I suddenly had an urge to see an alchemist in melee Combat. At first I felt inspired by the old series Alchemist Brotherhood but going with a Transformative weapon dependent on Strength seemed too powerful so I found an alternate path.
Am I giving the class too much power with this path or would you call it viable?
Alchemist Feats:
(Lvl1): Light Catalyst Rod/Beam: (Attached, Agile, Finesse, Alchemical, Elemental): You gain a Forearm-attached light Catalyst rod with the Agile, Finesse & Elemental weapon qualities, & its Proficiency. It deals no physical damage, only elemental. Inplace of Quick Alchemy, as an action, you may fuel your Catalyst Rod, activating an elemental beam, with Elemental d6s equal to the number of dice the Alchemical item had. Also adds Splash damage, and appropriate item bonus. The Element chosen lasts til the beginning of your next turn.
Alchemist Feat (lvl2, Prerequisite Light Alchemical Rod/Beam): Chemical Reagent: When adding an elemental weapon quality or throwing a bomb, you may as a Reactive Action add a Chemical Reagent, exchanging noted Splash damage with your Intelligence modifier, once per weapon/bomb, lasting its elements duration or til detonated.
Research Field: Catalyst Materia:
lvl1): You specialize in using Catalysts with your alchemy. You start with the formulas for one common 1st-level alchemical bomb, in addition to your other formulas.
When attacking with an alchemical/elemental source with the splash trait, you may deal splash damage to only your primary target instead of the usual splash area.
Lvl5): When replacing Quick Alchemy to imbue a Catalyst Rod with Elemental power, you can use a batch of reagents to last for a number of rounds equal to half your Intelligence Modifier or your full Intelligence Modifier if having the xxx Feat. (Normally: Lasts til the beginning of your next turn.)
Lvl7): Perpetual Infusions
Choose two 1st-level bombs.
Lvl11): Perpetual Potency
Choose two 3rd-level or lower bombs
Lvl13): Greater Field Discovery
When imbueing a Catalyst Rod with Elemental power, it causes a persistent effect depending on element chosen:
Fire: Caught-on-fire xd4s
Electricity: Caught-off-guard til your next turn.
Cold: Slowed 1 (doesn't stack).
Acid: Persistent Damage equal to 2x number of dice.
Lvl 17): Perpetual Perfection
Choose two 11th-level or lower bombs
Ive been doing some digging into the improvised weapon rules and put together a class- idea which I'd like to hear some input on.
It enables Sneak Attack potential whilst limiting how often she may Sneak Attack, progressing by Talents. As well as adding some improvise Action access to various feats for players to play around with.
Suddenly, I had the idea to play a Rogue with improvised weapons, and I wasn't the first. It took some time but eventually I put together some info from various sources and gathered them here:
It always will be up to DM in the end naturally, but do you have any thoughts?
Improvised Weapons
Intro
From humble beginnings our ancestors took up the stick and started poking around, our first adventurers. The improvised weapon was made and next followed the rock and torch, lighting up our future. From whatever pieces tools were made, but before the Simple Weapons were made, the world of Improvisation flourished. The improv of Golarion thrives in the art of doing the unexpected and baffles the many.
Content
1. What an Improvised weapon is
2. Managing, Masterwork & Enhancements
3. Improvised Weaknesses
4. Improvised Wielding or not
5. Feats that aid
6. General Improvised Damage
...continues in link...
Hey again, with another homebrew Archetype for the Unchained Monk. I really am looking for something making the class further sturdy and think Ive found it in Stalwart & Invulnerable. This archetype is slightly weaker to blasty mages but better vs multiple weaker foes.
Archetype: Resilient Bulk Monk Lose:
Stunning Fist & all its conditions,
Lower Unarmed Strikes damage to 1d4.
Evasion Lvl 2 & Improved Evasion Lvl 9.
Style Strike lvl 9.
Delays Wisdom to AC & CMD til lvl 2.
Exchanges Ride Skill with Survival.
Exchanges Good Reflex progression with good Will Save progression.
Exchanged 1d10 HP progression with 1d8 HP progression but gain Invulnerable.
Gains:
Invulnerable: Gain +1/2 Level to DR.
Bulk up: Increases Strength Score by +4 but decreases AC by -2, lasts 2+2xLvl+Con Mod rounds per day, activates by a free action, user is fatigued for twice the duration being in Bulk Up, cant Bulk up whilst fatigued, exhausted or in Armor. Bulk up does not benefit from Rage powers, and neither stacks the bonuses nor duration with Rage.
