Erik Mona wrote:
-Alchemist: Vivisectionist-Paladin: Divine Hunter
I know these 2 are outside of Pathfinder but I am cheating because they are fantastic
Alchemist: Evolutionist from Kobold Quarterly #19 an alchemist with an animal companion to experiment with, is creepy and evil but crazy flavorful.
Fighter: Seraphic Cohort from Kobold Quarterly #21 trading your bonus feats for an angelic eidolon, opening up the world of tactics from teamwork feats and CBM.
The C/M disparity has always been a problem DMs and PCs war of attrition. burning spells before the fighters and such have to stop to heal. from the 4part playtest on "glass cannon" it looks like the extra hp and healing not coming from the spell pull does a good chunk to help the DMs have a smooth fight with the attrition.
it's almost like it has the most variety of interpretation of any other rule or system. that range from barely matter if it does at all ,to derails the game into a morality argument.
love the new look, but am I the only one who cant find the messageboards without googling them and using a direct link.
DM looking for work would like a weekly game Saturday would be sweet but I have a pretty open schedule. would like to start at the library or something before having at the house after I am sure everyone is cool.
I going to try and check this but other I can be reached by
just my 2cp but pin should be help less because its pretty easy to prove IRL. BUT and a big one here a 3rd party would be necessary because holding some one down in any way to also count pinning them down does not leave you any thing you can also do. i not saying i a mast in MMA i just saying i have got in a fight with my brother a few times.
ok so this MCA kinda comes from the Handicapped Badass tvtrop
there is a lot here so we can probably trim it down but i was looking to keep it more fighter then oracle so i am definitely not trying to add spells but i could see the number of feats dropping.
will try and be on more
Wars don't end because you get hurt, similarly being not being completely physically able will not keep you out of the draft. Many people just fall to the wayside or fall in battle when too injured to fight but a select few can overcome great odds and become masterful warriors regardless of what holds them back.
Hit Die: d10.
Saves: fort and will high/ref low
Skills: 2+int mod
Fighter pulse two Oracle skills
1st Something to Overcome
Weapon and Armor Proficiency: An Adaptive Fighter is proficient with all simple and martial weapons and with all armor (light, and medium) and shields (not including tower shields).
Bonus Feats: At 2nd level, and at every even level thereafter, an Adaptive Fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the Adaptive Fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), an Adaptive Fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the Adaptive Fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. An Adaptive Fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Something to Overcome (Ex): Adaptive Fighter is adaptive because they have something to overcome not because life came easy. At level 1 he must choose an oracle’s curse, and once made, it cannot be changed; as well it cannot be removed or dispelled without the aid of a deity. Use the Adaptive Fighter’s level as the Oracle level for the purpose of determine the effect of the oracle's curse. They may also add Amputee to the list of passable curses.
Amputee: You are missing a hand or most of your arm. You cannot wield 2weapons at the same time, two handed weapons, or shield in your off hand. but you can use your stump to defend yourself from combat maneuvers gaining a +2 to your CMD. At 5th level, you can use your stump as a natural weapon 1d6 slam adding your full STR MOD to damage. At 10th level, the bonus from your stump to your CMD becomes +4. At 15th level, the damage from your slam attack becomes a 1d8.
Force of Will: the Adaptive Fighter can manifest his will to keep fighting in to magic like effects in the form of Revelations and may pick a Revelation from the Battle Metal or Ancestor Mysteries at level 3 and every 4 levels after.
Keep Pushing: at level 5 and the Adaptive Fighter can act as if he has one of many feats he decides what feat he wants to use at the being of the day. At level 9 and every 4 level after he can choose an additional feat to use for the day. He need not qualify for the feats he chooses
At level 5 an Adaptive Fighter may choose from Endurance, Great Fortitude, Iron Will, Lightning Reflexes, and Toughness.
At level 9 he add Diehard, Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes, and Nimble Moves to the list of feat he can choose from.
At level 13 he add Acrobatic Steps and Fast Healer to the list of feat he can choose from.
Adaptive and Overcome (Ex): At 20th level, an Adaptive Fighter can overcome anything even death. the Adaptive Fighter may act as if unaffected by any affliction he is suffering including death as long as he has a body; he may do this for a number of rounds equal to his level a day, these rounds need not be consecutive .
just noting the rest of the book is not out yet even for playtest there could be a few archetypes that put the rouge up and over in other ways i do think that the investigator needs a limit the number of rogue talents it can take so that rogue talents can also help bring it up and over its fall points
just food for thought your average jobs Western monk:
brewer/winery: the only source of beverages that was not going to give you dysentery
teaching and scribes:for the longest time the only why to have a book made was to have 12 monks writing it down wile one was reading the book out loud.
medical care and apothecary: almost all injury, sickness, and disease where handle by the monks
so i would look at giving things like
like i said just food for thought
Penetrating Gaze: Perception is a little strong but i understand why you would change it. i guess it will be ok if there is room in the balance. but Perception is "the" skill of all the skills.
i really like what you did with Virtuous Preacher
Inspiration: this might be better to add a perception bonus with
those are the only thing that stuck out to me