Tinkergood's page

Organized Play Member. 5 posts (15 including aliases). No reviews. No lists. No wishlists. 7 Organized Play characters. 1 alias.


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All good arguments, I'm just wondering if its worth creating another core mechanic. I am perfectly happy with building core mechanics that are entirely new, or are variable and noticable enough that you notice an evolution. For example:
- Spell strike and spell combat of the magus
- Judgments of bane from the inquisitor
- Blood raging
- Witch hexes
- Panache
- Grit

Hidden strike seems so similar to sneak attack that the variation doesn't seem worth the complexity.


Doing a quick skim, I don't understand the balance of +1 BAB vs. a weaker more complicated version of sneak attack? Does lowering the average damage while flanking by 1 per 2 levels really justify creating a modification of an existing game mechanic? The vigilante is a complex enough character as is and to have 2 sets of dice based on the situation seems unnecessary.


I'm going to get into a little role-theory for your build. It looks like you want what I like to call a non-boring fighter (my archer had dipped into inquisitor for 3 levels). However, my advice would depend mostly on your role for the party.

If you have a good primary damage dealer in your party that you need to keep your enemies away from and you don't have to contribute that much to the damage yourself, your trip/disruptive build would benefit most from being a sword and board fighter with your weapon mastery built around flails, using a light flail as your primary weapon. Keep in mind though that you can't cast spells with a somatic component while you hold your weapon and a heavy shield. A better option would be a darkwood buckler (since a regular buckler only comes in metal).

Since you have the APG as a usable source, I'd also suggest the totem shaman archetype although the eagle shaman is the only one with the weather domain. The aquatic druid archetype gives you a swim speed at 3rd level and all sorts of bonuses when in aquatic terrain, so I'd consider going into that archetype.

Generally, these builds assume only about 3 to 4 levels druid. This maximizes your human tank roll while still having some varied options and skills.


Oh... just double checked - inspire courage is a supernatural ability which by definition does not require concentration.


The only problem I see is you may have to get clarity on the following lines:

When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-,

Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.

While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

Some DMs may rule that a dervish dance is an ability that requires patience or concentration.