Oh man. I haven't been on this forum in AGES. But this is all back up and running and you guys are still doing stuff? Man this was FUN back when. Sorry if my stuff still isn't quite up to quality. It's a little embarrassing reading through the Disciple of the Radiant Star. I mostly submitted that one on a bet. I'd love to really rework that one some time if possible. Still rather proud of the Faceless Thrall, Sightless Blademaster, and Feral Mercenary! Man, good on you guys for actually keeping this up!
#Toxicologist Venom Combat:
#Deadly Mariner Marked Vessel (Ex):
At 5th, 10th, 15th, and 20th level, these bonuses increase by an additional +1. The Black Flag (Ex): At Fifth Level, the flag flown by the deadly mariner's vessel becomes a proud declaration of their certainty in the actions of their vessel. This functions as a cavalier's Banner, but may instead be flown from the mast of a ship, or embroidered upon a sail of the vessel. This benefit extends to all allies aboard the ship, rather than all allies within a 60ft radius of the banner. This modifies Banner Hoist the Colors (Ex): At 14th level, the flag of the vessel becomes a grim reminder of the fates before those who view it. All foes aboard the deadly mariner's vessel, or a vessel locked in combat with the deadly mariner's vessel, suffer a -2 penalty to all Combat Maneuver Checks, and a -5 to all concentration checks. This replaces Greater Banner
Tyrannical wrote:
Ahh, Flesh Golems. The most fun of Golemkind. I once partied up with a man who ran mute a Fleshgolem Shaman/Monk, in a party with my Dhampire Oracle of Bones/Holy Gun Paladin. It was a weird group on the whole, really.
Tyrannical wrote:
Well, Spellblights tend to occur within the regions of the arcane. You've just inspired me to a concept for a pure-divine hater. Warpriest/Barbarian. "Godless Apostate" or "Godless Crusader". Be fun. Yet another reason I think someone else needs wiki access. XD #Abyssal Brute
I've also garned an idea for an Antipaladin/Witch, based around Hexes replacing cruelties, and Smite and Boon being replaced by some sort of bond-item, and enhanced casting.
And yeah, I've been suggesting passing on the torch for Moderating/Editing of pages to one of the regulars if you want to leave the project, Lightbringer-Senpai. You've been a great provider of input, reworking, and excellent original concepts on your own. We wish you luck. I'm not leaving this. Over 10'000 posts now. This is a nice little chunk of fan culture. It'd be sad to see it die.
Just afew basic concepts... I want to expand on them alot more. Spellblight Templar:
Touch of Corruption, Cruelties = Spell Combat, Spell Strike, Improved Spell Combat, Greater Spell Combat
As long as arcana has been tampered with, Spellblights have been a balance between terror, and inconvience, to those who wield arcana. And the spellblight templar, has become the one to enforce this cruel fate as their whim. Perhaps as a curse of birth, or perhaps by mystical mistake, these select few souls have the unnatural ability to channel a bizarre anti-magic, and to damn other casters with their mere presence. Archetype Name: Spellblight Templar
Detect Magic (Sp)
templar can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the spellblight templar does not detect good in any other object or individual within range. Conduit of the Spellblight (Ex)
those who tamper in the domain of arcana. As a swift action, the spellblight templar chooses one target to blight. If this target has a caster level, the spellblight templar adds his Charisma bonus (if any) on his attack rolls and adds his spellblight templar level on all damage rolls made against the target of his smite. Upon striking the caster, they are inflicted with a random minor spellblight. At 3rd level, an additional minor spellblight is afflicted upon the target. At 8th level, one of these minor spellblights instead becomes a major spellblight. At 14th level, an additional minor spellblight is gained. Finally, at 17th level, an additional major spellblight is added to the effect. At 4th level, and at every three levels thereafter, the spellblight templar may channel the spellblight one additional time per day, to a maximum of seven times per day at 19th level. This replaces Smite Good, Aura of Cowardice, Aura of Despair, Aura of Sin, and Aura of Depravity. Spellbreaker (Ex)
