Good day, everyone. I have a question here, that's pretty involved, and wanted everyone's advice.
This question has to do with the Swashbuckler, primarily with the execution of the Opportune Parry & Riposte deed.
The question or idea has partly to do with the cost of using this deed.1) You spend 1 panache to use an attack of opportunity to attempt to parry.
2) If you successfully parry, you can then spend an immediate action to attack, if you have at least 1 panache point in your pool.
You must declare the use of this ability after the creature's attack is announced, but before its attack roll is made.
I asked my GM to allow me to make a BAB-based check to see if the attack was worthy of spending a panache on or not, to give more control over this class ability and its usage.
My GM has listened to my gripe about this, and has offered up a possible house rule as a compromise that eases the choice to use this ability a little bit.
His proposal is:
So instead of having absolutely no idea whether or not the attack will hit, and blindly spend panache just in case it does, he can at least get the sense on whether the attack even comes close to hitting him at all before deciding to parry.
I thought this was a good compromise, and may not do over much, but at least hits that will go way wide of hitting will be a bit more obvious to the swashbuckler, and he can spend his resources more wisely.
My GM wanted me to post this compromise here, and ask you fine folks if there are any potential problems this may cause that we haven't considered.
Thanks in advance!
So...I have this character. She is a mildly insane, LE young woman in her early twenties, who for all intents and purposes is a bronze dragon, and a dread devourer. Don't ask, would take way too long to go into...
So, I'm looking for advice on how, mostly RAW with some RAI, she may be able to do this without hand-waving it, or if it would even be possible.
Hey, all! I've been working on this one for a while, and finally got it to the point I wouldn't be too terribly embarrassed for others to look at this or provide constructive criticism.
In short, this is a WIS based 6th level divine caster caster with spell combat and spell strike, that is heavy on the necromancy theme.
Let me know what you think about the theme and execution here. I'm looking for some good, constructive feedback, so I probably won't respond to anything snarky (unless it makes a good point).
EDIT: The spell list still needs a bit of work. There are copy/pasted buff spells I need to remove from the list I used :(
Here is the link: The Bonedancer
As of right now it's called the Skirmisher...but I'm not married to that name. Take a look and PEACH away...
The flashy fighting isn't only for gunslingers or pirates. There are those that use their guile and panache to great effect in the wild, striking either with quick blade strikes or quick arrow shots. He knows how to move in an out of melee combat, with either his short bow or his short sword, opening up opportunities for his comrades that other archers can not.
Class Skills: Replace Knowledge (local) with Survival. Replace Sleight of Hand with Stealth.
This alters the swashbuckler's class skill list.
Weapon and Armor Proficiency: Skirmishers are proficient with simple weapons, short swords, and all short bows, as well as light or medium armor but no shields.
However, he may only use "skirmisher weapons" (daggers, hand axes, short swords or short bows) with his deeds.
This alters the swashbuckler's weapons and armor proficiency.
Intuitive Panache (Ex): Each day, a skirmisher gains a number of panache points equal to her Charisma modifier (minimum 1) and Wisdom modifier (minimum 1), instead of just her Charisma modifier.
Unlike other swashbucklers, a skirmisher gains no panache from a killing blow. She gains panache only from scoring a critical hit with a skirmisher weapon. This ability alters the panache class feature.
Deeds: A skirmisher gains the following deeds, each of which replaces an existing deed. In order for the skirmisher to use any deed with his short bow, he must be within 60 ft. of his target.
Opportune Striker (Ex): As long as the Skirmisher has at least one panache point, he threatens the squares around him with his short bow, and may make attacks of opportunity with it without provoking attacks of opportunity. Also, if he spends a panache as a swift action, he may shoulder his bow and draw an allowed melee weapon, or sheathe his allowed melee weapon and draw his short bow. If the skirmisher has the quick draw feat, he may draw or sheathe both allowed melee weapons, if he fights in a manner that uses two melee weapons.
This replaces opportune parry and riposte.
Skirmisher's Mettle (Ex): At 1st level, a skirmisher can spend 1 panache point when he makes an Acrobatics, Climb, Stealth, Survival or Swim check to roll 1d6 and add the result to the check. He can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Dexterity modifier (minimum 1)
This replaces derring-do.
Evasive Striker (Ex): At 3rd level, a skirmisher with at least 1 panache in his pool no longer provokes attacks of opportunity while firing his short bow in a threatened square.
This replaces opportune menacing swordplay.
Mobile Striker(Ex): At 7th level, a skirmisher with at least 1 panache point can move up to half his speed while shooting his short bow, as long as he moves at least 5 ft. between shots. Also, he may spend a panache as a swift action and move up to half his speed, and make a full attack with his melee weapons.
This replaces superior feint.
