Thril Kreen Barbarian

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RPG Superstar 6 Season Star Voter, 7 Season Star Voter, 9 Season Star Voter. Organized Play Member. 330 posts (464 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.




This is my version of the fighter class. I made it not only to give the fighter a slight power boost, but also a flavor boost. Its only been played in one game so far and we're only at level 3, so I don't have a lot of play-test feedback yet, but feel free to dissect it and tell me what you think.

Just note a couple of things:
1) I use the consolidated skill system from unchained (with a couple of homebrew skills added).
2) I use the advantage mechanic from 5e (if you have advantage on a roll, you roll twice and keep the highest result; if you have disadvantage on a roll, you roll twice and keep the lowest result).
3) Advanced armor/weapon training are baked into the class, however, I changed, removed, or added new abilities as I thought neccessary to fit my campaign, and there's too many to list here.
4) due to formatting issues, I'm not including the whole class write-up, only the parts that I've changed dramatically, and my new class features.

Spoiler:
HD, BAB, and Saves: no changes.
Class Skills: The fighter’s class skills are Acrobatics (Dex), Athletics (Str), Craft (Int), Husbandry (Cha), Profession (Wis), Survival (Wis), and Warcraft (Int).
Skill Ranks Per Level: 4 + 1/2 Int modifier.

Lvl Special
1 Weapon Training, Martial Calling
2 Bonus Feat, Battlefield Politics +1
3 Armor Training
4 Bonus Feat
5 Weapon Training (or Advanced weapon training)
6 Bonus Feat, Battlefield Politics +2
7 Armor Training (or advanced armor training)
8 Bonus Feat
9 Weapon Training
10 Bonus Feat, Battlefield Politics +3
11 Armor Training
12 Bonus Feat
13 Weapon Training
14 Bonus Feat, Battlefield Politics +4
15 Armor Training
16 Bonus Feat
17 Weapon Training
18 Bonus Feat, Battlefield Politics +5
19 Armor Mastery
20 Bonus Feat, Weapon Mastery

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). In addition, he is proficient with all exotic weapons listed under his chosen weapon training categories.

Bonus Feats: At 2nd level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Teamwork Feats, or Combat Feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Battlefield Politics (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear, Influence checks to feint in combat, Influence checks to demoralize an opponent, and Perception checks to sense motives. This bonus increases by +1 for every four levels beyond 2nd.

Weapon Training (Ex): Starting at 1st level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (5th*, 9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. (For example, when a fighter reaches 5th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 1st level).
Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm steal and sunder attempts made against weapons from this group.
In addition, any feat the fighter selects that normally applies to a single weapon (such as weapon focus or improved critical) apply to all weapons in the chosen group. If a weapon belongs to more than one group, the fighter must designate which group he is applying this effect to when he selects the feat. Also see advanced weapons training below.

Martial Calling (Ex): Beginning at 1st level the fighter must choose one of the following martial callings to follow: Assembly, Logistics, Munitions, or Tactics. Each choice offers a couple of bonus feats as well as a special ability gained at 1st, 7th, 13th, and 19th level.

Assembly: these are the artisans and craftsmen who make and repair the armaments that keep the wheels of war spinning. Their keen eye for detail also allows them to develop an insight into when something is visually out of place.

Bonus Feats: choose skill focus in 2 of the following: craft (armor, bowyer, weapons, or siege engines), knowledge (engineering), or profession (architect, engineer, or soldier).

Architect's Insight: At 1st level. Perception becomes a class skill. In addition, you gain advantage on perception checks to notice secret or hidden doors, mundane traps, and unusual stonework. This ability stacks with any similar ability such as trapfinding or stoncunning. If you gain 2 instances of advantage on the same check, you roll 3 times and keep the highest result of the 3.

Advanced Craftsmanship: At 7th level, you gain your choice of the master weaponsmith advanced weapon training ability or the master armorer advanced armor training ability as a free bonus ability.

