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Ellias Aubec wrote:
Would be interesting to get formulas to generate armour/weapons/vehicles to make up the missing levels for things.

If there's one thing I have to have in a book like this is would be formula to create content that feel is missing.


I'm currently trying to make some 2nd level NPCs for My starfinder campaign, but I have a little trouble understanding the secondary magic option in the NPC creation method in Alien Archives. It reads as...

Secondary Magic: The NPC gains spell-like abilities (chosen
in Step 8) according to its CR, though it gains only the once-perday
spells or one spell per unit of frequency (at will, 1/day, etc.).

But when Looking at the chart Table 7 spells for NPCs, on page 143. SO I decide to go with Spell like abilities, Does this mean my NPC must chose only the 2 at will level 0 or the 2 first level, 1/day spell like abilities, or does it only get a choice between one level 0 or 1 first level spell like ability?


Gilfalas wrote:
Paizo Inc. Community Use Policy wrote:
"These character and starship sheets use trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. These sheets are not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com."

Fillable Auto Math Character Sheet

Fillable Starship Sheet w/ Selection Fields

Thank you so much


Coquelicot Dragon wrote:
I am feeling very left out.

Why do you feel left out?


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So this is my first draft.

Black - Witch
Blue - Summoner
Green - Hunter
Red - Ant-Paladin
White - Bloodrager
Brass - Bard
Bronze - Arcanist
Copper - Rouge
Gold - Oracle
Silver - Paladin


Dαedαlus wrote:


There are better Class fits for several of them, but if you want to use the Class Simple Templates, only CRB classes are an option

Iam also using the genius guide to simple class templates, which allows advanced class and hybrid class options as well. There isn't an occult version yet, and I don't want to use one for the chromatic and metallic dragons.

Each of these great wyrms are unique npcs and have a major influence on world events. They are the only dragons to reach great wyrm yet.

So far I have
Black -
Blue -
Green -
Red - Ant-Paladin
White -
Brass -
Bronze -
Copper - Bard
Gold - Oracle
Silver - Paladin


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DeathlessOne wrote:

After reading the entries for the dragons, this was my assessment.

Black - Druid
Blue - Rogue
Green - Ranger
Red - Sorcerer
White - Barbarian

Brass - Cavalier (diplomancer)
Bronze - Monk
Copper - Bard (debuffer)
Gold - Oracle
Silver - Paladin

Silver Paladin seemed obvious enough that I already began working on it first. I Love the Gold Oracle. The Brass caviler is the only one I think poses a challenge. Since I'm using simple class templates and not the actual class, the Brass dragon would get a mount.


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Part of it is fluff since they'll be part of my world history, but I want to stat them as well so the party can take them on late in the campaign. How they effect history will be largely dependent on their class.


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I'm working on a homebrew campaign which will include only one great wyrm of each the chromatic and metallic dragons. To flesh them out more I want to add simple class templates to each with out repeating a class template but I'm having trouble deciding which class template to apply to each dragon and I would like some advice. I have both the monster codex and the genius guide to simple monster templates.


Any update on a possible occult class follow-up?


I'm currently planning a campaign for 5 players each starting at level 5. I plan on using the classic elements as the theme. I'll have them travel from I've location to location. In each place they have to resolve some problem before they can access that location's elemental temple. The overarching story has the players combating the efforts of the archvillian, who's trying to destroy the world by throwing the elements out of wrack. Feeling like four elements were not enough I'll also feature negative and positive energy as elements. The elemental planes do not exsist in this world. Instead spirits embody these. I want to design this very much like a video game but I'm very discouraged because it seems too much like tales of symphonia. Does anyone have any advice?


Another issue to think about is the possibility that the players may very well use the swords themselves. How many players do you have in the party? Each may want to use the swords, which also brings up more questions. Do they cooperate and take turns with the swords? How many swords do each get to use?

I suggest that the Devil be near by or otherwise able to collect the swords almost as soon as the players get them early in the game, at least until theirs enough swords so each player gets one. This also opens more plot lines. There are far too many suggestions on how to run the game. Ultimately, You should consider how the players will react to these weapons and the use or lose of each one. These can also be used to plot out the encounters in which they will be found.


mdt wrote:


You can enchant it to +1, and then pay the difference between +1 and +2 to enhance the enchantment to +2. You can keep doing that up to +10 maximum.

