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Trellon Falorin's page

Organized Play Member. 37 posts (39 including aliases). No reviews. No lists. 1 wishlist. 2 Organized Play characters. 1 alias.


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Scarab Sages

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Cori Marie wrote:
Because this is the 1E version, and not the 2E version?

I know which version it is, and the 1E Crit Hit Deck is listed as on back order which is why I asked why the 1E Crit Fumble Deck isn’t listed as on back order.

Cori Marie wrote:
If you're actually wanting the 1E deck, it's not likely to ever come back in stock. If you're looking for the 2E version it's Here

I have no interest in PF2.

Scarab Sages

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Why is the Crit Hit Deck on backorder, but the Fumble Deck isn't?
I need to replace my deck that walked off sometime last year, and my only option is paying over $80 so long as these are no longer in print.

Scarab Sages

Dragging this up for a quick revision.

Change the name of the Panache ability to Flair.

I have been pondering what to do about giving an ability to substitute Dexterity Bonus for Damage in place of Strength similar to the Unchained Rogue's Weapons Training ability.

Scarab Sages

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I JUST got all the datafiles for Hero Lab for Pathfinder.

The reason I have liked Pathfinder was because there wouldn’t be editions.

I am not happy.

Scarab Sages

So you no longer have to pay the material cost of inscribing the spells into your spellbook?
That would mean you just have to keep up with what spells your character knows which just takes time and Spellcraft checks.

Scarab Sages

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).

Scarab Sages

Rule check.
Friday night in the weekly non-PFS Pathfinder game I'm in, my Arcanist/Rogue (Unchained)/Arcane Trickster with + BAB and Two-Weapon Fighting cast Haste.
According to Hero Lab, I get the additional attack on my Main and Off Hand attacks when making a Full Attack.
Is this legit or is it a goof in Hero Lab? This is one instance where I want verification that Hero Lab has it right.

I'm asking here because I want an official word.

Scarab Sages

Nope. No answer.

Scarab Sages

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:

Does a wizard (or other character that uses a spellbook), receive bonus spells to add to his spellbook when he gains a level in a prestige class that grants an increase to spellcasting?

No. The increase to his spellcasting level does not grant any other benefits, except for spells per day, spells known (for spontaneous casters), and an increase to his overall caster level. He must spend time and gold to add new spells to his spellbook.

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.
This isn't viewed as unbalancing.

...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.
This isn't viewed as unbalancing.

...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?
This is somehow viewed as unbalancing? Why?

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.
If you want more than that, you gotta pay for them as normal.

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.

Scarab Sages

Rapthorn2ndform wrote:

That seems better i remember you saying something about encouraging customization early in the thread so i just wanted to point this out

now i wish i was gonna get a chance to play this archetype in the near future. I got pigeon holed into cleric in one game and Big weapon fighter in another and both are APs so...stuck for a while.

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).
How dangerous would that be?

Scarab Sages

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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
A bellicose is not proficient with medium armor, heavy armor or shields.

Skills
A bellicose gains 4 skill points + a number of skill points equal to his Intelligence modifier at each level, instead of the normal 2 skill points + Intelligence modifier at each level. Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str) are class skills for a bellicose.

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.
This ability replaces the 1st level 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).
A bellicose loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
This ability replaces armor training 1, 2, and 4.

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).
This bonus to any combat maneuver checks made with the weapons from this group as well as the bellicose's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
A bellicose cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
This ability replaces weapon training 1.

Bellicose Trick: At 7th level, a bellicose may choose one rogue talent.
This ability replaces weapon training 2.

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.
If the bellicose already has this ability from another class, he gains a +2 bonus on any checks to successfully move over the terrain.
This ability replaces Weapon Training 3.

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.
This ability replaces armor training 3.

Advanced Bellicose Trick: At 15th level, a bellicose can choose one advanced rogue talent or a second rogue talent.
This ability replaces weapon training 4.

Scarab Sages

Rapthorn2ndform wrote:

Honestly...most of these abilities don't seem to fit YOUR swashbuckler too well

Acrobatic Charge works. More dangerous...there's a feat for that and its a combat feat to boot. Acrobatic skill mastery...there's a rouge talent for that, if they want it so bat they can take the talent.
Oh i don't know if you noticed this but the rouge talent ability amkes the meet the prerequisite for the Extra Rouge Talent feat.
I think this is a good thing, but if you don't like it i suggest re wording it.

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.

Scarab Sages

Rapthorn2ndform wrote:
Trellon Falorin wrote:
Hmmm...I got it! Panache!

AWESOME NAME. But i still believe you need bonuses in place of weapon trainings 2,3, & 4

maybe an ability that allows a free action disarm when you hit some one twice in a row?
Maybe an acrobatics check after a full attack to allow 10' of movement if you didn't spend your 5' step?
i didn't want to give any suggestions cause it's YOUR archetype, and i didn't wanna step on your toes. But in the past 10 minutes i just decided, what the heck, throw some of my ideas into the pot

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.
This ability replaces Weapon Training 2.

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.)
This ability replaces Weapon Training 3.

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.
This ability replaces Weapon Training 4.

Scarab Sages

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.

