Throwing my hat into the ring. Let see what I have to work with.
Stats: 4d6 ⇒ (4, 1, 1, 6) = 12 Re-roll: 2d6 ⇒ (4, 5) = 9
So Stats are: 15, 12, 12,
Not great, but not horrible. I can work with this. Submission coming in soon.
@Melasoul. ya thinking the rogue Trapfinding ability.
I figure, make the base ability dependent on having 1 panache available. and then make it cost 1 panache to disable a magic trap.
Aku, it looks as if this is beginning to ramp up. When do you propose for an actual start date of the campaign? or we going to just kinda of slide into it?
Sheet also updated. This is going to be quite the group with a gutbuster, holy woman, and Rogue-y Moranth. Oh the looks the bridgeburners will get when we walk into town.
Otherwise Work is crazy at the moment as all the unions preparing to strike, so emergency training for me in case they do so taking a bit longer then I'd like to get everything finalized.
@aku for approval, Melasoul for balance persepective. Looking to get the final minor alterations done as we get closer to the start of the campaign
My swashbuckler is a lot more rogue-y, with its escape artist and sleight of hand now. Going to update my backstory.
Thinking replace Dodging Panache for Detect Traps. Figure it one defensive ability for another, dodging panache I see as more of a weaker Opportune parry and riposte anyways, and it puts my character more firmly in the rogue-y role I see for it. A perfect scout for our group.
Also going to update my swashbuckler to give it something even weaker then a cantrip conjurer, but the ability to cast spell from it's own lifeforce is just way to cool a homebrew to not use.
Aku if you're okay with it I'm thinking something along the lines of single warren with no magic points. Basically if it uses any magic (which will only be self-buffs of some kind) it's can enhance its combat prowess at the cost of it's own health. Kind of a kill them before I kill myself type of trump card. Figure still keep the cantrip conjurer level gain (so wouldn't gain access till 4-5th level).
Aku going to start creating the crunch. Have the backstory started, but christmas has put a huge hamper on my time to really sit down and write it out.
In terms of Racial abilties, are we assuming no racial modifiers of any kind then?
Also, Aku I'm still planning on going Moranth. If you look at my class my personal armor starts equivalent to chain shirt. Will this be appropriate, as from everything you've said it seems unlikely that a Mornath would willingly trade their armor for standard military one.
lol I love it. Screwing with my concept right from the get go! This shall be an interesting level one.
Shortspear, and non-proficient light shield. With those as the go to weapons think I'll have to transition into Rapier and buckler at some point once I'm higher up the ranks and have a bit more power over which weapon I can use.
For level one however, shortspear/shortsword and light shield totally work.
My suggestion for starting equipment/gold:
If we are truly new recruits for the bridgeburners, then everyone should start with standard issue weapon/armor for their specialty (e.g. Spear for Melasoul), but little else for personal effects/gear. I would assume that the military would provide the rations/mundane gear that we would use.
that was my thoughts. clearly I have 17s across the board!
More realistically was looking at a stat Distribution along the lines of
Str: 13 - Wearing armor all day got to be taxing. Going to need some strength for that.
Overall: it's a 30 point buy.
I have my concept for my character down, and really like her/him (fully enclosed armor, so gender will be ambiguous to start). Still having some issues with rationalizing not being with the overall Moranth and joining. Current thoughts are to be half-Moranth, possibly exiled or outcast from the general society.
Okay I can work with that. Anyone interested in tying backstories together? Need to figure out a way to keep a Moranth from following it's ingrained isolationism. A pretty integrated story of life saving or innate attraction/comfort or something along those lines will probably have to be developed to rationalize it.
Also slightly adjusted how my chitin armor works. Added a growing armor bonus instead of craft magic arms and armor. Like the idea of the armor never having any magical inclinations. So it should still grow at approximately the correct rate, without having to rely on +1-+5 magical bonuses.
Very Interested if a little late to the party. Thinking of Making an Elf Alchemist (Grenadier). Rolling Stats to see what I have to work with.
Rolls: 4d6 ⇒ (1, 2, 2, 3) = 8 - 7
So 16, 16, 15, 14, 12, 12. Can't complain with that, great rolls for what I plan to do. Crunch coming shortly followed by backstory, etc.