This is an important step I did forget, you are correct in the fact that a weapon most advance in steps first.

mdt wrote:


The bigger question is the strength enhancement. PFS allows you to rework the bow to increase the str enhancement (if I read that correctly on the forums). However, there's nothing in the rules about it one way or the other.

Personally, I don't allow a bow, once made, to be re-worked with a higher str enhancement (at least, not easily). I usually charge a surcharge for it by requiring a spellcaster use Fabricate combined with some raw materials to add the str enhancement back in. Other GMs don't allow it, and other's don't care.

I'm not trying to increase the bow's strength bonus any further, as I do not intend to increase my strength.

Another question would be whether or not the strength modifier cost is added to the enhancement bonus cost.

A Composite Long Bow without a strength bonus getting a +1 enhancement bonus which would cost (2,000 Enhancement cost + 400 Masterwork composite longbow cost = 2,400gp)

But what about a composite Longbow with a +2 strength modifier (100gp base price + 200gp strength bonus + 300gp masterwork cost) getting the same +1 enhancement? Would it be priced at (2,000 Enhancement cost + 200 strength modifier + 400 master work composite longbow = 2,600) for the enhancement, or would it not count the strength modifier and simply cost the same 2,400gp for the +1 enhancement?

Also I would like to thank every one for taking interest in my inquires, and baring with my long strings of text.


Grick wrote:


If by mighty you mean Composite, then yes, strength bonus and enhancement bonus will stack.

Remember that to be enhanced, the bow must be Masterwork, and an existing item cannot be turned masterwork, it must have been originally created that way.

My Mighty composite bow is master work of course, It's the only weapon I'll be using so the tremendous cost doesn't concern me. But this opens another question. I always thought that once magical, a weapon can be further enhanced. If this is the case or would some one need to costume build a magical weapon, with all the abilities they wanted from the very start?

I know that in 3.5 one could simply further enhance the weapon with the normal craft dc rules for creating the overall weapon, and the cost for such further enhancement would simply be the difference of the new overall cost compared to the original cost of the item. So for example, If I wanted to turn a +1 longsword into a +3 longsword, I would need to invest the I would need to pay (18,000gp - 2,000gp = 16,000GP) to gain the new enhancement. I even asked a representative at wizards of the coast, who originally pointed this out to me.


I'm currently working on a level 5 ranger who will use archery. Now Something I want to know is, if my bow is already mighty with a +2 bonus from my strength modifier, and then I have it enchanted by a wizard who enhances weapons, would the enhancement bonus overlap or stack with the strength bonus?


John Kretzer wrote:
Have them fight other gesalts would be my primary method if I ever ran a game with gesalts.

When Facing NPCs thats exactly what I do. I was speaking more about monsters.

Also this may seem unrelated but I don't want to start a separate thread for this. I usually add HP to monsters or characters that have templates, by the same amount as if the gained the same number of hit dice equal to the CR increase. So if a template increases the monsters CR by 2, and the monster had a D8 Hit die, I would increase it's HP by 2d8, but not the actual hit die it's self.


I personally love gestalt. I know a lot of players find it over powered, but the aspect that attracts me to it the most is versatility. Back when my group was playing D&D 3.5, I tried it out with a few test NPCs. I didn't like how so many Paladins were so similar. It got the point where every paladin felt exactly the same. I encountered this with the ranger, rouge, monk and druid as well. My players also like gestalt, for much the same reason. One of the things I do to help balance the gestalt setting is to increase the DCs on monster abilities, usually by +2 to + 4. Or I'll set the average encounter level at +1. What are some things you might do to compensate for gestalt characters?


Mahorfeus wrote:

Jester? I'd say it'd just be an Expert with a load of Perform skills (especially comedy), no need for a class.

Or if the Gauntlet: Dark Legacy jester is your cup of tea, Alchemist does the trick.

I'm pretty sure he means the 20 level base class that paizo published in one of it's Dragon magazine issues.


Okay! So here are some more ways to do this. In the end every one will find something that suits them out of all the ideas floating around here.

Hard Rules:
As Evil Lincoln suggests, simply add combat maneuvers to attack rolls and compare both the hit roll to Ac, and cmb to cmd. Either both need to succeed to land the attack, or simply apply each successful result. And finally roll all the improved combat maneuver feats together as a normal part of the rules. Only problem wit this is every attack could end up as the same maneuver, which could result in boredom, frustration and a lack of the climatic sense of combat these rules are supposed to provide.

