Jack Brown wrote: They have stated it is not a bug, when I reported it as one. Oh...it's a feature and not a good one. Yeah. The consensus here and on the Facebook PFS page is the same. You get the extra attack with one weapon or the other. I asked in PFS thread because a lot of folks use Hero Lab in addition to the necessary books for their characters, and sometimes PFS rulings can be...wonky (Like spellcasters with spellbooks not getting the 2 free spells when taking a level in a PrC with +1 Caster Level).
Rule check.
I'm asking here because I want an official word.
I was just looking around, and I found this over on the PFd20 site under the Arcane Archer as a sidebar. It's from the FAQ here: Quote:
So according to this, when you gain "+1 spellcaster level" from a prestige class... ...all spontaneous casting classes, arcane and divine (Bard, Sorcerer, Inquisitor, Oracle, Summoner), get all their additional spells known and spells per day.
...all divine spellcasters that prepare spells (Cleric, Druid, Paladin, Ranger), can get access to new tiers of spells without problem as well as their spells per day.
...while all arcane casters that have to prepare spells and keep a spellbook (Wizard, Magus, Witch), get additional spells per day casting, but don't get 2 lousy extra spells to add to their spellbook?
I've already House Ruled this foolishness into oblivion since it was established in 3.5 that if you keep a spellbook, you get to add your 2 spells per level when you gain "+1 spellcaster level" from a prestige class.
I just would like to hear the insane reasoning for this particular ruling. Of course, I have seen that rulings from Paizo have a habit of not being consistent.
Rapthorn2ndform wrote:
It'll be a while before I could ever play this archetype myself...unless one of the players goes ahead and attempts to kill the rest of the party as he promised (because he was in a really bad mood last week). Make a Half-Elf with Fighter and Rogue or Bard as his Favored Classes and then take levels in Fighter (Bellicose) and Rogue (Swashbuckler) or Bard (Daredevil).
This may well be the final version. Bellicose (Fighter Archetype) Some that take up arms like to prove their skill by using only the fastest of weapons and lightest armor. They shun heavier armor and use weaponry that is nimble and quick. They also tend to proclaim their ability with great bravado and bluster. Weapon and Armor Proficiency
Skills
Weapon Finesse: A bellicose gains Weapon Finesse as a bonus feat at 1st level even if he does not qualify for the feat. If the bellicose already has Weapon Finesse, he may choose another feat he meets the prerequisites for.
Evasive (Ex): At 3rd level, a bellicose gains a +1 Dodge bonus to AC. This bonus increases by +1 for every four levels beyond 3rd (to a maximum of +5 at 19th level).
Panache (Ex): At 5th level, the bellicose gains the ability to strike precisely with a light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain, gaining a +1 bonus on attack and damage rolls. This bonus increases by +1 for every four levels beyond 5th (to a maximum of +4 at 17th level).
Bellicose Trick: At 7th level, a bellicose may choose one rogue talent.
Acrobatic Charge (Ex): At 9th level, a bellicose gains the ability to charge in situations where others cannot. He may charge over difficult terrain that normally slows movement. Depending on the circumstance, he may still need to make appropriate checks to successfully move over the terrain.
Bravado (Ex): The bellicose lives to fight and has great confidence in their ability. Once per day, a bellicose of 11th level or higher may reroll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the reroll, even if it’s worse than the original roll.
Advanced Bellicose Trick: At 15th level, a bellicose can choose one advanced rogue talent or a second rogue talent.
Rapthorn2ndform wrote:
I don't see any real problem with that. Trading out regular feats that they get at odd levels (as opposed to bonus feats) for extra rogue talents seems alright to me. It's not too over-balancing because you are burning full feats for it. OK...so I keep Acrobatic Charge. Now to figure out the other two abilities. Maybe make the other 2 abilities the Rogue Talents? That would simplify things.
Rapthorn2ndform wrote:
Oh wow...I misread how Weapon Training works. I didn't realize that at 17th level, you're at +4 in a weapon category, +3 in a second weapon category, +2 in a third weapon category, and +1 in a fourth weapon category. Definitely need to add 3 more abilities and mention that Panache only replaces Weapon Training 1. Let's go back to the 3.5 Swashbuckler and abilities I didn't port over. Acrobatic Charge (Ex): At 9th level, a bellicose can charge in situations where others cannot. He may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables him to run down steep stairs, leap down from a balcony, or to tumble over tables to get to his target. Depending on the circumstance, he may still need to make an Acrobatics check to successfully move over the terrain.
