"This shield is designed for throwing and has specially designed straps allowing you to unclasp and throw it as a free action." is poorly written....It should specify that "the unclasping of the shield is a free action enabling the shield to be used as a thrown weapon". After the throwing shield is thrown and teleports back to the blinkback belt the character will need the Quickdraw feat to use the shield for any further iterative attacks. Arguing for unlimited free attacks is ludicrous.
Arrowsong's Lament:
Source Arcane Anthology pg. 31 This collection of brooding poetry, all in pentatonic verse, expresses Arrowsong’s frustration over her overbearing parents’ desire for her to become a spellcaster. Her in-depth analysis of their struggles and failings provides great insight into reading and memorizing spells from a spellbook. Prerequisite: Perform (oratory) 3 ranks. Cost: Feat or 1st-level spell known or higher (see text). Effect: Rather than a single work, this masterpiece is a collection of poems from Arrowsong’s days living under her scholarly parents, who both desperately wanted their daughter to pursue the art of wizardry. Despite the poems’ wry tone and the overall distaste for book-learning they proclaim, Arrowsong’s verse perfectly documents the process of memorizing arcane spells. When you gain this masterpiece, it becomes associated with your bard spells of a specific spell level. If you paid the masterpiece’s cost by spending a bard spell you know, the masterpiece is associated with spells of the spent spell’s level. If you paid the masterpiece’s cost by spending a feat, you choose one bard spell level that you are able to cast with which to associate the masterpiece. In order to perform this masterpiece, you must be holding a spellbook, scroll, or a similar piece of arcane writing to consult. After completing the masterpiece, choose one arcane spell from your bard spell list or from the sorcerer/wizard spell list that is written on the arcane writing that you consulted during the masterpiece. If the spell is on your bard spell list, it must be of the same level (or lower) as the spell level associated with this masterpiece. If the spell is not on your bard spell list, its level must be at least 2 spell levels lower than the spell level associated with this masterpiece. Add the chosen spell to the bard spell list and to your list of bard spells known until the next time that you rest and regain spells. If you use a spellbook with a preparation ritual to perform the masterpiece, you also gain the boon associated with that spellbook, as if you had prepared a spell from it. You can add up to one spell per spell level that you have selected with this masterpiece to your list of bard spells known each day. You can gain this masterpiece multiple times. Each time, you must apply it to a different bard spell level. Use: 3 rounds of bardic performance per level of the spell. Action: 1 hour of meditation. If my Bard used this Masterpiece to learn a 1rst lvl Wizard spell he would need to sacrifice a 3rd lvl Bard spell known. Would casting that 1rst lvl Wizard spell use a Bard 1rst lvl spell slot or a 3rd? Costing 3 or 9 rounds of Bardic Performance?
Ok no Warpriest here's another idea, NON-Divine This guy uses his Enlarge Wand to get big and contributes to the party with area control tripping and damage. Most of the time he wields his Fauchard 2-handed Power attacking. But he will frequently open up combat one-handing the weapon (Jotun-grip) with spell combat to cast a defensive spell like Shield. I can fully stat out the character if the concept is acceptable to you. I don't have herolab so it takes time to fully stat out a character and I realize some of my character ideas are a little exotic and don't want to spend time fully statting out a character sheet if you don't really like the idea Half-Orc
2 Barbarian Titan Mauler 2 Monk Manuever Master 2 Magus Kensai Class Abilities:
Barbarian Titan Mauler/Pack Rager 2 -------------------- Rage: (6+Con) rounds per day
Monk Maneuver Master 2
In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat. Flurry of Maneuvers (Ex) At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. A maneuver master loses this ability when wearing armor, using a shield, or carrying a medium or heavy load. This ability replaces flurry of blows. -------------------
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Spell Combat (Ex) [See FAQ] At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Spellstrike (Su) [See FAQ] At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. Weapon and Armor Proficiency A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored. Diminished Spellcasting A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level. Canny Defense (Ex) +2ac At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type. Weapon Focus (Ex) At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat. Feats:
2)Combat Reflexes 3)Gore Fiend
Prerequisites: Half-orc or orc, rage class feature. Benefit: When you are raging and you confirm a critical hit with a melee weapon or a critical hit is confirmed on you (whether by a melee weapon, spell, or ranged weapon), you regain 1 round of rage (up to your maximum for the day). You can only gain this benefit once per round. 5)Undecided Noteworthy Magic Items
Since you're asking for another martial would a 2nd Warpriest be acceptable? Half-Orc LG 1)Warpriest Arsenal Champion Archetype Feat:Improved Shield Bash
2) Monk Far Strike Monk, Monk of the Sacred Mountain Bonus Feat: Precise Shot
3)Warpriest 2
4)Warpriest 3
5)Warpriest 4
6)Warpriest Magic Items:
Are the standard rules of combining same slot magic items for +50% of the lesser items price in effect? If not, throwing builds are not viable and everyone needs belts to increase STR Dex Con and the throwing build needs Blinkback as well
Hey brvheart.. Been a long time since the RA days! Welcome back. I'm not really interested in Razor. But the Dark Tower sounds great.
