Oh good, we're in rules. Short answer, no. Long answer, noooooooooooooo. There are only three classifications for melee weapons, light, one-handed, and two-handed. If the size change would move it outside of the three classifications you can't use it.
PRD wrote:
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.
Bolding mine.
thanks for that information, that answers my question.
I wasn't asking for an exception I was wondering if they would be considered a three- or four handed weapon. Though I take that as a no, they would not be considered a three or fourhanded weapon.
What are the rules for multi armed creatures wielding oversized weapons? example could a Kasatha wield a large longspear or greatsword by using three or four of its arms?
I haven't/won't have internet very often for the past few to the next few weeks so if I came up for a MCA and I didn't reply or if I do come up just skip me. Sorry and thanks for understanding. I'll post again when I have stable internet.
173. A planet with no atomosphere which has a very thick iron and nickel shell. A few kilometre thick area of lava, very thick layer of dirt and stone, huge glowing vegetation which grows almost all the way to where the core is which is just breathable air.
152. A large elder earth elemental decides to rest in deep space and is colonized by a lashunta seed ship. The earth elemental is awakening and doesn't find itself to excited with its new inhabitants.
Possibly if I remember correctly we are never fully told anything about its purpose or anything else. But that's why it's such a good place for a campaign it's not limited in many ways.
Sorry, I don't want to peruse the entire thread. I there a barbarian/rogue combo? Its a thematically favorite of mine. I started to write one a few minutes ago and realized its has probably already been done. Does anyone care to point it out>
Shadow Fury is the name of barbarian/rogue build currently built.
I guess the name works. Thanks for the help with my first MCA, I'll probably wait until we start the ACG classes untill I queue up again, unless I get something really good. I'll stay around though to learn and help out.
Anyways dibs reminder
Surveyor Ska/Inv
I don't really want to keep the slingers luck deed, it doesn't feel inquisitorisk at all. After I or someone else thinks of a good replacement for it, the zealous gunmen should be pretty much done. Though a name change might be in order.
How about replacing it with this?
Castigation Brand (Su): At 19th level, while using her zealot’s brand judgment, a zealous gunman can project a 30-foot-radius emanation for a number of rounds per day equal to her zealous gunman level. Any creature within this emanation that is of the same type as a creature currently under the effects of her zealot’s brand becomes sickened, or sickened and nauseated if the creatures’ Hit Dice are equal to or less than half the zealous gunman’s level. Performing this deed costs 2 grit points. This deed replaces the slinger’s luck deed.
Do we need to give a duration to the sickened/nauseated effect? Or not?
This is a rework of the Inquisitor's dwarven Exarch racial archetype's Aura of Reversion ability.
That works and I don't think we need to add a duration.
I read up more on the inquisitor, I think if we did something thematically like this where you have a new judgement added and could replace teamwork feats with stuff that make the judgement better.
like that new ability, maybe have it only work if she makes it her judgement, and then can do it as much as she wants for the whole encounter.
Ahh, missed this post somewhere. I think this was what Yuri was propbably basing the original version fot he brand ability on, but as I didn't have an official mechanic/ability refeerence, I thought it was OP. But, here it is, essentially in a nut shell, as a 1st level ability (via judgment).
That's the ability I was basing it off of. Though I might keep the Deed version around incase I ever do a gun/inq instead of inq/gun.
I don't really want to keep the slingers luck deed, it doesn't feel inquisitorisk at all. After I or someone else thinks of a good replacement for it, the zealous gunmen should be pretty much done. Though a name change might be in order.
According to the description, there is always one aspect the same, along wither the good/evil or law/chaos aspect. Thus, lawful neutral can go with CN, LG, or LE. Chaotic neutrals can go with LN, CG, or CE.
The NG, N, and NE are the only ones that don't fit the mould.
Couldn't a NG or NE go with a LE/G NE/G or CE/G though N makes no sense. why not add the restriction no true neutral?
Yes, but I don't see why we would replace every deed, when there are still perfectly good gunslinger deeds for the MCA, as it is a gunslinger secondary. Removing all of them just make extra work for us. Replacing some is one thing, all is overboard IMHO.
Thats true we should keep menacing shot it feels inquisitory. So we need something to replace slinger's luck.
Zealous Retort (Ex): At 7th level, the zealous gunmen has a knack for returning what was given to her. When a ranged attack is made against the zealous gunmen, she can spend 1 grit point to make an attack against attacker as an immediate action. This attack provokes an attack of opportunity even if the zealous gunmen had feats or abilities that negate them. This replaces Pistol Whip.
