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Inspired by the organic point buy ability thread, I started thinking on a way which created a natural way of assigning ability points. I remembered playing a game called Twilight 2013 which gave bonuses based upon life experiences. What I wrote up is clearer as I've learned my lessons playing a Russian nuclear scientist.

"These seven stages of life describe your experience and how it changed you. For every stage, you can choose a +2 bonus to one stat or two +2 bonuses and one -2 bonuses. Your main stat (based on your class) can go up to 18, the rest can go up to 16 and no stat can go below 6 before class adjustment."

Stats by life experience:

What was your relationship like with your parents? What did you learn from that experience?

Stat change:

What was your relationship like with other children? What did you learn from that experience?

Stat change:

What was your relationship like with older adults in the community (teachers, community leaders, teacher/apprentice, shopowners, bosses, etc). What did you learn from that experience?

Stat change:

What changed in your life after puberty? What did you learn from that experience?

Stat change:

What happened when you became independent/an adult/entered training in a profession (including for PC classes)? What did you learn from that experience?

Stat change:

What was your most important life experience after the experience above before you started adventuring? What did you learn from that experience?

Stat Change:

Why did you choose to become an adventurer?

Stat change:

After this, players total up their stats and choose an adjective to describe each one of their stats. After this, they make the character background.


Oh snap. I was just creating my unarmored wandering swordsman. It's mostly good for Mugen, though you might want to refit it a bit to add some breakdancing flavor to it. I didn't add in what ability replaces what, but it's pretty well-balanced IMHO.

Wandering Swordsman:

Alignment: Any.
Hit Die: d10.
Starting Wealth 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills

Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Local) (Int), Perception(Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis) and Swim(Str).

Skill Ranks per Level: 4 + Int modifier.

Proficiencies :A wandering swordsman is proficient in all simple and martial weapons. He is not proficient with armor or shields.

Flow with the battle
The wandering swordsman can move faster than a normal wandering swordsman and has to be able to see blows coming to dodge them, since a hit could be deadly. A wandering swordsman adds 1+ Wis to his AC at 1st level and an additional +1 at levels 4, 8, 12 & 16 when not wearing any armor and not carrying a medium or heavy load. A wandering swordsman also gets a +10 enhancement bonus to his movement speed at levels 3,6, 9, 12, 15 & 18.

A wandering swordsman must maintain his style of melee combat as his focus. These abilities do not stack with any monk bonuses to AC or movement speed. If a wandering swordsman gains levels in any class which gains spells, he loses these AC movement and speed bonuses.

Live by the Sword
At 1st level, the wandering swordsman selects one weapon from katana, wakizashi or nodachi. He gains Weapon Focus as a bonus feat at level one for this weapon. The wandering swordsman also gains weapon specialization as a bonus feat at 2nd level. The wandering swordsman can use any of these 3 weapons for flurry of blows.

React Quickly
At 2nd level, a wandering swordsman gains evasion. At 9th level, he gains improved evasion.

Focused Sword
At 2nd level, the wandering swordsman gains Perfect Strike as a bonus feat without needing to meet its prerequisites. His wandering swordsman levels count as monk levels for the amount of times per day he can use the feat.

Weapon expertise
At 3rd level, a wandering swordsman gains an unparalleled expertise with the weapon he chose at 1st level. The wandering swordsman can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his wandering swordsman levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Greater Weapon Focus.

Ki Pool
At 4th level, the wandering swordman gains a ki pool equal to ½ his character level + his wisdom modifier. The wandering swordsman can spend 1 ki point as a swift action to make an additional attack at his highest BAB, to move half his speed or to gain a +4 insight bonus to his AC. The ki pool is replenished to its maximum after 8 consecutive hours of meditation. Additionally, when a wandering swordsman confirms a critical hit, he regains 1 ki point.

Resolute
At 5th level, a wandering swordsman gains immunity to fatigue. At 10th level, he also gains immunity to exhaustion. At 15th level, he gains immunity to stunning. At 20th level, he gains immunity to death effects and energy drain.