And as so many campaigns start at the early levels and fizzle out before reaching the more interesting middle or upper lvls I'd love to play in anything with a mid to upper lvl start like Tsar for example. Not sure what lvl Dark Tower calls for. edit:sorry if you meant for this to be just for your players in Razor. But I saw your name, a blast from the past and had to chime in
I've played in campaigns that gave out 1 hero pt per lvl. The only way I've ever seen them used was to reroll a failed d20, usually a save. Yes I like hero points. I was unaware of the other options. "I think a wild animal will ALWAYS try to avoid undead - the question is how? Acrobatically? Or in ‘run as fast as you can’ mode? :)" my 2 cents...an animal will try to avoid an AOO while in combat unless panicked
Full Divine CLeric :
[spoiler=Statistics] , (Herald Caller)Cleric 7, Soul Warden1, Holy Vindicator 1,
NG Medium Male Half-Orc Init +9 {+6Cha +3Circlet} Senses Perception +8 ------------------------------ DEFENSE ------------------------------ AC 26, touch 12, flat-footed 24( +1 Mithril Full Plate 10, +2 dex, +1 Hvy Shield w/Shield Focus 4) hp 66=(8+5+5+5+5+5+5+5+5)+18 con Fort +12 {+7 ,+2 Con,+2Res+2 Luck}
------------------------------
Spells:
Cleric CL 8
Feats :
------------- Feats 1rst Sacred Summons 3rd Alignment Channel 4th Bonus Feat: Augment Summoning 5th Quick Channel 7th Improved Channel 9th Shield Focus ---------------- Skills:
To be completed if chosen Traits:
Fates Favored= +1 to Luck bonuses Campaign Trait remains to be chosen Race Traits:
----------------
Alternate Race Traits
PFS Legal Dusksight
Unflinching Valor
Special Abilities:
------------------------------ SPECIAL/CLASS ABILITIES [spoiler=Class Abilities]
Skill Ranks per Level: 4 + Int modifier. This alters the cleric’s class skills. Dedicated Summoner: A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields. This ability alters the cleric’s domains and armor proficiencies. Call Heralds (Su): A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter. Divine Heralds (Su): A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Priests on page 30), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template (see pages 292–293 of Pathfinder RPG Bestiary 2 for more information on these simple templates). Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected. Mighty Heralds: At 4th level, a herald caller receives Augment Summoning as a bonus feat, and is considered to have Spell Focus (conjuration) for the purposes of prerequisites for feats that have Augment Summoning as a prerequisite (such as Evolved Summoned Monster on page 146 of the Pathfinder RPG Advanced Class Guide). At 8th level, she gains Superior Summoning (Pathfinder RPG Ultimate Magic 157) as a bonus feat. Spells= CL8 Channel Energy= 6/day 6d6 (4d6 +2d6 Phylactery) 1 Domain Glory
Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive. Replacement Domain Spells: 3rd—heroism, 6th—heroism (greater)
Soul Warden 1
Focus Item: A soul warden focuses his powers through an object called a focus item. A soul warden must be able to present his focus item to channel damage or to cast spells that require a divine focus. Common focus items include amulets, bells, holy symbols, and staves. Focus Item = Hvy Mithral Shield with Sarenae’s Holy Symbol Holy Vindicator 1
Channel Energy (Su): The vindicator's class level stacks with levels in any other class that grants the channel energy ability. Vindicator's Shield (Su): A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator's channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power. Gear/Possessions: ------------------------------ GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-76 lb. Medium 153 lb. Heavy 230 lb. Current Load Carried 0 lb. Money GP 0 SP 0 CP Belt of Physical Might +2 Str/Dex= 10k
While pets CAN be effective...I've never enjoyed playing a pet class or a really active familiar. I guess I haven't wanted to be "very invested" in them either or they've just felt too fragile in combat at higher lvls. However, the Bard Duetist archetype intrigues me with its non-combat singing familiar.