Craftsman's Insight: At 13th level, you gain the Artificer's Touch (Sp): domain power, treating your fighter level as your effective cleric level. In addition, you add 1/2 your fighter level as a competence bonus to the 2 skills you chose skill focus feats for at 1st level.

Mystic Architecture: At 19th level, your ability to notice when things are out of place extends to magical "misalignments". You gain advantage on saving throws vs Illusions and all Perception checks (not just the ones listed in your architect's insight class feature). A number of times per day equal to your WIS modifier (minimum 1) as a swift action, you may grant this ability to all adjacent allies for 1 minute.

Logistics: Logictics is the study of movement and how it affects both individual combatants and entire armies. Fighters with this calling are masters at knowing the best way to get from point A to point B with the least amount of effort or resistance.

Bonus Feats: you gain nimble moves and either fleet or run (choose one) as bonus feats.

Pick up the Pace: At 1st level, The distance you travel when using local movement or overland movement is increased by +25%. In addition, any CON checks required for making a forced march recieve a +4 bonus. You may take a full-round action to grant this ability to a number of allies within 100' equal to your level +WIS modifier for 24 hours. At 7th, 13th, and 19th level the number of allies you can affect with this ability doubles, and the distance increases by an additional +25%.

Close Combat Manuvering: At 7th level, , you gain your choice of the fighter's reflexes advanced weapon training ability or the armored finesse advanced armor training ability as a free bonus ability.

Charging Logistics: At 13th level, when the fighter takes a charge action, he may make a full attack at the end of that charge; and when he takes a withdraw action, he may make a single attack at any point during his movement. x1/day as part of a charge or withdraw action, the fighter may grant this ability to all adjacent allies for 1 round. At 19th level, he may do this x2/day.

Nimble Swarm: At 19th level, your nimble moves, fleet and run feats gain the teamwork type. In addition, as a standard action, a number of times per day equal to your DEX modifier (minimum 1) you can grant those feats to all allies within 60' for 3 rounds.

Munitions: Munitions experts are masters at maximizing damage potential. Whether by increasing the accuracy and damage dealt by weapons; assisting allies in dealing more damage; or even finding weapons when none are normally available.

Bonus Feats: you gain catch off guard and weapon focus as bonus feats.

Battlefield Scrounging: When you or an adjacent ally use the aid another action in combat, the bonus is increased by your highest weapon training bonus. In addition, at 1st level: x1/day you may spend 1 minute to search a freshly vanquished foe, or the area of a recent battle (no more than 3 rounds ago) to find 1d4 arrows, bolts or sling bullets. At 7th level you may use this ability x2/day as a full round action, and the result increases to 1d6. At 13th level you may use this ability x3/day as a standard action, and the result increases to 2d4. At 19th level you may use this ability x4/day as a move action, and the result increases to 2d6.

Unlocked Potential: At 7th level, you gain your choice of the focused weapon advanced weapon training ability or the trained throw advanced weapon training ability as a free bonus ability.

Penetrating Weapons: At 13th level: all weapons you have chosen for weapon training groups are always treated as adamantine, cold iron, magical, and silver for purposes of overcoming hardness and DR. In addition, you gain penetrating strike as a bonus feat.

Penetrating Swarm: At 19th level: as a swift action, you may grant your penetrating weapons ability (affects any weapon they wield during this time) to all allies within 30' for 1 minute. This ability can be used a number of times per day equal to your INT modifier (minimum x1/day).

Tactics: Tacticians are masters of planning and communication. They are the ones who not only concieve a battle plan and communicate it to their allies, but also the ones most likely to notice when something goes awry and make adjustments accordingly.

Bonus Feats: gain skill focus (influence) and any 1 teamwork feat as bonus feats. You must meet the prerequisites of the chosen teamwork feat.

