So yeah a friend of mine said that the feat tax of proficiency the same as the feat tax of quick draw is about the same. the same friend said that 3 attacks or a single turn of damage increase would give you the chance to dump those abilities, to get the same feel. Glaive stats are an interesting perspective. So the phials would be a shared kind of enchant that would require magic item and craft construct as these are kinda like a non-autonomous version of clockwork golem. Building into their Gnomish/Azlanti/ex-planar origin, Monster hunter being a different plane. The double weapon property is what I came up with to make it so you can make Phials a sword enchants that don't effect the axe. The hunting horn, is a bit harder, like you said skald, with an earthbreaker with an integrated flute or something. You'd need to make it a performance weapon that gives extra bonuses to characters that have bardic performance, Bard, skald, etc archtypes. The Insect glaive would be hard, something like a house for a Small, flying, animal companion.
While I understand that video games and ttrpg are different media, and making a 1 to 1 translation doesn't make sense. But I'm trying to make some weapons that don't easily translate to pathfinder from monster hunter. Which out of the 14 weapons 9 can be pretty easily equated to base weapons as part of the base game. But not content with that as some of my favorites are the more fantastical, mechanical complex weapons; i.e. Switch Axe, and Charge Blade. As well I could make the play style kinda like the game, which is not quite a good translation. So I've used the weapon Creation rules, and decomposed some official weapons, for cost and make sense of the rule base; So here is my example of attempting to build a SA and CB. SA is a bit more complete, and CB is a little bit up in the air. Switch Axe 90gp 6bp/6bp : (15x2 + 6)x2gp 72 + ? + 300
This weapon is an interesting weapon that is a clockwork creation, that borders on magical. Although a double
When in normal use this weapon looks something like a poleaxe. The mechanisms controlling the blade,
This transformed state is limited however as sword mode unwinds the clockwork, either when the stored
Benefits of this complex weapon are lost on many, however, those that take the time to fully master
Charge blade ??gp 6bp (15x3 + 6)x2 100 + ? + 300?
This clockwork weapon resembles a short sword and a light shield. It can be used as a martial
With exotic proficiency, the clockwork can be used to transform the sword and shield into a great ax,
VoodistMonk wrote:
Problems, I have an issue with it being an Evil requirement, and intimidate doesn't seem like it would be useful outside of tormenting humans, which isn't the Belmont I'm thinking of but sure I suppose that's one way to paint them. Which also doesn't make the synergy w/ viking moot. Ryze Kuja wrote: If you take 1 level in Vampire Hunter, it's a +1 BAB, d8 health, +2 Ref/Will, a Bonus Combat Feat, Detect Undead at will as a move action (as Paladin detect evil), and 1 minute of Vampiric Focus (which I would recommend Vampiric Resolve, +2 Will Saves vs Mind Affecting effects for 1/minute). If I was going to play in Vampire Hunter D game it would make sense.
Ok so this is Necro, as heck but is because, to a playing a similar ranger to this one, if not just modified, using the Guide, Urban Ranger, and the skirmisher archetypes, for a shattered star campaign. Since corpse hunter doesn't work as well as a concept not so much hunting Dracula but trying to protect magdimar.
skill points you could get up to 9 with human on a ranger, and the knowledge domain is a good point. "what is a man, but a misbable pile of secrets and lies." calistra deals in secrets knowledge as well. I agree a lot of the belmonts had the righous fury to kill dracula and set it back to right. You have a fair interpitation, and you could use a warpriest of iomedea, and focus on whips as well, that's a fair point as well.
MrRetsej wrote:
Unless of course said an undead, dracula, had wronged him in some way; say killing all of his family/loved one, thus a life consuming revenge plot would fit the fluff ;). But I hear you, i tried to replace corpse hunter to allow for wider selection of favored enemies. But I really like the idea of moving though graveyards/tombs/necrocoplis unhinded and some other fluff things about corpse hunter was cool. Those are good things w/ the vermin, and the scorpion whip is a fair point... but i know that a dm friend of mine has baned the S-Whip since it is not clearly written.
Claxon wrote:
::sheeplishly:: yes and it's cool. Absolutly hunting others than undead, corpse hunter locks into undead only which is not great, but it gives the pass though undead areas; and some other things so i mean that could be dropped, for another archtype; Whips are terriable agreed. Inquistor just didn't have the feats for it. lemeres wrote:
the Divine hunter gives Warpriest blessings calistra gives knowlege domain so you could touch them and get 15 + wis + ranger level on any monster... so that was the idea to get that and remove the AC and that didn't feel belmonty.