Instead of ID Rager he'll be a Steelblood Bloodrager w/Celestial Bloodline. For some reason, I really like having paladins fly into a holy fury(rage) when confronted with evil. Thorough lol. I just have lots of builds saved into my pathbuilder app on the phone. I've spent more time theorycrafting than actually playing this game, as I only play 1-3 campaigns at a time and very rarely do any of them last a significant length of time, unfortunately, due to PBP campaign death syndrome. It's a widespread malady found on these boards.
Simple basic submission to avoid spending more time on what appears likely to be a fruitless endeavor :( wish I had herolab to effortlessly pump out characters human
Rondelero swashbuckler 1
Feats
equipment
fort +2
ac 16 melee +5 1d8+4 19-20/x3
Versatile design adds +500
So yeah...I won't have this weapon from lvl 1 and will need to delay Brawler lvl 2 til later in the build when he has more wealth. Instead of starting with the Weapon adept feat at lvl 1 he will delay that til later and will have Power Attack as his lvl 1 feat.
Robert Henry wrote:
"I found him terribly boring","want someone who could wear plate armor in the group." My Paladin/multiclass lol Holy Warrior would definitely not be boring. And he will wear FullPlate, gaining hvy armor proficiency at lvl 4With a Belt of Mighty Hurling his range increment with his Sharding Falcata would be 20ft. So he will add some ranged capability. NOTHING like an archer would though. "Good to see WabbitHuntr back in the conversation."
My last what some would call multiclass monstrosity was Wabbit (vexing dodger/mouser/raging paladin) and I absolutely LOVED him. So sad to see that game with his cousin John G's Cleo come to an end.
Human 1)Rondelero (Falcata)Swashbuckler 1
Weapon Adept:
You are skilled at using customized weaponry.
Benefit: Choose a weapon modification (such as jagged hooks). You treat weapons with that modification as being of their normal category (simple, martial, or exotic). Normal: A modified weapon is treated as one category more difficult to wield. Special: You can gain this feat multiple times, choosing a different weapon modification each time. this will allow him to use the Falcata as a close weapon for Brawlers Flurry 2)Brawler 3)Brawler
Eldritch Heritage:
You are descended from a long line of sorcerers, and some portion of their power flows in your veins. Prerequisites: Cha 13, Skill Focus with the class skill of bloodline selected for this feat (see below), character level 3rd. Benefit: Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities. Using the Orc Bloodline flavored as having Eldritch Blood of a holy warrior hero from a bygone age Bonus Feat: Power Attack 4)Paladin (flavor his bloodline starts expressing itself with Holy warrior lvls) 5)paladin
6)paladin 7) Rondelero Swash 2
8) Rondelero Swash 3
9)Rondelero 4
10)Rondelero 5
11)Rondelero 6
12)Id Rager 1 (I think its cool when Paladins Rage while fighting evil)
13) Drill Sergeant Fighter
14) Fighter 2
15)Fighter 3
16) Fighter 4
17) Fighter 5
Power of Giants:
(Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.
this is his capstone ability. Warpriests are able to become Large through the Righteous Might spell. This is simply his way of becoming Large so that his Shield Slam Bull Rushes have a small chance of succeeding This guy is a Holy Warrior. Through his ancient bloodline and this expresses itself as he gains experience. He is not trained as a Paladin. He doesn't no where the abilities come from but he finds himself inexorably drawn to an ancient faith (maybe Thyr, Arden, Mitra?) His trick in combat is Shieldbashing (ShieldSlam bullrush) with his buckler and then attacking at range with his Sharding: Falcata
Source Weapon Master's Handbook pg. 30 Aura moderate conjuration CL 10th Price +2 bonus; Weight — Description This special ability can be placed only on melee or thrown weapons. The wielder of a sharding weapon can make a special ranged attack with the weapon in place of any melee attack. To do this, the wielder goes through the motion of throwing the weapon without releasing it. The weapon splits off a duplicate of itself that flies as if thrown by the wielder at the intended target. The duplicate gains a range increment of 10 feet for this purpose, but uses the same proficiency and otherwise functions the same as the original weapon. The duplicate vanishes after hitting or missing its target. Construction Requirements Craft Magic Arms and Armor, major creation; Price — He becomes a Holy Warrior tank that has a small pool of Rage. Wears heavy armor, can toss his Sharding Falcata a short-range, Str-based shield bashing Rondelero Swashbuckler. And is able to Intimidate, as any good Holy warrior should be able to scare bad guys. I'm sure you won't like him. But I had to try again as this group of players looks very solid and could possibly have a chance of making this a long-term successful campaign, which we all know would be a unicorn on these boards.