Skirmisher’s Edge (Ex): At 15th level, while the skirmisher has at least 1 panache point, he can take
10 on any Acrobatics, Climb, Stealth, Survival or Swim check, even while distracted or in immediate
danger. She can use this ability in conjunction with the skirmisher's mettle deed.
This replaces the swashbuckler's edge deed.
Clustered Shots (Ex): At 15th level, the skirmisher may spend 1 panache point as a swift action. He can as a full-round action make one attack roll with his short bow at his highest attack bonus. When he does, he makes the attack against the target’s touch AC, and ignores all damage reduction. He resolves damage by rolling damage as if he had hit with a number of shots allowed by his base attack bonus. Only add precision damage once.
This replaces perfect thrust.
Practiced Archer (Ex): At 19th level, when the skirmisher has at least 1 panache, he can ignore half of any ranged penalties he may incur.
This replaces stunning stab.
Skirmisher's Focus (Ex): At 1st level, the skirmisher gains Weapon Focus (short bow) and Point Blank Shot as bonus feats.
This ability replaces swashbuckler finesse.
Speedy delivery (Ex): At 2nd level, the skirmisher can use bursts of speed when he need them. For a number of rounds per day equal to half their level, the skirmisher may add 10 ft. to his base speed. At 6th level and every 4 levels thereafter, this burst increases by 5 ft. to a maximum of an additional 30 ft. at 18th level. These rounds need not be consecutive.
This replaces charmed life.
Deadeye Stalker (Ex): The skirmisher is adept at placing his shots precisely where he intends to. At 3rd level, the target of his ranged attacks only gains +3 AC from soft cover from other creatures.
At 7th level, this decreases to +2 AC from soft cover.
At 11th level, this decreases to +1 AC from soft cover.
At 15th level, the skirmisher denies the target of his ranged attacks soft cover from creatures completely.
At 19th level, the skirmisher is considered a flanking partner for all allies within 60 ft. while using his short bow.
Skirmisher Training (Ex): At 5th level, a skirmisher gains a +1 bonus on attack rolls and a +2 bonus on damage rolls with short bows and short swords. While wielding a short sword or a short bow, he gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 on attack rolls and +5 on damage rolls at 17th level).
This ability replaces swashbuckler weapon training.
Skirmisher Weapon Mastery (Ex): At 20th level, when a skirmisher threatens a critical hit with a short bow or short sword, that critical hit is automatically confirmed. Furthermore, the critical threat range increases by 1, and the critical modifier of the short bow and short sword increases by 1 (×2 becomes ×3, for example). This ability replaces swashbuckler weapon mastery.
At 7th level you get:
Does this mean:
Good day fellow gamers!
Leaning toward Aasimar for the race, but looking for advice for the other half of the gestalt. I'm looking for a Paladin that uses Sarenrae's favored weapon, and is a somewhat flashy fighter. In roleplay, he will try to emulate Sarenrae's tenets as much as possible (as much as his LG alignment will allow), being kind and merciful, but able to throw down with the scimitar when redemption is impossible. I'll be using the obediences and Paladin code for Sarenrae as well.
So without getting into the back story of why I am asking this question (unless it becomes important later), if something grants you the use of another class' ability, like in the case of Amateur Gunslinger or Amateur Swashbuckler granting you the use of one deed of your choice, may that choice be from an archetype of the class you are choosing from, or must it be from the unmodified class itself? Would you allow this if it is not RAW, and if so/not, why?
There's a 3rd party product on RPG now called Path of Shadows, that has a new base class in it, and some archetypes for other classes in order to play shadow magic based characters.
Usually, 3rd party stuff ends up here in the store threads, and has reviews, but not for this product.
I'm wondering if anyone else has purchased this and what their thoughts were on it?
Within the following guidelines how would you best recreate Arthas as the Lich King?
For those of you who have no idea who I speak of,basically he is a martial/caster who can crate/summon undead (lots).
I'm leaning Anti-paladin (the undead focused archetype possibly) and either Bones Oracle or Undead bloodline Sorceror.
Alchemists are not casters, and can not use meta-magic with their extracts, benefit from spell focus feats, or use items like pearls of power.
The FAQ says:
I was wondering what the mechanical reason for this decision was. They certainly look like 6th level casters on paper, just with a different flavor of "extracts" vs "spells".
I have a player who would like this to work otherwise, and since this isn't for PFS, I'm inclined to agree. However, I would really like to understand what it is about Alchemist extracts that gave the devs pause in allowing such things to be used for this class.
EDIT: Also, are there extract or alchemist specific feats/items that make up for not being able to use these things?
So far, we also have a Cleric/Shaman, Monk/Ninja, and Barbarian/Psi Warrior.
Help me find race and class combo with Inquisitor to keep up with and support these guys!
EDIT: The GM has allowed rollign stats as well, and I've got 18, 18, 17, 16, 15, 14.