@gyrafalcon: I thought about that, but the concern with wasp is that MOST of the time she is small, but she also has the capability of getting huge as well, and is medium size when she isn't in flight mode... So Wild shape is really the only pathfinder legal thing (outside of casting beast shape and polymorph) that can get me from medium to tiny/diminuative and also to large/huge.
@spooky GM: my third question is about the fact that any of the racial traits that can be taken mulitple times state it in the actual wording. So by RAW static bonus feat may only be taken once when you create a race. I was curious if we could bypass that restricition so I could take it 3 times to get Waso vermin heart (so she can use wild empathy on insects), and then natural spell and wild speech (so that I have the necessary feats to not feel like I'm breaking Wild Form by keeping my standard appearance, outside of some insect wings of course).
I could take them with my regular feats but they seem to be more of something that is innate to her versus learned abilties.
Im thinking of making Janet Van Dyne aka. wasp
Figure would go Druid 5//Zen Archer 5 with an embedded Medium longbow as weapon (for her bio-electric blasts).
Druid doesn't perfectly fit, but wild shape is probably as close as I'll get to her shape change abilities within pathfinder. Was going to go with at will abilities but wild shape eventually lets me get huge and diminuative which reduce person and enlarge person cant.
my questions for homebrew:
1) Wild-Shape: can I gain the abilities of whatever creature I beast shape 1 into but keep my appearance. I'll Take wild speech and natural spell as Racial additions so that this is mostly just a cosmetic thing in terms of function (with the excpetion that her embedded longbow can still be used).
2) Would you be willing to bypass the must be able to cast 1st level spell pre-requisite for arcane archer prestige class? Like the idea of her being able to manipulate her "bio-electric blasts" as she become more attuned with the pym particles
3)can static bonus feat be taken multiple times? Specifically looking at natural spell, wild speech, and vermin heart to give wasp all her innate abilities while wild shaping.
Sounds like a decent plan if no other gm steps up. I can do most of my gm posting from phone alright.. it would just be combat that would be super tough to manage though i may have a plan that should work for that. If we went this route with either kyra or i gming should we look at recruiting another player or two?
-Posted with Wayfinder
it does, just not through straight Armor... I'll be starting at the dex cap for the armor (+4) if possible (we haven't discussed what sort of roll schematic we are using), and acrobatics is affected by armor check penalties (and I'll be rolling it a lot). the general idea being that my dexterity modifier should go up by +1 approx every 3 levels anyways, thus raising my AC by always keeping me at the dex cap. and the Armor check penalty reduction helps with the acrobatics penalty.
just for reason why dex is so important. Plan for feats (assume Half-Elf starting class for now as that's kind of where I'm leaning):
1: Weapon Focus (Scimitar), Skill Focus (Acrobatics)
With how Aku mentioned that magic items work, I may actually try and work it that the armor slowly starts to become more and more a integral part of me and it begins to infuse with my own life energy/innate magic. So basically I can actually get +1/+2 armor without having to get a mage to willing sacrifice some of their power permanently for it.
I wasn't planning on making various types of chitin armor, just my personal armor. mostly just based off of chainmail... with chitin armor bonuses this would make my final armor slightly better then celestial armor defensively... but you do have a point, no reason to base it off of a light armor if I don't have to... could make it unique.
The class is going to be EXTREMELY dex. dependent so my dex to armor will likely hit the +8 cap I have set at some point, but I could potentially raise the base AC by 1 or 2...
Okay definitely thinking my crazy acrobatic Moranth is where I'm leaning towards, unless I think of something else equally cool or it doesn't mesh well with the other's concepts (we are a small elite squad, so have to assume we would all have skills that somehow complement one another).
Torn on the lvl 1, versus lvl 4.
As an elite squad I think the level 4 start makes more sense... but I really know nothing about the backstory of this campaign and being able to start at the beginning would be awesome from an RP perspective.
Alright I'm definitely intrigued, lets see how nice the dice are.