More Dangerous (Ex): At 13th level, a bellicose who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the bellicose don’t gain this increased bonus.)
Acrobatic Skill Mastery (Ex): At 17th level, a bellicose becomes so certain in the use of his acrobatic skill that he can use them reliably even under adverse conditions. When making an Acrobatics check, a bellicose may take 10 even if stress and distractions would normally prevent him from doing so.
Rapthorn2ndform wrote: Swift Precision ? Reaction Speed? Hit 'um Where it Hurts? Hmmm...I got it! Panache! Mechanically, it will be Weapon Training, but you don't get to select the weapon category. It applies to all weapons affected by the Weapon Finesse feat (which includes Unarmed Strikes, so you could make a pretty good unarmed fighter with this archetype). At 17th level, you get a +4 attack and damage with any and every weapon covered by the Weapon Finesse feat. That's a lot of weapons.Maxximilius wrote: I remain convinced that a swashbuckler's style is better grasp with a grit-like class feature mechanism ; or as a rogue. Or even with both at once with some multiclassing if you want a truely rogue-ish character. There's plenty of room for different versions. We have the Daredevil Bard and Swashbuckler Rogue. Grit is cool and all, but I like something simpler.
Rapthorn2ndform wrote:
Oops. Fixed. Was supposed to be Evasive not Evasion I also need a better name for the Fast Accuracy ability.
Here's what I have now: Bellicose (Fighter Archetype) Some that take up arms like to prove their skill by using only the fastest of weapons and lightest armor. They shun heavier armor and use weaponry that is nimble and quick. They also tend to proclaim their ability with great bravado and bluster. Weapon and Armor Proficiency
Skills
Weapon Finesse: A bellicose gains Weapon Finesse as a bonus feat at 1st level even if he does not qualify for the feat. If the bellicose already has Weapon Finesse, he may choose another feat he meets the prerequisites for.
Bellicose Trick: At 2nd level or later, a bellicose may choose one rogue talent in place of a single fighter bonus feat. Evasive (Ex): At 3rd level, a bellicose gains a +1 Dodge bonus to AC. This bonus increases by +1 for every four levels beyond 3rd (to a maximum of +5 at 19th level).
Fast Accuracy (Ex): At 5th level, the bellicose gains the ability to strike precisely with a light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain, gaining a +1 bonus on attack and damage rolls. This bonus increases by +1 for every four levels beyond 5th (to a maximum of +4 at 17th level).
Advanced Bellicose Trick: At 10th level or later, a bellicose can choose one advanced rogue talent or a second rogue talent in place of a single fighter bonus feat. Bravado (Ex): The bellicose lives to fight and has great confidence in their ability. Once per day, a bellicose of 11th level or higher may reroll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the reroll, even if it’s worse than the original roll.
Kierato wrote: multiclassing? An option, yes, but the whole point was making an archetype for the Fighter with benefits I was looking for. Rapthorn2ndform wrote: Oops. I was mistaken there, sorry. But my point still stands on the other two. I just would like to take this chance again, to say that i do like the ideas here, i just think in needs a bit more. Suggestions?
I looked at several Fighter archetypes. What I wanted was a Fighter archetype that emulates the abilities and feel 3.5 Swashbuckler class from Complete Warrior. Cad is too specific and more of a dirty fighter. Free Hand only covers one style of fencing (while leaving out the sword/main-gauche and sword/shield or buckler fencing styles). I also wanted access to at least a couple Rogue Talents. As pointed out, I needed to limit that, and after considering it, I had to agree. One Rogue Talent and one Advanced Talent or Two Rogue Talents is plenty.
Two-weapon fighting as an option. I don't want to build the archetype around it. As is, the archetype is changing from what I initially went for which was a port of the 3.5 Swashbuckler from Complete Warrior to Pathfinder. Now it's turning into an archetype that likes to wear light armor and use light weapons and talk trash with the ability to back it up. I need to redo the name and fluff text of the Lucky ability though.
Rapthorn2ndform wrote: Free Hand is getting that exact dodge bonus, but it's only replacing armor training one. Incorrect. Elusive (the Free Hand dodge bonus which is the exact same thing as I gave to this archetype) replaces Armor Training 1, 2, 3, and 4. So I might want to think of something else to replace Armor Mastery. I also decided to change the name of Dodge Bonus to Evasive.