So I came up with a concept and was looking for some build ideas; Belmont undead hunter. It requires a bit of gm discression, as 2/3 achetypes stack legally; with the other one replacing a lightly modified spell list. So build as of right now is a Human, Ranger (Divine Hunter (Calistra), Corpse Hunter, Skirmisher). Weapon finesse (1)
Build ideas/advice would be cool; i've looked at swashbuckler(mysterious Avenger), Inquistor(vampire hunter). This just seemed to work for a undead hunting whip wielding non magical, non companion/nature centric character.
So Feral combat training allows claws to work with style feats, great! How about on a full attack w/ IUS ferocity says first IUS or claws in this case applies 2x str and 1.5 to all other attacks in a round. Would it then as follows bab 6 in this case for example 6/1 itterives, 1/1 naturals x2, 1.5, 1.5, 1.5? or 2, 1.5, .5, .5
Imbicatus wrote: Pummeling style specifically calls out unarmed strikes only no matter what other abilities you have. This overrides ascetic style, pre errata feral combat training, and anything else you might have that lets you use a feat that requires unarmed strikes with some other weapon. given the new wording of Pummeling Style that it REQUIRES UAS to work and says that nothing else works regardless of other abilities means FCT doesn't work anymore? Well damn... ok so back to finding feats/qualifying for dragon ferocity.
Only while raging ok fine, but what about the fact that they increase by themselves where the sorcerer ones don't Bloodrager
At 12th level, when entering a bloodrage, you can choose to have leathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability. sorcerer
DD
clear cut for the sorc it'd give 90ft average movement, and average maneuverablity. Bloodrager from 12th it'd be 60 ft avg movment, 14th lvl 90ft average, and then 16th 90 good? Tangental question, the SLA Form of the dragon would be minutes per level w/o the energy damage and morale bonus from rage, the forms crappy breath weapon and as spell flight speed and special qualities. the lvl 16 rage Form of the dragon would be equal to rounds of rage, get energy to bites and claws moral and size bonus to str/con, and better breath weapon including forms breath weapon?
I hope that this works the way I'm thinking. However I also Assume because how styles work it doesn't. If a character with pummeling charge, and dragon style, since you have to be in pummeling style for the "pounce" of pummeling charge to work. I assume because of that you can't use Dragon style to also charge through friendlies or difficult terrain. However if I took a dip in MoMS I could do this correct? Edit: but the combat style master allows the character to switch as a free action... wouldn't that mean I could charge in dragon, free in the middle or the last 5 feet and then pounce... not get the str 1.5 on dmg but at least be able to charge everywhere? or would it only work w/ MoMS like i said
it's more that he has an obsession with being one thus rationizing the fact that he's a dragonic bloodline bloodrager with the plan to go dragon disciple. So blood of dragons is good one, one Which I considered. Apsu worship might be possiable, but hard since Apsu is LG, and I'm a black scaled pitborn tiefling.... and the Chatoic part of CN seemd to fit.
So our group recently switched from S&S to Iron Gods, for a number of reasons. Since the Bloodrager/DD has been settled for now that they stack, I decided to run a Draconic Bloodrager with some DD to make a Dragon as heck character... silly I know. With some local advice, I made this w/ a 15 point buy. Bloody Knuckle Rowdy Bloodrager Black Dragon bloodline
Str 16
With racial; Now the question is, there a better feat progression than this? 1 WF(Claws)
Ok so I just built a character that will be using dragon style and feral combat style with claws. I saw the faq and instantly was like sweet, that'll make him way more deadly. and then thought is it dice increases or just replacement for what dice to use. And now with the errata removing that effect means that you don't replace natural attack dice with unarmed only allow the use in combat styles that would normally require IAS correct? So in theory a IAS character with natural attacks could use snapping turtle style with their natural attacks provided they had feral combat style. Or a Bloody Knuckle Rowdy Bloodrager, at 2nd lvl can use dragon style to charge in and punch people but can't use claws if he has them untill he has feral combat style correct?