4d6 ⇒ (6, 6, 2, 4) = 18 - 16
4d6 ⇒ (5, 3, 6, 5) = 19 - 16
4d6 ⇒ (4, 2, 5, 2) = 13 - 11
so let's see.
16, 16, 15, 14, 14, 14.
Alright, not great, but not horrible either. I'll be creating my Sylph Sky Druid. Will have everything posted tomorrow likely.
Rolling for HP:
Alright, so more along the lines of creating an archetype, and getting away from a lot of the confusion that was coming from the shadow warrior I present My Moranth Swashbuckler. Still rough draft so haven't gone about making it more cohesive (i.e. getting rid of the copy-paste mistakes)
Skills: Replaced Diplomacy, Knowledge(local) with Knowledge(Nature), and Stealth.
Replaced light armor proficiency with personal chitin armor proficiency.
Replaced Nimble with New Chitin Armor (basically glorified Fighter's Armor training, with some slight additional benefits to compensate for the fact that Moranth never take off their armor)
Replaced Charmed Life with Monk's Fast Movement (Took it down to 5 iteration instead of 6, so it more closely matches the iterations of Charmed Life.)
Replaced Targeted Strike with Dervish Dancer's Dance of Fury (replaced while performing a battle dance with by spending 1 panache point.)
Alright Aku I think I've got a pretty good handle on my character...which fyi, is not the shadow warrior above, thought about that and just didn't quite like how much nickle and dime changes were having to be made to make it viable. New build will be posted either tonight or tomorrow.
Anways my question... Would there be any physical reason why a Moranth couldn't procreate with a human? Trying to find a hook to rationalize having a Single Moranth leave on their own as it sounds like the Moranth never are solitary. Figure a forbidden pregnancy by a member of the gold Moranth that came to light could ostracize the child, leaving her without many options with the cloud forest.
ya, part of the reason I put a condition on not through occupied squares, or through solid objects is too bring down it's power so it's not a true teleport.
It Still allows amazing maneuverability around combat (plus things like running up walls, can't go through objects but can use it to travel in 3 dimensions around them) without it being a true teleport. It's real use is to be able to re-position in combat without provoking AoOs, the rest is to try and make sneak attack more viable by making it far easier to get into flanking position.
Another thought would be to allow the use an Overrun type move to go through occupied squares. So I can attempt to go through occupied squares but have to win a combat maneuver check to do it.
here was my thought for the dimensional stuff.
Change Slayer talent to Starting at 4th level and every 4 levels thereafter, a slayer gains one slayer talent.
so half the amount of slayer talents.
As a slayer gains experience, he gains new understanding of the Rashan Warren and how to manipulate it to aid him in battle.
Starting at 2nd level a shadow warrior can call upon the Rashan Warren to create a path of shadow which the warrior can use to teleport instantly between two spots as a move action up to his speed per jump. The shadow warrior cannot travel through occupied squares or through solid objects in this way. At 2nd level the maximum distance that can be traveled this way without harm is 60 feet per day. This value increases by 60 feet for every additional 2 levels thereafter.
The shadow warrior can choose to travel further then the max allowable distance but takes a cumulative 1d6 nonlethal damage for each additional 30 feet traveled.
At 6th level, the shadow warrior can take a full-attack action, activating shadow movement as a swift action. If your do, you can teleport up to twice your speed, up to the maximum distance allowed, dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.
At 10th Level, While using Shadow movement, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this feat.
So the cost ends up being gain the dimensional stuff for giving up 5 slayer talents. Instead of using the feat and having to deal with dimension door restrictions I just wrote the ones I really wanted to use straight into the ability.
I may adjust some of the other abilities but need to balance this one first as it's kind of key to the whole class.
lol. ya the hybrids can be really solid, plus some of the archetypes are crazy....
Stalker: At 7th level, a slayer gains his studied target bonus on Disguise, Intimidate, and Stealth checks against his studied opponent.
That is quite the swap...
And I tend to agree with the feel that this should be martial heavy campaign, which is why I leaned towards a martial character for sure.
