Ghostly Guard

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Organized Play Member. 18 posts (38 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.


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1) Teleport is late game, though DD is pretty nice (and the instant 5'-increment specialist talent)
2) No one likes the penalties for comeing back from the great beyond anyways
3) Summoning slows combat down too much. Most players aren't really prepared for using summoned creatures


These aren't overpowered. In fact, I'd remove the fighter level requirements in favor of a straight level requirement.


Since no one uses tower shields, most of these make sense. The Mawangi guy is getting the raw end of the deal for losing all shield proficiency and heavy armor for a few "meh" weapons. You know the basic extended skills is in the campaign setting book as an alternate fighter option?


Weapon Building

Work Hardened Bronze and Iron Weapons: Hardness should be 8 (stone) or 9 (between stone and steel)

Steel Weapons: As is

Fine Steel Weapon: Hardness should be about 12, and it should ignore 2 points of hardness/do +2 damage when sundering rather than making you better at connecting with a sunder.

Combination Steel: No idea what the real world equivalent of this is (if any), but this is the best normal material so far. I hope it's really expensive.

Elven Steel: I echo the hesitance to give an initiative bonus. Maybe give it a +2 to +4 to CMD when resisting sunder attempts and keep the hardness of normal steel

Simple Crossbar: Aren't these standard issue? If so, does everyone get the +2 bonuses?

Basket Hilt: What's the "fighter's initiative bonus"? Bravery? Are they the only class penalized by custom weapons? Maybe give the cross bar the +2 v. disarm and the basket +2 to crit confirmation.

Solid Shield Hilt: This is just getting ridiculous

Pommel

Light Pommel: this is the sort of bonus these things should be giving: +1 to a situational condition.

Heavy Pommel: + Solid shield hilt = +2 AC? Does it stack for two weapon fighting? with a shield? regarless, too much.

Master Work: As is

Legacy Weapon: This is most of a feat...

Matched Pair: An interesting option, but effectively +1 to hit which is already present with masterwork. Also, there's no real basis for this - creating the wepaons together doesn't actually change them

Beautiful: Drop it to a +1 bonus to one of the skills (chosen when created) and this is more reasonable.

Tip Heavy & Light Blade: I'd say get rid of thses


The Heavy Blade should use a greatsword's stats

The Twin Blades should use short sword stats and be mutually exclusive with the Heavy and Finesse blades

Kierato wrote:
Swift Blade: You can create your Elderitch Blade as a swift action. In addition, your Elderitch Blade gains the speed property. You must have Quick Draw to gain this ability.

Without some sort of minimum stiff prereqs, is there any other ability that would be chosen before this? The Speed enhancement on top of the free +1 bonus at 5th level is a +4 weapon... incredibly powerful.

Instead, I'd say replace abilities on a 1-for-1 rather than scrap em all for a new progression.

The blade should be available from level 1, formed as a standard action; drop this to a move action at 4th level, a swift action at 7th level, and an immediate action at 11th (or a free action during your turn). This replaces the first level bonus feat. Maybe toss in something to make the blade special: it ignores force effects (like mage armor), hardness, counts as a magic weapon for DR, etc. something small like that.

Bravery is replaced with an additional chosen weapon form for the 'blade' to take each time it is formed (eldritch bardiche!) building a portfolio of possible forms.
1) Only a single two-handed weapon can be formed
2) Two light weapons can be formed (you must split the enhancement bonus from 'enhance blade' between them, but they get the full weapon abilities from 'enchanted blade' below)
3) If a one-handed weapon is formed, you can also form a shield that gives a shield bonus to AC equal to the bonus bravery would normally give (occupies one arm like a heavy shield but cannot be used to bash with)
4) Thrown weapons may be formed and used normally
5) Missile weapons may be formed, but ammunition must be created using the same action it takes to form the blade. Meaning, until 11th level, yur basicly limited to 1 attack/round.

Enhance Blade should replace Weapon Training at 5th, 9th, 13th, and 17th, and max out at +4. The lack of versatility (since you can't choose other weapons) could be balanced by additional power to this ability... ignore a point of hardness/DR each time the ability is gained, +1 to sunder maneuvers, etc.

Enchanted Blade: Give a +1 magic bonus ability pool in place of each armor training (3rd, 7th, 11th, 15th). This pool is spent on magic weapon abilities and can be changed with 1 hour of meditation once per day.


Here's a Bard variant. Keep in mind it's rough.