Tough to Take down
At 7th level, if a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum reduction of 5 at 19th level).

A Moving Blur
At 12th level, a wandering swordsman can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the wandering swordsman can expend 6 ki points to gain an additional three standard actions during his turn. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity. If a monk hits with any of the attacks granted by a standard action, he can move 10 feet after each attack without provoking an attack of opportunity.

Last second dodge
At 13th level, a wandering swordsman may use the defensive roll advanced rogue talent once per day, plus once per three levels beyond 13th (to a maximum of 3 times a day at 19th level).

Feared Style
After the wandering swordsman makes his first attack in a combat, all enemies within 30 feet must make a will save (DC 10 + ½ the wandering swordsman’s level + Wisdom modifier). If the enemies fail a will save, then they can only take the total defense action (but with a +2 dodge bonus to AC instead of the normal +4). This effect lasts for 1d4 rounds. Enemies immune to fear or with a higher level than the wandering swordsman are immune to this effect.

Greater defensive Roll
At 19th level, a wandering swordsman suffers no damage on a successful defensive roll, and only half damage if the Reflex saving throw fails.

Chosen Weapon Mastery
At 20th level, a wandering swordsman achieves mastery of his chosen weapon. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, his chosen weapon cannot be disarmed

Here's a set of capoera feats by Maxximilius. I took out improved unarmed strike on the build, but you can easily add it back in and add perform (dance) to the skill list.

Capoera feats:

Capoeira Style : Artists of the capoeira style fight and dance with their legs, which they use to evade attacks and
deliver devastating kicks. Rudiments of capoeira are often unknowingly learnt by carrier slaves, as it is one of the few
martial arts that can be practiced at full efficiency even with cuffed hands.

Capoeira Leg

You are adept at fighting only with your legs, standing on a single foot as the other flies against your foes.

Prerequisite: Acrobatics 3 ranks, Improved Unarmed Strike, Perform (Dance) 3 ranks, Weapon Finesse.
Benefit: You gain a +2 bonus to CMD against trip attempts, combat maneuvers that forcibly move you, and on
Acrobatics checks and saving throws to avoid being knocked prone. By using your foot, you are treated as always
having a free hand for the purposes of feats or class abilities in addition to your normal main hand and off-hand. This
foot cannot provide additional attacks, wield items or cast spells, but may catch items on the ground, hold an item or
be used to grapple a foe your size or smaller. Finally, you gain a +10-feet bonus to your base speed.

Capoeira Ginga

Always in movement to avoid obstacles and attacks, your agile kicks can swiftly bring down your opponents.

Prerequisite: Acrobatics 5 ranks, Capoeira Leg, Improved Unarmed Strike, Perform (Dance) 5 ranks, Weapon Finesse.

Benefit: When using the Capoeira Leg feat, you gain a +1 dodge bonus to AC, may use your Dexterity instead of your Strength modifier to damage for your unarmed strikes, and ignore 5 feet of difficult terrain for every 5 ranks you possess in the Acrobatics skill. This modifier to damage is reduced as normal for off-hand attacks. Whenever you
score a critical hit with an unarmed strike, you can make a trip attempt against your opponent as an immediate action.

If your confirmation roll exceeds your opponent’s CMD, you may knock your opponent prone as per the trip combat
maneuver. This does not provoke an attack of opportunity.

Capoeira Cartwheel
Your mastery of momentums allows you to dodge attacks and strike back with large leg crescents.
Prerequisite: Acrobatics 7 ranks, Capoeira Ginga, Capoeira Leg, Improved Unarmed Strike, Perform (Dance) 7 ranks, Weapon Finesse.

Benefit: When using the Capoeira Leg feat, your dodge bonus to AC becomes +2. As an immediate action, you may do a retaliative unarmed attack of opportunity against an enemy that misses you in melee. You must be aware of the attack and not flat-footed.

