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Organized Play Member. 127 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.


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wow guys (and gals) this conversation got off topic but in a cool way. Another question, what would a Balrog be? It might sound like a stupid question but I cant put my finger on it.


Yes the thread is alive!!!!! I had almost given up on it. i havent read much into the changes you have made but i like the new origins and the Phenotypes. Quick question, do the phenotypes use the same evolution pools as the original origins use or have you made new ones?


How about adventures? that thread only helps with making characters.


I know that there have been numerous threads and posts related to this subject (especially with the hobbit in theaters), but my friends and I want to play a hobbit-ish style adventure and we dont know were to start. Any Suggestions? (Also we dont want it to be exactly like the book, no fourteen adventurers or any wizards!!!)


Did you make a gunslinger class that does not use grit?


Hey guys its been a while, just checking, do you guys have any MCA's that nobody has started, because I am open for few weeks if you need help.


You guys still alive?


I am going to be playing with my buddies this weekend and we are going to play a medieval justice league based adventure. I want to play a Captain Marvel/Shazam character, any ideas on how to do it? Also it has to be using the core classes.


I was wondering about the bear animal companion, the other two can become large while the bear becomes medium. Any thoughts bout making the bear large?


Hey maybe the favored terrain should be related to the chosen animal affinity?


Does it still use evolution origins


I want to keep this thread alive cuz this is an awesome class idea


You can make the fighter/ranger the apex warrior and make the ranger/fighter the warbound fighter (which would focus on a bound with allies in his/her party)

EDIT: Know that i think about it, i think the Warbound fighter might be a mix between the ranger and inquisitor...


Totally buying it


I was looking through the blood of fiends and the Jade Regent, and I saw the oni-spawned tiefling. My question is, is there a Kami-Spawned Aasimar or is there a Half-Kami race?


You may want to at least make the soulsteal metamorph cha dependent


Here is a thought, how about the alchemical metamorpher can also choose alchemist discoveries (only discoveries that affect the body but not the -tagens)?


I can help create more origins and evoultions if you want


the suli magus is the elemental knight i believe


Maybe an outsider origin. Some outsider (usually a devil or a demon) helps the metamorph Evolve


Ok I like the metamorph so far, can you possible add more origins?


Can you make a class that evolves as it levels up? Sorta like the summoners eidolon?


More info is needed to make a clear and complete answer


I like the iron skin monk (concept wise)


Hey wolf the druid class archtype looks great! Is this thread going to be for homemade archetypes in general?


i dont know what powers the New 52 Alan Scott has so... how about the old version?


Originally, Seltyiel was a eldritch Knight, but the creation of the Magus made the Eldritch Knight obsolete. If you want the Eldritch Knight version, he appears in the council of thieves adventure path as LE.


Any ideas on how to convert Green Lantern Alan Scott's powers into a pathfinder character?


Any suggestions about a bladebound Hexcrafter Build?


Hello,

Can you please cancel my Pathfinder Roleplaying subscription?

Thanks

Vero


So is the experimental beast going to be an eidolon on mutagens?

Because if so, that is AWESOME!!!!!


Can a Magus Hexcrafter take the Extra Hex Feat after level four?


Have you looked at the mca archtype thread because this class looks like a sorcerer-magus mix. You can have them critique this class


So the Druid would be the base class while the barbarian is a secondary class?


So why does it not have the magus ability spellstrike?


Ok I have a question about the Dead Shaman MCA, why does the GM gain control of the Dead Shaman at level 20 when it is reborn?


I'm interested in seeing what you would make Wolf!


@Bardess:

You could also make the Redeemer sort of like an Arbiter of their chosen God or Goddess, who compares the actions of the accused to the beliefs, core principles, or domains that the Redeemer's God or Goddess stands for, and then punishes (or rewards) them accordingly.


Well since the base class is an inquisitor, maybe we should keep it to bomb only discoveries, just in case we want to make an Alchemist that focuses on "mutated" or mutagenic Inquisitor abilities.


Yeh that seems to be more balanced. Also quick question, would bane work on the bombs and should the mutagen discovery be open to Grenade Zealots? Maybe allow only cognatogens instead of mutagens?


Wow...awesome!!! I had a lot of jumbled-up ideas for the class and had a hard time trying to decide on what should and should not be in the class. I guess it is just because I do not have enough experience making MCAs, but now I have a better idea of what they need to look like.Quick question though,wont the Grenade Zealot need to have solo tactics to fully use the teamwork feats?

http://www.d20pfsrd.com wrote wrote:
Solo Tactics (Ex) At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

?


Maybe weaken the bomb progression from 1d6 to 1d3.