Advanced Planning: At 1st level, Influence becomes a class skill. In addition, x1/day as a free action upon entering combat, you may grant all allies within 15' (but not yourself) advantage on their 1st initiative check that round. At 7th, 13th, and 19th level, this ability is usable an additional x1/day and the range limit increases by +15'.

Tactical Training: At 7th level, you gain your choice of the fighter's tactics advanced weapon training ability or the armored confidence advanced armor training ability as a free bonus ability.

Leader of Men: At 13th level, you gain a bonus teamwork feat that you meet the prerequisites for. In addition, when you activate your advanced planning ability, each affected ally gains a bonus move action on that round that can only be used to move.

Leader of Armies: At 19th level, as a full-round action action, you can grant all allies within line of sight that can see or hear you advantage on all attack rolls, saving throws, and skill checks they make until the start of your next turn. You can use this ability a number of times each day equal to your CHA modifier (minimum 1), but no more than once per encounter. This ability can affect a total number of allies equal to twice your fighter level.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the time to don, hastily don, and remove any armor he wears by 1/2 normal. In addition, he chooses 2 specific types of armor (leather, breastplate, platemail, etc) and reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), he chooses another type of armor to gain this bonus, and these bonuses increase by +1 for all previously chosen types. Also see advanced armor training below.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Armor Mastery (Ex): At 19th level, a fighter gains Damage Reduction 5/— whenever he is wearing armor or using a shield. Any armor or shield he wears has it's hardness increased by his highest armor training bonus, and it's hitpoints increased by twice that amount. In addition, his armor training bonus increases by 1 (or he gains an additional advanced armor training option).

Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon group that he has at least a +1 weapon training bonus with. Any attacks made with weapons associated with that group automatically confirm all critical threats, and have their critical damage multiplier increased by 1 (to a maximum of x5). In addition, the fighters weapon training bonus increases by 1 (or he gains an additional advanced weapon training option).


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Has anyone come up with a set of Variant Multi-class Options for the Psionic Classes in Ultimate Psionics yet? And if so could you link me to them please.


Let's say I want to upgrade a Cape of the Mountebank to be usable 3 times per day instead of only once. How would I determine the price of the upgraded item?

Cape of the Mountebank
Aura moderate conjuration; CL 9th
Slot shoulders; Price 10,800 gp; Weight 1 lb.
Description
On command, this bright red and gold cape allows the wearer to use the magic of the dimension door spell once per day. When he disappears, he leaves behind a cloud of smoke, appearing in a similar fashion at his destination.
Construction
Requirements Craft Wondrous Item, dimension door; Cost 5,400 gp


Might be the wrong place, but if so I'm sure it'll get moved where it needs to be.

Does anyone know if they made official character sheets that incorporate the "optional" systems from Unchained, Especially the consolidated and background skills?
Or, if nothing else, can someone point me to some cool fan-made ones?

Thanks, in advance.


Just a shout-out to the starfinder creators for the fantastic art selections in the starfinder core book (not a Wayne Reynolds piece in sight). Especially the chapter headers, really good stuff.


So looking at the PRD materials, it looks like there's not a lot of good options to make a decent counterspell build from. Is there perhaps something (archtypes, feats, etc...) in some of the non-PRD splat books to enhance this type of build?

Basically, Is a counterspell build even viable in Pathfinder, or is it pretty much a waste of time and energy?


So, this is a question more for the other GM's out there. How many free actions do you consider to be reasonable and allow players to take each round?
My thoughts are that between 3-4 sound about right, but many players complain that they should get 8-10 or some other ridiculously high sounding number.
Am I being too conservative with only allowing 3-4, or is that within the realm of reason?


Has anyone tried out the esoteric material components rules from Unchained? If, so, how did you and your players like the system?


As the title says...

Several spells can deal roughly equal amounts of damage, but the thing that (to me anyways) makes shocking grasp the go to spell is the No saving throw part. Am I just missing some spell in some splat book that works equally well? or are all Magi doomed to be cookie cutter versions?