Special: This feat allows you to select the Whirlwind Attack feat without meeting it’s normal prerequisites.


Outside of the water--bender--I mean singer (that 5th level ability looks amazing), I like the Half-Orc Hateful Ranger. That one seems quite powerful to me for killing things, especially with a helpful DM to let you know some favored enemies. I also really like the gnome alchemist saboteur. It seems awesome to me as well in a campaign with a lot of sneakity-sneak-sneak (like a PF version of a Shadowrun campaign). I can see that one as being allowed to all races.


Thanks for all of the responses!

I looked at the Martial Artist archetype from Fistful of Denarii and it didn't feel right to me. It looked too much like a fighter and less of what I thought a samurai should be. That may be good for some, but not for me. Most of the other types allow too many supernatural abilities, which doesn't really fit my concept. I tried to combine the monk areas but monks are quite complicated as is with too many fiddly bits. Samurai just seemed to be a simpler chassis to work off of, especially since I'm giving this too a player with only some tabletop RPG experience. I wanted simple and not supernatural, so I went with samurai as a base.

GeneticDrift--I took your advice regarding combining challenge and flurry and also about AC. Unfortunately, when you remove challenge from a samurai, too many pieces get removed. So, I added some features from monk and martial artist to the pot and it came out pretty well, I think. I also baked in the features from the ronin order into the class, since they seemed to fit so well. The only non-archetype change I made from samurai was to give the class a high reflex save, since it seemed to fit well with the motif.

I'm posting the link below, and I'd like to get some criticism on it as well. I made this document so a player can play the class without needing to reference any other books or documents, which should make it easier.

Wandering Swordsman


Anthony & Tim,

Thanks for the replies guys. I'll ask him about the idea of sword saint with the monk AC bonus.

Me personally, I'm not a fan of the idea of iaijutsu. It doesn't seem like a practical technique outside of one-on-one duels, in which case it's great. I prefer traditional kenjutsu and it's multiple quick strikes, which is what I was going for with this archetype. It's a matter of personal preference though, though I admit iaijutsu looks very cool.


A player of mine wants to play a Ronin samurai and I wanted to create an unarmored samurai archetype and see if he likes it. I tried to make this by combining certain samurai and monk features together. I'm not sure how balanced it is, but I don't mind if it's a tier up from a regular samurai.

FYI, I also plan to give the move 1/2 speed as swift action ability for one point to anything with a ki pool or grit pool (this include Maxximilius's fighter archetypes) as well as the Skirmisher Ranger. The only thing I'm questioning myself on right now is including the additional abilities that you can spend ki on. I look forward to everyone's feedback

Wandering Swordsman:

Flow with the battle

A wandering swordsman rarely stays in one place and thus doesn’t have the ability to buy or maintain armor. A wandering swordsman loses all proficiencies with armor and shields.

This means that a wandering swordsman can attack faster than a normal samurai and has to be able to see blows coming to dodge them, since a hit could be deadly. A wandering swordsman adds 2+ Wis to his AC at 1st level and an additional +1 at levels 6, 12 & 18 when not wearing any armor.

Furthermore, the monk can take a -2 penalty to each of his attacks to double the amount of his attacks at each BAB level when not wearing any armor. This works exactly like flurry of blows and counts as flurry of blows for any prerequisites. A wandering swordsman can also take Perfect Strike as a bonus feat even if he doesn't meet the prerequisites and counts as a monk in determining how many times a day he can use it. This cannot be used for ranged or thrown weapons.

This ability replaces the samurai’s armor proficiencies.

React Quickly
At 2nd level, a wandering swordman gains evasion. At 9th level, he gains improved evasion. This replaces the mount and mounted archer features.

Ki Pool
At 4th level, the wandering swordman gains a ki pool equal to ½ his character level + his wisdom modifier. He also gains the “Extra Ki” feat as a free feat.