add half your Spellblight Templar level to your total caster level. At 5th level, the spellblight templar gains Disruptive as a bonus feat, wether or not they meet the prerequisites. At 8th level, they gain Spellbreaker as an additional bonus feat. At 11th level, they gain Shatterspell as an additional bonus feat. At 14th level, you gain Banishing Critical as an additional bonus feat. At 17th level, you gain Destructive Dispel as a bonus feat This replaces Fiendish Boon Abyssal Brute:
Martial Training, Brawler's Flurry, Unarmed Strike= Touch of Corruption
Maneuver Training = Cruelties Brawler's Strike, Abyssal Savaging = Fiendish Boon Many martial styles take inspiration from beings outside the reaches of civilization. Be it the earthly, yet striking power of the tiger. Or the selfless sacrifice of the archon. These savage pugilists, however, take a much darker inspiration. Infusing themselves with the essence of the very beings that inspire them, and working unholy anatomy into an arsenal of martial stylings, based around the cruel techniques of demon-kind. The abyssal brute fights with wicked efficiency, and wanton cruelty Archetype Name: Abyssal Brute
Weapon and Armor Proficiencies (Ex)
Martial training (Ex):
This, Unarmed Strike, and Abyssal Flurry, replace Touch of Corruption Unarmed Strike (Ex):
Abyssal Flurry (Ex):
Toxic Opportunist (Ex)
This replaces Plague Bringer. Brawler's Strike (Su)
Abyssal Savaging (Su)
-Balor's Edge (Su):
-Coloxus's Bite (Su):
-Gibrileth's Filth (Su):
-Glabrezu's Trickery (Su):
-Herensugue's Horror (Su):
-Hezrou's Funk (Su):
-Marilith's Embrace (Su):
-Nalfahsee's Visions (Su):
-Quasit's Venom (Su):
-Succubus's Kiss (Su):
-Vrock's Cry (Su):
This, along with Brawler's Strike, replaces Feindish Boon
To Do:
Well, for the full Jackie-Chan, we'd also need to steal some stuff from the monk of the open hand. :P As for the main concept of my Abyssal Brute, I was figuring rather than Cruelties and Touch of Corruption, they would gain unarmed strike, and flurry of blows, with a special gimmick. The main gimmick to counterpoint cruelties being a scaling effect/style system, combining both cruelties and the new Style Strike system of the Unchained Monk. While I don't like the unchained monk that much, it does contain alot of good ideas. Formost, the Style Strike. Rather than directly taking all the style strikes, I've been working in various more Profane-Themed effects, centered around direct damage/incapacitation, in line with the cruelties (with inspiration from the more brutal aspects of various style feats), rather than more exotic methods of Combat Maneuvering. Pardon rambling grammar. I write this somewhat sleepless.
I return. Sorry I vanished for awhile folks. #Botanist
Also, I still have my Muse-Thrall Oracle concept, as well as having dug up my old "Kishin Warlord" Samurai/Antipaladin concept, and my "Spellblight Templar" Antipaladin/Magus concept. And have recently come up with a concept for an Antipaladin/Brawler. I like Antipaladins.
I'd gladly be on board for the idea... I wish something like this went around when I did my male parody of the "Slutty sorceress" stereotype. I played him completely straight, had him wear constant skimpy outfits, always default to seduction as his tactic, have incredibly low (moral and aesthetic) standards with his lovers, and sling out innuendos constantly. 't'worked out both hilarious and powerful. Vicious Night Hag the heroes are supposed to deal with gets creepily flirty as Night Hags are wont to do? "Don't worry. I'll handle this."