For my next campaign, I'm considering limiting the available classes from the ungodly number currently available to a list of 20, but which 20?

It's gonna be a sort of lost world setting (no metropolis's and perhaps only 1-2 large cities). Arcane and Divine Magic mingle freely with Psionics, and while magic items can still be found, they cannot be made by PC's (no item creation feats...at least not in the beginning).

Certain classes (barbarian, druid, ranger, etc...) seem like natural choices, while others (gunslingers, traditional clerics, traditional wizards, etc...) seem like natural exclusions.

So, If it were you, what 20 classes would you allow and why? (3pp and 3.5 classes are allowed...or at least will be considered).


Alchemy items seem way overcosted for the effect they provide. I've been thinking of reducing the gold piece cost to create/purchase them by 1/2. Any concerns that this change would "break the game?".


the betrayer feat allows you to make a melee attack after a successful diplomacy attempt. since snap shot allows you to threaten within 5' with ranged weapons, would it be OK to allow it to be used with betrayer even 'tho it's not specifically a melee attack? or would that be considered too powerful of a combo?


beacause the description of the catfolk claws states that they're retractable, it leads me to believe that they would count as hidden weapons - at least for the 1st attack in a round. any official word on this, or is it one of those DM fiat issues?


I know about the ruling about spell-like abilities counting as spellcasting for prc prereqs (which I disagree with, but whatever), but do they count as spontaneous or prepared spells?


Does positive &/or negative energy such as that from the cure/inflict spells count as energy damage for effects such as certain bloodline arcana?

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell’s descriptors to match this energy type. for instance.

or are those effects strictly limited to the elemental energies (acid/cold/electricity/fire/sonic) even 'tho it isn't worded that way?

I'm inclined to beleive that the Intent is for them not to apply, but by RAW they do seem to apply. I can't find the answer in any of the books or the FAQ so I turn to the community for help.


Hello.
I'm building a Magus/Oracle(wind) to (1)try and take advantage of the vortex spells revelation, and (2) attempt something different from the standard shocking grasp shenanigans by using inflict spells instead, but I have a couple of questions.
This started out as a mythic gestalt build that I posted on here and got some good tips for, but the DM found 2 extra players and decided to drop the gestalt part. However the concept stuck with me and now I need help trying to retrofit it to a standard mythic character. Starting lvl is 3 w/1 mythic tier.

Q1: Thusfar I'm considering Human(w/racial heritage: elf)Spell Dancer Magus 7/Wind oracle 11/???. I can't decide what to do with those last 2 levels: go Paladin 2, crossblooded sorcerer 1/something else 1, toss on 2 more magus levels, what would be the best 2 lvl dip/combo of 2 one lvl dips to finish this guy off?

Q2: I know there's a big stink about using crossblooded/wildblooded together (DM already said no), but could I use the eldritch heritage feat to gain the "mutated form" of a bloodline instead of the normal one?

Q3: Is there any way to increase the crit multiplier of spells higher than x2?

Q4: Can mythic feats be retrained like non-mythic ones? I looked all thru the mythic adventures book and couldn't find a reference to it.

Any help would be appreciated.


So far the best I can come up with is Human Fighter(free hand archtype) 13/duelist Prc 7, with eldritch heritage feats for either the destined or martyred bloodlines.
Obviously he'd be DEX-based w/a decent CHA, but a low WIS. Here's the array I was Thinking of (20pt buy):
STR: 10, DEX 18(+2 racial), CON 12, INT 13, WIS 8, CHA 15

Eldritch heritage feats are for flavor to help better fit him to the movie persona; Int 13 is there as prereq for combat expertise (a useless feat tax prereq for combat manuevers) & because I hate not having out of combat skill options.

Weapon of choice is obviously the rapier w/ agile as soon as I can get it, and collision as soon as I can talk my DM into allowing it.