The overall idea here from the GM is not to worry about power levels or balance, but to have fun. Anyone scoffing at the power level here, well, it doesn't matter.
I've made a few homebrew classes and with minor tweaks, they end up alright. This one has been sitting in my head for a while, so I put all of the ideas I had on paper, and came up with this:
I need some help, as even after a week or so, this still seems clunky, and broken.
It became obvious almost immediately that a direct translation from the video game was not going to be possible. Mesmers in the game use illusions, which mechanically have their own baggage. So, I chose to use psionics and the astral construct, as they actually have form, can be damaged, can't be 'disbelieved' away, and can be "shatter"ed (detonated for damage or other negative or beneficial benefit).
I think even though it's rules clunky, you'll be able to see what I intend for each class ability. I'm hoping with some help from ya'll I can get this where either I'd like it to be, or where it needs to be.
Thanks in advance :)
EDIT: this uses DSP's Psionics...
Hello fellow Paizonians!
As has come up in another thread discussing how long it would take for a civilization to recover from being bombed into the stone age, I have an idea for a game that I'm going to run for a few of my friends.
The basic premise is a race of humans (more or less) have had a inter galactic empire, then due to internal chaos and bad practices, were dismantled by a hostile, and incredibly advanced alien race.
I have written a background story, or loose history of those events leading to the downfall of the empire. I'd like constructive feedback, please. This may take 5-10 minutes to read, so thank you in advance those that take the time.
Pre-History of the Revanus Cluster:
Early exploration and expansion:
Millenia ago, the race known as Humanus ruled the cluster of galaxies known now as the Revanus Cluster through powers of the mind. Even the lowliest Humanus was able to manifest abilites to help them in their day to day work, from farming to architecture to space exploration.
They originated on a planet whose name has faded into obscurity, and over an indeterminate span of time, began to reach out to the stars from their home world. They first settled on their world's own moons, then other worlds near their own sun and their moons. As their expansion grew, so did their understanding of celestial and interstellar mechanics, allowing them to leave their sun's influence, and reach out to other suns and their influence. With their combined mental and technological mastery, they were able to spread to dozens of systems, then hundreds. They kept united as a people through the use of gates that kept them connected, one system to the next, communication was never hindered. Things learned in one region of space would be shared with the other worlds in another.
After centuries of this expansion, they ran into their first sentient species that was not Humanus, in the outer reaches of their own galaxy. These creatures at first were wary of their until then unknown neighbors, but after being assured that their only reason for being there was for knowledge, they started to share information, each what the other race had observed in their exploration, and secrets of the universe. The humans tried to train the others on the use of the mind, as they had, but were unsuccessful.
Conflict and Alteration:
The humans and their allies began their exploration of the new galaxy in earnest. From past experience they'd learned how to do so efficiently, and so split up into smaller groups of explorers to cover more area. So, the teams went out, and all was going as planned, until one of the groups failed to report back in a timely manner. Concerned, other teams went to investigate, fearing an accident or malfunctioning equipment, and instead found the wreckage and slain bodies of their comrades. At first a system failure was blamed, as the last thing they expected was the act of another hostile race. But, as evidence was gathered, it became evident that this was the case. Envoys were sent out, to find the representatives of this potential ally to clear up any misunderstandings and offer an arm of friendship. Not only were each of the Envoys rebuffed, they were killed, and sent back in derelict craft.
“Contemplation” and the revision of the Humanus psyche:
During the two century war, as the engines of exploration were turned into engines of war, some of the brightest minds of the Humanus mystics wondered if their mental prowess could not also be changed, or at the very least turned into the direction of defense. A call went out, to all of the explored worlds and regions, for mentalists to come to the home world and begin to contemplate the things to come.
As the war moved on, the contemplatives continued to explore other uses and abilities of the mind.
Further conflict and expansion:
The Humanus-led allies took the systems in the Baramis galaxy with ordered precision, and began for the first time rule a conquered enemy. Some of the previously subject races of the enemy welcomed their new leaders and were welcomed as equals into the allies' fold. The enemy though, proved reluctant to submit fully. Rebellions and guerrilla wars erupted in various places, as these problems with the enemy began to take more and more of the allies' focus, some humans began to question the loyalty of the other non-Humanus races. Would they too, eventually mutiny? This idea was dismissed as absurd at first, but as the rebellions continued to happen, and Humanus lives were lost, this line of thought became to worm it's way through the Humanus' psyche.
Meanwhile, in secluded sectors of the galaxy, Humanus contemplatives still gathered illegally, studying these paths that were declared taboo and gathering their own power. They watched the conflicts arise, and the Emperor seize hold of conquered space, but did not act. They were so close to unlocking all of their inner potential, they did not risk exposure. They continued to unlock the secrets of the origins of their powers, and expand them. The time would come when they who were the epitome of what it meant to be Humanus would take control, but...