Jonathan Joestar - His Youth!:
INSPIRATION In a small village, isolated village, upon a mountain, a single wise man discovered a way to harness the power of the sun and the heavens through his breath. He refined this sacred technique, this glorious light, into a powerful tool of both healing and purifying. This was the beginning of the ripple. An esoteric and versatile power, the formal disciples of the ripple take it within them to use this holy light to protect the innocent and the natural, and banish the unholy and abominable from this world. Archetype Name: Disciple of the Ripple
Overdrive (Su)
The overdrive lasts until the target of the overdrive is dead, or the next time the disciple of the ripple rests. At 4th level, and every three levels thereafter, the disciple may activate an overdrive one additional time per day, to a maximum of seven times per day at 19th level. This replaces Stunning fist Ripple Pool (Su)
By spending 1 point from his ripple pool, a disciple of the ripple can do one of the following: - Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
This modifies, and functions overwise as, Ki Pool. Focus-Tinted Overdrive (Su):
This replaces the 6th level bonus feat, diamond body, diamond soul, quivering palm, and Tongue of Sun and Moon. Aura of life (Su):
This replaces the 10th level bonus feat. Master of the Ripple (Su):
Final Ripple (Su):
A hand-to-hand, holy bruiser of sorts. Joseph Joestar - His Proud Lineage:
INSPIRATION In a small village, isolated village, upon a mountain, a single wise man discovered a way to harness the power of the sun and the heavens through his breath. He refined this sacred technique, this glorious light, into a powerful tool of both healing and purifying. This was the beginning of the ripple. An esoteric and versatile power, the hamon artist takes the ripple within themselves, and weaponizes it by mixing the ancient art with sheer audacity. Focusing more on fluid and physiology than raw prowess, these adventurers bear a dizzying array of bizarre powers. Archetype Name: Hamon Artist
Weapon and Armor Proficiency
Improvisation (Ex):
This Replaces Poison use and No Trace Ripple Pool (Su)
Ripple Technique
Bubble Wall (Su): By manipulating the ripple within fluid, a hamon artist may expend 1 point from their ripple pool, and atleast 1 liter of fluid, to surround themselves with a 15ft aura of unusually dense bubbles, granting 20% concealment, and qualifying this radius as difficult terrain, for a number of rounds equal to their charisma modifier. This time is halved or quartered by scaling wind conditions. Carbonated Bang (Ex): By using the ripple to create pressure inside the container, the hamon artist spends 1 point from their ripple pool to treat a sealed bottle, vial, or jar of fluid as an improvised weapon, propelling the cork or stopper at a target as a swift action. This deals damage as a medium pistol, and a perception check with a DC = to the hamon artist's level + their sleight of hand modifier to detect. If the attack is undectected, this is resolved against the target's touch AC, rather than their full AC. The liquid contained within is expelled from the container during this attack, and is considered wasted. At 8th level, and every 6 thereafter, the effective size catagory of the damage dealt increases. Muted Resonance (Ex): You may, as a standard action, attempt a feint combat maneuver or sleight of hand check whilst passing by a creature to covertly strike them with a ripple-infused weapon, or plant a ripple-infused object on their person. The target is considered as currently interacting with the ripple-infused object or weapon for the purpose of ripple infusion's detonation. This requires the ripple infusion technique. Ninja Trick: The hamon artist may select one of the following ninja tricks in place of a ripple technique: Acrobatic Master, Fast Stealth, Flurry of Stars, Hidden Weapons, High Jumper, Ki Block*, Slow Metabolism, Slow Reactions, Unarmed Combat Trainingm Wall Climber Purify System (Ex): The hamon artist's mastery of the ripple renders them immune to all disease, including supernatural and magical diseases. Rogue talent: The hamon artist may select one of the following rogue talents in place of a ripple technique: Befuddling