![]()
![]()
![]() 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!!!) ![]()
![]() 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. ? ![]()
![]() 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
1st +0 +2 +0 +2 Alchemy, judgment 1/day, Throw Anything, orisons, Bomb 1d6 1 — — — — —
![]()
![]() 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. ![]()
![]() 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?
|