Scarab Sages

Rapthorn2ndform wrote:

well...ok i can't think of how to stay in character here.

i honestly don't know but you've done a GREAT job so far, just another suggestion...
YOU REALLY GOTTA WATCH WHAT YOU NAME THINGS
it's kinda funny first swashbuckler then daredevil, it's kinda funny
change the name of his 3rd level ability from evasion.

Oops. Fixed. Was supposed to be Evasive not Evasion

I also need a better name for the Fast Accuracy ability.

Scarab Sages

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
A bellicose is not proficient with medium armor, heavy armor or shields.

Skills
A bellicose gains 4 skill points + a number of skill points equal to his Intelligence modifier at each level, instead of the normal 2 skill points + Intelligence modifier at each level. Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str) are class skills for a bellicose.

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.
This ability replaces the 1st level bonus feat.

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).
A bellicose loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
This ability replaces armor training 1, 2, and 4.

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).
A bellicose cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
This ability replaces weapon training 1, 2, 3, and 4.

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.
This ability replaces armor training 3.

Scarab Sages

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?

Scarab Sages

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.

Scarab Sages

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.

Scarab Sages

Yes, but it's limited because you can only use one weapon in one hand.

It does nothing for those that want to make a fighter type that goes with a rapier/main-gauche fighting style.

That is an incredible deficiency to me.

Scarab Sages

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.

Scarab Sages

I think I have a new name.

Bellicose

There are some that love to fight and do so with a bluster and touch or panache, but mostly, they just like to fight.

Scarab Sages

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:

Instead of allowing cherry picking into rogue talents and advance talents(even if only one of each), why do you not assign specific talent to replace fighter bonus feat at specific level? Something like this:

Ledge Walker (Ex): You are able to move along narrow surfaces at full speed using Acrobatics like as per the Ledge Walker rogue talent. This replace the fighter bonus feat gain at 6th level.

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.

Scarab Sages

Kierato wrote:
The Daredevil is a bard archtype...

...and now I want to just scream.

Scarab Sages

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.

Scarab Sages

Alright. What are the Pathfinder equivalents are for...

Arcane Fire?
Arcane Reach?
Mastery of Counterspelling?
Mastery of Elements?
Mastery of Shaping?

Scarab Sages

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
A daredevil is not proficient with medium armor, heavy armor or shields.

Skills
A daredevil gains 4 skill points + a number of skill points equal to her Intelligence modifier at each level, instead of the normal 2 skill points + Intelligence modifier at each level. Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str) are class skills for a swashbuckler.

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.
This ability replaces the 1st level bonus feat.

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).
A daredevil loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
This ability replaces armor training 1, 2, 4, and Armor Mastery.

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).
A daredevil cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
This ability replaces weapon training 1, 2, 3, and 4.

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.
This ability replaces armor training 3.

Scarab Sages

Maxximilius wrote:


Hence why the swashbuckler is a rogue archetype, even if it saddens me there is no full BAB, RAW equivalent.

...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.

Scarab Sages

Maxximilius wrote:

Well, it looks pretty balanced, but I would give the Weapon Finesse for free as a trade for the loss in armor proficiencies, and keep the skill points at 2, while only adding the new class skills. Also, giving the class full access to rogue talents pretty much make the Swashbuckler rogue (and the class itself) look like a joke. You may instead allow a spadassin to choose only 1 talent and 1 advanced talent instead of a combat feat during his progression.

Btw, if you liked the 3.5 spadassin, this could maybe interest you.

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.

Scarab Sages

ShadowcatX wrote:

I believe the fact that archmage was over powered in 3.5 is one of the reasons (beyond the fact that there shouldn't be a prc required to be an archmage) it wasn't converted. And dropping the spell slot requirement for high arcana would break the class far more than it already is.

As to hierophant, I never understood why it didn't advance casting every (or at least every other) level anyways.

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.

Scarab Sages

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
A swashbuckler is not proficient with medium armor, heavy armor or shields.

Skills
A swashbuckler gains 4 skill points + a number of skill points equal to her Intelligence modifier at each level, instead of the normal 2 skill points + Intelligence modifier at each level. Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str) are class skills for a swashbuckler.

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.
This ability replaces the 1st level bonus feat.

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.
This ability replaces bravery.

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).
A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
This ability replaces armor training 1, 2, 4, and Armor Mastery.

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).
A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
This ability replaces weapon training 1, 2, 3, and 4.

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.
This ability replaces armor training 3.

Scarab Sages

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.

Scarab Sages

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Kalraan wrote:

Hello All,

I'm a GM and I'm running Legacy of Fire. We have a fairly haphazard group of heroes, but one is a Ranger with a fairly nasty build. Here are his stats:

Will +3

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.

Scarab Sages

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.

Scarab Sages

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).
You could become a Paladin of Tyranny (a LE paladin) from the Unearthed Arcana book.

Otherwise, said character is a fallen paladin by the Pathfinder rules alone.

Scarab Sages

In the prereqs of the Dead Eye feat is a base attack bonus of +14.
Can I believe that BAB should be +1 or +4, and if so which would it be?

Scarab Sages

Someone asked this before, but it wasn't answered.

What's the description of the Montebank's Sudden Strike ability?