What a beautiful feat (though yes, not optimal). Thank you!
Symbolic Mastery is one I really like: Using a holy symbol, you may make a ranged attack based on your religion's domain...depending on the domain, your attack can be just about any energy (force appeared to be excluded) and even untyped! Damage is based on UMD ranks(1/2) and a d6. Not optimal, but useful, fun and thematic!
Are there limited uses per day to Symbolic Mastery like most Item Mastery feats? Is there a save required, and if so, is that based on CON? What are the pre-reqs?
I ask because that sounds perfect for several of my clerics, but I don't want to get my hopes up in case the logistics don't work out.
Lord Gadigan wrote:
No. Anaphexia Thought-Killer is the only Vigilante Archetype in here, and while it restricts the social identity to a Pharasmin priest with a vow of silence and has some powers that work across the two, it doesn't remove either.
Yeah, I figured.
How about the 'gadgeteer' alchemist? What does it gain and what gets replaced?
Lord Gadigan wrote:
Is there a Vigilante archetype that replaces the vigilante (or social) identity?
What, pray tell, are these useful Tower Shield options and what do they do? I know there's the Mobile Bulwark Style line (which I'd also like details for), but I'm curious about anything else for tower shields.
Skeld, PDF Prophet wrote:
That's what I thought. Maybe it's hidden in there somewhere!
How about a list of feats instead?
My Self wrote:
Specify simple blast for the first part.
I knew I missed something. Fixed!
My Self wrote:
Also, the number of blasts a day should be limited or weakened, significantly, you shouldn't be able to steal a Kineticist's whole deal just by taking a feat.
I was definitely worried about that, but how do you suggest I limit it? Give it a separate level+CHA pool or something like that?
The reason I stuck with at-will is because I figured that kineticists getting infusions and wild talents gave them more worth than just doing damage.
My Self wrote:
If you need to weaken it, have it be based off CON. Otherwise, CHA scaling shouldn't hurt too much.
I'm not worried about that because CHA is too often pushed aside. Besides, clerics are MAD enough without selecting this feat.
Also, I realised that you can technically get a composite blast at 3rd level with this feat. Lovely. Gonna have to fix that somehow.
Hi, I'm Sharkles and I like clerics. A lot. I'm always looking for opportunities to make more varied and interesting via homebrew.
To my knowledge, there has never been the option for a cleric of an elemental deity to channel anything other than positive or negative energy, even though it would be thematically appropriate to do so.
This is why I've thought up this feat, and would appreciate feedback on if it's boring, weak, or overpowered. This includes the name, which I'm not really satisfied with.
Prerequisite: CHA 13; channel energy class feature; air, earth, fire, water, or weather domain.
Benefit: Select a type of simple blast available to kineticists that matches one of the listed prerequisite domains (air or electric blast for air or weather domain, cold or water blast for water domain, etc.) excluding telekinetic blast. Once this choice is made, you may not change it.
You may use that type of blast at-will as a kineticist, with effective kineticist level equal to cleric level to determine save DC and using channel energy dice to determine damage (including +1 damage per die for physical blasts). Also, use charisma in place of constitution for all variables associated with the blast.
You may instead expend 1 use of your channel energy ability to deal this same damage in place of positive or negative energy effects.
Treat this as channel energy for feats that modify channel energy, such as improved channel or selective channel.
Benefit: You may select this feat again, allowing you to select a second type of simple blast that matches one of your domains. As well, you may expend 1 use of your channel energy ability to deal damage as per a composite blast associated with two blast types you have available, with the same limitations as listed above.
Good? Bad? Unclear? Anything missing? Please let me know.
I figure that any class can deal comparable (if not more) damage than an at-will kinetic blast, and it doesn't quite steal the kineticist's thunder because it doesn't allow wild talents to be selected or used. However, it has its own specific flair since it can be used as a 30-foot burst based off a limited resource.
Aside from that, I'm not sure I'll stick with the weather domain counting as the air domain for blast types or prereqs, but that's from my own bias; I just don't like the air domain that much.
That was unexpected, and I'm not sure if that's a good thing. I guess it might be for niche builds.
What about the other feats with 'sniper' or 'sneak attack' in the name? Are those any good?
Alexander Augunas wrote:
This is an awesome, awesome player companion. Believe it or not, but rogues (specifically the underground chemist archetype) get a LOT of love here.
