Huh, just got the Machinesmith and the Cutting Edge supplement. Love this. I'm making an engineer for a coming necro-steam-punk campaign, and the machinesmith fitted like a glove for my concept. Just one question.
I mostly certain that is the second option, but there's no harm in asking, right?
Sorry for the necro. One of my players got this on his bramble brewer. The ability says:
Edit: also just noticed that I have been a bit unfair to him. Reflex only halves the bomb splash damage, do not negate it. He will be happy
Had you considered the Repose Blessing? The minor blessing is a good "Get the hell away from me" power to a ranged character (also, hella strong, staggered with no save), and the major blessing is pretty iconic thing to yell when healing your allies while midly annoying near undeads. If you don't want it, the knowledge is ok, even if you need to go melee to use the blessings. The death one... I don't really think it fit in the concept, but that's just me. Don't know your character background/theme deeply.
There are exactly 9 spells that staggers a target without a save (not counting mythic versions):
Sorry for the necro, but looking at the Briar Bombs:
Briar Bombs (Su) wrote: At 2nd level, a bramble brewer gains the tanglefoot bomb discovery, but the entanglement's duration persists for a number of rounds equal to the bramble brewer's Intelligence modifier (minimum 1 round). Additionally, when a bramble brewer throws a tanglefoot bomb, it transforms all squares in its splash radius into difficult terrain that persists for as long as the bomb's entangling effect. Although these bombs deal no damage, for every 1d6 points of damage the bramble brewer's regular bombs deal, the briar bomb's splash radius increases by 5 feet. It means that normally a tanglefoot bomb do damage, but when lobbed by a Bramble Brewer it never do (although it has increased radius and whatnot)? He at least can choose betwen damage or area CC?
Grit (Ex): A rogue with this talent may choose one 1st level deed from the list of gunslinger deeds and one grit feat that he qualifies for. He may spend cunning to activate these abilities as though he were spending grit. A rogue must have Exotic Weapon Proficiency (firearms) to select this talent. Is that intended or an oversight? Maybe it should be "or". One deed AND one grit feat is basically 2 feats.
Nice to hear that. About normal rogue talent with prerequisite Major Magic has, as it is a obvious advancement from Minor Magic. I'll make Quick and Amazing Reactions this way. =] Also, unchanged talents coming from ninja that have a saving thrown (like Choking Bomb), we should change the DC to use Int modifier instead of Cha modifier?
Thanks for the reply. I'm not thinking to merge Amazing Reactions into Quick Reactions, but I think there's not so much benefit to make it an Advanced Talent.
Sorry about the necro. I really liked this revision when I saw it. And now probably we will playtest it in a Rise of the Runelords campaign (if any of the players is interested in using a rogue). For the while I'm just translating it to the player's who can't read english (brazilian here), but come to this: Amazing Reactions: What is the point of this talent? I mean, Quick Reactions already let you take standard + move actions, isn't it the same as a full-round action? Or it isn't, and with Amazing Reactions I could do a full-attack action or take a swift action too? If is that, is a advanced talent really needed for this?
@LazyCorpse One should note that it's only D20pfsrd.com that classificates darts as Ammunition (Thrown). Looking at the book or the PRD they're Thrown weapons. Then at page 141 of the Core Rulebook, in the Ammunition paragraph, the rules state about shurikens:
Core Rulebook, page 141 wrote: Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them (see Masterwork Weapons on page 149), and what happens to them after they are thrown. But nothing about darts. Quickdrawn is needed then. But I agreed with Narrater about changing the feat. At least changing it to work like shurikens (except proficiency). It even makes more sense, damage-wise. On the topic, I'm sad that you did not let us use 3PP. Dreamscarred Press' Advanced Psionic Guide has some killer feats for use with thrown weapons.
The DSP books are great (I own both), but if you want to test it before buying, both Psionics Unleashed and Psionics Expanded are already on D20PFSRD. Give it a try.
Sorry for the necro. But while I was looking these old threads, this one come up. I watched the movie (awesome, by the way), and while I think that no sane DM should allow these feats, Critical Momentum has some potential if rewrite and balanced. I come up with this: Critical Momentum (Combat, Critical)
I'm not so sure if I would add this: "This feat can only be used one time per turn for every +5 BAB you possess." You see, the original feat is neat, just had some balance issues on the number of attacks made. Making the extra attacks harder to land resolve part of the problem, but I did'nt wanted to make it a wasted feat to those who doesn't uses large critical ranges. If it still too good, add the limit on the number of attacks made. If it became too nerfed, exclude the Critical label. Or another combination...
I'll try to explain more.
