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Rynjin wrote:

The only real issue I see with it is having the requisite skills. You need 7 skills to qualify for both, so you may be better off snagging Grand Marshal ASAP then try to qualify for Justiciar while you're doing that. So by level 16 you'd be a Gunslinger 5 (or Trench Fighter 3/Inquisitor 2), Grand Masrhal 10, and Justiciar 1.

The other reason that would be best is that the other prereq (must be lawfully appointed) is something that needs GM cooperation, and he may feel you must earn. So it's possible it won't be really available before let's say, 8th, so you don't want to focus on that one FIRST since you only want a single level of it.

Actually, if you're going to 20, it may not be a bad idea to take all 3 levels of Justiciar, since it's got some neat abilities.

Since you're not really taking any spellcaster classes (even in the Inquisitor 2 scenario, you've got just enough casting to make you a better than average detective), it won't hurt you much.

You'd end up with Full BaB (or Full BaB -1 if you take Inquisitor), d10 HD (d8 HD for 5 levels if you go Inquisitor and then Justiciar, 2 for only Inquisitor), adding Dex to damage with your gun, a bunch of flavorful and useful law based abilities, and an all around pretty fun character I think.

I kinda want to play one now, actually. I never really looked at this before but it seems like the kind of PrC that has great flavor WITHOUT murdering your effectiveness.

I really like the idea of Trench Fighter 3/Inquisitor 2, but with that setup how will i get the grit feature for the Grand Marshal class? Is there a feat I can take that gives me a grit pool?

EDIT: Ah, I found a feat called Extra Grit that will give me some grit. Seems like this is all good to go!


Rynjin wrote:

S&#& there's a perfect one I can't quite remember. One sec.

Found it. Shield Marshal/Grand Marshal

Play a Gunslinger or Inquisitor (Black Powder Inquisition) up to 5th level, then swap to this for the next 10.

There's also the Sleepless Detective for the more Sherlock Holmes-y vibe.

A Gunslinger 3/Inquisitor 2/Grand Marshal X could have LUDICROUS amounts of Initiative (Dex + Wis + 1/2 level). Though actually you'd probably be best off taking Trench Fighter (Fighter archetype) in that case sinc eyou'd get Dex to damage at 3rd instead of 5th.

By level 15 you could have something silly like +13 without Improved Initiative or Reactionary.

That sounds great! I was also talking to a friend about this, and he led me to this: http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/justiciar

I was thinking I'd get the one level dip in that class for authority, and the good saves and BAB aren't bad either. Would that hang me up too much on my progression, or would it help my character more than it would hurt it?


Alright, I played a one-shot session a few nights ago, and my character was a lvl 6 LN Fighter who was a guard captain. What made him different however was his attitude towards everything in general, in which he would bring the law into everything (don't worry, it isn't as bad as it sounds). For example, he'd try to arrest goblins for arson or bandits for intent to burglarize, stuff like that. He'd pull out a pad of paper and start writing them up in the middle of combat, it was hilarious. I guess my question is, is there any classes, prestige classes, or ever feats/traits that would support a character like this? I'm making a lvl 1 for a long campaign I'll be playing in soon, just FYI. 30 point buy, 300 starting gold, and most races are allowed, but I'd prefer to be human, to keep that mundane aspect to him.


I recently stumbled upon this image: http://imgur.com/S86EBng
I find it immensely interesting and I wish to find out how I could make it into a pathfinder character with similar aesthetics. If you guys have any suggestions, you are welcome to add your 2 cents. The GM that I will be playing with said that we will be starting with a 30 point buy at level 6.


Undone wrote:

He's a barbarian/figter without contest. He has incredible physical stats but his mental stats (especially charisma) are TANKED. Probable stat layout on a 20 pt buy.

STR: 20
DEX: 14
CON: 16
INT: 7
WIS: 7
CHA: 7

A fullblade is close to what I'd use although I'd say if you wanted to recreate him truly this would be his weapon.

+1 Bane (Evil outsider) Impact Fullblade

He's also likely got a few levels of fighter as overhanded chop is ABSOLUTELY on his list of abilities seeing as how he cleaves through things like nothing. My guess he'd be

Barbarian 8/Fighter 10 would represent the actual character to me. Practically speaking I'd say this progression would represent how he progressed in the story.
** spoiler omitted **

He'd have to have the following feats to represent him Power attack, Cleave, Great Cleave, Lunge, Combat reflexes, and toughness. I'd talk to your GM about taking toughness 2-4 times because you're supposed to be able to take excessive punishment and still survive.