Muscled Resilience: Whilst in no Armor and unencumbered, gain DR equal to half your Strength Bonus. Stacks with Invulnerable.
At 9th level gains 'Stalwart'; A Resilient Bulk Monk can use mental & physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a halved damage on a successful save, she instead avoids the damage entirely. This ability can only be used if the Monk is wearing no armor.
So how is it? Too powerful? I like the Combo of Bulk Up and Muscled Resilience but is it too cheesy or unreal?
Looking forward to hear your comments
Ive wanted to see Two-Weapon Fighting be more viable, not only less feat-tax-heavy but also more appealing.
With the numerous feat tax on Two-weapon-fighting I went on to replace the weakest feat in the chain with a quality feat which would stabilize the penalties on attack rolls whilst also opening up the path to the appealing Double 1-handed wielding option found in various Anime.
What do you think about this?
I replaced this feat
Double Slice (Combat)
Your off-hand weapon while dual-wielding strikes with greater power.
Prerequisite: Dex 15, Two-Weapon Fighting.
Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.
Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand.
________
Remains
Two-Weapon Fighting
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
TWF
New Feat:
Ambidextrous
You are able to use the right and left hands equally well. Your ability to Dual wield weapons is improved.
Prerequisite: BAB+1, Two-Weapon Fighting & Dex15
Benefit:
Your off hand attacks deal damage using your full Strength Bonus.
In addition, when two-weapon fighting using two light/finesse weapons reduces the attack penalties by 1.
Finally, if the character has 15+ Str and is using a 1-hand weapon in her off-hand, the penalties are reduced 1 each.
Resulting Attack penalties: TWF+Ambidextrous =
-1 Attack penalty with dual light/finesse weapons,
-2 Attack penalty with two 1-handed finesse weapons (Req Str15) &
-3 Attack penalty with two 1-handed weapons (Req Str15).
_________
Any input on this, is it too strong or does it make TWF more viable?
Thanks for your input
I would like to hear some input on a Monk archetype Im considering making in a homegame.
Short and easy, this archetype would replace the first level 'bonus feat' and the 'Stunning Fist' .
Instead gaining the 'Body Guard' Feat & 'Inner Guard' (allows an unencumbered, non Armored creature with the 'Body Guard' Feat to protect herself, counting her as her own ally).
As first level feat, she'd pick Combat Reflexes.
And with the Adopted Halflings Trait 'Helpful' this Monk would be quite the bodyguard.
AC 10+ Dex mod + Wis mod +2+2 =~20 lvl 1, with the means to bodyguard allies +4 to AC.
I recently decided to play a Magus for a low-level campaign and fairly quickly did he run out of spells. In response, I started utilizing his touch attack cantrips to strike twice with SpellCombat.
Within the rules, how powerful can we make and advance a metamagic'd cantrip for a Magus?
Thanks for taking your time to look into this.
I've been all over the bullrush feats and paths in pathfinder lately and have now returned to the feat "Raging Throw".
I can see how the feat works in 2 ways. But can't tell for sure whether either is correct.
________________________________
Raging Throw
You expend some of your rage to throw one opponent at another.
Prerequisites: Str 13, Con 13, rage class feature, Improved Bull Rush, Power Attack, base attack bonus +6.
Benefit: While raging, when you attempt a bull rush combat maneuver, you can spend 1 additional round of your rage as a swift action to add your Constitution bonus on your combat maneuver check to the bull rush.
Further, if you bull rush an opponent into a square another creature occupies or into a solid object, the opponent and the creature or object take bludgeoning damage equal to your Strength modifier + your Constitution modifier.
http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatFeats.html
______________________________
I've devided the feat texts in 2, making it easier of understanding how the second ability might not be part of the action of applying the swift action.
The Swift action do enable you to apply your Con bonus to your Bull Rush, but is it required for the damage?
Can the second part of the text be considered passive?
(while the first part requires activation?)
Thanks for taking your time to look into this.
I've been all over the bullrush feats and paths in pathfinder lately and have now returned to the feat "Raging Throw".
I can see how the feat works in 2 ways. But can't tell for sure whether either is correct.
________________________________
Raging Throw
You expend some of your rage to throw one opponent at another.