For feats I'll need the usual suspects of finesse, focus, etc...but beyond that I don't know where to go. vital strike chain? critical feats? maneuver feats to help exploit the archtype bonuses? any help would be appreciated.


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Monk 11 (empty hand/weapon adept/quiggong)// mythic Champion tier 3

20pt buy:
STR: 18(14 base+2 im. eldritch heritage+2 mythic)
DEX: 10
CON: 12
Int: 13
WIS: 20(16 base+2 racial+2 levels)
CHA: 8

Traits:
surprise weapon: +2 attack rolls with improvised weapons
dockside brawler: +1 damage rolls with improvised weapons...and free brass knucks.

Feats:
Human: fast learner: gain +1 hp & +1/4 ki pool each level
1st: combat expertise: feat tax for trip chain.
monk 1: catch off guard, perfect strike* (I technically get the benefits of catch off guard from MoeH, but need the actual feat for the mythic version.
monk 2: dodge, weapon focus - quarterstaff**
3rd: eldritch heritage - abyssal (gain claws that i'll likely never use but need as prereq for later feat.
5th: improved trip
monk 6: improvised weapon mastery, weapon specialization - quarterstaff**
7th: mobility
9th: greater trip
monk 10: improved critical - quarterstaff
11th: improved eldritch heritage - abyssal (9th lvl str boost)
mythic 1: mythic catch off guard
mythic 3: mythic improved critical - quarterstaff
feat from path ability: mythic weapon focus - quarterstaff

*bonus from empty hand
**bonus from weapon adept

plan to pick up the dimensional agility & quarterstaff mastery chains later on.

champion path abilities: impossible speed(+30 speed. stacks with all others), extra mythic feat, fleet warrior(move full speed and make full attack in same round).
arcana: sudden attack

quiggong ki powers
4th: traded slow fall for barkskin
7th: traded wholeness of body for featherstep.
gonna eventually trade quivering palm & tongue of s&m for blood crow strike & ki shout.

Ki pool: 21(10 base +11 vow of poverty -yes the stupid UM version). can use mythic power & rest 1 hour to replenish.

Speed: 90
AC: 22(10 base+ 7 monk/wis+ 1 feats +4 barkskin)
saves: F +8, R +7, W +12
HP: 45+10d8 (90 ish on average)
Improvised Quarterstaff Flurry: +2/+2 ki focus quarterstaff
Attack: +19/+19/+14/+14/+9 (9 base +4 str +2 feat +2 trait +2 weapon)
Damage: 2d6+12(17-20/x3)

can spend upto 3 ki/round to further enhance the weapon & on 1 attack/rd can use perfect strike (upto x11/day)to roll x3 and take best attack. Can use ki &/or mythic power to gain extra attacks.

Skills: other than the k(planes) prereq for eldritch heritage, i really haven't decided what to focus on.

I just need to find a way to pump his saves.
maybe i can find a DM gullible enough to let me use the 3.5 version of vow of poverty. lol


From the PRD: "Weapon and Armor Proficiency: Monks of the empty hand are proficient with the shuriken only. A monk of the empty hand treats normal weapons as improvised weapons with the following equivalencies (substituting all of their statistics for the listed weapon): a light weapon functions as a light hammer, a one-handed weapon functions as a club, and a two-handed weapon functions as a quarterstaff. This replaces the normal monk weapon proficiencies."

1) Would I still need to take Catch off guard to avoid the non-prof penalty with the improvised weapons?

2) If I use a +3 goblin bane short sword as an improvised weapon (with light hammer stats) does it retain its magical properties (+3 and goblin bane) when used in this fashion?

3) Other than the Improvised weapon mastery feat and the freedom fighter trait, are there any other ways to boost the attack & damage potential of improvised weapons?

Thanks in advance for any help you can provide.


One of my players (mutagen based alchemist) wants to know if he could take some of the TWF feats (especially two weapon defence and two weapon rend) for his claw attacks even tho he doesn't have the prerequisite TWF feat.