“The Fall” of the Humanus Empire:
As the Humanus Supremus empire solidified it's grip on the two galaxies, it looked at the third and largest galaxy in the cluster, Revanus, as the next ground to conquer. Plans were drawn, logistics ironed out, and fleets and their commanders were selected for the honor of the first foray into Revanus.
The Rift and The Psychic Wars:
The Deitus relocated to the capital world to rule the Empire. They began a recruitment effort to find others that had the potential to become what they had. The conclave of thought was re-opened and began training. Humanus exploration had all but ceased under the rule of the Deitus, and surprisingly, so did any thought of rebellion or dissent. People were able to do as they pleased, but always under the threat the Deitus presented.
The Empire fell into chaos, as the Deitus left and created an enormous power vacuum. Many smaller players made power grabs, some remnants of the Enemy took power, some of the original alliance races simple went to their home systems, jaded at what had become of the alliance.
In the meantime, the fleets that had been sent to Revanus galaxy had started their mission of exploration during the time the psychic wars were ravaging their home galaxies. After surveying the first few systems and finding nothing, they sent word back, and awaited further orders that never came. They decided to send a ship back home to report, and pressed on. After the Psychic Wars had ended back home, they finally encountered evidence of a starfaring race. A single mechanical probe, awaited their arrival in the next system. It queried them, asking who they were and what they wanted. The commander of the exploration fleet responed, saying they were representatives of the Humanus Supremus Empire, and would they like to accept their hand in friendship. Hold please, was the only response they received.
The individual left, and the probe exploded, destroying the entire fleet there.
The other races were left in chaos, having all of their collaborative work with the Humanus destroyed, and being restored to their own home galaxies, forcefully. In less than one month, all evidence of the Humanus was erased from recorded history. Eons of work had been undone in one fell swoop.
The other races believed the Humanus were wiped from existence by a higher power for the evil they brought into the Universe...
The Ones kept some of the Humanus alive, and genetically treated them to stunt the development of their mental powers. Around only 500 of the trillions of Humanus were left, and they were deposited on an out of the way planet that could support them, with absolutely nothing to aid them...
I'm trying to anticipate any glaring holes in the story that may come up and bite me later.
Looking forward to the feedback!
For a quickie game a friend of mine is doing, I came up with the idea of doing a Urban Barbarian/Brutal Pugilist build. He's a bar tough that,s occasionally the bouncer or the bounced :)
The idea is that he controlled rages, adding to dex, increasing his to hit and AC; Then he grapples, punching his opponent or other unarmed attacks, quickly incapacitating them, then moving on.
Where to go from here?
Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.
What can you do/cannot do with this power? I think my players and I are reading too much into this. Any helpful input will be welcome.
I was going to post this in the Government Folly thread, becasue the current topic was already about sexual deviants, but it ate my post, so I thought I would start a new thread as to not further clam up BT's thread.
I was going through youtube today, and ran accross this story about John Gardener, a convicted rapist and murderer.
Idea came up in another thread. PEACH, please.
Has anyone done a conversion of the Ordained Champion PrC from Complete Champion to Pathfinder?
Here is the latest:
*These feats will work only while flurrying, as it emulate the two weapon fighting rules.
Wanted to do something with swords and polearms that wasn't exactly covered by the weapon master or the kensai archtypes. Please critique.
*The idea is that these feats will work only while flurrying, as it emulate the two weapon fighting rules.
I was recently at the Coliseum, a FLGS here in Ralston, NE.
I don't know what the normal process is for this. No offense, but I enjoy a game with more freedom than PFS offers, so I would not be interested in running or playing in a PFS game, but I figured I'd throw this out there to see what the normal process is and see if anyone would want to get in touch with this guy or if he already has reached out to you all.
One of the (few) things I thought was neat from Rift was the ability to multiclass.
What's the plan?
Saw this article on yahoo, thought I'd share...
I dunno how many of you have played EQ2, but I was looking at trying to make an archtype for druids that is like the Fury class.
For those of you that haven't played it, it's a druid that is more focused on the destructive forces of nature, having access to alot of fire and lightning based spells, and things like that.
They can spaeshift, but it's one form only (a large cat), and they aren't a slouch at melee, buffing their attacks with fire and lightning damage.
If there's an existing combo of things that will get the same effect, please share your ideas!
We ran into an instance in a game where a foe wearing armor with medium fortification was unconscious. The rogue in the group wanted to coup de grace him. It says under coup de grace that:
Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace.
So how would this work?Would you:
A) Treat fortification as a passive defense. You roll vs. fortification as normal and if it kicks in, then he's immune to that particular crit and can't be killed by that particular coup de grace attack; or
B) Treat fortification as a function of the armor, which is bypassed by a Coup de Grace since you don't roll to hit, and thereby making it a non-issue.
We'll start there...