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So, I'm looking into making a Samarian Magus and using the Mystic Past life alternate to grab spells from the Witch, namely some cure and inflict spells, possibly some others. These spells don't even have to of my castable level yet. Would need to have high APB to get the most out of it. Suggestions on progressing beyond first? My main goal would be to at least hit 7th level as a Magus to net Armored casting for my spells and then dipping to a Martial or Partial caster (Most likely a Bard).
So, I've been playing the CTT for Battleborn, under the NDA, I can't actually discuss anything about it, but theirs plenty on the site and gameplay on the web, and, the site includes her Helix and abilities. I'd like to base a 20 level class around Orendi. So, here's what I'm thinking so far. Chaos Mage [Subject to change] A Chaos Mages primary ability should be Charisma, as it takes a great force of will to channel the raw energy inside if them, and it affects may of her class abilities. Dexterity should be a close second as it allows her to avoid attacks. Everything else is less important, as they do not tend to be in the front lines of battle, and are less reliant on other abilities. (I want to avoid the Issue of MAD) HD; D6
Proficiencies; Simple weapons. Armor heavier or shields interferes with a Chaos Mages natural connection to the chaotic energies she channels. Chaos Bolt: This would function as a ranged supernatural attack, 30 feet, starting at a 1d6 + Charisma mod, gaining power as she levels, in line with, or slower, than a monks unarmed damage, and gaining additional attacks as BAB progresses. Chaotic protection; A Chaos Mage may add her Charisma bonus, if any (minum 0), to her AC, as long as she is not wearing Armor, a shield, or carrying a medium or heavy load. Talents; These would modify her Chaos Bolt and other abilities, akin to Rouge Talents. Shadowfire Pillar; An AoE of some sorts. Full round action? Padigram Shift; A high level line attack. Powerful, but slow, requires a full round action. (Usable every [X] rounds or once per combat, other restrictions?)
I'm re-posting this idea, as I have recently regained my interest in the concept of the class. I originally posted the class back in March of this year, and I got some great feed back and assistance from Excaliburproxy, but, I got one other person who gave feedback, but the idea was not either well-liked, no one was sure what to put, or the class didn't seem to be complete enough. Some ideas will be brand new, some will come from advice from Excalibur and some from the class by Drejek (I can remove these upon request) (Runethane: http://paizo.com/threads/rzs2pbgd?Runethane-Base-Class#1 The Rune Knight; A member of an ancient order of warriors who knows the ancient art of Rune Carving. They rely on martial combat training and skills, bolstered by their Runes, to be an effective combatant. HD: d8 BAB: 3/4 Good saves: Will & Reflex Bad save: Fortitude Proficiencies: Rune Knights are proficient with the Rapier, Longsword, Short Sword, combat scabbard, Short Spear, Longspear, Warhammer, Great sword, Bastard Sword, and the Long Bow. They are proficient in only Light Armor, and the Light Shield and Buckler. Skills: Craft (Int), Diplomacy (Cha) Knowledge (Arcana), Knowledge (Planes), Knowledge (Religion), Heal (Wis), Linguistics (Int), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha), Disable Device (Dex)
New Mechanic: [Rune]* Runes are not subject to arcane spell failure, as they are not spoken and do not require hand gestures to activate.
A Rune Knight begins play with a 3 runes. She may have a number of runes drawn equal to 3 + (positive) intelligence modifier, but, only one active. She may have a second rune active at level 2 and an additional active rune every 2 levels thereafter, to a maximum of 11 at level 20. Cunning reflex: A Rune Knight is trained to be quick, both in mind, and in body. At 1st level a rune knight gains a bonus to AC equal to her (positive) intelligence modifier, up to her max level in this class. Additionally she may use her intelligence modifier, instead of her dexterity, for determining reflex defense. *Rune Lore: During her training a Rune Knight becomes familiar with the secrets of words and symbols adding half her level (minimum +1) to all Linguistics checks, Use Magic Device checks made to activate spell-completion or spell-trigger items, Perception checks made to find magical traps and Disable Devices checks made to disarm magical traps. She may use Disable Devices to disarm magical traps and effects of spells and spell-like abilities that work like traps, including glyphs, explosive runes, and symbols. *Symbology (Ex): A 2nd level a Rune Knight becomes more familiar with words and symbols; she may add her Intelligence bonus (minimum +1) to saving throws against language-dependent effects, explosive runes, glyphs, sepia snake sigil, symbols and similar effects that take form of writing or are triggered by reading.
The Rune Knight: A Rune Knight combines physical prowess, intelligence, inner grace, and the ability to carve ancient runes unto his/her weapons. [Needs more] Proposed ideas: Hit Dice: D10
NO SPELLCASTING Fortitude: Bad
Proficiencies: All Simple and Martial melee weapons, the Rune Knight is not proficient with armor of any kind. [New Mechanic]
This is the core mechanic of the Rune Knight, and effects the way the Rune Knights weapon works, by adding different runes the Rune Knight may add a number of additional benefits to their weapons, dependent onthe runes they learn
So, I'm sitting here on the Pathfinder OGC, along with the Advanced Feats; Summoners Circle book i've downloaded, and I decided; What if I tried to turn the Hulk into a summon? I quiet literally have been sitting here for about and hour or so, trying to figure it out, and I haven't come out with anything yet. I wanted to try and make it on a level by level basis so I could use it as my PC advanced in levels (most probably starting at 5th or maybe 7th and) What I've come to understand so far is;
B. Ability Score Increases to Strength and Constitution, possibly Dexterity? C. The Large Evolution (maybe even Huge) and the Slam attack Evolution and the Improved Natural attack. (Both Feat and Evolution) D. I will be using the Half-Elf racial bonus +1/4 Evolution points per level. E. I plan on making full use of the Extra Evolution Feats (Selectable at 1/5/10/15/20). So my question? Is their anyone willing to help me with this? |