Black Rabbit suggested adding these effects to critical hits, this makes the chances of landing an effect less likely, Which for some would be idle, while to others wouldn't be useful enough.

Feats:
My favorite way to go about this is to bring back tactical feats. Feats that allow 2 or 3 abilities, but each has a condition that the user must either setup, or be in a fortunate circumstance to accomplish. Most of the members here don't seem to like adding feats to what they perceive as actions any combatant should be able to perform any way.

Gear:
I suggested earlier to have weapons that allow the use of such maneuvers to deal damage when said maneuver is successful. Only problems I see is the utter lack of weapons that allow the use of maneuvers, and that this won't allow the use of every maneuver with each weapon.


Maybe there should be an offset. Something to discourage the constant use of combining melee attacks and maneuvers constantly. One offset could be, when the attacker uses a sweeping motion to perform a trip as part of their attack, the get a -2 penalty to ac until the start of their next turn since they are partially prone themselves. Of course I could see a problem with this penalty in the case of pole arms though.

We could simply allow the improved maneuver feats to deal damage, or half damage and let the greater feats deal full damage.

I'll elaborate on these a bit later.


Here are two ideas I came up with

First idea. Many weapons have the ability to allow the user to perform a type of combat maneuver with that specific weapon. We could simply allow the weapon to deal it's normal damage when the maneuver is successful. For example, the heavy flail can be used to perform disarm and trip. Using a heavy flail to perform these maneuvers would certainly invoke images of sweeping at the targets legs or bashing an opponents arm to make them drop their weapon.

The second idea is to create a feat that allows the user to modify their attack to add a maneuver, much the same way as vital strike or spring attack would.

Brutal Maneuvers:
You have learned to attack with greater efficiency
Prerequisites: At least one improved combat maneuver feat
Benefit: You can use a combat maneuver as part of a melee attack (instead of replacing the attack that round). When ever you use this feat, your attack roll is equal to your cmb, and your opponent uses their cmd in place of their AC.


76. A Kings Ransom

A sarcophagus mounted upon an altar. The players open the sarcophagus and the floor just in front pushes upward and tilts, sliding the player into the sarcophagus and the door slams shut, locking the player inside.


This will really come in handy. You have made life easier for game masters around the world. Thank You.


Honestly I like the archetype just the way you have it. I want to make an NPC using this.


Squidmasher wrote:
You realize that Daemons are Neutral Evil, not Chaotic Evil, right?

Thank you for pointing that I will current it.


What do you guys think of my Archer Daemon?, I had hoped to keep closer to the guide lines and not make the same mistakes as with the Knight daemon.

Archerdaemon CR:
XP: 600
M Chaotic Evil Outsider (Daemon, Chaotic Evil)
Int:+2 Senses: Dark Vision: 60ft, Telepathy, Perception + 6
Defense
AC: 14 Touch: 14 Flatfooted: 10
HP: 14 ( 2D10+2 )
Fort: 2 Refl: 6 Will: 2
Defensive abilities:
Immunity to acid, death effects, disease, and poison.
Resistance to cold 10, electricity 10, and fire 10.
Offence
Speed: Land 20ft
Attack:
Ranged:
Bow Arm: `+4 ranged 1d6
Space and Reach: 5ft/5ft
Special Attack:
Hail of Arrows: 15ft cone, 1d6 damage
Statistics
Str: 10 Dex:14 Con: 12 Int: 12 Wis: 12 Cha: 10
Base Attack: 2 CMB: 2 CMD: 14
Feats: Blind Fight, Point Blank Shot
Skills: Climb 5, Knowledge (planes) 6 , Escape Artist 7, Perception 6, Stealth 7 Survival 6 , Swim 5
Ecology
Environment: Any (Abandon)
Organization: single, Scouting party (3) or Firing line ( 4 - 6 )
Treasure: Standard
Special Abilities:
Hail of Arrows: the Archerdaemon is able to release a large rain fall of arrows in a 15ft cone for 1d6 damage. Once the Archerdaeomn uses this ability, it has to wait 1d4 rounds afterward before there next hail is ready.
Description:
A humanoid creature stands surveying all it’s surroundings. It uses it’s right hand to hold up it’s left arm, which is shaped like a bow without it’s bowline and a odd shaped bone protruding from the very end.