My understanding is that RAW twf can't be combined with his claw attacks because they're primary attack thus he technically has no off hand and can't qualify for twf.

While I don't think letting him ignore the twf prereqs to get the feats he wants is a fair option, I also think there should be some way to accomplish his goal...any suggestions?


Does the major magic rogue talent actually let you qualify for stuff like the arcane strike feat or arcane archer prestige class? I wasn't aware that having a spell-like ability counted as "being able to cast arcane spells". That seems incredibly cheesy if it qualifies.


Looking over the boards it seems like everyone picks a single weapon or weapon style (twf, 2-hander, etc...) and runs with it. I've got this concept in mind of a gladiator-type that uses multiple types of weapons and weapon styles. Is there a way to make this build work without completely sucking? I don't care about "maximum DPR", but would like him to be decent to above average.

EDIT: the only thing I can think of is going gestalt with soulknife on one side (for the different mindblade forms)//and fighter on the other for the bonus feats.


My current DM has converted the 3.0 Diablo II: To Hell and Back Mega-dungeon crawl to pathfinder and asked us to make 3rd lvl gestalt characters for it. The major caveat being that once we enter the 1st lvl, there's no coming back til we either finish it or die trying. So far the other players are working on:
1) Paladin/Cleric of Sarenrae(fire/healing). I think an Oracle(battle &/or life would be better than cleric, but it's not my pc).

2) Barbarian/Alchemist. she wants to go true mutagen route to eventually exploit the stackable strength bumps.

3) Rogue/Bard. eventually going arcane archer on the bard side.

so, we've got a combat healer, a battle rager, and a stealth monkey, which leaves me the arcane caster role. I initially started with an evocation wizard/elemental sorcerer blaster type, but thinking about the caveat above, I'm thinking maybe something like this would work better for this specific game.
4) Sorcerer(elemental-electricity)/Oracle of Wind. these 2 seem to synergize well together have plenty of offensive spells, and can support the main healer as well. What do you guys think...BTW, only Core & APG allowed.


Advanced Class Guide Playtest

Five 9th lvl Human PC's all at 15 point buy, Core book only (Arcanist, Warpriest, Investigator, Bloodrager, & Hunter).
Module: The Harrowing.

A pretty good mix of social interaction, puzzle solving, and combat. They completed the module with only one character death (which was due mostly to really unlucky dice rolls rather than any player mistakes). Afterwards I asked the players what their "plusses & minuses" were for these classes.

Arcanist +'s:
1) Blood Focus is a cool ability, but should apply to the school powers of the chosen arcane school as well as the chosen bloodline.
2) Metamagic Versatility: being able to either prepare spells with metamagic or add metamagic on the fly is very nice.

Arcanist -'s:
1) Blood Focus: the fact that you have to leave a point wasting away there doing nothing or take a penalty sucked. Other classes that use a similar "pool" feature (magus, monk, ninja, etc.) don't take such a penalty, and sometimes even gain a bonus for leaving a point in the pool - i'm looking at you ki strike.
2)The class still feels a little too much like a wizard (INT-based casting, spellbook, spellmastery access), and not enough like a seperate class.

Bloodrager +'s
1) No Trap Sense: It has never made sense to me why a "raging ball of chaos" would gain an innate bonus vs traps in the 1st place.
2) Arcane spells in medium armor - very cool. Noone else gets to do this.
3) More bloodline feats than a standard sorcerer.

Bloodrager -'s
1) Bloodrage: The 1st thing Jesse said when looking at the class was "this ability is exactly the same as barbarian rage, so why not just call it rage instead of making up new terms for the same ability?". She thought is was disapointing to see it packaged as a "new" ability only to realize that it was just the same old ability with a new name.
2) Bloodline Powers - Barbarian Comparison: Core barbarians gain 4 rage powers at 9th level selected from a list of 28; Bloodragers only get 3 bloodline powers at 9th lvl and they're fixed, so no versatility there.
** I think that the bloodline powers are generally more powerful than the standard rage powers so this is an exceptable trade, but she disagreed.