Divinity (Su): At 19th level, when the zealous gunmen has atleast at least 1 grit point, she gains the benefit of the Divine Grace, Divine Health, and Aura of resolve paladin class features. This deed replaces Evasive.
Also isn't there three we need to choose for 19th level.
136. The Oort cloud hosts numerous objects of various sizes, among them lies an object which design is obvious not from this solar system and doesn't appear to be built by/for humanoids. The object is quite warm for its size (30 miles) and even has a breathable atmosphere that extends 20ft out.
I've tweaked the deeds you've posted. I also removed Dual Brand and simply added the effect to the Second and Third Judgment abilities.
So here's what we have thus far. Looking into some new deeds.
** spoiler omitted **...
I like the changes and you made the deeds much clearer and sound a lot better. The bonus feat should say combat or grit feat though. Anyways back to thinking up some deeds I'll try to have some new ones up tomorrow. Any suggestions are also welcome.
It would be interesting to try to connect all of these together as nearby systems and figure out which of these are in the same systems. Any else interested in that?
131. A Gas giant which all but one of its moons have all been destroyed and turned into rings in which ice and earth elementals make there home, a Dwarven mining station is set up the last remain moon, though they mainly mine the rings themselves.
Level 7
Inclusive Brand (su) (not a deed itself but ties to branding shot, this could be removed)
Level 11
Dual brand (su) (not a deed itself but ties to branding shot, this could be removed)
Level15
Here's the new one.
Spoiler:
Religous testing (Su) at 1st level, the zealous gunmen gains the ability to test the faith of others. The zealous gunmen can make a range touch attack against anyone creature within range as a standard action by spending a grit. If the creature follows the same deity as the zealous gunmen or represents that deity then they only receive non-lethal damage and no mark is left, the gunmen then takes half that damage as lethal damage. Otherwise the target takes damage as normal and is visibly mark.
That's fine I like the wracking shot. Though we still have a total of 15 deeds including the ones we have already included to make so I'll go back to thinking of others.des that mean branding shot is gained at level 2 then.
Cities built on the back of space whales, or cities built within the bodies of (alive, undead, divine?) space whales, or flying steel and stone flying cities in space shaped like whales, or cities entirely populated by tens of thousands of space whales?
Or, 'yes, to all?'
:)
Space is big. I vote for E) All of the Above.
Yes though I was thinking mostly the 1st one though I like the rest. A whole bunch of cites built onto whales which themselves live in a giant whale shaped city.
Dual Brand at 9th level, the zealous gunmen can have an additional target affected by her brand shot deed at a time. If she targets a third target with brand shot the earliest one hit loses their brand. Maybe this can replace the bonus teamwork feat as this seems about as strong as one.
That sounds pretty good, here's some new deed ideas.
Spoiler:
Deeds Branding Blast (Su): at 1st level, the zealous gunmen can brand a living Humaniod with holy energy. To do so he must spend 1 grit point and must make a range touch attack within 30 feet with her weapon. If she hits she deals her weapon damage + her charisma modifier damage to the target and burns her personal symbol in the humaniod creatures flesh or bone. From that point onward, the zealous gunmen can sense the creature as if it were the target of a locate creature spell (caster level equal to 1/2 the zealous gunmen's zealous gunmen's level.) A brand lasts until the Humaniod creature is destroyed or untill the zealous gunmen uses this ability on another creature. The brand cannot be tracked if the zealous gunmen has no grit left.
Truth Brand (Su) : At 3rd level, the zealous gunmen can tell with whether or not her branded target is lying. Well the branded target is within earshott and the zealous gunmen has atleast 1 grit left. The zealous gunmen treats the branded target as though the she had discern lies, as per the spell, always active. This effect only counts for the branded target. (I feel like this can replace discern lies ability)
Inclusive Brand (Su): at 7th level the zealous gunmen can start branding more then just her fellow humanoids. Her brand shot deed can also be used against outsiders and monstrous humanoids
Bane Shot (Su): At 5th level the zealous gunmen gains the inquisitor Bane ability with a few changes. this functions the same as inquisitors bane but animals and magical beast cannot be choosen and it costs 1 grit per round to keep active with no limit. (I think this should replace bane.)
Luck of the Divine (Su) at 3rd level, the zealous gunmen can notice when there guns are about to fail them and avoid serious damage it. As long as the Zealous gunmen has atleast 1 grit left whenever she rolls a misfire she can choose to roll again if she rolled above her misfire number her weapon doesn't can the broken condition, still uses the original roll to see if the attack hits or not.