These guys do not gain Bardic Performance and all types of Bardic Performances are replaced with other Abilities:

Cantrips - In addition to their normal spells known, these guys know the spell guidance

Trapfinding - replaces Countersong, Distraction, and Fascinate

+1d6 Sneak Attack - replaces Inspire Courage at 1st, 5th, 11th, and 17th levels

Magic-Savvy - +2 to saves against spells and spell like abilities. replaces Well-versed

Eldritch Boost - Add class level as an untyped bonus to a skill check 1/day at 2nd level plus 1 additional time per day at 6th, 10th, 14th, and 18th levels. This replaces Versatile Performer.

Otherworldly Guidance - At 3rd level, the bonus from your guidance spell can be used on two different rolls, but both rolls must be made within the normal duration of the spell. You can use the bonus on an additional roll at 7th, 11th, 15th, and 19th levels. This ability replaces Inspire Competence.

Suggestive Magic - At 6th and 18th level, these guys get +1 to the DC of Enchantment spells they cast. This replaces Suggestion and Mass Suggestion.

Visage of Doom - At 8th level, as a full round action these guys can sacrifice a spell slot of 1st level or higher to make an intimidate check against every creature within 30'. This check has a bonus equal to twice the level of the spell sacrificed. At 12th level this can be used for diplomacy checks as well. For every 5 points you beat the target DC, the effect is increased by 1 level (i.e. shaken becomes frightened or, for diplomacy, indifferent becomes helpful). This ability replaces Dirge of Doom, Soothing Performance, and Frightening Tune.

Inspired Action- At 9th level, a whatever these are called can sacrifice a spell slot as a free action to mimic the effects of a Bard's Inspire Greatness ability. This effect lasts for a number of rounds equal to the sacrificed spell slot and these rounds may be divided among any number of allies who are within 30' when this ability is used. This replaces Inspire Greatness and Inspire Heroics.

Death Attack - This functions as the assassin ability but the DC is 10 + 1/2 this guy's level + this guy's Cha modifier. These dudes can sacrifice a spell as a free action to increase the DC of the Death Attack by the level of the spell sacrificed. This replaces Deadly Performance.


A roguey bard is alot easier to get to with an archetype change than a wizardly rogue. Adding spellcasting to a non-casting class is a trap in and of itself. From what I see, you added a lot of power and lost a few sneak attack dice.


Well, to start with, this archetype blows the holy warrior alternate cleric class from the campaign setting book out of the water. Dogmatic Weapon itself is worth two domains' worth of powers. +5 to hit and damage... so weapon focus, greater weapon focus, weapon specialization, greater weapon specialization, and three more stacking weapon focus feats and another half specialization feat, AND the two damage increases which are worth at least a feat each.

on top of that you get a domain (and it's associated bonus spell slot per level no doubt)? and Heresy, which is fairly useful since you can still take ranks in acrobatics to avoid attacks of opportunity with impunity (Hey! I rhymed), bluff/feint with no problem, or maybe just intimidate the BBEG with your level as a bonus. Basically I'm saying this is much stronger than all but a couple of the other 1st level domain powers.

:/ not happy with this arch. not at all.


Totemic summons is misworded, right? Thousand faces isn't until 13th level and there's no enhancement to the spell for normal druids. Getting the replacement 8 levels earlier and having a scaling benefit seems a bit overpowered


Since armor class/attack roll dynamics in PF consider part of the difficulty of hitting a dude as penetrating the armor, this nintendo material's -2 to damage is appropriate, but also consider a -2 to hit. price it as 1/2 normal gp price for items (plastic poured into molds is easy), and maybe half the armor bonus to AC.


Oliver McShade wrote:

The orgianl was done at caster level 3. Here is a caster level 1 version, for those wanting a cheaper gem of curing.

Revised

.......

Gem of Cure Light Wounds

Aura faint Conjuration (healing) CL 3rd
Slot -- Price 100 gold; Weight 1/10 lb

DESCRIPTION: This crystal blue gem, shimmers with a rune on it. Those who touch the gem to another living creature, and speak the command word, cause the gem to cast Cure Light Wounds, and cure 1d8+1 hp worth of damage. Using the gem, is a standard action, which cause the gem to vanish.

Construction Requirements Craft Wondrous Item, Cure Light Wounds; Cost 50 gold

Not overpowered by any means. Basically yur paying twice the price to be able to move to a target and heal them rather than using a full round act to pour a potion down another dude's throat. Though there's still the problem of getting it outa stowage


This is just an attempt to make a character that can use pistols <hand x-bows> akimbo in a fantasy setting. It's not over-powered, but it is a bit ridiculous, right up there with the ninja in a dark ages european setting.

Regardless, if you were to assume that the free action reloadable hand crossbows are 20 lbs. draw or less, an unseen servant or two could reload them for you between shots... then you just need an at-will item of unseen servant <spell level 1 x caster level 1 x 2K gp = 2K gp> and you can shoot till you run out of bullets <quarrels>.