Prerequisites: Str 13, Con 13, rage class feature, Improved Bull Rush, Power Attack, base attack bonus +6.
Benefit: While raging, when you attempt a bull rush combat maneuver, you can spend 1 additional round of your rage as a swift action to add your Constitution bonus on your combat maneuver check to the bull rush.
Further, if you bull rush an opponent into a square another creature occupies or into a solid object, the opponent and the creature or object take bludgeoning damage equal to your Strength modifier + your Constitution modifier.
http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatFeats.html
______________________________
I've devided the feat texts in 2, making it easier of understanding how the second ability might not be part of the action of applying the swift action.
The Swift action do enable you to apply your Con bonus to your Bull Rush, but is it required for the damage?
Can the second part of the text be considered passive?
(while the first part requires activation?)
Thanks for taking your time to look into this.
I've been all over the bullrush feats and paths in pathfinder lately and have now returned to the feat "Raging Throw".
I can see how the feat works in 2 ways. But can't tell for sure whether either is correct.
________________________________
Raging Throw
You expend some of your rage to throw one opponent at another.
Prerequisites: Str 13, Con 13, rage class feature, Improved Bull Rush, Power Attack, base attack bonus +6.
Benefit: While raging, when you attempt a bull rush combat maneuver, you can spend 1 additional round of your rage as a swift action to add your Constitution bonus on your combat maneuver check to the bull rush.
Further, if you bull rush an opponent into a square another creature occupies or into a solid object, the opponent and the creature or object take bludgeoning damage equal to your Strength modifier + your Constitution modifier.
http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatFeats.html
______________________________
I've devided the feat texts in 2, making it easier of understanding how the second ability might not be part of the action of applying the swift action.
The Swift action do enable you to apply your Con bonus to your Bull Rush, but is it required for the damage?
Can the second part of the text be considered passive?
(while the first part requires activation?)
I'm building a character who would benefit greatly if fighting defensively's bonus reached 5!
Limits:
All classes and archetypes are allowed. Highest level is 6!
All magic items all allowed!
All Traits are allowed!
All Feats are allowed!*
But everything which is 3rd published is NOT allowed!
What are touch weapons really?
- Contact which deals damage, such as fire, frost or shock spell damage, normally.
Examples are:
Flaming blade
Chill touch
Produce flame
These can all be used in order to achieve full round touch attacks.
Firearms fired in close range attack with ranged touch attacks.
Best used is the revolver with 6 shots / reload. Reloading only takes a move action, should be a free action with rapid reload.
Just see the possibilities what you can do as a two weapon fighting rogue with touch attacks!
- Any advice on how to make a rogue accomplish this feat?
I'm investigating if there is any possibilities to pull off 6 ranged or melee attacks with only a standard action, without using the move action.
I'm planning on using the move action for stealth and each individual attack roll is for sneak attack.
I think it might be possible with Crafted magical items, Firearms or perhaps any other ideas?
Firearms:
Ive looked into Firearms and found the Shotgun! It fires scatter shots! So if you're facing 3 close-by enemies, then you can hit all 3. Since its a double barreled gun, u can hit them each twice, 3 x 2 = 6. Which means that you can pull of 6 attacks if u position yourself right.
Then i found that u need to reload the gun which takes a move action and with rapid reload do I only seem to reload 1 barrel for 1 free action/round, limiting it to fire only 3 shots / round as a standard action.
Hey guys!
I'm thinking why can't you craft a wondrous item with an acid orb as spell?
This could also open up many other touch attack possibilities.
Input?
Hey, I'm playing a Rogue in pathfinder and i really want it to excel in 5 fields, but I don't know if my methods and ideas are supported by the Core rulebook and i need help picking my feats!
Below is just just stats and wishes, not really relevant yet'
the actual question is in the next post - "Craft Wondrous items"
Stats and Wishes
I've figured out some interesting mechanics to maximize my Rogues chances in 5 fields;
1. Allie gathering
2. Skill Monkey mastering
3. Battle booster+ out of combat booster
4. Battle king
5. Ninja style
Even though i have many ideas, i don't know if they are all supported by the Core Rulebook, so I need advice on how it would work and if my ideas work.
Ive built my Rogue around those 5 styles and trying to pull it all off at level 11 and hopefully before that. The campaign lasts at most until level 15.
I just reached level 2 in our pathfinder game, so now I'm a Ranger (CL1), Rogue (CL1) Half-elf.