The Archer Daemon is another in the ranks of the horseman of war. Personifying inescapable death by a firing line, these creatures are used to provide support towards other warring daemon.


Evil Space Mantis wrote:

I might just knock its CON down to 10. Still gives it 16 'normal' HP and 10 staggered HP.

Then the original version (as in, from the first post, not just the one with slightly higher CON) might work out pretty well as a CR3 KnightDaemon Lieutenant.

Got any more fluff or a picture or anything written up for this guy? I am kind of tempted to throw a couple at my party. Haven't really had much in the way of evil outsiders thus far, so it might be fun to throw a pack of em at an APL 3 party and see how it goes.

Slight quibble, but isn't 3d10+3 19 average hp the way Pathfinder handles averages?

The foot soldiers of Szuriel’s army, Knightdeamons are among the most numerous daemons in all of abandon. They attack with a blood lust unparalleled even among daemon kind. During combat Knightdeamons tend to charge whenever the opportunity rises, caring little for the inherent danger they may place them selves into. Used mostly as shock troopers, Knightdaemons clear the way for more powerful daemons. Representing death from hordes of enemies, it is believed that those who are willing to fight impossible odds in great desperation become Knghtdaemons after death.

A lengthy figure stands poised to strike, with blades for hands and plated head and torso almost appearing to be armor, the only hint of sentience is harsh red eyes filled with malice.

Also, The new CR will be 3, I'll stat the lieutenant as well.


How about 16 HP? 14 AC? Both? I don't want to drop ferocity due to the nature of this creature.

To Evil Space Mantis, I like your idea About making the first version a lieutenant. As for more fluff, give me a few hours and I'll post it.


One thing I'd like to point out about the Dretch and Imp, each has damage reduction, spell like abilities and a host of resistances and immunities. The Dretch has "Melee 2 claws +4 (1d4+1), bite +4 (1d4+1)" and the imp uses poison and has fast healing. In comparison the knightdeamon only has Ferocity, which is not as useful as damage reduction or fast healing. Again, the resistances and immunities is granted to each of these monsters due to their creature type and suptype. I feel that this version is more then appropriate for it's challenge rating


Heres version 2, I reduced the HP and AC to something more appropriate for it's CR. I'm also Working on higher level variants and another monster that uses ranged attacks.

KnightDeamon CR: 2
XP: 600
M Chaotic Evil Outsider (Deamon, Chaotic Evil)
Int: +2 Senses: Dark Vision: 60ft, Telepathy, Perception +5
Defense
AC: 15 (13 While charging) Touch: 13 (11 While charging) Flatfooted: 12
HP: 20 ( 3D10 + 3 )
Fort: 5 Refl: 5 Will: 2
Defensive abilities:
Immunity to acid, death effects, disease, and poison.
Resistance to cold 10, electricity 10, and fire 10.
Natural Armor: +2
Ferocity
Tenacious
Offence
Speed: Land 40 ft
Attack:
Melee:
Sword Arms: +3 / +3 (+5 / +5 while Charging ) Damage: 1d6+2
Tenacious
Summon: ( KnightDeamon 35% )
Space and Reach: 5ft / 5ft
Statistics
Str: 15 Dex: 15 Con: 12 Int: 11 Wis: 12 Cha: 12
Base Attack: 3 CMB: 5 CMD: 17
Feats: Two weapon Fighting, Dodge
Skills: Acrobatics 8 Climb 8, Escape Artist 8 Intimidate7 Perception, 5 Sense Motive, 6 Stealth. 8
Ecology
Environment: Any (Abandon)
Organization: Single, Patrol ( 3 ), Troupe ( 1d4 + Ceustodaemon )
Treasure: Standard
Special Abilities:
Ferocity:
A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. The creature still dies when its hit point total reaches a negative amount equal to its Constitution score.
Tenacious
The Knightdeamon is so incredibly focused on it’s target, it may use their two weapon fighting feat during a charge attack and can ignore up to 20ft of difficult terrain.

