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I have decided changes are in order.
instead of HoMaM,PoC, and the bonus feats, the Songblade will recieve the following:

Blade tunes:The Songblade, at every 3rd level (meaning six times by level 20)begining at level 3 will recieve one of the following special abilities.

Sonic Vibrations:Using the power of sound, as a move action, the songblade may cause his weapon to vibrate lightly. this gives him a -4 on all attacks with the weapon, while giving him a +4 bonus on disarm and sunder attempts.only usable while channeling. this effect ends after the songblade stops channeling.

Bolt of sound: this ability lets the songblade unleash the full power of channeled music in his weapon. this ability is only usable after channeling music for atleast 2 rounds, without attacking with the channeled weapon. when used, as a standard action the Songblade manifests a bolt of sound (range: 400ft area: 20-ft radius saving throw: none) that deals the normal channel damage plus 1d6 for every round of channeling past two.

Bardic performance: allows the songblade to learn one level-appropriate bardic performance. the songblade uses his songblade level -2 to determine the performances he can learn. this tunes can be taken up to two times. after the second time taken, this allows the Songblade to treat a channeled weapon as an instrument, which makes him able to use the perform skill while attacking (with a plus equal to the number of channel dice he may use)

Martial training: this lets the songblade recieve a bonus feat from the fighter bonus feat list. this can be taken two times. the second time took, this lets the songblade treat his songblade level -2 to determine his appropriate feats.

Music manifest,improved: requires music manifest. this lets the bonded weapon allow an additional 2 uses of bardic performance/channel music. also, it may perform on its own, using the owner songblade's charisma score and skill training as its own. additionaly, it gains the dancing property.

minor magic: works like same named rogue talent, only usable with bard spells.

major magic: see above.

Advanced Blade tunes: these blade tunes can only be purchased at level 12 and higher.

Sonic boom: this blade tune allows the songblade to explode the raw musical energy tapped in his weapon by focusing it. to use this ability, the songblade must first have his weapon channeled for three rounds. then, he may attack with it (as a full action) and make a perform check. the channeled attack deals an additional 1d8 lightning damage for every 10 in the result (for example, Phantaruse used his Sonic boom ability, got a 25 on his perform check, and therefore dealt an additional 2d8 points of lightning damage on his attack). using this costs an additinal three turns of bardic performance/channel music to be used and can only be taken if bolt of sounds was taken.

Deadly sound: increases the damage dyes used by channel music from d6 to d8.

Dispelling strike: like the rogue talent.

Rhythm of battle: allows the songblade to cast haste as the wizard/sorc spell at a caster level equal to his level by using three uses of channel music/bardic performance.

Upon the Wings of Music: allows the songblade to use fly, as the wizard/sorc spell at a caster level equal to his level. must be upkept by using channel music/bardic performance per round of flight.
instead of making checks using the fly skill, the songblade uses perform (any).

any additional ideas and pointers will be appreciated. also, a new level 2 feature has been given:

Music manifest: similar to the wizard arcane bond. this allows a songblade to bond with a weapon, giving it the following traits:
The weapon has a personality determined by the player. the weapon also can be used with any perform checks instead of any other instrument by simply flourishing it (slashing with a sword, strumming a bow, etc).


Hello again, Torryn here.
I need help with creating a lightly-armored, rapier-wielding character.
the class used does not matter to me, as long as it can function as a capable melee combatant using mainly the rapier.
any pointers on feats, classes, stat distribution?


Hello, Torryn here.
Was just wondering if you guys could help me make a build for a character who fights using thrown weapons.
I would rather the character to be human, but elf and halfling are acceptable.
And if your proposed class is a rogue (most likely) then I would also appreciate tips for gaining sneak attack damage from range.


Once again, I need assistance in creating a character.
This time (as the title suggests) an Eldritch knight.
What weapon should I use? what feats to take? which arcane and martial class to start as and how to handle progression?

So far you guys helped me (a *LOT*) and I am very thankful.


This is a request from my friend (email problems, can't sign in).
What should a TWFer hit stuff with?
What should he do with non TWFing feats?


Im very new to pathfinder and wanted some help making my character.
I want him to be a human/half elf TWFer (weapon dosen't matter as long as it is efficeint melee) who is good at acrobatics and stealth.
I have access to the books:
Core rulebook
Adv. playtest
Complete scoundrel, warrior and adventurer (3.5 d&d)
And besiary.
I have the roleplaying done, I just need help with the mechanics.
Thanks in advance!


Type: Rapier is one handed (finnese usable)and shortsword is off-hand*
Damage:Same 1d6
Critical both X2, rapier 18-20 shortsword 19-20
Cost: shortsword 10 gp rapier 20 gp
special properties:
A rapier can be two-handed for a one and a half additional strength damage

The rapier is better in all terms except cost (only 10 gp more)
why should someone choose the shortsword and not the rapier?

*they both weigh the same!