strike*, canny observer, convincing lie, deft palm, false friend, fast fingers, Grit, hold breath, ledge walker, most ancient family technique+, positioning attack, scavenger, underhanded*, without a trace Shining Bubbles (Su): The hamon artist may, as a swift action, invest their energy into infusing their wall of bubbles with ripple energy. These bubbles now refract the energy of the sun, dealing 1d6 holy damage per 5 hamon artist levels to all susceptible creatures in the radius. This expends 2 ripple points. The hamon artist must know the Ripple Infusion and Bubble Wall techniques before learning this technique. Overdrive Surge (Su)
This replaces Sneak Attack +3d6 and Sneak Attack +8d6 Ripple Infusion (Su): At 6th level, as a swift action, The hamon artist may invest their energy into charging a weapon or object with ripple energy. This expends 1 ripple point, and the charge remains up to 1 minute per hamon artist level. When a creature interacts with or is struck by the ripple-infused focus, the hamon artist may treat the target creature as being within touch-range for the purpose of her overdrive surge ability. This replaces the ripple technique at 6th level. Master Techniques:
Advanced Talents: A hamon artist may select one of the following Advanced Rogue talents in place of a ripple technique: Another Day, Confounding Blades*, defensive roll, fast tumble, hard to fool, improved evasion, opportunist, Weapon Snatcher Carbonated Boom (Ex): The hamon artist can spend 4 points from their ripple pool, to create a heavy bubbling within atleast a gallon of sealed fluid as a standard action. This causes the keg, barrel, or crate's lid to explode off as an improvised weapon wherever the hamon artist aims, dealing damage as a large cannon. Targets must make a perception check with a DC = to the hamon artist's level + their sleight of hand modifier to detect. If the attack is undectected, this is resolved against the target's touch AC, rather than their full AC. At 18th level, damage is resolved as a huge cannon. The hamon artist must know the carbonated bang technique before selecting this technique. Frozen Wave (Su): By manipulating the ripple within their bubbles, the hamon artist may expend 2 ripple points whilst they have an active bubble wall to launch a wave of condensed, frozen, sharpened bubbles at the target. This functions as a Silver Darts spell, treating the hamon artist's caster level as half their hamon artist level, dealing additional cold damage equal to the hamon artist's charisma modifier. The hamon artist must know the bubble wall technique before selecting this technique. Master Tricks: A hamon artist may select one of the following master tricks in place of a ripple technique: Deadly Shuriken, Evasion, See the Unseen, Unarmed Combat Mastery Ray of the Sun (Su): As a standard action, a hamon artist may focus their ripple into concentrated beams of raw burning heat. This functions as a scorching ray spell, using her hamon artist level as her effect caster level, and requires either a gemstone worth at least 2500gp or an active Shining Bubbles technique to be used as a focus, as well as access to either sunlight, or 5d6 channeled positive energy. this expends a minimum of 4 ripple points, however, additional ripple points may be spent, each point counting as an additional caster level. Ripple Surge (Su): The hamon artist may spend 4 ripple points to channel positive energy as a cleric equal to her hamon artist level -4. Overdrive Detonation (Su): At 12th level, as a swift action, when a creature is affected by ripple infusion, the hamon artist may spend an additional 2 ripple points to detonate the ripple in an incredibly volatile and painful manner. This deals precision damage equal to the hamon artist's sneak attack. This replaces the 12th level ripple technique. Master of the Ripple (Ex):
Aaand more of a holy, fluid-based trickster.
Sightless Blademaster Lore Blurb: Sight is a tool, like all other senses and weapons. Some are not as reliant on this tool as others. The sightless blademaster, by choice or by fate, forsakes this tool, honing their other senses into tools far too powerful to fool. Exploiting their humble appearance to lead to enemies grossly underestimating them.