Hunter +'s
1) Animal Focus: cool and versatile and obviously a dumbed down version of the druids wild shape. It does seem a bit strange 'tho that I've got a wolf, companion and animal focus with a frog and an owl. Maybe it would be better if each animal had a list of 2-3 different abilities that you could gain from that specific animal instead.

Hunter -'s
1) Hunter Tactics: this is basically the cavalier tactics ability, but whereas that one applies to all the cavaliers allies, this one only applies to the hunters animal companion and is therefore less versatile. Perhaps if the hunter gained more companions as he leveled up - at 6th, 12th, and 18th levels maybe. then it would be more worthwhile.
2) No Favored Terrain: It seems like favored terrain would be a core ability of a hunter class. To be able to easily track and confront your prey in any type of terrain just seems vital to a class called "The Hunter".

Investigator +'s
1) Everything: this class truely shined during the adventure. every aspect of it fell into place like a well-oiled machine. Hell, even the warpriest player said he wished he'd picked investigator instead. In fact the only complaint that Jaime had was that she was hoping for a rogue-type class that didn't have sneak attack.

Warpriest +'s
1) Sacred Armor/Sacred Weapon: taking the paladins divine bond ability, adding some extra enchants based on alignment, and also doing a similar ability for armor is cool.

Warpriest -'s
2) Everything Else: "It fights worse than a fighter, heals worse than a cleric, and does both combined worse than a paladin. Just remove the LG restriction from the paladin and discard the warpriest to the trash where it belongs."
** Those were Mark's words when asked what he thought of the class. I don't completely agree with him, as i thought the class did pretty much what it was designed to do. My only true gripe with the warpriest is that the capstone ability seems kinda weak compared to some others. I would solve this buy allowing it's use x3/day instead of only once.

Well that's it. I wish I had time to throw together something for the other 5 new classes, but with the holidays fast approaching, I'm swamped. Hope this helps with your data.

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Anyone else find themselves doing this? Either because both of the items are so incredibly cool and well-written that you just can't decide on one, or - more likely - because they both suck so bad that you want to simply pick one in hopes of never having to see it again.


does the alchemist count as a spellcaster for purposes of prestige classes?

for example if a rogue 3/alchimist 4(who has learned mage hand from a wizards spellbook) wanted to take lvls in the arcane trickster prc, would he meet the spellcasting requirement of that prc?

the APG refers to extracts as spells in potion form, and they're even listed as being on the alchemist spell list (not extract list, or formula list).


I really want to run my current party thru the rise of the runelords adventure path, but they're 5th lvl and don't want to make new characters. any advice on how to upgrade the adventure path to fit their power lvl?

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For me there were only 2 standout archetypes (hound master and saboteur). my other 6 votes went to the creators of my favorite 6 items from round 1.

Good luck to all.


stupid question: are there any official rules for getting/being drunk in Pathfinder? and if so where are they?

i could always adhoc something, but would like an offical rule if possible.

Star Voter Season 6, Star Voter Season 7, Star Voter Season 9

There's tons of monsters at CR 6 or less already in the Beastiary(19 at CR 6 itself). I'd rather see interesting monster stats for CR 12 or higher (only 44 total in the entire Beastiary - 17 of which are dragons).
I'm not saying, i'm just saying.

EDIT: by the way, Congrats to all of the top 16 - especially the 4 i voted for that actually made it. well done.

Star Voter Season 6, Star Voter Season 7, Star Voter Season 9

So now that round 2 is over and we're way beyond the item stage...What was the "joke" item that got you so worked up?

I'd like to see what kind of item could invoke that strong of a response from someone as established in this industry as yourself.