Now that the controversy of dragon disciple affecting bloodrager bloodlines is settled ish... (been away for a while sorry) I have an idea for a bloodrager character kicking around, I've heard that non-dragon bloodlines benefit from dragon disciple more... but now that they stack I'd like to pick the question is it worth it the 3 bab and 3 caster lvls? (not that the character would probly get that far). I was thinking of using dragon style, but I don't think I swing it feat wise. 1 weapon focus claw
but this is probly not very effective as eh is taken 8 levels late, and getting to feral combat is quite diffcult.. Maybe I should drop the feral and just go 1 power attack
Ok so let's say I get a bloodline though Dragon disciple I don't get the arcana but gain access to the bonus spells added to my spells due to a feat. The robe treats me as 4 lvls higher for bloodline powers. So Im treated as being dd +4 LVL sorc for the bloodline powers gaining the bloodlines breathweapom at d&d LVL 5. I'm hoping I'll get acess to the extra spells too but I make the assumption that I won't get those until my sorc LVL or dd LVL is equal to the sorc LVL of the bonus spell. However if I take a LVL of sorc I'd get access to 11th bonus spell as a dd +1 sorc?
faq wrote:
Well seems we have a ruling on sizing so this ending the debate on bashing spiked shields. As spikes and bashing use similar language. So that's a 1d8. In that same vein a Druid that had shielgih and enlarge person going has a 3d6 club correct? In that same line of thinking a wild shaped Druid with strong jaw would be fine correct? How about a sorcerer with form of the dragon and strong jaw?
the arcane robes allow for +4 levels of bloodline ablities, so a sorcerer dip after or before would allow for the wings. But the spells are listed in Scaled disciple. I was hoping to get the arcana but my wisdom is low and the character isn't really blasty so buff spells and clawing the crap out of people will be the way to go.
Xethik wrote:
I assume you ment the arcana.... I've thought about dipping a level of sorc to get the arcana and qualify for sorcerous bloodstrike.... but It seems like it would just hijack the whole concept and invalidate the feat.
So this is going to sound stupid, and or i'm going to answer my own question while doing it. Scaled disciple allows a spotanious divine caster, to qualify for dragon disciple, and continue improving the casting of that class. Once I have a levels in dragon disciple I have access to sorcerous bloodstrike, however I don't have any sorcerer spells. I hope that I can just insert the hunter spells but I doubt it as This doesn't work with bloodrager I would assume.
So I have a hunter/Dragon disciple kobold in the works, and am thinking of what items I will want to have to look forward. I'm currently using a bow and deadly aim At 7 I plan to have the claws from DD and bite and pick up the Tail Terror feat for melee options and screaming about being a dragon while claw claw bite tail slap. Amulet of mighty fists might be an option to help with making those hurt the most. Robe of arcane Heritage would make up for my 5 levels of hunter, bringing my effective bloodline powers to -1 of my total levels, not as good as getting bloodline powers early... but better. Amulet of the Blooded for dragon 2 level boost instead of 4... guess the amulet of the mighty fists w/ shocking would be fitting, though i'd get the energy damage anyway. Tangental, the amulet of the blooded abyssal would give me full time claws instead of only 3 + cha rounds and my cha mod is 0 so... would only
Given i can give myself strong jaw as a lvl 3 spell, and increase my poor d3 claws to d6 and d4 bite to d8 the d4 tail slap to a d8. so w/ dragon bloodline claws/bite/tail w/ energy dmg on the primaries and no elemental on the tail. abyssal necklace would work too would allow me to claw without burning uses of dragon bloodline, i can get a bite attack from magic from ranger. And Wading into combat put on dragon turtle shell on to avoid getting fubar'd by the the large dice of most mosters. Any other magic items anyone can think of?
So I figured out a way to do siege build. 4 ewp (balistila/firearms) :ballistia incase of gm not allowing cannons:
using pdk's suggestion, and using swash dip instead of rogue
focus on gun
I have never stop shooting, and defensive stratagist, so Diehard would allow me to die at neg wis rather than neg con
I'm a pistolerlo so i have to burn a couple feats to get the siege profencity and such, but that's a pretty good idea, if i wasn't terriably worried about the sealegs/rope swing would you pick up swash? So plume of panache can be used by a gunslinger w/o amature swash, so I can put that off until i can afford it for basiclly extra grit with a slight bonus... I could grab a dip of swash for swash finese, though because of my cha, i'd only get 1 panache worth it? don't bother meleeing ppl.