Thank you so much, this was exactly the type of comment I was hoping to get. I agree fully that he is a Fighter/Barb, I was thinking Two-Handed Fighter and vanilla barb would be fitting. At level 6, I'd have him being THF 5/Barb 1, because if you read the manga, Guts' rage actually doesn't contribute to his fighting skill very often, save for when he gets his armor. Sure, he gets angry as hell when he fights, but that's just the motivation behind him, he relies on his constant training to get him through. And this way, he wouldn't fall behind on his THF abilities and fighter-specific feats for his fullblade. The GM said I'd have a 30 point buy for the character, I was thinking his stats would be as follows.

Str: 16 (+2)
Dex: 16
Con: 16
Int: 10
Wis: 12
Cha: 8

His key feats would be Intimidating Prowess, Power Attack, Furious Focuse, Lunge, Combat Reflexes, Cleave tree feats (I get Cleave Through even though I'm human, love the GM), Toughness, possibly Endurance/Diehard, and Fighter-specific weapon feats for my fullblade. I reason that his intelligence shouldn't be very low given the few skills I already get, but also due to the fact that Guts isn't 100% stupid, just average. So what do you think, do I have a good setup here?


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The title says it all. I'm looking for tips, ideas, and opinions on how to build a pathfinder character (homebrew) that resembles Guts from the manga Berserk. The GM that will be running the game has already said that if I want to use it, he'll allow fullblades (basically greatswords that deal 2d8 rather than 2d6, but you have to have Ex. W. Prof.) in the game. Besides that, everything else seems to be standard rules.


Trogdar wrote:

I like the theme, I cant comment on all of it because its a huge wall of text, but two things stand out.

Hit points, base attack, saves, and skills have a consistency throughout pathfinder. If you want the class to have access to D12 hit die, they are either going to have to lose armor proficiency, or potentially have a more restricted weapon proficiency list (aka, a weapon list that has all simple and a few or one martial weapon).

the second most obvious thing that stands out is fast healing five. If you look at the advanced race guide, this quality is enormously expensive. Giving a character fast healing five is like giving him three levels of adjustment with the race system which assumes that your paying for a whole bevy of other abilities, its that big on its own. I think 42 race points for one level is unbalanced, even at eighteen.

Make avatar of darkness a swift action to change into. At twenty your going to basically eat the dirt before you change if you need a full round to do it. Its too harsh for the action economy. I would not make him immune to his hit point damage, reduce it maybe but not remove it all together.

You can't make an ability like scathe ignore defenses, I know it sounds cool, but its horribly imbalanced.

Hmmm, finally, this guy is immune to just about everything under the sun. If you brought this character to the table, I would make you re-roll for that reason alone.

Dark vengeance is confusing, don't bother with the wisdom modifier thing. I would qualify it by saying something like "the dark knight opens himself to attacks, becoming flat footed until his next turn, all successful attacks against the dark knight during this time of vulnerability provoke attacks of opportunity, so long as the dark knight threatens the attacker, as though the dark knight had the combat reflexes feat."

change the wording of the repository of pain to incorporate the bonded item traits of a wizards bonded item. It already exists in the game and should be a baseline for anything like...

Holy crap, I forgot I even made this post! Thanks for the info man, I rebalanced the character everything, and now he has a happy spot in a friends campaign, he's been enjoying it a lot and the GM is happy with it too. Thanks for the advice!


Hello, I'll be playing a character in a homebrew soon, and I decided I want to play the classic hero character. Think Finn from adventure time, or something along the lines of that. I discovered the chevalier prestige class last night, and thought it would go great for this concept, but I wanted the input of other pathfinders who have had experience with the class. Is it good? Should I do something else? If it is a good class, how should I build a character up to it? Should I play a fighter, paladin, or what? Hit me with everything you got haha.


Hey you guys, I put together a new class that borrows heavily from Final Fantasy 4 and whatnot, and I just wanted to see what you thought about it, balance, flavor, mechanics and whatnot. Thanks for your opinions!

Dark Knight

Solitude, in body and in soul. Pain, mental and physical. Power, transcending all limitations. These are the traits of the Dark Knight, a warrior who knows suffering as if it were a part of himself. In combat, he is feared by any with concern for their lives and those who want to live to see the next day submit to him, for his exceptional fighting ability is enhanced with a force that is incomprehensible to most beings. Away from battle, he knows nothing but a stoic formality. The Dark Knight is a merciless warrior who does not know fear. He has been trained since birth in the ways of warfare, and equals or excels most other warriors. He is also incredibly resilient to pain, even more resilient than the hardiest fighter. His might is enhanced by a special ability unknown to many. The Dark Knight does not fear the sight of his own blood, and he can literally destroy a part of his life for increased strength against his foes. This power takes many forms and increase in magnitude as the Dark Knight grows in experience. Becoming a Dark Knight is a tortuous process. One must either be raised by birth to be one, or have such a miserable existence he can override his natural aversion to pain. The training involves undergoing arduous acts of endurance, and there almost always needs to be a master to train a Dark Knight, for no man can willingly put himself through such pain. In his training, which may last years, the Dark Knight is subject to torture in any form, for only after enduring this torture may he know the power of sacrificing his body and soul to become the most fearsome warrior of all. Only a being with human blood can walk the bloody path of the Dark Knight. The blood of any other race simply lacks a property that gives the Dark Knight's powers true strength. An elf's blood is too everlasting to be spent in such a way, a dwarf's blood too plain, an orc's blood too unrefined, whatever the reasons, only human blood can fully tap the potential of the path of the Dark Knight.