Description:
The foot soldiers of Szuriel’s army, Knightdeamons are among the most numerous daemons in all of abandon. They attack with a blood lust unparalleled even among daemon kind. During combat Knightdeamons tend to charge whenever the opportunity rises, caring little for the inherent danger they may place them selves into.


The second attack comes from the two weapon fighting feat, and the immunities are all a part of the deamon subtype. Tenacious is my little invention to help the monster constantly charge. I tried pounce first, but it's not compatible with the two weapon fighting feat. I'm not sure If I want to rework the monster, or reassign it's CR. Either way I'll make an updated version and post it later on tomorrow.


I Have taken an interest to the new Deamon monsters from Bestiary 2. How ever I find that there arn't enough low CR versions, So this is the first one I created. I would like feedback on the flavor and mechanics behind this concept, tell me if I made any mistakes, or if I need more clarification please.

KnightDeamon CR: 2
XP: 600
M Chaotic Evil Outsider (Deamon, Chaotic Evil)
Int: +2 Senses: Dark Vision: 60ft, Telepathy.
Defense
AC: 18 Touch: 13 Flatfooted: 15
HP: 25 ( 3D10 + 3 )
Fort: 5 Refl: 5 Will: 2
Defensive abilities:
Immunity to acid, death effects, disease, and poison.
Resistance to cold 10, electricity 10, and fire 10.
Natural Armor: +5
Ferocity
Offence
Speed: Land 40 ft
Attack:
Melee:
Double Sword Arms: +5 / +5 Damage: 1d6+2
Tenacious
Summon: ( KnightDeamon 35% )
Space and Reach: 5ft / 5ft
Statistics
Str: 15 Dex: 15 Con: 12 Int: 11 Wis: 12 Cha: 12
Base Attack: 3 CMB: 5 CMD: 17
Feats: Two weapon Fighting, Dodge
Skills: Acrobatics 8 Bluff, Climb 8 Craft, Escape Artist 8 Intimidate7 Perception, 5 Sense Motive, 6 Stealth. 8
Ecology
Environment: Any (Abandon)
Organization: Single, Patrol ( 3-5), Troupe ( 1d4 + Ceustodaemon )
Treasure: Standard
Special Abilities:
Ferocity:
A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. The creature still dies when its hit point total reaches a negative amount equal to its Constitution score.
Tenacious
The Knightdeamon is able to perform charge attacks without any penalty to AC, May use their two weapon fight feat during a charge attack and can ignore up to 20ft of difficult terrain.

Description:
The foot soldiers of Szuriel’s army, Knightdeamons are among the most numerous daemons in all of abandon. They attack with a blood lust unparallel even among daemon kind. During combat Knightdeamons tend to charge whenever the opportunity rises, caring little for the inherent danger they may place them selves into.


As you stated, each bonus is of a different type, so you can do so.


AvalonXQ wrote:


A sun blade is included in the core rules without any need for "special rulings".
A good Master Craftsman with 10 ranks in craft (weaponsmithing) that doesn't know daylight can craft a sunblade at DC 20. This isn't a houserule or any "special ruling"; it's the core rules.

Creating a sun blade is not the problem. The problem is how making a larger sun blade, and enchanting it would work. For instance, The cost of making a large weapon is twice the cost of making a medium weapon, but the sun blade costs 25,335gp to make. So, would it cost 50,670gp to make? or would I use the cost of a masterwork great sword? Also, The sun blade is a magic weapon, but doesn't have an entry showing if it has a enhancement bonus, or what that value might be. The Dm would need to make some decisions about such rules. I'm sorry if I'm going off rude or ungrateful, But these are the problems that came up while trying to work out such a weapon.

Evil Lincoln wrote:


At some point, this becomes an issue of mass. You will eventually end up doing pull-ups on the hilt rather than moving the sword.

I think weapons that require two hands for a creature twice your size (to wield, not lift) is as good a place to draw the line. At this point, we're talking about a medium weapon for a Huge creature, right?

If your GM is going to allow you to do this, I suggest you find or invent a feat. But just because you can physically lift something doesn't mean you should be able to wield it as a weapon.

I'm well aware of effort values when it comes to what weapons can be wielded but what sized creatures. The point is not to have an impossibly large weapon dragging behind me. I'm simply looking for the highest base damage a weapon could provide, and a large great sword would have worked, except that it was already a two-handed weapon. There are no other weapons that can provide 3d6 base weapon damage other then a huge sun blade, which can still be wielded as a short sword.