Welp, I feel pretty much done with the Sightless Blademaster, shall I post up another Draft? And hey, maybe we could collaborate on a little book of weapons? After say, we make acouple of those races and racial archetypes together, put together some new weapons, we make afew little cheap dime sourcebooks, throw the MCAs as a big'un, pitch'em to Paizo, split the profits? :P
# Sightless Blademaster Seems fairly good, I'd restrict the proficiencies to Light/Medium Armor, though, and take Zatoichi out of the name. Zatoichi would be the nick-name the primary inspiration was given, a blurring of "Zato no Ichi", or "The Blind Person: Ichi" to get as close to a literal translation of the name. Doesn't really work to name the class that, as it would mean every g#+!%~n man, woman, and child to fill this class is named Ichi! :P Regardless, the build works great, as does the working-in of the blindness and blind-feats. Should have a flavor blurb soon.
I'll admit, I'm every bit as Matt Murdoch inspired as Zatoichi inspired in terms of things here, with enhanced senses, with Stick being, in essence, an Anti-villainous expy of Anti-Hero Zatoichi. I want True Blindness here. Again, Rite Publishing helps us with our Weeaboo needs, in terms of where I ripped the Blind text from. Guess I forgot to save the Blindsense/Sight option into my draft. Xd http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/rite-publishin g---bard-archetypes/moso
Want to make a Wild, maniacal, totally broken, ladder-dual wielding maniac? I have discovered a way! Our Foundation!
Your build shall be based entirely around the Battle Ladder, a simple Quarterstaff, with free tripping bonuses included! :D Route 1 - Monk:
Race: Human Class: Monk Archetypes: Weapon Adept, Wanderer Racial Traits: Any, however, I'd recommend you keep the bonus feat! 1st level feats and Options:
2nd level, Bonus feats: Weapon Focus (Quarterstaff), Dodge OR Combat Reflexes. The battle ladder is considered a quarterstaff in all ways besides it's exotic status, and added trip! 3rd Level, Bonus Feat: Endurance
4th level, stat investment: Dex, this is a dual-wielding build, after all! 5th level, No Slow fall, No High Jump, but some versatile Ki-powers!
6th level, Bonus feats: Improved Trip, with Weapon Specialization (Quarterstaff) joining it! 7th level, Feat: Quater Staff master! Behold! That Battle-ladder can be joined by a second! Two double weapons, one to a hand, tripping and tripping! 8th level, Invest in that Dex! 9th level, Feat: Improved Two-Weapon Fighting, Two-Weapon defense if you already have it! And hey! You've got your evasion now! 10th level: Bonus feat: Improved Critical (Quarterstaff) 11th Level: Feat: Greater Two-Weapon Fighting, Critical focus if your dex isn't quite there! 12th: Pump up the dex!, enjoy your absurd stealth 13th level, Greater two-Weapon fighting if you don't have it, critical focus if you do! 14th Level, Bonus feat: Whatever tickles your fancy 15th level, feat: Vicious Stomp, or Greater Trip 16th level, Dex! Dex! 17th level, feat: Vicious Stomp or Greater Trip, whichever you didn't have first! 18th level, Bonus feat: Whatever suits your mood! 19th level, Stunning Critical, although really, anything could suit your mood! 20th level, Dex again, with a free +2 to all your physicals to enjoy! Kinda dumb, but, still, fun! and as double weapons, you could in essence wind up with 4 differently enchanted tripping sticks for a set of versatile weapon options! :D
Elghinn Lightbringer wrote:
Aye, Dirty Trick Trap already exists. And I could've sworn I had Blindsight in there. In my intitial full draft before recovery I had Blind but not Unseeing grant Blindsight up to 20ft at first, then 40, then blindsense 20, then Blindsight 60, Blindsense 40. As for the sword-cane concepts, Blind Man's Cane (Ex): At 1st level, the sightless blademaster selects one of the following weapons, gaining proficiency with it, it's sheath, and it's sheathed form. Each of these weapons can be separated between cane (blunt weapon) or sword (slashing weapon) and sheath (off-hand blunt weapon), as a standard action. Any feats tied to the weapon (Weapon Focus, Weapon Specialization, Etc.) Affect all aspects of the weapon, as well as qualifying as any mentioned weapons in certain forms for the purpose of feats. -Sword Cane, Double Walking Stick Katana, (Insert some homebrew options I'm too tired to figure out right now here. XD)
Seems fairly nice! @Derailing
@Trapmaster
New Ranger Trap Suggestions
@Selfishness
Tyrannical wrote:
Sounds like a gimmick a whole new MCA could be based around, if you ask me.