Mordo wrote: I would drop skill points back to 2 With all I took away, upping the skill points seems like a fair trade. They have less skills than a standard fighter as well as an armor restriction on most of the abilities I add.Mordo wrote:
Because I want some customization for this now nameless archetype. There are several talents that this currently nameless risk taker type. Some might want to accent their Acrobatics while some might want to accent their Bluff. Some might want to get Slippery Mind or something. Limiting it to 1 talent and 1 advanced talent means you have to let them pick and choose. There are plenty of talents they can't pick since they don't have the other skills or sneak dice.Also, I would allow the advanced talent to be used to pick up a normal rogue talent. Mordo wrote: Also I don't think Insightful Strike is necessary, Weapon training is already doing the same and even better. You might want to add a weapon group for finesse weapon though. I want to keep it specifically all weapons affected by Weapon Finesse. That means effectively all the Light Blades category and then some. I leave the armor and encumbrance restrictions for both balance and flavor. Mordo wrote: As for the name I can't help you, sorry :) Yeah. This will be name number 3 right after I look over all the other archetype names.
Anyone have any critique or comments on the changes? I dropped the reflex save bonus and kept Bravery since anyone called a Daredevil has to be fearless. Pared down the skills list and went ahead with 4 skill points per level. Limited the exchange of feats to 1 rogue talent and 1 advanced rogue talent at 10th level or higher.
Daredevil (Fighter Archetype) Some that have martial skill don't feel alive until they prove that skill. Daredevils disregard all but the lightest armor and weapons and place more emphasis on speed and skill. Weapon and Armor Proficiency
Skills
Weapon Finesse: A daredevil gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat. If the daredevil already has Weapon Finesse, she may choose another feat she meets the prerequisites for.
Daredevil Trick: At 2nd level or later, a daredevil may choose one rogue talent in place of a single fighter bonus feat. Dodge Bonus (Ex): At 3rd level, a daredevil gains a +1 Dodge bonus to AC. This bonus increases by +1 for every four levels beyond 3rd (to a maximum of +5 at 19th level).
Insightful Strike (Ex): At 5th level, the daredevil gains the ability to strike precisely with a light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain, gaining a +1 bonus on attack and damage rolls. This bonus increases by +1 for every four levels beyond 5th (to a maximum of +4 at 17th level).
Advanced Daredevil Trick: At 10th level or later, a daredevil can choose one advanced rogue talent in place of a single fighter bonus feat. Lucky (Ex): Daredevils live by the credo “Better lucky than good.” Once per day, a daredevil of 11th level or higher may reroll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the reroll, even if it’s worse than the original roll.
Maxximilius wrote:
...and I just noticed that. OK...so I have to rename my fighter archetype here and then put the limit of being able to take 1 rogue talent and 1 advanced rogue talent in place of a bonus feat.
Maxximilius wrote:
I'll keep the Weapon Finesse in place of the first bonus feat since it's part of balancing the archetype (especially since the Flowing Grace ability is far superior to Bravery). I might drop the skill points back down to 2, but the access to rogue talents is balanced by the fact that a swashbuckler doesn't have sneak dice or several class skills that a rogue has that make a lot of the rogue talents far more useful. After looking over all the rogue talents at the PF SRD, I saw they can access ninja tricks too, but have to pick up Ki Pool first to make good use of them. Aaccess to rogue talents was the easiest way I had of emulating a couple of abilities I didn't port over such as Skill Mastery for the Acrobatics skill, Slippery Mind, and the particularly nasty wounding abilities at higher levels. Talents that work with Acrobatics and Bluff are the stock-in-trade for the swashbuckler. I looked over your Bravo archetype. Definitely looks cool. In a similar vein to the Swashbuckler too.
ShadowcatX wrote:
I disagree on the archmage high arcana being overpowered to begin with. I would like some way to access high arcana for an arcane spellcaster without the archmage PrC though. With the beefing up of every single core class and basic PrC for Pathfinder, I don't see the high arcana other than Mastery of Elements being all that nasty. As to why the hierophant didn't get spells per level, Cleric 15/Hierophant 2 (with Divine Reach taken twice) means harm goes from a range of touch to a range of 60 feet. Since most of the cleric's most devastating spells are all touch, I would guess that's why. I do have to wonder why you think adding spellcaster advancement wouldn't break the hierophant, but you think the archmage class is broken to begin with.