Robert Petty wrote:
Well I spoke to my DM. Seems like he agrees to my making a sun blade. He needs to review the steps I'm taking to do so. He'll make a determination soon enough, and I'll post the results. Thank you everyone for you'r support and advice.

My Dm and I have decided it was best to stick to making a normal great sword. It is supported by the core rules without any need for special rulings, which is the very reason we are sticking to the core rules. again thank you every one for your help.


Well I spoke to my DM. Seems like he agrees to my making a sun blade. He needs to review the steps I'm taking to do so. He'll make a determination soon enough, and I'll post the results. Thank you everyone for you'r support and advice.


I think I discovered a problem with this entire setup. Technically master craftsman doesn't allow me to create spell trigger or spell activation items. The sun blade can be swung overhead to create an effect similar to real sunlight, but it doesn't say it is the sun light spell. In any case my DM would have allowed me to do so, but I feel this is really over complicating the entire game, too many questions as to wither something is legitimate or how to go about it. For now I'll stick with something more appropriate.


Think any one can stat scar?


Just to correct my last post, that would be a huge sun blade instead of large, sorry.

I have another 2 other questions if any one cares to answer. How would you go about pricing over sized weapons? I would also like to know what I should consider a sun blade for adding enhancements, if it can evenbe enhanced?


Ask your GM because not everyone will agree with that. To me you can not do that as the weapons Size is that of a bastard sword not of a short sword. So while it counts as a short sword for proficiency and such it is not the size of a short sword so not usable.

In the Sun Blades description it reads:

Quote:

This sword is the size of a bastard sword.However, a sun blade

is wielded as if it were a short sword with respect to weight and ease of use. In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword

.

This means that it's effort level would still be that of a two-handed weapon if I get a large sun blade. It's really not a matter of how big the weapon is, but how difficult it is to use.


Jadeite wrote:

You could use a huge sunblade 3d8 base damage, -4 to attacks. With improved vital strike, that would be 19.5 points of average damage more than a medium greatsword.

Not the best option but probably the biggest one.

Thank you, this is exactly the kind of advice I was looking for. Originally I wanted to use a large great sword and enchant it with flaming, frost, shocking, vicious and the required +1, so that on a successful sneak attack from flanking, I would deal 18d6 from my weapon.


Kolokotroni wrote:
Robert Petty wrote:
I currently building a 15th level half orc (barbarian 7, rouge 8). My strength score is 18 without raging, and I plan to use Improved vital strike. How ever I want to use a large greatsword, but the size increase would put the weapon beyond the two-handed weapon effort. I'm trying to find a way that I might still be able to wield it using only the core rule book. The only thing I can think of doing is using my rouge talents to gain major magic and use enlarge person twice a day, but I would really like to wield it at my current size of medium creature. can any one help please?
are you allowed 3.5 material?

No, only the pathfinder core book.


I currently building a 15th level half orc (barbarian 7, rouge 8). My strength score is 18 without raging, and I plan to use Improved vital strike. How ever I want to use a large greatsword, but the size increase would put the weapon beyond the two-handed weapon effort. I'm trying to find a way that I might still be able to wield it using only the core rule book. The only thing I can think of doing is using my rouge talents to gain major magic and use enlarge person twice a day, but I would really like to wield it at my current size of medium creature. can any one help please?


ProfessorCirno wrote:
Robert Petty wrote:

How about these?

Dessert wind = acrobatics
Devoted Sprite = Intimidate
Diamond Mind = Perception
Iron Heart = Sleight of hand
Setting sun = Sense Motive
Stone Dragon = Escape Artist
Shadow hand = Stealth
Tiger claw = fly
White Raven = Diplomacy

Iron Heart and Sleight of Hand don't really fit together at all. Escape Artist is more or less the opposite of Stone Dragon.

With the smaller skill list, I'd honestly say don't be afraid of doubling skills

I understand about stone dragon with escape artist, however I do think iron heart with sleight of hand is appropriate. Using balance seems a bit awkward to me, seeing as the school focuses on causing opponents to over reach, or a quick yet subtle motion for other maneuvers in the Iron heart school.