So my first proposal Grym didn't work out. I've had time to think about it and I have one more character build that I've been trying to find a home for I don't have high hopes that he'll be acceptable. But as this is a stellar group I am sure I'll regret it if I don't at least try one more time submit a character to play with you all. Details incoming...
"Seems like we are just grabbing the fact the shield is considered a weapon to a certain extent" Certain extent. No, a shield has been considered a weapon to the FULL extent of the meaning since the inception of pathfinder core in 2009 or maybe it was 2012 with Ultimate Equipment. Not sure which. This isn't power creep. It's the way the game has always been. If you want to use a heavy shield offensively you can use it with one hand or two. And yes it gets full power attack scaling as a two handed weapon if wielded that way. Improved Shield Bash (core) is needed if you want to wield a single shield offensively AND defensively. An amusing alternative to investing in that feat would be to wield 2 heavy shields and wielding one as a weapon and the other defensively as a shield. This would not be TWF. It would be mechanically identical (while inferior to) in game terms to fighting with a long sword in one hand and shield in the other. I'm posting from my phone so can't provide copy and paste rule quotes like I normally would.
overall rules:
PRD wrote:
Light, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon's size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon. Light: A light weapon is used in one hand. It is easier to use in one's off hand than a one-handed weapon is, and can be used while grappling (see Combat). Add the wielder's Strength modifier to damage rolls for melee attacks with a light weapon if it's used in the primary hand, or half the wielder's Strength bonus if it's used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder's primary hand only. An unarmed strike is always considered a light weapon. One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder's Strength bonus to damage rolls for melee attacks with a one-handed weapon if it's used in the primary hand, or 1/2 his Strength bonus if it's used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character's Strength bonus to damage rolls. Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character's Strength bonus to damage rolls for melee attacks with such a weapon.
The descriptions from the One-handed weapons section for Rapier and Heavy Shield are posted below. All one-handed weapons can be wielded with two hands unless the weapon description has an exception preventing this as seen in Rapier. Description
Description
re: How to gain proficiency with the Starknife Lol...Through more multiclassing Throwing builds are so feat intensive that almost all of my throwing builds start out with a lvl of Far Strike Monk this a 1 lvl dip gives you:
and the bonus feats Quickdraw and Precise Shot. Both of which are critical to any throwing build.
Tykee - Goddess of Luck and Good Fortune (Hyperborean); Bard’s Gate Tykee is the Goddess that my Starknife wielding Bard worshipped in a prior campaign using Desna's Way of the Shooting Star I'm flavoring Torag as Dwerfater as there's so much more info available for Torag than Dwerfater
Re: Oracle Multiclassing Divine Expression:
Source Inner Sea Gods pg. 211 You mix faith with art to empower your performances. Prerequisites: Bard level 1st, cleric or oracle level 1st, worshiper of Shelyn. Benefit: When you take this feat, choose either the cleric or oracle class. Levels in the selected class stack with your bard level when determining the number of rounds per day you can use your bardic performance and the type of action it takes to start a bardic performance. Gives you the option of being primarily an Oracle and with only one lvl of Bard be able to Inspire Courage which you could make more powerful with the Banner of Ancient Kings attached to a Longspear with the Training enchantment bestowing the Flagbearer feat Flagbearer (Combat):
Prerequisites: Cha 15. Benefit: As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag). this combo would allow you to have Inspire Courage up every fight and give you access to the 1rst lvl Bard Spell Saving Finale which is amazing. Just my 2 cents as the resident multi-classer if you want your primary class as Oracle
In bigger groups of 5 or more, I LOVE having a Bard. Failed your save? Saving Finale to the rescue. Your high lvl wizard doesn't want to start off combat with Haste? The Bard will handle that and Inspire ALL in the same round. Your big dumb Fighter got confused and is about to kill the Cleric? Cast Unbreakable Heart. All better. Wizard failed the knowledge check? Bard to the rescue. Cleric died? :( Who's gonna UMD the Breath of Life scroll? The Bard. Yup...I like Bards If you end up preferring Rory that's cool. Just my 2 cents
@GM for Combat Stamina. Are you saying Fighters get Stamina free from lvl 1 or that Fighters can access take Combat Stamina if taken with a Fighter bonus feat? I plan on taking 5 lvls of fighter, this archetype trades away ALL bonus feats at those lvls. "Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats."
