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I've been working on the idea of a puppeteer class for a few days now, and unfortunately I've hit a bit of a wall when it comes to abilities. If you'll bear with me a little, I'll try to explain this admittadely complicated archetype. Please let me know if I'm explaining things clearly, and ask me for clarifications. I know there are things I'm missing. This is going to be an alchemist archetype, so let me start by explaining what you're giving up:
There are abilities that are slightly changed:
Okay, now onto the main course of this mess in my head...
Innovations are gained at level 2 every two levels after. At level 4, and every 4 levels after, you can choose to "tune up" your puppet or make a new one. This first tune up a puppet allows you to control the puppet with one hand, but controlling it this way does not give you full control of the puppet, so it has the Staggered condition similar to a zombie, but you have a free hand to do anything else. At level 8, you can again choose to tune up or gain a new puppet. If you choose to tune up your first puppet a second time, it gains a small amount of independent movement. You can control your puppet freely with one hand, or release control and let it act alone. But releasing control means the puppet is Staggered and you must be given verbal orders, which is a standard action from you. Level 12 allows another tune up, you can tune up or crate another new puppet. If you tune up your first puppet a third time, it can move freely on it's own without being staggered, but still requires verbal orders, but you only spend a swift action. Alternatively, you can tune up any other puppets you have, not just the first. At level 16, you get another tune up or new puppet. If you give your first puppet a fourth tune up, your orders are purely mental and no longer require an action. Level 20 capstone abilities will be explained in a later post Obtaining a new puppet, and progressing it, works just like the Broodmaster summoner archetype. You choose which puppet progresses at each level, but you can only choose to create a new puppet at the levels you would obtain a "tune up".
I'm working on trying to adapt my favorite prototype Archetype from 3.5, the Mystic Fire Knight paladin, a paladin capable of using a wizard's spellbook to prepare arcane spells. My idea is to thematically change paladin into an arcane caster, the reasoning being they were a paladin order to Aroden before he "died" so they use arcane magic since they've lost access to divine magic. I want to strip away the divine implications of the core paladin abilities, like Divine Protection, and change them slightly to be more thematically appropriate. Perhaps changing divine protections to only giving you a bonus to saves against spells and spell-like abilities. I guess what I'm looking for is some advice on how to replace some of the ablities and some balance issues. The original "archetype" offers some good ideas, like trading Channel Energy for more spells per level, but getting Greater Dispel as a spell-like ability at level 6 seems a bit too much.
I'm reworking my Pyrokineticist since Occult Origins came out, and I'm wanting to give him Void as his level 15 Expanded Element. But my question is, Does the Negative Admixture composite blast count as a "negative energy" blast for Enervating Infusion? It'd be SUPER helpful if it did, but I'd understand if it doesn't.
I'm about to play an archer character for the first time in my group's next campaign. Although I'm a little unsure of the best way to keep track of my character's stock of arrows. When it comes to special arrows like Bane or Dragon-Slaying, then it makes sense to track them individually. But to people who have DMed archer players in the past, did you make them track all their mundane ammunition as well? Or did you just assume they had enough mundane arrows with the each day?
A little set up here, our group is new to tabletop games and our DM is new to his role as well. In our campaign we were being very heavily hinted that we were going to be going underground. But we decided that our group was unsuited to that environment considering we only had one character with dark vision and two characters with Large animal companions. After a little debate, we decide to just bail on the campaign altogether. Our characters packed up and left. Was this kosher? Does anyone else think we made the right choice or should we have tried?
I'm hoping someone might give me some advice for a Halfling Opportunist character I'm working on. I think this prestige has a lot of potential, but I can't seem to find anyone with the same sentiment. I'm a little stuck around level 9 unfortunately. My plan is to use Snakebite Striker as the base class so he can get a jump on Sneak Attack and have decent BaB early on, then move to Halfling Opportunist as soon as possible to get their capstone ability to abuse sneak attack on AoOs. Halfling 20 point buy
Brawler 5/ Opportunist 5/ Brawler 7/ ? 3 1: Weapon Finesse
Here's where I'm rather stumped...
I'm working on an idea for an Aasimar character with multiple animal companions, no more than two, and taking advantage of the Celestial Servant, Boon Companion and the Huntmaster feat to bump up their survivability. My DM is letting me trade my spell-like ability to gain the Eye for Talent trait from human as well to give my animals a bit of an extra bump. My idea is using the ability to give Teamwork feats to my animals, specifically Coordinated Charge, Pack Flanking, Outflank, and Circling Offense. I want to use Coordinated Charge a foe with everyone, then with Pack Flanking and Outflank they won't have as many issues actually hitting since they're not as strong, then using Circling Offense to gain tons of Attacks of Opportunities on the enemy. But I don't know if it'd be better to go Huntmaster with something like the Order of the Flame to give them increasingly more damage, or going with Packlord and gaining some support spells and more teamwork feats to work with. Does anyone have any advice?
I've been tooling around with an idea for a Halfling Brawler with the Snakebite Striker, hope you're not all tired of that one, and taking Halfling Opportunist so he can use the Opportunist ability they get at 11 and the Counterpunch feat to get his Sneak Attack on his AoOs. My plan is to go Brawler 12 and Opportunist 5, but that still leaves 3 levels to play with. I'm wanting something that gives him a bit more sneak attack, but I'm not sure what exactly to pick. Rogue? Ninja? Assassin? I'm wondering if anyone has any advice on what would be the best idea, and I'd also like some suggestions on how to arrange his levels.
I'm working on a Halfling Cavalier and I want to give him a Blink Dog mount with the Monstrous Mount feat. I figured that since it was comparable CR to a Worg, which is already a choice, it wouldn't be too much to ask. My idea for Mastery would be allowing the Blink Dog to take his rider with him when it uses it's dimension door ability. EDIT:
I was curious if it sounded too powerful for a mount choice or if the Mastery idea was lame and there was a better idea.
One of my friends got me to pick up the "Races of the Stars" book because he REALLY wants to do an interstellar campaign. I was looking through the new feats and found one for Android that makes me very curious. Empathy. You need 13 Charisma, which is steep considering your Racial deficiency in that attribute, but you lose your Construct weaknesses of not being able to benefit from things like Moral bonuses. So I was wondering, since Androids are immune to those pesky effects like Fatigue, does an Android Barbarian, or I suppose Bloodrager as well, sound viable? |