I realize that the ap on it's own doesn't prohibit guns, nor flaunts their use, and I've been told that there won't be any guns in the loot tables which is fine. However I've been kicking around a couple ideas, and so I'd like some advice on what would be a good way to do things. Option A (screw ship combat)
Option B (siege combat, screw melee)
option c(focus on ranged, screw everything else)
Suggestions from a lvl 3 gun slinger with the stat array
Mind you I wasn't thinking ahead and used the pistlero gunslinger archetype so in order to use the cannons i'll have to burn a feat. I would argue against being able to build cannons as a pistliro untill i have ewp(firearms) and that would and 5th lvl would qualify me for siege engineer. each cannon shot would be 100gp for black powder alone, or 10gp for me sourching the gunpowder myself, and 30g per shot, or 3gp for a gunslinger so 13g per cannon, and I assume much less per balistia for a 120ft range and 2 full rounds vs 4
So I'm playing in a S&S game and since we're not doing it as a pfs transfer table or anything it could be considered a home game. The GM has allowed me to play a gunslinger, but warned me guns will not be included in the loot. Which I agreed to fine i'll work on making my gun better. But then we take the ship and assignments are going out and the gunnery officer comes up and I jump on it. First thought, a ways out mind you outfit our ship with cannons! For referance Balistia vs Cannons, And other sources say that cannons hit touch ac in the first range increment of 100 ft for 6d6 or average 21 damage and a gunslinger could make 1 for 3000 gold. I haven't figure what the cost of each shot would be, yet... But is there an rational I can use to be allowed to outfit our ships with cannons... maybe not in the second book as it takes 3000g and 6 ppl vs 500g and 2 people to fire cannons/balistia
So I'm playing a Kobold Divine hunter archetypal hunter. And I realize that i'll have celestial template hitting my "animal companion". While I don't intend for the animal to be around after I start going dragon, and since I can find any dragon themed animal companions and only faerie dragon from familiars. And was looking for a good animal to take for a couple levels that would be a good fit, for a more ranged focused hunter, a kobold that fancies himself a bronze dragon.
So I realize that grit and panache go into the same pool. And that they don't stack for obtaining signature deeds. However I'm looking to build a mainly gun with a splash of melee character for S&S.... my assassin character died... Anyway, Dex fighter using a gun, so I know piccaroon kinda does this already. And I could get an agile weapon to solve this without 3 feats (focus, finesse, fencing). But what would be the best way to get this to work? As it stands now I'm lvl 2 gunslinger pistellero, and was going to focus on guns and plink stuff till 5 when it starts to hurt. Also thought about the swashbuckler for melee shenanigans. But melee takes 3 feats, and Amateur Swashbuckler takes a feat, would it just be better to take a dip of Swash and delay signiture deeds? When should I do that lvl 6? lvl 4? So here's what I'm thinking 12 str, 16 dex, 14 con, 12 int, 16 wis, 7 cha (could switch the int an char.... but you get a min 1 even with a penalty...) Gunslinger/human
That feels like I won't be able to use the swash sig deeds till later than would be good, or I would like and won't be as useful for survival early on. And still means I'm Fubar when I get wet, and my pistol is SOL when I'm swimming. so alt build 4 -- slinger 3/swash 1
So basicly does scaled disciple increase any spell within the domain is cast even if it it's not cast as a domain spell? Does magical knack give effective casting levels when say you take a class that isn't increasing your caster level?\ Dragon disciple increases your spells day/known, and casting level. But does not increase your class level so no increase of domain powers
Ok so I'm planing on a kobold or a kobold blooded human hunter. And using the divine hunter archtype. I understand that the archtype gives you access to domain spells and ablities at hunter lvl -2, I reason that even if I where to pick magical knack for cleric, it wouldn't increase this progression, and would only allow a lvl of cleric to cast more powerfully if I was to pick it up. So given that using scaled disciple not only allows my hunter casting to qualify for dragon disciple, it increases spells of the dragon domain to be cast at +1 level. So in theory, a 5 hunter/ 1 dragon disciple would continue to cast as a 6th level hunter for proposes of hunter spells correct? And that when your increasing your casting from DD you only increase your spells per day/spells known not any other progression, like if I was a 6th lvl I would gain the 4th lvl domain power, and 2nd lvl domain spell. So even though I could get form of dragon 1 at 18th lvl because i took the dip in DD I would never get to 18th hunter lvl. So 6th lvl of dragon domain gives a breath weapon, so would i have a wis breath weapon, and a cha breath weapon from DD, as that's how it would work with Bloodrager that doesn't surpise me. So would scaled disciple allow hunter spells that are included in the scalykin/dragon domain at +1 lvl so in this case as a 7th lvl caster if i where to cast greater magic fang would it cast as a 8th lvl spell, or only the spells I gain from the domain so the 1st lvl spell.
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