The increased combat ability is a big power up for the bard... which really needs it. Even with this archetype, they'll still suck, but they'll suck less <just like that 'quit smoking' commercial!>


If you really want to "try before you buy," just institute a re-training rule. With a modest gp cost and a time cost measured in days or weeks you retain the ability to switch feats without letting players customize for a fight they know is coming later in the same day.


Battle Adaptation (Combat)
This is way too good. From first level, a human could get a shifting feat every day. Is there a combat character that wouldn't take this? I can't even think of a way to make this playable.

----

Battle Adaptation, Improved (Combat)
See above, but multiply by 2.

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Battle Adaptation, Greater (Combat)
Maybe use the effects of basic battle adaptation with these prereqs and you have a balanced feat...


So, by that guide the OP race is between 27 and 38 points versus normal races being 10.

Base stats
+2 Str
+2 [some mental stat]
-2 Cha

====================
either
8 pts: +2 Dex
4 pts: negate -2 [some mental stat]
or
4 pts: switch a racial stat [+2 mental] to the other category [physical]
====================

0 pts: small size

4 pts: existing feat (+5' speed)
4 pts: existing feat (+5' speed)

2 pts: Darkvision: 60 feet

2 pts: +1 CMB, +1 CMD (this seems like 1/2 a feat or more)

4 pts: wield two weapons of larger size than normal with no penalties

2 pts: +2 racial Bonus on two skills
2 pts: +2 racial bonus on the same two skills (maybe 3 or 4 pts)

1 pts: free weapon proficiencies (maybe 2 pts)

2 pts: Burst of Speed (+10 untyped speed 1/day) (guessing at the points)
2 pts: Pythons (Str Mod + 4 to intimidate once per day) (guessing at the points)

-1 pt: Very situational penalty (-4 diplomacy and bluff with non-goblins)
-1 pt: Very situational penalty (-4 Str for carrying stuff when there's a +2 str bonus)


If you really want to play a goblin on a wolf (or boar, or pony), did you consider playing a normal goblin?


Ellie497 wrote:
omg... you're right - I did work to make the goblin a playable race and what do you know - it did end up working for the class I intend to play. Strangely enough I don't usually create races without the intention to play them - I think that's probably a sin most of us are guilty of.

<-- This guy is totally not guilty of that crap.

If you make a race, you probably shouldn't be the one playing it, if only because it looks really bad.
Also, this race is a way too good as written in the OP. Alexander K. is exactly right - no small race should have a str bonus.
As far aas using this for the cockatrice cav, unless yur the face-man/goblin, there are no drawbacks to using this overpowered race.
1-heavy armor slows you down? nope, yur on a wolf
2-you can't carry as much? nope, yur on a wolf
3-can't take your mount in there? yur small, and yur wolf is medium. If it can't fit the rest of yur party is probably screwed too
4-people don't like you? someone else in the party can do the talking
5-yur small so you do less damage? nope, you get two weapons at medium size. Let me guess... lance and longsword? Well, lance and something.

Is the GM letting your burst of speed affect your mount's speed?

cockatrices get boni to hit people they intimidate at second level, right? So your +4 intimidate all the time negates your size penalty, and on top of that you get to add your str bonus (which is at +2!) and an additional +4 to intimidate once per day... that's retarded good.

It seems this race is the perfect cavalier choice and perfect for cockatrice. Too perfect <cue sinister music!>

Are all the party's races customized? Are you the GM's girlfriend?

Ellie497 wrote:
Regardless that doesn't mean that I can't remain objective.

If you designed the race to play the class, you've got to be the LEAST objective person here.

Ellie497 wrote:
10 ft movement is a large power loss and that can be represented by the amount of feats it requires to obtain if it isn't a racial ability.

Unless it's not a drawback at all...

Ellie497 wrote:
Simply because one class would suffer less than others in specific circumstances does not take away from the fact that it is a significant ability.

Yeah it does.

"My custom race built to be a wizard gets -4 to all cha skills and +4 to all caster levels. That's fair, even though wizards don't generally use cha skills..... <buzzer sound!>"

Ellie497 wrote:
There will be times that I won't be mounted and as a cavalier in heavy armor my movement is going to be significantly impaired on top of the fact that I will be without my mounted abilities.

The point of playing a small mounted character is that you don't have to be unmounted unless your mount dies. At that point yur probably grateful yur in heavy armor, cause the sh*t is deeeeep.

Ellie497 wrote:
Furthermore, kadance, I would appreciate it if you could try to remain at least superficially objective as you discuss the drawbacks and benefits of this race.

Kettle - Pot, watch what you call me...