Blurb suggestion:
No real mechanical feedback ATM sadly, ironing out my own re-typed concepts.
Bah, throwin' the draft up Zatoichi Be Proud of Me: Name: Sightless Blademaster Primary: Samurai Secondary: Oracle Hit Dice: D10 Weapon and Armor proficiency:
Blind, but not Unseeing (Ex)
At first level, the sightless blademaster gains Blind-Fight as a bonus feat. At 6th level, they gain Improved Blind Fight as a bonus feat. At 9th level, they gain Teleport Tactician as a bonus feat. At 12th level they gain Greater Blind Fight as a bonus feat. This replaces Mount, Mounted Archer, and the standard Samurai Bonus feats. Warrior's Mind
Battlecry (Ex): As a standard action, you can unleash an inspiring battlecry. All allies within 100 feet who hear your cry gain a +1 morale bonus on attack rolls, skill checks, and saving throws for a number of rounds equal to your Charisma modifier. At 10th level, this bonus increases to +2. You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter. Battlefield Clarity (Ex): Once per day, as an immediate action, whenever you fail a saving throw that causes you to become deafened, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At 7th and 15th level, you can use this ability one additional time per day. Dance of the Blades (Ex): Your base speed increases by 10 feet. At 7th level, you gain a +1 bonus on attack rolls with either part of a sword cane or its scabbard in any round in which you move at least 10 feet. This bonus increases by +1 at 11th level, and every four levels thereafter. At 11th level, as a move action, you can maneuver your weapon to create a shield of whirling steel and wood around yourself until the start of your next turn; non-incorporeal melee and ranged attacks against you have a 20% miss chance while the shield is active. You must be wielding a sword cane, and its scabbard to use this ability. Focused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier. Maneuver Mastery (Ex): Select one type of combat maneuver. When performing the selected maneuver, you add half your sightless blademaster level to your base attack bonus when determining your CMB. At 7th level, you gain the Improved feat (such as Improved Trip) that grants you a bonus when performing that maneuver. At 11th level, you gain the Greater feat (such as Greater Trip) that grants you a bonus when performing that maneuver. You do not need to meet the prerequisites to receive these feats. Resiliency (Ex): You are not disabled and you do not gain the staggered condition if you are reduced to exactly 0 hit points. At 7th level, you gain Diehard as a bonus feat. At 11th level, you do not lose a hit point when you take a standard action while disabled. You do not need to meet the prerequisite to receive the Diehard feat. Surprising Charge (Ex): Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level. Swift of Foot (Ex): Gain 5ft to your base land speed. At 12th level, you gain an additional 5ft, at 18th level, you gain an additional 10th ft. Unstoppable Overrun (Ex): You can attempt overrun combat maneuvers against opponents that are up to two size categories larger than you. At 5th level, you gain Improved Overrun as a bonus feat. At 10th level, you gain Greater Overrun as a bonus feat. You don't need to meet the prerequisites to gain these feats. War Sight (Ex): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results. This replaces Resolve, Greater Resolve, and True Resolve Weapon Expertise:
The sightless blademaster also gains Two-Weapon fighting as a bonus feat. At 5th level, they gain improved two-weapon fighting as a bonus feat. At 14th level, they gain Greater two-weapon fighting as a bonus feat. This ability modifies Weapon Expertise, and replaces Banner, and Greater Banner. Perfect Clarity (Ex)
@Admixture Artist aye, I took inspiration from the metabomb concept and expanding upon it, using further inspiration from the evolving effects of the Gravity/Void bomb concepts, sacrificing mutagens for more versatile 'splosions, as well as an "Admixture Reservoir", functioning as an Arcanist's Arcane Reservoir, being used to apply Metamagic effects, Discoveries, and Exploits to bombs, spells, and splash weapons. @Sightless Blademaster: Shall I post the draft I have? I've had it for almost a year now. XD
Aye, I've been sitting on that one for almost a year. I also had an idea for an Alchemist/Arcanist, the Admixture Artist, who I honestly can't remember the details of, and lost despite having fully made. TT__TT. I know it was based around applying metamagic and arcane exploits to bombs... ...Aahhh. Kenshin. One of the few Post III characters to actually be kinda cool.