Im planning on using my Wild empathy to communicate with all foes we beat down and convince them to tag along with us (if only for 1 or 2 days).
Btw. All skills are practically class skills but fly and 3 skills from knowledge. I even got spell craft :)
Ive already decided ill get Leadership (HD 7), skill mastery (HD 11), Skill focus Diplomacy, Trap spotter and fast stealth.
The rest remains a mystery'.
If you read this, i wanna thank you for still being with me :D
I am hoping that "King Xeros" makes an appearance in a Starfinder Organized play scenario. It would be a good cross over with a few changes to reflect the thousands of more years spent adrift in the ether.
We had around 20 tables last year it was a lot of fun. This year we are offering the Race for the Runcarved Key in hopes to get five tables. The big thing now is getting enough players. Same thing with my weekend of gaming next weekend. I need bunches of players for the two day modules event.
I had a great time running it with my players, and enjoyed the general "Mission: Impossible" feel of the scenario. The combat difficulty definitely makes it newbie friendly, and should provide a welcome break for some of the local players who have been complaining about the meatgrinders that Season 4 scenarios have been until now.
Definitely a fair amount of preparation should be done prior to running; there's a lot of rooms in the embassy proper, and it's very important to know what each of the rooms is filled with as you go, until you get to the Paracountess's chambers. From the Paracountess's chambers on, it's pretty straightforward; I'd just read the player handouts in advance to get an idea of how they're supposed to figure things out. The two probable combat encounters require zero preparation.
One minor quibble I had is that the scenario doesn't provide GMs with translations for the various player handouts. Not really a big problem, but I wanted to know what precisely was in the notes before my players did. (I and my players decided to run it on the spur of the moment, so I was unfortunately running it cold. And without handouts. *wince*) Anyway, the translated player handouts are below.
Here are the two handouts in more of a graphic form. Too bad they didn’t have layers on this pdf.
I just expected the Hao Jin Tapestry to be much larger than 5’ by 7’. Something grand that dominates even a large room. A 20’ by 30’ at least would be much more cinematic. I understand a masterwork art-piece does not need to be large though the presentation is a bit of a let down from the start.
Now we are up to several year three scenarios dealing directly with the Tapestry.
Pathfinder Society Scenario #3-12: Wonders in the Weave—Part I: The Dog Pharaoh's Tomb 5–9
Pathfinder Society Scenario #3-14: Wonders in the Weave—Part II: Snakes in the Fold 5–9
Pathfinder Society Scenario #3-19: The Icebound Outpost 1–5
Pathfinder Society Scenario #3-20: The Rats of Round Mountain—Part I: The Sundered Path 7–11
Pathfinder Society Scenario #3-22: The Rats of Round Mountain—Part II: Pagoda of the Rat 7–11
Pathfinder Society Scenario #3–25: Storming the Diamond Gate 3–7
Pathfinder Society Scenario #3–26: Portal of the Sacred Rune 7–11
So if you started the series with a character one away from level 6 you could play the whole series with the same character back to back. 19, 12, 14, 25, 20, 22 then 26.
If your rogue is locked in a cell with no equipment but rough sack clothing can she pick the lock and if so what is the DC? Since they have no access to tools at all can they?
Blurb "A scenario written for levels 7-11 Golarion is not big enough for this scenario. Watch in aw as you find yourself outnumbered and surrounded in seconds by the bestiary. Now you know what the Tribble Lodge is all about and fear is it’s new name."
One thing I found useful GMing conventions is keeping track of who is who. On the initiative cards I will put a little arrow pointing toward the player so I know which way to look when calling “Dreadbolt” or “Scrumptious” and keeps those confusing looks from coming back at you.
Also if you can run a small selection of adventures many times it works out better than running a different one every slot. You will be able to bring suitable figures for your creatures and NPCs. Don’t forget to pack a few generic minis for players who don’t have a mini.
Draw the maps ahead of time to make things run faster at the table. Painlord mentions this in his posts but it is always worth repeating.
Drink the water that most conventions give to their GMs. It will likely save your voice after yelling over the roar of the room.
When I am running tables and see a player that is outclassed by others at the table it bothers me. Simply because a player wants to enjoy a well rounded character or because he does not have the time to devote to maxing his numbers he feels like a side kick. Always afraid that player isn't long for PFS if he doesn't find a group that shares his play pattern.