Rakshasa

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62 posts. 2 reviews. No lists. 1 wishlist.



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Not terribly excited at the way the ranger is being handled
It feels incomplete somehow
It seems to force a focus on combat, companion or snares but you pretty much have to neglect the rest outright
They get snares instead of magic but those come online late :( 4 to start & 8 for combat viability I was all for this change, as I tended to play a trapper ranger, it just isn't popping
I have been spoiled by combat options available in pf1 so the few bonuses to crossbows & twf just seem meh compared to a set of feats free for almost any style you could want once you factored in ones for worshipers of specific gods (I know this gripes on me like I said spoiled)
The additional animal companion stuff is neat, stacking with hunted target for bonuses is nice
The situational bonuses are gone but I mostly used them for background story rather than a real combat mechanism
As a ranger player since 3.0 I just feel underwhelmed
The fighter, rogue, & monk all felt like they got a bit buffed but the ranger just feels less... even when compared to the DnD 5.0 ranger


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Phasics wrote:

Can such a thing exist ?

A class all about maintaining the balance between good and evil law and chaos ? could such a class even function or would the paradoxical decision required drive most True Neutral Paladins Insane ?

with "Smite Other" ;) anything outside of a true neutral is fair game for balancing hehehe.

Or is a True Neutral Paladin just another name for an existing class ? if so which class would you consider to be a True Neutral Paladin if such a thing can even exist.

From 3.5 Dragon magazine #110 there is an article "Champions of the Divine Paladins of other alignments" by none other than James Jacobs which has a true neutral pally known as the Incarnate.

Instead of detect magic they can detect creatures with an alignment subtype.
they get some basic elemental attack abilities rather than healing
they get to smite any extreme alignment
they can rebuke outsiders
they get an elemental companion rather than a mount
they get commune with nature as a spell like ability
& they get a more Druid like spell list


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Osteokinesis being able to control ones bones
could throw bone shards, make weapons, wrap themselves in the bone etc.
Ex
Marrow from X-men
Kimimaro from Naruto


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You could find "useless" magic items you could drain or items that were good at the beginning of the game that become kinda meh later or situational items for this to work. A wand, scroll, or staff that casts feather fall, water breathing, sleep, owls wisdom etc. they can be awesome in the right situations but most of the time they would be useless. The DM could work with you allowing you to find said items in treasure cashes.


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I tried to make a few home brew Changeling traits myself tell me what you think:
*Hidden Self (Blood Hag): +4 racial bonus to disguise checks to look like your fathers race.

*Foggy Vision (Mute Hag): +1 racial bonus vs. gaze attacks, visual effects, illusions, & other attack forms that rely on sight.

*Restless Sleep (Night Hag): The changeling gains a +2 racial bonus on saving throws against sleep spells & effects.

Winter Casting (Winter Hag): The changeling casts all spells with the [cold] descriptor at +1 caster level. (thanks to Berselius)


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I tried to make a few home brew Changeling traits myself tell me what you think:
*Hidden Self (Blood Hag): +4 racial bonus to disguise checks to look like your fathers race.

*Foggy Vision (Mute Hag): +1 racial bonus vs. gaze attacks, visual effects, illusions, & other attack forms that rely on sight.

*Restless Sleep (Night Hag): The changeling gains a +2 racial bonus on saving throws against sleep spells & effects.