The wandering swordsman can spend 1 ki point as a swift action to make an additional attack at his highest BAB or to move half his speed. At 6th level and every two levels after, he can choose an additional ability from the list below with a ki point cost (as per the qinggong monk). Activating these abilities, unless otherwise specified, is a free action. If the ability refers to a feat, a wandering swordsman can use it until the beginning of his next turn. A wandering swordsman must meet the level prerequisite to use these powers. This replaces Banner and Greater Banner.

6th level
Deflect Arrows (1 ki point, except you can use your weapon)
Ki Stand (0 ki points, 1 ki point special ability, immediate action)
Sidestep (1 ki point, immediate action)

8th level
Gliding Steps (1 ki point, immediate action)
Whirlwind Attack (2 ki points)

10th Level
Lunge (1 ki point)
Step up and Strike along with prerequisites (2 ki points)
Wind Stance (2 ki points)

12th level
Ki Throw (2 ki points)
Punishing Kick (2 ki points, can use weapon instead of kick)

14th Level
Disarming Strike (2 ki points)
Improved Ki Throw (2 points)

16th Level
Bleeding Critical (3 ki points)
Lightning Stance (3 ki points)

18th Level
Any feat with critical focus as a pre-requisite (3 points)


I can imagine a modified writeup of this being done for Sarenrae. Otherwise, this can work in a medieval campaign where all faiths have similar abilities. A Christian equivalent to this could be the Lance of Longinus, the Jews could have the Shield of David or the sword of Judah Maccabee, Hindus can have a Sword of Shiva which has uses of disintegrate (as Shiva is the destroyer), and Buddhists could have chakram from Maitreya that looks like a Dharmachakra.

All fluff text is written from the perspective of the believer of course. This could be a fun alternate history setting if done right and respectfully (no one true faith).


Hey guys,

I wanted to get some feedback regarding a PF character that I made. I've played 4E before but this is my first ever PF build and I rather like the concept. I wanted to make a lazy and laid-back slacker a lot like The Dude from The Big Lebowski who's really into spreading peace (and making sure that rugs stay in their proper place :) )

Since he doesn't have much physical power in my conceptualization, I wanted to make his power the power of his spirit. I decided to make him a synthesist summoner because I can't really make the build fit thematically as anything else. I imagine his spirit as a member of the Chinese 8 immortals who fights using Kung-Fu skills who surrounds him with energy and gives him Kung Fu powers.

So for the build, we're starting at level 2 and I was thinking of going with Monk (Martial Artist 1)/Summoner (Synthesist) 1 and taking summoner the rest of the way. Monk works both thematically and helps out by giving me the combat reflexes feat and WIS to AC (hopefully). The eidolon will be of the bipedal type and I'll favor unarmed attacks. I plan to go with a Half-elf with the 1/4 evolution points/level favored class bonus. He is going to be middle-aged, like the dude and his stats will be as follows (after age adjustment and flexible stat placement):

Str 6 Dex 6 Con 12 Int 15 Wis 18 Cha 18. Alternatively, I could take Con down to 10 and Int up to 16 if that's a better choice.

I have some questions about the build that I would like some advice on.

1. Since I have the level of monk, does my wisdom get added to my AC when I am fused with my eidolon?

2. For evolutions, I plan to go with skilled in diplomacy, large size, a number of primary attacks up to the top number (or secondary after lvl 9), flight and armor boosts. Should I also go for trip? Any other good choices that fit thematically with this build (besides stat boosts, which are always good and which I plan to take).

3. Can I take power attack due to my stats in the fused state but only use it in the fused state? Also, what would be the best feats to take early? There don't seem to be any must-have feats that early.

4. Any equipment advice for starting with 1000 gp. I have no idea when it comes to what is good equipment.

5. What do I have available to me to help me take away the attack penalty for non-lethal damage? I would prefer to deal non-lethal damage, but that -4 penalty essentially makes me unable to hit at all.

Anything else would help. I've read the summoner handbook on GiantITP and I honestly feel like I'm still lacking in some knowledge here. I would be happy to get any tips at all to make this character stron