Well, if it was for him to play the synthesist I could understand (and do not allow), but gimping the character wittingly... this make my spider-sense to tingle. I just want to know why...
One player asked me if he can play a Hellspawn, as follow: Not exactly a hellspawn, more like a "dude coming from hell with a symbiont that let him fight things". He want to play a synthesist, but with no magic powers whatsover (no caster levels or summons SLAs), adjusting just a way to heal the symbiont "HP" (fast heal evolution, or letting it being healed by cure magic). Normally I would say no to the synthesist. I even showed him the much more balanced aegis DSP class, reworking the fluff to fit a hellspawn, but he didn't liked it, as he wanted the "symbiont to be a living thing, with his own HPs". But taking the casting and SLAs, I'm not sure. As the guy is our resident min-maxer, is there any way that he could break a cast-less synthesist? And if yes, ways to counter it if he became out of hand?
Sorry for the necro, but I'm starting to convert Bo9S to Pathfinder, starting with the Crusader, who I'll unleash against my players in a tournament final. As the majority of you, I think the classes are balanced to PF classes (just some tweaks to some maneuvers, but that's still from the original book). Did the skill conversion suggested in the other thread, but after seeing the class table some things come to my mind: - The class has some "dead levels", or not, if you take in account new maneuvers and stances knows (much akin to casters). Is that a problem, or not?
Any more thoughts?
Bloatmage Initiate feat wrote: Benefit: You learn the basics of the ancient art of hemotheurgy. Pick one school of magic in which you possess the Spell Focus feat—you cast spells from this school of magic at +1 caster level. This bonus stacks with the bonus from Spell Focus. Unfortunately, the side effects cause you to be constantly under the effects of a medium load—your maximum bonus to AC from Dexterity is +3, you gain an armor check penalty of –3, and your speed decreases as appropriate (generally from 30 feet to 20 feet for a Medium creature). Why would they need to stack? They confer different benefits. We could let aside the Spell Focus stacking bit, and assume it only increases CL. But then the Ruby Phoenix Tournament stats in one NPC that the "Bloatmage Initiate feat allows him to cast spells of the xxx school at +1 caster level (his save DCs already incorporate this bonus, but duration and other level-dependent effects do not)". Another wrong information, as CL does not increases save DCs. The feat needs an errata. Considering the drawback, allowing it to increase both CL and save DC isn't out of order.
The wording on Kirin Strike is a little confuse for me:
Kirin Strike(Combat) wrote:
That means that after I hit the acknowledged creature, I can spend a swift action, and all my attacks after it will get the bonus, or that after I confirm the attack I can spend a swift action to add the bonus? I find the later more plausible, just find odd to spend an action after hit a foe, but BEFORE roll the damage, and stranger yet if I spend the action AFTER roll the damage, like if I added insult to the injury just thinking about the creature...
Luke Pendergrass wrote:
There. Now more people will see it...
Drejk wrote: Shadow jumping allowing teleportation to marked subjects is one of the abilities I like to add. I am still considering how to make it - initially it was "spend move action, teleport to square adjacent to existing mark, remove mark" knack that required 8th level but I am concerned about balance issues of unlimited short range teleport. Want to get on the other side of the hedge? Shadow mark a stone and throw it on the other side (it was great in Flashback but I expect players to abuse such ability to an unexpected degree). Maybe there's a use for the motes?
Drejk wrote: I created this class mostly for flavor reasons. Captain Sui-Feng from Bleach spring to my mind. Drejk wrote: Some 3/4th of classes I have pending on my drive awaiting for further development is Charisma based. I wanted a bit of change. And I can't exactly see this class as Wisdom-based. I considered Intelligence but for now I settled for Dexterity. Captain, my previous base class, used Intelligence as a secondary ability score and at least another class I would like to develop in the future will be using Intelligence as well. Got it, a personal choice. Still think a mental attribute setup is better. =] Drejk wrote:
Some ideas: Drejk wrote: I have yet to develop that part more. I initially thought about something akin to summon monster/shadow monster effects but its specific are fluid at the moment. I can see this in more caster type of class. On the other side, if it's only one servitor (much like shadowdancer's companion shadow) it fits.