I have decided on a decent name for the Inquisitor/Alchemist. It will be.... the Grenade Zealot. I cant decide on a good backstory/flavor for the class so I will leave that open for anyone to decide when the class is finished. Below is the basic class structure.

Primary Class: Inquisitor

Secondary Class: Alchemist

Hit Dice: d8

Bonus Skills and Ranks: The Grenade Zealot may select three Alchemist skills to add to his class skills in addition to his normal Inquisitor class skills. The Grenade Zealot gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: A Grenade Zealot is proficient with all simple weapons and bombs, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spellcasting: The Grenade Zealot cast divine spells from the Inquisitor Spell list. A Grenade Zealot learns, prepares, and cast spells like an Inquisitor equal to his Grenade Zealot level. He also receives additional spells per day if he has a high Wisdom score.

Alchemy (Su): Beginnig at first level, a Grenade Zealot gains the alchemist's alchemy class ability, allowing him to create mundane alchemy items, potions, and bombs only. He gains a competence bonus equal to 1/2 his Grenade Zealot level on Craft (Alchemy) checks when crafting these items. This replaces domain.

Throw Anything (Ex): At 1st level, a grenade Zealot gains throw anything as a bonus feat. This replaces Monster Lore.

Grenades (Su): At 1st level, a Grenade Zealot gains the ability to create grenades. This functions exactly as the Alchemist bombs class feature. This replaces Stern Gaze.

Divine Revelation (Su): At 3rd level, a___ can recieves a divine revelation from their god on how to improve their bombs. This functions like the alchemists discovery class ability.

Swift Alchemy (Ex): At 3rd level, a Grenade Zealot can create alchemical items with astounding speed. It takes a Grenade Zealot half the normal amount of time to create alchemical items.

Instant Alchemy (Ex): At 18th level, a Grenade Zealot can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation.

Grand Revelation (Su): At 20th level, a Grenade Zealot recieves a two divine revelations, as well a third revelation, one more astounding than the ones before it. A Grenade Zealot chooses from an Alchemists Grand Discovery list.

Table: Grenade Zealot
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th

1st +0 +2 +0 +2 Alchemy, judgment 1/day, Throw Anything, orisons, Bomb 1d6 1 — — — — —
2nd +1 +3 +0 +3 Cunning initiative, detect alignment, track 2 — — — — —
3rd +2 +3 +1 +3 Swift Alchemy, Bomb 2d6, Divine Revelation 3 — — — — —
4th +3 +4 +1 +4 Judgment 2/day 3 1 — — — —
5th +3 +4 +1 +4 Bane, Bomb 3d6, discern lies 4 2 — — — —
6th +4 +5 +2 +5 Divine Revelation 4 3 — — — —
7th +5 +5 +2 +5 Judgment 3/day, Bomb 4d6 4 3 1 — — —
8th +6/+1 +6 +2 +6 Second judgment 4 4 2 — — —
9th +6/+1 +6 +3 +6 Divine Revelation, Bomb 5d6 5 4 3 — — —
10th +7/+2 +7 +3 +7 Judgment 4/day 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Stalwart, Bomb 6d6 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Greater bane, Divine Revelation 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Judgment 5/day, Bomb 7d6 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Exploit weakness 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Divine Revelation, Bomb 8d6 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Judgment 6/day, third judgment 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Slayer, Bomb 9d6 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Divine Revelation 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Judgment 7/day, Bomb 10d6 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 True judgment, Grand Revelation 5 5 5 5 5 5


Hey Elghinn, I'm trying to decide if I should combine the judgement and bombs class features into one class feature, or if I should keep them separate( but include a discovery that combines the two). What do you think?


Cool, the only problem that I have so far is coming up with a name. I'll create a write up for the class by next weekend.


Thanks for the suggestion. I have an idea for an inquisitor/alchemist class that uses bombs instead of the powers granted from its domain. I was thinking that the class can take the use of one of its banes or judgements and combine it with a bomb, making a Judgement/bane bomb. I was also thinking of allowing the class to use some form of divine extracts instead of the normal arcane extracts. Maybe create new discoveries that allows the class more ways to combine the bombs and the divine extracts or the judgements.


I have my own question, is anyone going to do an alchemist/inquisitor or an inquisitor combination? And if not, any suggestions on how to do it?


Hey dont know if you guys are still doing this, but I am interested.


Ok cool thanks


Ok I have been looking through the ARG, and I was looking at the different alchemist archtypes with the new forms of mutagens. My question is, do mutagen discoveries stack (like Feral Mutagen, the Grippli amphibious mutagen, and greater mutagen) or are they all separate effects that I have to choose from?

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