Alignment: dark knights are almost always lawful, but they can be of any alignment.
Hit Die: d12
Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (nobility) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str).
Skill Ranks Per Level: 2 + Int Modifier.

Class Features
The following are the class features of the Dark Knight

Weapon and Armor Proficiency: a Dark Knight is proficient in all simple and martial weapons. They are also proficient with light, medium, and heavy armor, plus all shields (except tower shields).

Souleater: a dark knight, as a swift action, imbue his weapon with the Vicious magical weapon ability until the beginning of his next turn. He gains a bonus to the damage caused and taken by the Vicious ability effect equal to half his dark knight level per damage die, rounded down (minimum 1), while using this ability. He can stop using this ability as a free action.

Endurance and Diehard: a dark knight gains the Endurance and Diehard feats as bonus feats at 1st level, even if he does not qualify for them.

Osmose: as a melee touch attack, a dark knight of 2nd level or higher can absorb life from the subject of the attack. He can do this a number of times per day equal to 1/2 his level (rounded down) plus his Wisdom modifier. The attack deals 1d6 damage for every two levels the dark knight possesses. The dark knight gains the damage he dealt as hit points. In addition, a dark knight can transfer life to a target with a touch, restoring hit points instead of taking them, but he takes damage equal to the number of hit points restored.

Dark Will: at 2nd level, a dark knight adds his Wisdom modifier to all of his saves, even applying it again to his will save.

Fearless: at 3rd level, a dark knight becomes immune to fear (magical or otherwise).

Painless: at 3rd level, a dark knight becomes immune to pain effects (magical or otherwise). He still feels pain, but it is not enough to affect him in combat

Soul Burn: when the dark knight reaches 4th level, he can sacrifice hit points to deal damage to all enemies near him as a standard action. He can sacrifice a number of hit points up to his HD to this ability. If he does, he deals damage equal to twice the amount of hit points sacrificed to all enemies within 30 ft. of him, will save for half damage (DC 10+1/2 level+Wis mod).

Damage Reduction: at 4th level, the dark knight’s willpower grants him the ability to reduce the damage he takes. The bonus granted by this ability is halved for the purpose of using his powers that require the sacrifice of hit points. The damage reduced by this ability does not change the amount the dark knight paid for his abilities, only the damage he takes from them. At 8th level and every 4 levels thereafter, the bonus to DR increases by 2.

Doom: at 5th level, as a swift action, a dark knight can designate an enemy, dooming it to oblivion. If the dark knight strikes the enemy with an attack in the same round he uses this ability, 1 round later the enemy takes 1d6+1 damage for every point of the dark knight’s Wisdom modifier. He can use this ability once per day, and one additional time per day at 10th level and every 5 levels thereafter.

Tireless: at 6th level, a dark knight becomes immune to sleep, fatigue, and exhaustion effects, but he still needs to sleep or he will be affected by fatigue penalties, as normal. In addition, the dark knight only needs to sleep for half the time a normal human needs to benefit from a full night’s sleep.

Shadow Armor: when the dark knight reaches 7th level, he can sacrifice hit points to gain a deflection bonus to his AC. For every 3 hit points sacrificed this way, he gains a +1 armor bonus to his AC for a number of rounds equal to his Wisdom modifier. Manifesting this power is a swift action. He can sacrifice a number of hit points up to his total HD when using this ability.

Dark Wave: as a standard action, a dark knight of 8th level or higher can manifest his dark power into a wave of pure destruction. By sacrificing hit points, a dark knight can unleash dark energy in a 5 ft. wide and 60 ft. long line, dealing 3 damage per hit point sacrificed, reflex save for half damage (DC 10+1/2 level+WIs modifier). He can sacrifice up to a number of hit points equal to his total HD. He can do this a number of times per day equal to his Wisdom modifier.

Resolve: a dark knight of 9th level or higher is immune to charm spells and spell-like abilities.