I'd like to have something with brand shot each time they gain new deeds. Hope none of these seem broken
Let's go with 3 deeds each time and see if we can get some good inquisitorisk to fill them all.
Name Zealous Gunmen
Primary Inquisitor
Secondary Gunslinger
Alignment restrictions none
Hitdie d8
Bonus Skills The Zealous Gunmen adds three skills of the characters choice to her class list.
Skill ranks per level 6 + intelligence modifier.
BAB 3/4
Saving Throws gpg
Weapon and armor proficiency A Zealous gunmen is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, all firearms, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Spell progression as inquisitor
Gunsmith This functions exactly like the gunslinger ability and replaces monster lore.
Gritty Judgements this functions identically to normal judgments except that there are ways to regain your judgements.
Critical Hit with a Firearm: Each time the zealous gunmen confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 use of her judgment back. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore judgment.
Killing Blow with a Firearm: When the zealous reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 use of her judgment. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any any judgment. Judgment can only be restored this way once per day.
This ability replaces judgment
Diminished Spellcasting A zealous gunmen can cast one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her wisdom allows bonus spells of that level.
I'd like to change a few more things but I'm not 100% sure on what/how. I don't want detect lies or stern gaze but I'm not quite sure what would be equal to removing those.
ok i think i can throw some ideas together after i let it stew, but i prefer option A myself.
What ideas you have Christos? I'd like to hear what others have for ideas too.
#Heretic Priest
So, anything else on this MCA suggested by Yuri? Or is it perfect? :D Is one domain swapped for 4 talents good? Or could I get away with 2 domains, one from his deity's list (permanent), and one that can be chosen from the Stealth, Trickery, and Infiltration domains, but can also be swapped at the time of preparing spells for a domain from an enemy sect? Or is that too much?
I think you can get away with the 2 domains looking at it but if you are swapping domains all the time would you be swapping both for one or just one for one?
Pfffff I'm super new too. I submitted one MCA like a month ago, but that doesn't count for a whole lot. Since you had the idea first though, I'd love to at least hear what you were thinking about it, even just the general idea rather than specifics.
I was thinking of mainly of like you said combining the grit and judgements so that only get the same amount of judgements per day but there are specific ways to regain it and changing what judgements they have. Change stern gaze to perception and sense motive. And what you said makes sense nerf the spells and focus on solo tactics. Anyways we should wait our turn before we continue making this.
Oh yoooo I didn't mean to step on your toe on that, I completely missed your post. Jeez, now I feel like a douche. Want to help work on it with me, at least? So we can both claim it?
It's fine don't worry about it. I'm still new to this, so you take charge and I'll watch and learn.
For when I'm up in initiative in the thread, basically the idea is "Summon demons, lead them, your eidolon is a daemon or devil".
Edit: ARGH okay I didn't see Nefarious Convoker before, and my idea is probably too similar to coexist with it. Oh well! I've got another one.
Zealous Sniper, Inquisitor/Gunslinger.
Flavor: There are two types of people who fight. The first type is those who stand by honor, sportsmanship, and the so-called "rules of war" when fighting. The second type is those who win fights. The Zealous Sniper is dedicated to eliminating those who pose threats to their order, by any means necessary.
Stats: Expand solo tactics, fuse Judgements and Deeds, limit spells somewhat, nerf the "interrogation" bits of inq.
Well you seem to have the idea more thought out then I do so I guess I will think of something else for my first MCA. Remove me from the quee until I think of something else please.
Expert deception should probably be 1/2 level (minimum 1) then it would give the same bonus as trapfinding. and should probably also be to sense motive to detect lies if they are supposed to be weeding out traitors and that makes it affect two skills like trapfinding does. Otherwise it seems fine.
Well actually given the original fluff for The Whisperer (not Animal Whisper) it includes both... it is just there is less focus on plants then animals. With a bond being formed with animals and beasts but having plants still play a part. More I am taking this from a 2n Edition D&D multiclass. I thought allowing for both to be included would allow for a bit more variety for more focused MCA.
That makes sense just thought I'd throw it in, as it was the only plant ability I saw.
Thanks and I don't mind the wait. Anyways for the animal whisperer why is speak with plants there? It doesn't seem to make much sense when looking at the other abilities. Wouldn't being able to speak with magical beast or detect animal at-will make more thematic sense? Looks pretty good though.
Why hello. Would I be able to call dibs on the skald/ investigator MCA. I have an idea for a *surveyor. Though I'll have to wait until the classes come out to flesh it out.