One of the reviews said there's a rogue talent to gain alchemist bombs? Any other rogue talents? (I suppose it would be too perfect to get a way to flank or otherwise get consistent sneak attack damage at range..)
I'm a bit confused with how some of the brawler archetypes are supposed to work, considering the features that are replaced.
For example, both the Exemplar and Strangler archetypes replace Unarmed Strike. This isn't worded the same as monk archetypes where unarmed damage doesn't increase after a point; it simply replaces Unarmed Strike. Does this mean that the brawler loses Improved Unarmed Strike, which is perhaps their most iconic and basic feat?
In addition, neither of those classes lose Close Weapon Mastery, which is strange because to my understanding, the text says it works based on unarmed damage. Would this mean in these cases that close weapon damage scales, but unarmed damage doesn't? I'm okay with that if so, but this does need clarification.
Right, that's my attitude towards it too, but I'm too curious about what the missing Blessing of the Faithful class feature was supposed to do.
Thomas LeBlanc wrote:
Yes! I really hope these are addressed and corrected soon! This is the most excited I've been for an archetype in ages, so I'm quite disappointed that this is also the only time I've seen a class feature completely missing.
RHMG Animator wrote:
A few of those seem weird for a physical class. Are they keyed off a mental stat in any way?
Adam B. 135 wrote:
Well, rogues can select ninja tricks. Why not slayer or investigator talents?
Yes, definitely. It's my favourite rogue archetype so far, but I was referring more to rogue talents and such. I keep yearning for a better way to pull off more than one ranged sneak attack in a round.
Converting the 3.5e Cloistered Cleric to Pathfinder isn't what I'm looking for. In doing so, I might as well be creating a new class, and in that case I'd be sorely tempted to give it new class features too. I guess the bottom line is that it's not a creative enough solution to be satisfy me.
I guess my real point is, what could turn a Cleric who loses medium armor, shields, most weapon selection, channeling (decided I can part with it, especially if it's getting more INT dependency rather than CHA), whatever else I can be coaxed into giving up, but gains Scribe Scroll, more skill points, and I-can't-believe-it's-not-Bardic-Knowledge into a better caster/skillmonkey in a way that's both balanced and believeable?
It really does match the feel for the 3.5 CC, and I have felt like two class features that spontaneously heal or inflict damage is somewhat redundant, but what justification is there flavor-wise for no channeling? Though I admit my suggestion for diminished channeling wasn't much better. I'd sooner say giving up spontaneous casting makes more sense, as it would mean the CC has a more studious or deliberate approach to magic and can't just switch something out on the fly...or something like that. Truth be told, dropping channeling does fit if I want to incorporate some kind of Int-based bonuses. I guess anything can be made to fit a certain flavor, plus nobody is demanding a logical explanation regarding homebrew stuff.
It would help if I paid attention to what I actually wrote, because you're right in the way it sounded. By "Weapon/armor proficiencies are unchanged", I meant that it was proficient with light armor, no shields, and with the same 5 weapons; unchanged from the PF Cloistered Cleric. I just wrote it wrong, especially compared to the rest of the description. Sorry for the confusion.
I agree about the lack of things for a PF Cleric to replace for archetypes. I've noticed that basically all Cleric archetypes drop a domain, or at least the 1st- or 8th-level domain power (despite not all domains having an 8th-level power, leaving the question of what would happen if a Cleric with, say, the Water and Animal domains took one of those archetypes). Is it really the only decent thing to replace, though, besides some channeling power?
Have you looked at the 3rd party Priest? You can find it on pfsrd
I've looked at it and honestly? I don't like it. Yes, it fits the "studious divine caster" image I'm going for (especially with the free Knowledge domain), but I honestly don't like the design. It seems like an obvious port from 3.5e, not even changing the number of spell slots to match that of the standard PF Cleric. The spontaneous domain spell casting, extra domain spell slot, and d8 channeling die also seem like a "different but not really" approach to me, with little care for balance.
This is why I'm hesitant to use 3rd party material, despite asking for advice on house-ruling an existing archetype. I guess there's no shame in editing out what I don't like. Thanks for the suggestion!