So, I forgot about it because it's a new book, but with the way the shadow warrior is coming up to be I think I may look at redesigning the class to follow a slayer vs. a ranger. Just matches far better as it already has quite a few of the options we were discussing built into the class, and doesn't have alot of the akward things that ranger deal with (looking at you hunter's bond). I just totally forgot the slayer class existed until yesterday.
So with Briccone potentially being a battlerager, Melasoul a holy lancer, and me potentially being a shadow warrior... How important do we think it will be to have a balanced party? by that I mean we are extremely light on warren users...
and have fun Briccone! enjoy the vacation. I'm sure melasoul and myself will be more then able to occupy the time theorycrafting.
I had no intent of limiting my abilities based on daylight. More like how the shadowplane and netherese worked in forgotten realms. I have innate control of shadows, including making them appear where they shouldn't exist. so my shadow jump could be used in full daylight. Altered the wording to show that. Only thing that would be conditional on shadows would be my stealth HiPS ability.
That's why I asked what the balance would be to remove sneak attack completely and still be fairly balanced. The idea is too allow me to be the same relative damage in melee or at range. Potentially Reduce shadow blows to only have 4 iterations and max at +8/+8? That would put it inline with bonuses from FE.
Ya I knew to hit was going to be an issue which is why originally Shadow blow had a +1 to hit instead of Sneak Attack Damage. How would it effect the DPR happen if instead of sneak attack, Shadow blows offered the FE bonuses (i.e. +2 to hit, +2 to dmg) less damage but more effective at hitting? so Max is +10 to hit, with +10 dmg at lvl 17. Does that push me too far in the other direction?
The concern I have with matching the DPR of a ranger though is my insane amount of mobility. I probably shouldn't straight up match the damage of a ranger. Mobility has to count for something.
If Briccone is going to be making a Pwent, then damage is going to be intense, and also mostly melee... I may alter the shadow warrior to shift a bit from being basically exclusively melee. to more of a switch hitter. Skirting in and out of melee and range. Actually I really like that idea...
ya that's basically what I'm using. Just use the 'shadow' theme as it was really the only Warren that fit this kind of magic. Didn't actually have anything attached to shadows/light. Figured I would innately create a small pocket of the shadow warren/plane and kind of step into it as the move. The shadow theme is just to tie it into the various kinds of magic in the world.
Figured I should add a bit about the concept: The plan isn't to making him amazing stealthy like a ninja(though he will be). The concept is for him to be more like what I would consider the Flash to be in pathfinder terms. Someone moving so rapidly that you basically can't see him. So his bonus to stealth isn't his amazing ability to hide, it's more so his amazing ability to move so quickly you don't see him. Based on the Warrens and stuff listed earlier, shadow just seems like the logical fit.
I deemed that things like Fast Stealth would work by him almost instantly being there, and then taking 6 seconds to try and find a place to hide, versus just being stealthy from the get go.
Mistake about the d10. Corrected
Added night eye.
I like the replacement of HiPS with shadow well. Will add that as well.
Normally you can't get those abilities till at least lvl 7 (in case of wizard, but 12 in case of abundant step), meaning that you can't finish the chain till basically end-game.
One of the key factors of the dimensional builds to its that it's an Su ability so the rapid bouncing between targets also doesn't provoke any AoO for re positioning or engaging creatures with reach. So don't want to give it too much use without a tradeoff.
However, I do agree that this makes the character rather useless after the pool runs out...
Added that can be used as a Move Action (instead of a standard action).
To boost it's combat potency: reducing the minimum increment to 5-feet , plus as we mentioned magic points early in the discussion thread, I was thinking of adding a clause that the ability could be used past its max amount at the cost of 1d6 non-lethal damage / 30 foot increment. Basically the idea we discussed early where I could push my inherent shadow magic further at the cost of my own health.
Make's the pool of movement basically limitless, just have to be extremely careful after the stored power is used up for the day.
Rain of Blows - > Name Change to Shadow Blows:
Plus, Instead of putting a round/day limit on it, put a conditional that Shadow jump must be used for this to be active that round. So basically in combat my character would always be porting around after lvl 5ish (where I would have a base pool of 150 feet of jumping / day).
Edit: Updated the google Docs for Rashan Shadow Warrior with these new suggestions.