Repository of Pain: at 10th level, a dark knight can store some of the pain he endures as energy in an item, most commonly a ring or amulet, which must be chosen when this ability is gained. For every 5 hit points he loses, he stores 1 hit point in his chosen item. As a free action, when the dark knight attacks, he can unleash all the energy from his pain repository onto his opponent, dealing 2 damage per point of energy he has stored. Alternatively, he can use the energy, as a swift action, to heal himself a number of hit points equal to twice the amount of points in the artifact. He can also heal an ally with this ability as a move action. A repository cannot store more hit points than the dark knight has HD. If a dark knight’s repository is lost or destroyed, he can make a new one by getting a new medium to use, and meditating with it for a full day. At 17th level, the amount of damage needed to store a point in the repository becomes 3.

Defy Death: at 11th level, the dark knight becomes a truly terrifying force to be reckoned with. He gains the Deathless Initiate and Deathless Master feats if he does not already have them. If he does, he can choose a combat feat in place of the one (or ones) he already has. In addition, the dark knight adds his Wisdom score to his Constitution score when determining when he would die from hit point loss

Dark Vengeance: when the dark knight reaches 12th level, he can strike back at those who attack him. As an immediate action, a dark knight makes himself flat-footed for a single round. If he does, he can make attacks of opportunity against any enemy that attacks him while in his threat range. He can make a number of AoO this way up to his Wisdom modifier. They still count against his AoO in a round. The dark knight can use this ability a number of times per day equal to his Wisdom modifier.

Improved Toughness: at 13th level, the dark knight gains 1 hit point per HD plus his Constitution modifier immediately upon leveling up. These bonus hit points do not affect the ones gained from leveling up normally.

Seal Fate: at 14th level, whenever a dark knight confirms a critical, he gains half the damage he does as hit points. This does not affect how much damage he does with the critical hit.

Angel of Death: when the knight reaches 15th level, he grows a pair of black-feathered wings, granting him a fly speed of 60 ft. with average maneuverability. Also, the maximum armor check penalty on his fly checks becomes -4, he cannot have a higher penalty on his fly checks from his armor than that.

Aura of the Shadowmind: when the dark knight reaches 16th level he becomes immune to compulsion spells and spell like abilities. In addition, he gains a permanent +2 deflection bonus to his AC. Lastly, the dark knight becomes immune to damage caused by negative energy.

Scourge: a dark knight of 17th level can cause his enemies to be struck by various conditions. By spending one full round summoning up his power, he can inflict the cowered, panicked, and blinded conditions upon all his enemies within 30 ft. For each enemy affected, the dark knight takes 1d10 damage. Upon using this power, each enemy within range must immediately make three Will saves. What happens to them is as follows below.

No save is successful: The creature is cowered, panicked, and blinded for 3 rounds, then panicked and blinded for 2 rounds, and then blinded for 1 round.
1 save is made: The creature is panicked and blinded for 2 rounds, then blinded for 1 round.
2 saves are made: The creature is blinded for 1 round.
All saves are made: no effect.

*a creature with more hit dice than the dark knight cannot be affected by this ability.

Dark Regeneration: at 18th level, a dark knight’s body has been put through so much pain that it has learned how to heal itself at exceptional rates, granting him fast healing 5.

Scathe: at 19th level, the dark knight’s Dark Pulse ability becomes a truly magnificent force of death, it’s sheer power cutting a scar into the earth. The width of the ability is increased to 15 ft, the length increases to 120 ft, and the damage increases to 5 damage per hit point spent. In addition, this ability ignores evasion and improved evasion.

Avatar of Darkness: at 20th level, the dark knight gains the ability to become darkness incarnate. While in this form, he does not need to pay for his abilities with hit points and when he uses them, he is considered to have paid the maximum amount possible. Also, his speed is doubled and his size increases by one step. The area of effect on his powers is also doubled. He can be in this form for a number of rounds per day equal to his Wisdom modifier, which need not be consecutive. It is a full-round action to change to this form, which does not count against the rounds per day allowed by it. It is a swift action to stop using this ability.


Coraith wrote:
Nimt wrote:

The class has no magic, so it's not that powerful. It has only one good save that matters: Fortitude. It has no knowledge class skills.

I would allow it.

I can't tell if you are being serious or not. I will assume you are serious. It doesn't have magic because its a melee class and all saves are important. You can die from a dominate person, lightning bolt, or disease if the conditions are right.

Also, magic doesn't mean crap if you crit on a 13 - 20. If you take this class, get a rapier, improved critical, and you get both of his find the mark abilities, that's getting crits 35% of the time. Combine that with two good saves, full bab, d10 HD, good skills, and all of his bonus feats you get an insanely powerful class.