The biggest problem is simply a matter of how each skill is perceived to be used. Stone Dragon can use escape artist to narrowly avoid a strike, but I see the school more as the warrior who can take a hit. Also, though I'm aware that it has not been challenged yet, I will defend Tiger claw using fly as it's key skill. Any one who is used to striking from above, can get used to doing the same while in flight. Using fly seems more appropriate anyway, seeing as any one using such a maneuver is exerting at least some measure of control over their movement while in the air.


How about these?

Dessert wind = acrobatics
Devoted Sprite = Intimidate
Diamond Mind = Perception
Iron Heart = Sleight of hand
Setting sun = Sense Motive
Stone Dragon = Escape Artist
Shadow hand = Stealth
Tiger claw = fly
White Raven = Diplomacy


Dabbler wrote:
OK, the new file with the Half-Dragon included is here - I'll progress to the other Templates as and when I can.

Thank you for creating a section for half dragons, especially so swiftly. I like how it plays out and will show it to my player.


Arcane Blade is really good. It is similar to both the Psychic Warrior and Dusk Blade, but still has it's own feel to it. One thing I'm confused about is wither the Arcane blade has a spells known list or if the know every spell on their list.

Storm Child is also very interesting. I would reconsider the spell list, and give it some abilities to change the energy type of damaging spells to match their own energy type.

Both classes are well done, I would like to make a NPC to test play both in a coming game I'm starting. I'll post what develops of these.


I would use this for spells and channel energy, but not potions. As I see it, a cleric could take time to channel positive energy carefully and taking time, similar to taking 20 on a check. I would simply triple the amount of time to complete such actions.


Scipion del Ferro wrote:

Remember guys, they're looking for people to actually go and play the class as it currently is and get feedback regarding that. A post about your Alchemist running through The Hook Mountain Massacre will probably have more merit then showing them a complete rewrite... of course if you a playtest, then do it again with the rewrite that's a different story.

The way you guys are talking about preparing bombs ahead of time would lead to bad, very bad mojo. That would make the Bomb Bag just obscene, and what happens if the Alchemist is hit by a Fireball if you're carrying around 10 armed bombs? *poof* Not everyone's going to have a safe little extra-dimensional space to keep your explosives.

Then there's the capstone of Pyromaniac. Allowing an unlimited amount of 10d12 bombs to be made? And then you can throw them 400 feet away. Hrmm? Spend an hour making 60 bombs in the morning, Beast Shape into a dire bat fly 400 feet over your target throw the satchel and cover your eyes. I don't even know if atomic bombs deal 600d12+500.

I think the Ranged Throw idea would make a better feat then class feature. It's something that's general enough anyone might want it, but some people may not.

Personally I don't see much call for Evasion, if the reasoning is they toss lots of explosions well... why don't wizards have Evasion?

Most of this isn't about trying to force Paizo to rewrite the class, but just a number of insights. No one will ever truly agree 100% on every class. These were just about making a workable class in the meantime. I do agree that increasing the range of thrown items should be a feat instead of a class feature, I could very much imagine a knife thrower wanting that.

As for the bomb, well every one has different ideas about it. I imagine a simple vial of explosive substances that simply isn't able to ignite just yet.

I found your comment about the justification for evasion to be very humorous. But you correct about this issue and I couldn't put it better myself.


Dabbler wrote:
Robert Petty wrote:
you are a genius. Think it would be appropriate for templates as well?

Thank you! I included the Herritage feats under Aasimar and Tiefling as a rough example of applying those 'templates' (Celestial and Infernal/Abyssal) to non-human creatures. So yes, it can apply to templates also - are there any you would particularly like me to go to town on?

I played a game of D&D some time ago, where we started out at level 5. our group contained a half-dragon. Although he had a extremely high damage output for his level with his breath weapon, his defenses where lacking, especially in HP. One night we set camp in the woods. He was the only one who didn't pack a tent. The DM decided that since he was sleeping outside, instead of randomly finding who a giant constrictor would attack, it instead attacked the only one outside. It caught him while he slept, and in only 2 rounds killed his character. The player was very angry and thought he was getting picked on. He also cursed his low HP count do to the level adjustment. Honestly, that is the biggest problem with Level adjustments. With you'r idea I might be able to approach him and develop a new half dragon that would have enough HP to survive for a while. I would also like to play a vampire at level 1 terrorizing some local farmers for a while. I'll see what ideas I can come up with and share them here.

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