@JD no offense taken at ALLLL! WabbitHuntr was my online screen name in multiplayer Halo.
and going on a "Killing Spree" vs my friends in Halo I'd sing "Kill the Wabbit" into the mic
Ugh 15 point buy. Abomination....NOOO
@RH re: fighter first
My distaste for ABP came from a campaign where there were no magic items because of ABP. It made things like throwing builds impossible because there was no such thing as a Blinkback Belt. The combining magic items rule for +50% of the lesser items cost allows for the Big Six with other interesting items. Only in Society do you have to make the choice between the necessary Big 6 or other more interesting items. The 50% rule allows for both in the same slot. But I'll admit that the 50% rule needs either magic marts or in house crafting from party members
PF1 is the only system I play. I've got too much time invested in it to learn anything else. I like the tremendous amount of options available within this system. If something is broken like Dazing, it can be fixed with some reasonable houserules. Despite not knowing the lore of the FGG setting, I like that they reward intelligent play. Unlike most APs, in FGG you will run into unfair unbalanced fights where retreat is the only real option. I like the challenge that FGG presents. I enjoy intelligent play and creating optimized characters to overcome the challenges of deadly settings like Tsar and RA. Having said that I'm a reasonable optimizer. I'm not just going to take a random dip into Medium because it's mechanically powerful. My multiclassing needs to be effective, but it must also fit in with the overall character. And while I enjoy utilizing system mastery to create optimized characters that is not at the expense of RP. I TRULY enjoyed the relationship that Wabbit (raging halfling paladin vexing dodger mouser) had with John G's Cleo. A lvl 1 start is painful for me. The character I'm looking to play has trained in the Iron Shield Monastery devoted to Torag or whichever FGG god fits the concept. This Monastery focuses on using Throwing Shields as weapons. The first 2 lvls of this character are:
A lvl 1 start for this character is awkward because
But as Monks lack shield proficiency he will not be able to take the feat Improved Shield bash. So at level 1 he can use his Throwing Shield as a weapon but not as a shield defensively. And the character will be wearing armor after lvl 1. So I guess he'll carry armor in his backpack awaiting the day when he's skillful enough to use it. And at lvl 2 he'll have to retrain whatever filler feat he took at lvl 1 into Improved Shield Bash so he can retain his shield ac while using it as a weapon. So if we use the lvl 1 start I hope everyone doesn't mind if my character is not really mechanically effective til lvl 2. I like maps. I see combat as a team tactical game and maps help with that. My schedule is quite chaotic. But I can normally post at least twice a day. I can't imagine juggling 18 games WOW RH I try to limit myself to no more than 3. Optional rule-sets that I enjoy:
I also promise that I'll always give notice if I'm unable to post for any period of time like on a vacation. If I go radio silent without notice please send digital flowers as I'm either dead or in a coma. edit: I found a way to be effective from lvl1. My character will be a Fighter from the Monastery who hasn't quite gotten the knack of throwing his shield around yet. But with diligent practice he finally gets it and that improvement will express itself at 2nd lvl with a lvl of Monk
Shield Master (Combat):
Source PRPG Core Rulebook pg. 133 Your mastery of the shield allows you to fight with it without hindrance. Prerequisites: Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11. Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus. Lifesurge:
Source Ultimate Equipment pg. 144 Aura moderate conjuration CL 8th Slot weapon quality; Price +2 bonus; Weight — Description This special ability can only be placed on melee weapons. A lifesurge weapon boosts and sustains the wielder’s life energy while he is in the throes of combat. The wielder gains a bonus on saving throws against necromantic effects—including the ability damage, ability drain, and energy drain powers of the undead—equal to the weapon’s enhancement bonus. In addition, whenever the wielder receives temporary hit points from any source, he adds the weapon’s enhancement bonus to these temporary hit points; this does not stack for temporary hit points from multiple sources, and these points are lost if the lifesurge weapon is not being wielded. In combat, the weapon’s critical threat range is doubled abilities against undead; this does not stack with the keen special ability or Improved Critical. Whenever a lifesurge weapon confirms a critical hit against an undead creature, it erupts with 1d8 points of positive energy (2d8 for weapons with a critical multiplier of ×3, 3d8 if it is ×4); the wielder may choose to deal this as damage to an undead target or to absorb half this amount as healing, with the remaining positive energy dissipating. Character with the Shieldmaster feat wields a +4shield also enchanted as a +1weapon Is the bonus to saves vs necromantic effects due to Lifesurge +4 or +1? thanks in advance