I've loved the Cloistered Cleric since its introduction in 3.5e, but I just don't most of what the PF version offers. I'm not looking to get into a huge debate here about its viability here, because that's not the reason of this post. I'm posting this because I'm planning on playing a CC in an upcoming campaign, and the GM has basically given me full reign to tailor it to my liking as long as there's some semblance of balance. However, I'm running a bit dry on some features that could be included here, so I'm looking for suggestion.
I'm planning on giving this CC the following, despite some of it being a bit counter-intuitive; I'll explain my reasons why I'm choosing certain features as I list them.
New or modified class features pose a problem here, as I can't think of what might mesh with the class features that are given up. It may also be because I have a number of ideas already and can't decide on what to use.
Mainly, I want a bit of Int dependency here. Yes, I know that makes the class even more MAD, but we've already got less channeling power here, so it's lightening the necessity for Cha to an extent. That, and the Int bonus wouldn't be applied towards anything major.
I like the idea of adding Int bonus when fighting defensively, casting defensively, using total defense, or Combat Expertise, but that suggests the CC should actually be on the front lines. Int to initiative would be nice, and not necessarily OP because of less Int investment.
I also considered something similar to the Archivist Bard's Naturalist ability, granting certain bonuses once a specific enemy type is identified. Something like X insight bonus to AC, attack rolls, and saving throws increasing every X levels, which uses a move action to grant to all allies within 30 feet and lasts as long as the CC's Int bonus. Borrowing a bit from the Ranger's bond with his companions for that idea. Does it make sense for this to replace anything I've listed?
I'm not opposed to keeping Verbal Instruction, though it is a bit lacking. Would it be OP to remove the restriction on the number of allies it can affect as long as they're within 30 feet, and giving it the benefits of a normal Aid Another check? Maybe the bonus could even increase every X levels? I like the idea of increasing allies' skill checks, but could it be implemented better?
And then I thought, since the archetype gets Scribe Scroll for free, why not give it some scroll-related tricks? Maybe like not provoking AoOs for taking out a scroll, Quick Draw for scrolls, or maybe applying metamagic feats to scroll spells as a full-round action 3+Int (or just Int) times/day? Again, that might be too much to replace proficiency with medium armor, shields, and most weapon proficiencies.
As you can probably see, it's really more a matter of balance than a lack of ideas. I obviously can't include all of these features at the expense of less combat/channeling ability, so I welcome opinions from someone more experienced in building balanced archetypes than I am. Or opinions from anybody, for that matter. Thanks!
I was looking over the mad dog barbarian introduced in Animal Archive (an awesome archetype concept, in my opinion), but I as a little unclear on what exactly this meant with regards to rage powers.
Rage (Ex): A mad dog gains this ability at 4th level, except that her effective barbarian level for the ability is equal to her barbarian level – 3.
I took it to mean that the Barbarian just gets 6 fewer rounds of rage overall, but does this apply to when the Barbarian qualifies for rage powers? The only thing that would make me think it doesn't affect prerequisite levels is that one of the new rage powers for it says you must be an 8th level barbarian to qualify—and even that's a little unclear!
Obviously you can't take rage powers before you get rage, but that would seem a little disappointing that you'd have to push back qualifying for certain rage powers. I guess it is worth it, though, as unlike rangers you can get *any* animal for a companion. Oh, the possibilities.
I do not undestand. if you have that much money you are in the hihger levels, why you do not have shield master so you do not need to enchant the shield as a weapon?
I think he's going for what I mentioned in the intro of my post; a character who fights using a shield, but doesn't want TWF or other prereqs. That way you wouldn't need at least 15 dex.
Say I have a character who wields a shield as their only weapon. Hypothetically, I’ll say it’s for a spellcaster who wants to keep one hand free all the time and still have a shield (I do know there are ways around that, but that’s not what I’m asking). Or maybe I just want a melee fighter who just doesn’t want to meet the dex prereqs for the TWF tree.
So my question is, you can enchant a shield as a weapon and armor separately, correct? As in, +X to attack and damage rolls and +X to armor? And would this work for both regular shields like it does shield spikes?
I realize the Shield Master feat is supposed to add the shield bonus to attack and damage rolls too, so I don’t want to assume it’s made less useful (aside from removing TWF penalties) just because you can already put a weapon bonus on your shield to improve shield bashes.
I’m a little worried that I might be missing something obvious here, so please let me know if the text I’ve bolded in the quote below is the straight answer I really want:
An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.
In other words, is it pretty much saying “you can place weapon enhancements on your shield”?