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Yes, I also realize that an eldritch scion magus is also perfect, a gm may just give the cure spells to it and it would be done. However, this is how it ended:
This archetype is probably unuseful, I'll leave it but discourage its use, recommending an eldritch scion magus or a multiclass character. ![]()
Thank you all for your help, I am reading everything you wrote and also asking to other people I know. Due to all the ideas flowing in, the archetype is going to be completely rewritten as a base class. It will have a lot of differences with this, I am really curious to discover what will turn out of it. In the next days I'll post a link to the doc for it, and begin a new thread about it. I thank you again and leave you with one last question: What do you think of prepared or semi-prepared (arcanist-like) Charisma-based spellcasting? This has never been done in Pathfinder, but we already have spontaneous Intelligence and even Wisdom spellcasting, so it seems it's not all wrong, if of course there is a roleplay justification for that ![]()
Ok, I did it. Now he still has spell combat and the armor proficiencies, but the arcane pool is 1/3 magus level + cha instead of 1/2 + cha, and he loses the arcanas at leves 6 and 12 and greater spell access. I feel like it's almost perfect right now: nodoby would take this archetype if he wanted to go with a straight dps magus, but if someone would want more spellcasting versatility they might take it ![]()
He added also a lot of other stuff: charm person, dominate, knock, scrying, lesser restoration... even contingency and heal are on the list. If I put back spell combat it would become just a magus with more spells, there would be no reason to use the standard magus. So if I put spell combat back into the class, I probably had to remove something else... I don't know what though ![]()
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Added info about the Kobolds. Also I added an index because it's becoming a ton of stuff. Right now I'm working on the Return of Kressle and the Stag Lord's fort, and I expect to do a good deal of work with it... my players are almost there, in a few weeks we'll probably be right into book 2! I plan to do even more customization with that. ![]()
Just go full bard, and use mystic past life to get spells you like from the magus list so you can have the stuff you like but not get as bard (like scorching ray, fireball or fly). Also take variant multiclassing into magus, so you can get arcane pool, magus arcanas and spellstrike. For your bard archetype, use the standard bard or sound striker if you want to be a better jack-of-all-trades, or use a dervish dancer or arcane duelist if you want to punch people stronger. Here you have it, put on your best cloak of charisma and go being awesome ![]()
Link to the Google Doc with all the posts Hello everyone, I have just started Kingmaker with a party of six, and given the fact that they made strong characters and just destroyed the first encounter with the bandits not taking even a single turn (they put up a clever ambush and rolled high initiative in the standard round too), I decided that I could raise the difficulty. They're all seasoned players, have very good teamwork and know how to get out of difficult situations... they have one player which is extraordinarily good at strategizing (the Cavalier), and 2 of them have incredible bursts of imagination, one girl (the Bloodrager) is so intuitive that most of the times she can "get" the plot line before everyone else, even with very little help (we named her Sherlock for a reason). So, this is not for everyone, but only for those groups who want a higher challenge... I will make a new post everytime I add a new encounter or modify the plot in some way, so that it appears on the forum. Also, I will put a link below that goes to the Google Document with all the posts, so you can find them all. But on with the presentations: The party is a Elf Wizard (necromancer), Human Cleric of Shizuru, Half-Orc Cavalier who worships Gorum (order of the sword, took Precise Strike as his Teamwork Feat), Sylph Druid (Marax companion, she took Stealth and Disable Devide with traits so she will also do roguish stuff), Tiefling Bloodrager (she took a variant to get +2 to str and cha, bloodline is Infernal). I put this info so that you can understand the party lineup and why I am putting some strategies. There are 8 creatures in total, with 6 players and 2 animals, there's a lot of them, they're powerful and smart and can overpower many challenges. So here's what I'm doing: First, I'm following the excellent 6 players conversion made by other awesome GMs, [url=http://paizo.com/threads/rzs2m26n?Community-Created-6-Player-Kingmaker]here's the link[url]
First, I added the NPC of Taizée, a gnome sorceress 2 with the Fairy Creature template, to help enemies every now and then (see the doc for extra info on her) Then, i completely rewritten the Thorn River Camp fight, to make it more "interesting". The biggest changes I made are:
So, that's all for the first installment of Kingmaker: Hard Mode. Let me know if you like it! ![]()
lemeres wrote:
Indeed. But it defies the whole point of being a bard (party support in my opinion) and is more like a "hybrid" like the magus itself. Just with more skills. Like a rouge/sorc or something. I am a very collaborative player, so I tend to prefer characters who can help the party a lot. I was just thinking of a Bard who can hold his ground among a very martial-oriented party (ranger and paladin, we are three). I also wanted to try something new and even a bit risky (magus would be better for the purpouse, but I fell in love with the idea of this character) Effortless lace is just awesome, but we don't optimize that much, so I'll pay the feat tax. thank you anyway for your interest :) ![]()
The Bard has long been known as the "support" class, one who cannot effectively fight (excluding archer bards) and has better to hold his own ground. Melee bards do exist, but they are rather squishy (even if they are a lot of fun). A friend of mine plays a bard/barbarian/dragon disciple that of course isn't the most optimized character out there, but is a lot of fun. Me, I always liked the idea of a TWF Bard, but found it impossible to build until the last books. Here's the idea: Swashbuckler 1 (Inspired Blade archetype)/ Bard 19 (Arcane Duelist) By being human and taking weapon finesse and weapon focus (rapier) via the class and then and fencing grace (as a feat) at first level, it is possible to have dexterity for to-hut and damage. That also covers the requirements for TWF, and Swashbuckler synergizes well with Bard. Arcane Duelist gives all kind of stuff a melee "fighter with some magic" concept may require. Inspire Courage and Arcane Strike affect both swords, same do Discordant Voice and (I'm not sure about this one) Bladethirst. Again, this isn't CoD, but I really like to see a kind of Bard which actually gets good AC and decent to-hit and damage (all of those depending on Dex). I made it the son of a noble who is willing to prove is valor (we're playing Kingmaker) and build his own army (I plan to use him as a general for the troops. In fact, due to bardic music, social abilities and the fact that he's actually a decent fighter, he is the best army commander I can imagine. Bard magic is also good, especially when you think of Hastened troops. What do you think? My plans incluse the full TWG chain, plus Oversized TWF from 3.5 (I'm choosing rapiers, so I took Fencing Grace), Toughness, Improved Critical and maybe a critical feat. I'm also really unsure if it may he a good idea to grab Spellsong. I use Oratory as mmy main Perform skill, I don't know if it works with other skills which are not Perform (Singing). The feat doesn't say it requires that particular skill, but still I'm not sure. |