I really loved the flavor of the class. And if you make the Shadow Weaving correctly, it will be a fantastic substitute of the shadow magic classes. Some things:
- The aforementioned point buy per level thing;
For stat increase I utilize a 1 point buy per level instead the 1 attribute increase per 4 levels. For attributes above 18 you need 4 points per increase. That way a mage increasing always Intelligence there's no change, but MAD characters got more mileage from the points. The point in the first level must be spent AFTER racial adjustement.
lantzkev wrote: My bad, Dusk, you're still wrong on this particular issue as a whole though. Hello lantzkev. While Duskblade tone wasn't the better, he's actually right about natural attacks providing extra attacks. The cannibal NPC exemple illustrates this well. Let's see it again: D20PFSRD wrote: Melee greatclub +6 (1d10+6) and bite +1 (1d4+2) or unarmed strike +6 (1d3+4) and bite +1 (1d4+2) or bite +6 (1d4+4 plus +2 bonus on grapple) His BAB is +2 and his Strengh (raging) is 19 (+4 bonus), which give us the +6 bonus on attacks. He's using a greatclub, a two-handed weapon, which give 1-1/2 Strengh bonus on damage, +6. Now, receives a extra natural attack, as he has only one attack from his BAB. As he's using a manufactured weapon, the natural attack is secondary, hence +6 - 5 = +1, and the damage bonus is at 1/2 Strengh, +2. lantzkev wrote:
Sure, but if he has using two weapon fighting he would receive the penalties, -4 main hand, -8 off hand, or -2/-2 with the feat. The stat block doesn't have it. As his BAB only provides one attack, and he's not two weapon fighting, he's receiving an extra attack from the natural attack. This is as long as he's not using a member being used for another attack (his hands). As he's biting, everything is fine.That said, I understand why you thought it didn't could receive more attacks. At low levels it's easy to get a lot of attacks with naturals at a high bonus. But as they level up, manufactured weapon attacks becomes better as they're easier to enchant.
Bombardier + Explosive Expert: You add your Int bonus to damage twice? I'm guessing yes, as the original bonus is untyped and the Explosive Expert's bonus is a luck one. But I'm just making sure. The combination make him a better bomber than the alchemist, but I think it's just fair, as you are giving a major class ability (Greatwork).
First of all, wonderfull revision...
Also, the craft check is damn easy (CD 5 + Caster Level). So to low level items, isn't impossible to the crafter to add +5 on the CD to halve the craft time. To higher level items there's some risk. You can the offer the PCs the bargain: relatively "safe" but slow craft, or take some risks and get the item earlier.
In my campaign, I treat readily acessible items (like potions in a potion belt, or wands in waist sheats) as weapons for retrieve purpose. So you can retrieve a wand as part of a move action as long as it is easily acessible. Sudenly Quick Drawn becomes a better feat, as you can pop a potion in half the time needed before.
Pretty neat, I'm probably going to use this rules in my campaign. Just one thing. What about turn Defensive Training into 3 distinctions, like saving throws? The reasons are: armor enhancements are cheaper than weapon enhancements. The price is the same as a clock of resistance with the same bonuses. Also at higher levels armor does not escalate well with attack bonuses. As Defensive Training requires armor use, it will remain relatively balanced while fixing Armor Class at High Levels problems. Not really sure if this is adopted, if dodge and natural armor should be increased to five distinctions.
That's superb Evil Lincoln. Since I started to GM I began to see the vulgarity of "Ok, I start to loot their bodies using Detect Magic. Any magic item I put in my bag". As a player I was used to it, put thinking about, I just wanted to remain effective (always rolled support undereffective characters in the middle of a bunch of power gamers). Was looking for something like it, take necessity and let the awesome in the magic items. I saw Kirth Gersen rules and was tempted to use the Ability Increase feats, but it would take resources from the players. As you said, Ashiel's rules are nice, but they seemed a little too high on the power side. Your rules are fine, but I have some questions: - There's still normal level ability increase? (may or may not be relevant, but we use one ability point buy per level instead the normal increase)
Sorry for the english...
Just that the blue rose cavalier do not take penalties for do nonlethal damage with a lethal weapon. If he wants he can state that he's always doing non-lethal damage. But he doesn't. Not that he doesn't know, I stated it to him. But is fun to watch him trying to convince golems and skeletons to surrender... xD
[lame joke]Hello mister president, hunting a lot of vampires recently, eh? [/lame joke]
The other issue (not a big one) is our blue rose cavalier. The second level ability confer him a +2 bonus on damage when dealing nonlethal damage. Again, non-lethal = strain, so basically it's a free +2 to damage. This is not really a big issue, since there still the obligation to leave the foe alive, and the cavalier is also an Honor Guard, so he's focused on defense and his damage is abismal low compared to the barb/fighter 2hander or the magus or the ranger, so a little more damage is okay. Also he's a great roleplayer. But I want to hear you in this point too.
The spell have a concentration duration. To concentrate a spell one should spend a standard action. On combat it can only be used on the first round, as soon as the caster casxt it, or (with GM adjudication) on AoOs. But then he will spend his next rounds just maintaining the spell. For combat it's fine.
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