanced ninja or rogue talents in place of an advanced slayer talent: deadly sneak, evasion, hunter's surprise, knock-out blow, master of disguise, opportunist, and stealthy sniper. A slayer can select this advanced talent multiple times

Unlike the Rogue Talent under the Slayer Talents, the Advanced Talents lacks the following text:

'd20srd' wrote:


If the rogue talent has a prerequisite (such as the major magic rogue talent requiring the minor magic talent), the slayer must fulfill the prerequisite before taking that rogue talent. This talent can be selected multiple times; each time, it grants the slayer a new rogue talent.

So, can I select the Deadly Sneak Rogue Talent with a 10th level Slayer without meeting the prerequisites?

Thanks.


Hello there,

I'm going to play a Campaing that follow some peculiar rules:
- 21 Attribute Points;
- 3 Extra Class Skills (Choose Any and gain 1 Rank on it);
- I have an Extra Feat of the following: Improved Unarmed Strike, Quick Draw or any Tiefling Racial trait.

I'm a Beastbrood Tiefling (didn't need to burn a Feat to be one) and I was looking to some cool concepts. Oh, the DM let's me get Rogue Archetypes as a Ninja replacing Poison Use and No Trace!

I really like the idea to dual wield Wakizashis, and the Thug + Enforcer with Blade of Mercy Trait to do something like Kenshin in Samurai X.

But i'm little lost in what can I build into. The Campaing starts at level 3.

Any help will be appreciated.


Hello, people.

I'm planning to play with an Unarmed Fighter with a dip in 2 levels in Master of Many Styles Monk (I love the possibilities of Crane + Dragon).

But in that way, my Unarmed Damage will be stuck in 1d6. There is any Feat to allow 1/2 Level in Unarmed Strike progression?

Thanks in advance.