I need some feedback on this. I really like the Swashbuckler from Complete Warrior, and the archetype system in Pathfinder makes it really easy to port it over. Here's what I have, but I want some feedback. Weapon and Armor Proficiency
Skills
Weapon Finesse: A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat. If the Swashbuckler already has Weapon Finesse, she may choose another feat she meets the prerequisites for.
Flowing Grace (Ex): A swashbuckler gains a +1 competence bonus on Reflex saves. This bonuses increase by 1 for every four levels after 2nd (to a maximum of +5 at 18th level). A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Swashbuckler Tricks: At 2nd level, a swashbuckler may choose a rogue talent in place of a fighter bonus feat. Dodge Bonus (Ex): At 3rd level, a swashbuckler gains a +1 Dodge bonus to AC. This bonus increases by +1 for every four levels beyond 3rd (to a maximum of +5 at 19th level).
Insightful Strike (Ex): At 5th level, the swashbuckler gains the ability to strike precisely with a light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain, gaining a +1 bonus on attack and damage rolls. This bonus increases by +1 for every four levels beyond 5th (to a maximum of +4 at 17th level).
Advanced Tricks: At 10th level, and every two levels thereafter, a swashbuckler can choose a advanced rogue talent in place of a fighter bonus feat. Lucky (Ex): Many swashbucklers live by the credo “Better lucky than good.” Once per day, a swashbuckler of 11th level or higher may reroll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the reroll, even if it’s worse than the original roll.
I was looking over the prestige classes Pathfinder chose to update from 3.5, and every one of those classes was boosted in the process. I got to looking at the Archmage wondering what changes you would make to it, and it hit me. Reduce the Knowledge skills to 12 ranks each to qualify, up the Hit Dice to d6, update the skill list, and then drop the spell slot requirement for High Arcana. Done! You would do much the same with the Hierophant PrC except add Spells Per Day of "+1 level of existing divine spellcasting class" at every level. I decided it would be best to follow KISS (Keep It Simple, Stupid) as much as possible.
Kalraan wrote:
With that Will save, any sort of class that does Enchantment spells or Telepathy psionics will ruin the rest of the party's day. A couple of charm person spells (in case that Hero Point gets used to deal with the first one) and a request "to deal with your friends because they are causing my employers absolute fits. Could you have them all tied up for me tomorrow morning, please?" Also, if he's wasting gnolls, who's to say some of them don't get wise and pledge themselves to some group or individual that's more powerful for protection. Finally, anything players can do, NPCs can too. Maybe he gets a rep being such a good archer that he has other archers gunning for him. In the case of gnoll archers, his first warning shot will be the one that hits him when he least expects it.
TheFace wrote: The Blackguard is, I'm pretty sure, product identity, preventing Paizo from using it. That's why Paizo has the Anti-Paladin, which is basically a far superior core class version (Though I disagree with the CE alignment restriction. It should be able to be any evil alignment. Then again, I think the same about Paladins and good alignments, and even have a modified spell list and code of conduct for NG and CG Paladins floating around my Gaia account somewhere.). There's nothing preventing YOU from updating the Blackguard and using it. Plus it does everything you want. Your paladin is fallen and can THINK whatever about the situation, but the end result is that an Evil deity preyed upon and turned you paladin. I think there is also a feat in City of Splendors: Waterdeep called Veil of Cyric that you might want to look over for ideas. See also the Paladin of Freedom (CG), Paladin of Tyranny (LE), and Paladin of Slaughter (CE) in 3.5 Unearthed Arcana. By this, the core Paladin becomes the Paladin of Honor. All the extreme alignments are covered this way, which covers what a paladin in essence is: a highly motivated holy or unholy warrior of a deity that answered a calling of that deity. Perhaps your Paladin has fallen as a Paladin of Honor, but could become a Paladin of Tyranny or Slaughter.
In Pathfinder, as in Dungeons & Dragons before it, Good and Evil are absolutes. There are actions that are Good and actions that are Evil. Sometimes it's the circumstances. The ends do not justify the means due to the alignment system. In the case of the paladin in the original post, that paladin has fallen. Now, as for powers, you can dig up a couple of options from the 3.5 rules. Both would require you to update either an old Prestige Class or an optional Core Class to Pathfinder rules. You could become a Blackguard (which I don't think has been updated to Pathfinder).
Otherwise, said character is a fallen paladin by the Pathfinder rules alone. |