Lizbit Freewind wrote: I'm surprised there weren't more submissions, TBH. Higher level games and 25PB games are well liked on these forums but hard to come by. Agreed 25pb allows for more MAD builds. And it's annoying to grind from lvl 1 only to have the campaign die before it reached the more mechanically interesting mid to higher levels
Here is Grym a dwarven frontline shield bashing/tossing tank armor crafter. Role:
Grym is a dwarven front-line,switch-hitting, shield tossing/bashing tank. At 7th lvl he’ll really come into his own as he gets his 2nd iterative attack, Brawler’s Flurry and Shield Slam. But for now he’s a competent front-liner. Advanced Armor Training Master Craftsman allows Grym to be the parties armorer, enchanting their armor and shields. At later levels Grym will enchant his armor with the Restful enchantment letting him get full rest after 2hrs of sleep, giving him the rest of the night to work on the parties armor and shields. Later on once he gets to Brawler Shield Champion Winding Path Renegade Untwisting Iron 8th he’ll be able to enchant weaponry as well. With Martial Flexibility he’ll eventually gain access to Iron Caster abilities making for a very flexible front-line tank. Grym has a special hatred in his heart for undead spellcasters and at later levels the combination of Disruptive, Spellbreaker and the dwarven feat Shatterspell will make him a potent opponent to all evil magic wielders. Elephant in the room makes maneuvers more viable and I’m eager to put BullRush and Overun into use when the situation dictates bolstered by his Fighter SIegebreaker abilities.
Appearance:
Grym is not a handsome fellow. He wears his scars proudly, earned in service to his God and in his many battles vs undead at the former nation of Lastwall. His most notable item is his heavy shield with Torags holy symbol in the center. He wears well worn, but well maintained fullplate. Grym bears both the Shield-Mark and the Sword-Mark on his palms indicating his status as part of the military of the former nation of Lastwall. Oathbound:
Oathbound is a title given to those citizens of the city of Vigil, the capital of Lastwall, that have sworn an oath, and agreed to be magically bound by that oath, to defend the innocent and to support the crusade of the city to: guard against the return of the Whispering Tyrant; and to prevent the spread of the orcs currently concentrated in the Hold of Belkzen.[1]
Shield-Mark
Sword-Mark
Shield-Mark and Sword-Mark
Background:
Grym left his home in the Five Kingdoms at an early age seeking challenge and adventure. He found that in spades at Lastwall where he not only worked the forges creating magical armor and shields for Lastwalls military. He was not merely a smith spending his life in the forge although that is a worthy way to spend ones life. He gained respect of the Paladins and Knights of Ozem and was invited to train and fight beside them. One of the proudest moments of his life was when he received his second palm tattoo the Sword-Mark indicating his full acceptance into the military of Lastwall. “Fall of Lastwall
News of his fathers death caused Grym to return to the Five Kingdoms to put his father to rest. During this visit Lastwall and his comrades fell to the powers of foul Whispering Tyrant. Survivors guilt wracks him to this day. Seeking solace and healing to his wounded soul Grym entered the Sacred Mountain Monastery where he learned to wield his fathers magical mithral Heavy Throwing shield (exotic prof) And during his rigorous training within the Monastery Grym’s faith in Torag deepened and that faith has manifested, not in a direct voice from his God Torag, but a sensation, a subtle guiding touch. It’s a feeling he knows best in the midst of battle when his God, the Master of Strategy and Tactics guides him to adapt to the changing opponents or battle conditions, and adapt new tactics (Martial Flexibility, Shield Champion Brawler), sometimes things he’s never heard of in any tales told in long nights of drinking by fires with fellow accomplished warriors. Grym, though not a Paladin of Torag, has traveled and trained with the Toragadins since his return to the Five Kingdoms and follows THE Code of Torag. His belief and service to Torag and His church has been rewarded a with a greater understanding of his faith than is typically found outside of Clerics and Paladins. Grym has traveled to Mendev for the purpose of taking part in fighting against the forces of the Worldwound. But upon hearing of the recruitment to explore the danger posed by the undead of Rappan, Grym signs up determined not to give foul undead any further purchase into the world concerned it may be an expansion of the Whispering Ways influence into the world. Statblock:
Grymwold the Shieldstorm, renowned Warrior of Torag LG Male Dwarf Fighter (Siegebreaker)4, Monk (Far Strike/Iron Mountain)1, Brawler(Shield Champion)1 Follower of Torag, Dwarven God of Forges, protection, strategy XP, 6th lvl -------------
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HP57 (39+18con)
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Heavy Throwing Shield range 20ft
Heavy Throwing Shield range 20ft, Deadly Aim -2 +4
2handed, MeleeShield +10 {5bab+1shield+str4} 1d6+5 {+1shield+4str)} 2handed, Melee, PA-2+6Shield +8 {5bab+1shield+str4 -2PA} 1d6+13 {+1shield+6str, PA +6)} Bull Rush vs CMD] +14 [+4str+2Powerful Maneuvers +1Shield +2Relentless] +7damage [Breaker Rush, +4str+1shield+2Powerful Maneuvers]
Skills:
FCB Brawler +1skill rank [b]Skills 17 Fullplate ACP -6 ( AT+1) =-5ACP -----------
Know Dungeoneering(Int)____+4{+1rank, +3Class}
Background Skills 12 ranks
While not a paladin, Grymwolds rare powers of martial strategy(Martial Flexibility) are divinely inspired from his Toragian faith and are bolstered by weapons and armor crafted and honed on Toragian forges and as such he follows Torags Paladin Code:
Paladins of Torag are dedicated to protecting not just the lives but the way of life for those under their charge, and hold the ways of their chosen people as holy, especially when they are the centuries-old works and traditions of an entire race. Their tenets include the following affirmations. My word is my bond. When I give my word formally, I defend my oath to my death. Traps lie in idle banter or thoughtless talk, and so I watch my tongue. I am at all times truthful, honorable, and forthright, but my allegiance is to my people. I will do what is necessary to serve them, including misleading others if need be. I respect the forge, and never sully it with half-hearted work. My creations reflect the depth of my faith, and I will not allow flaws save in direst need. Against my people’s enemies, I will show no mercy. I will not allow their surrender, except when strategy warrants. I will defeat them, yet even in the direst struggle, I will act in a way that brings honor to Torag. Dwarf Racial abilities:
-------------------- Racial Abilities -------------------- Dwarf Racial Traits +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff. Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision: Dwarves can see in the dark up to 60 feet. Defensive Training: replaced with Death’s End Greed: replaced with Craftsman Hatred: replaced with Death’s End Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: replaced with Relentless Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Alt Racial Traits Relentless
PFS Legal Death's End
This replaces defensive training and hatred. Craftsman
Feats and Traits:
Traits Defender of the Society +1ac while wearing medium or heavy armor Dangerously Curious Benefits: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. Snowstride: The wide stance and sure footing you developed while traipsing over ice-covered rock and frozen earth provides you with a +1 trait bonus on Acrobatics checks made on slippery surfaces and enables you to trip or bull rush opponents two size categories larger than you instead of just one. Drawback
Feats Item Feats Blind-Fight(ioun stone)
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded. Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies. Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell. Combat Trick (from the Combat Stamina feat)
Class and Level Feats Lvl 1 Fighter (Siegebreaker)
Lvl 3 Fighter
Lvl 4 Fighter
Combat Trick (from the Combat Stamina feat)
Lvl 5 Monk (Far Strike Monk of the Sacred Mountain)
BF Precise Shot BF Quick Draw
BF IUS Lvl 6 Brawler Shield Champion/Winding Path Renegade Untwisting Iron Class Abilities:
Siegebreaker Fighter 4 Breaker Rush (Ex): At 1st level, a siegebreaker can attempt bull rush or overrun combat maneuvers without provoking attacks of opportunity. When he performs either combat maneuver, he deals an amount of bludgeoning damage equal to his Strength bonus (minimum 1). If he has Improved Bull Rush or Improved Overrun, the damage dealt by the appropriate maneuver increases by 2 and he adds any enhancement bonus from his armor or shield (though such enhancement bonuses do not stack, if both armor and shield are magic). This ability replaces the feat gained at 1st level. Armored Vigor 6/day (Ex): At 2nd level as a swift action, a siegebreaker can gain 2 temporary hit points that last for 1 minute. He can use this ability a number of times per day equal to 3 + his Constitution modifier (minimum 1 per day), but only while wearing armor. At 6th level and every 4 levels thereafter, the number of temporary hit points the siegebreaker gains increases by 2, to a maximum of 10 at 18th level. This ability replaces bravery. Breaker Momentum (Ex): At 2nd level, when a siegebreaker successfully bull rushes a foe, he can attempt an overrun combat maneuver check against that foe as a free action. This ability replaces the feat gained at 2nd level. Persistent Menace (Ex): At 4th level, a siegebreaker must choose either Step Up orDisruptiveas his bonus feat, but need not meet the prerequisites. Armor Training 1 Far Strike/Iron Mountain Monk 1
Shield Champion Brawler/Winding Path Renegade Untwisting Iron 1
Martial Flexibility 3/day (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability. Martial Training (Ex) (effectively Fighter 5th, Monk 2nd): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes Gear: [
Armor
Head
Belt
Shoulders
Slotless
Complete Adventurers Handy Haversack with contents 3,185gp 15,475gp Coin 525gp
@Albion, EJC, and RobertHenry and perhaps others. I see fellow refugees from previous RA campaigns that went off and on for YEARS(2015-) on these boards. Despite my Sorek's(point man/scout/trapfinder) best efforts we only got to the first temple in all that time. I'm truly hoping to find a spot in a more consistent campaign. @Dungeon Master of Graves
Do you allow the standard rule of combining items of the same slot for 1.5x the lesser items cost?
Is crafting acceptable in this campaign? I'm looking to submit a fighter with craft armor feat early on in the campaign and later on will be able to craft weapons as well.
I also would like to know about crafting. I'm interested submitting a Brawler (Shield Champion/Winding Path Renegade) that can craft armor and weapons at 8th lvl. But if crafting's not allowed I'll drop the Winding Path archetype. Are you ok with the standard rule of combining items in the same slot for 1.5x the lesser items price? Strength based throwing builds are tough to make work in pathfinder as the character requires 2 belt slot items, Belt of Mighty Hurling Lesser 14k and a Blinkback belt 5k, but almost all combat builds end up needing a 3rd belt to boost dex and con. 14k Mighty Hurling,lesser +2str
Ryze Kuja wrote: If you're going to be focusing on using a shield like a Capt America/Wonder Woman-esque character, then you should take a look at Equipment Tricks. It has some nifty Shield Tricks. Thanks those are some interesting options for Martial Flexibility
Gray Warden wrote:
And I guess I'll stick with RAW that throwing shields=ranged shield slams, and that the Brawler 7th lvl ability allows for maneuvers at range and that shield slam is not a maneuver as it uses attack rolls not cmb. I'm sticking with that, thank you very much lol
Derklord wrote:
One can also infer that when throwing shields were added to pathfinder that because the designers did not clarify that ranged shield bashes are different from melee shield bashes, there is in fact no mechanical difference. edit:not trying to be overly argumentative here. When I post a question to the rules forum I'm doing so because I want both sides of an argument so I can forward the link to my GM who can then read it and make a ruling
Gray Warden wrote:
Or you can look at it as the writer of the archetype made a mistake. If the Rondelero cannot use the buckler as a normal weapon that should have been detailed in the 2nd lvl abilitybuckler bash:
Buckler Bash (Ex): At 2nd level, a rondelero swashbuckler can perform a shield bash with a buckler (use the same damage and critical multiplier as for a light shield). He can treat a buckler as a one-handed piercing melee weapon for the purposes of the swashbuckler’s finesse and all feats and class abilities that refer to such a weapon. The whole purpose of the Rondelero archetype is to facilitate the Rondelero style of using both the falcata and buckler as weapons. The 2nd lvl ability allows the use of bucklers as a normal weapon. It does not add any unneeded restrictions to it. So from 2nd level on the Rondelero can alterate between Falcata and buckler without penalty just as ANY character can alternate between longsword and shield. If the writer was making such a gross departure from standard rules it should have been called out in the 2nd lvl ability. the 6th lvl Rondelero ability should have simply read "the Rondelero gains Improved Shield bash while wielding the falcata and buckler"
I stand by my assertion that writers make mistakes and sometimes that snowballs into rules disagreements.
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