@Tyr: Trapmaster and Standard Bearer interest me there. Concepts of mine fully ironed out now: Sightless Blademaster (Sam/Ora) - a Zatoichi-inspired blind swordfighter based around mobility and cane-sword usage, gaining, in essence, a unique mystery in place of resolve. Muse-thrall Artist (Bard/Ora) - a Bard who gains an oracle curse dependent on their performance skill of choice, only able to really use the single perform skill, gaining penalties to others, and substituting Versatile performance, lore master, and jack of all trades, for further versatility with usage of their performance, in addition to each performance type specializing the bard for a different role. Somewhat complex, frustrated I lost the charts. "Stand-User" (Working Title, Summoner/Brawler) - A JoJo's Bizarre Adventure-inspired summoner build, replacing the extra summoning and auxillary spellcasting with d10 health, an Eidolon-equivalent that gains a level-scaling unarmed strike and flurry, and shares its HP with it's summoner. Likely with some bonus HP to even that out. "Ripple-User" (Working Title, Brawler or Monk/Ninja or Paladin) - Also JoJo inspired, based around pseudo-scientific breath control and faux-photosynthesis to harness the energy of the sun, and the abilities of one's body, to gain a variety of powers, typically used to expel the unnatural, and overpower a foe through both enhanced strength, and extra methods of trickery, with two build ideas, that at this point, could be split into two separate MCAs, leaning more towards Monk/Paladin ("Disciple of the Ripple", based around body manipulation and more emphasis on the sun, and straight-up-fighting), and Brawler/Ninja ("Hamon Scoundrel", based around versatility and trickery. Using drinks as improvised weapons and wall crawling and the like). in addition to the ideas I've slung around here and there, y'know?
Sorry for vanishing guys, my computer died for good. So I kind of lost all my drafts as well. Still have some ideas, doh. Once things are back up and running for good, I should be back and posting regularly. Currently drafting out an idea for a Sorceror/Witch based around fortune and misfortune, manipulation thereof, and two specialized bloodlines. EDIT: Also managed to salvage my Samurai/Oracle draft from a PM to Jon.
# Bowbound Shaman Suggestions for the unfilled Hexes and Spirit-Powers Bows
Hexes
Looking over Warchemist Now.
#Gun Skald Wow. Almost everything I had in mind is already cleared out, except a single Rage Power concept. Heralding Blasts
Pretty basic #Brony matters. Not a brony, just know some in-jokes via brony friends, and have brony-hating friends I love to piss off.
JonathonWilder wrote: MCA not MLP, I have no idea how I make that mistake. ^^; Dear Princess Celestia, The MCA thread has been an excellent exercise in friendship. I've been working closely with several nice people over the net over the past few months. Occasionally, someone else will drop in and compliment our work, which always makes us feel nice. Me especially.As you are not an avid Pathfinder or Dungeons & Dragons player, and only ever stick to GURPS, I'm afraid there's not much else I can relay, regardless. What I've learned about friendship this week, is that it doesn't always have to be close. Many times it can be a simple business relationship, forged from a shared passion over a hobby. -Your Eccentric Troll Pseudo-student, Taco. # Lore Blaster
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