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Ancient Wielder
REQUIREMENTS:
• Skills:
+4 Knowledge (Religion), + 4 Knowledge (History).
• BAB:
+ 4
• Special:
Must be exposed to ancient magic within a tomb of sorts where mummification was once practiced, or in an area where mummification is practiced currently. Must have the Channel Energy class feature.

At levels 2, 3, 4, 6, 7, 8, and 10, the Arcane Wielder gains +1 level of an existing spell casting class, gaining only additional spells per day, number of spells known, and an increased effective level of spellcasting. If the Arcane Wielder has more than one spellcasting class, he must choose which one gets the extra level in.

LVL 1
Curse of the Crypt
The crypt has infested your body, and possibly your soul for all eternity. Despite your alignment, you give off an uneasy aura around lawful and good alignments. This aura fills your weapons, giving them a mind affecting weapon quality. It requires a will save to negate, DC is 10 + lvl of your highest spell + WIS modifier, and deals 1d2 CON damage / Ancient Wielder level. (WIS damage if used against undead). This can only be applied to one weapon per round. At 4th level, the damage becomes a d4. At 8th level, you are healed for half the damage that the target takes (After any resistances kick in).

Lvl 2: Bonus Feat

LVL 3
Aura of the Sphinx:
The aura that the Ancient Wielder is plagued with is able to be slightly controlled to a point that it no longer gives a feeling of evil and dread, but rather related to the alignment of the Ancient Wielder. For a use of a channel energy, he can emit a 30 foot aura for 5 rounds / 2 levels. This aura, depending on how the channel energy would have been used, can do one of two things.
POSITIVE: Each ally within the aura gains an attack bonus equal to the level of the Ancient Wielder, and an AC bonus equal to half, as well as giving a +4 on saves against diseases and mind effecting effects.
NEGATIVE: Enemies are subject to fear, as per the spell. At level 6, undead creatures have to pass a Will save (10 + highest spell level + WIS mod), or come under your control. Your level must surpass their individual HD in order to control them. Intelligent undead gain a new saving throw each round. This lasts until the aura is cancelled or used up.

LVL 4: Bonus Feat

LVL 5:
Channel of Nile:
Your regular Channel Energy class feature can heal (or inflict) 50% more damage. At lvl 10, it heals (or inflicts) 100% more damage, instead of 50%.

Lvl 6: Bonus feat

LVL 8: Bonus Feat

LVL 10
Soul of Anubis:
The Ancient Wielder is no longer effect by disease or mind effecting abilities. By forfeiting these immunities and sacrificing a certain number of channels, however, he may morph his body into the ideals of the god from the place he first obtained his power. He grows one size category larger, gaining the modifiers for such a size for 2 rounds / channel energy. His armor and weapons grow with him. In this form, he can no longer cast any spells from any spellcasting class (Or any special abilities granted by such class except if it is a passive ability that was used / casted before using this power), but rather sacrifice spell slots in order to use special abilities. Note that activating Soul of Anubis takes a full round, and that he begins using his rounds on the round after he used this ability. Any DC that is mentioned is going to be 10+highest spell level known+Wis mod.

From 1-3rd level spells, if the Ancient Wielder slays his target, he gets +2 on damage he deals with attacks. This effect stacks. The extra damage goes away when the duration ends.

4-6th level spells: He can cast a disease on one creature, making it weaker. The creature must make a will save, or it will lose half its movement speed, get a -2 to attacks, and -2 to AC. The duration is 2d4 rounds.

7-8th level spells: The Ancient Wielder can plague an area with forbidden energies. All creatures (save for the Ancient Wielder) in this zone must make a reflex save (half), or take 2d6 points of fire damage, and 2d8 points of alignment damage. Both are halved if the save is successful, and both can be reduced by magic resistance (or negated by immunities). This effects lasts 1d6 rounds.

9th level Spells: Instead of one size category, the Ancient Wielder grows two size categories larger than his regular size. A dust devil made of sand forms around him, slowing enemy creatures by 10 feet / movement (Fort save negates). Enemies also get a -4 to attack, and are considered flat footed. The range of the dust devil reaches out to 20 feet. Ranged attacks automatically fail to hit the Ancient Wielder, as well as his allies. The duration lasts until cancelled, or until the duration of the ability ends.

Note that all abilities (save for the first since it happens on attacks) take a standard action to use them.

Bonus Feat.

Here is the completely remade version of the Ancient Wielder. Feedback is welcomed.


Thomas LeBlanc wrote:

Is this supposed to be an epic PrC meant for demi-gods? If not, this is way overpowered. Pure munchkin.

Prereqs: I can start getting my godly powers at 6th level?

Bonus Feat: every 2 levels isn't bad, but with the other abilities gained = overpowered

Stat Increase: every stat? again overpowered, since you normally get a +1 to one stat every 4 levels and no other class/presitge gives you a similar bonus ever

Curse of the Crypts: too many damage increases for an ability with unlimited daily uses, limit in usage and remove the damage die increase

Gift of the Tomb: why is there a healing feature on a class that seems to be focused on death? attack? so the creature is damaged before healed... needs polished

Channel the Nile: better than a normal channel and has a feat built in, again overpowered

Performance of the Pharaoh: overpowered in so many ways and so very munchkinesque

Essence of the Gods: well the name matches this godly amount of healing

Son of Anubis: why would being the son of a god of death grant immunity to poison and disease? the rest of the ability is godlike

MY TAKE Are you specking serious? I had to double check that this PrC wasn't posted on 1 Apr because I laughed. If it was meant to be serious (i will cry), follow Kirth's advice and balance based on other prestiges. Or turn it into a 20 level class and balance it that way. Most of your abilities are more powerful than any class gets even at 20th.

Wow, um, I actually haven't tried improving this class in a long while. I forgot I had this here. I was going to change it, but other things got in the way and I allowed this to drift into the unread section of the messageboard. Though I might try to start on it again after this post.

Just remember that this is the 1st class I made, and when I said the name, it was shot down along with my phone being destroyed by an ass****. I'll begin the project once more, maybe even restart now I have the Ultimate Magic book.


I've been looking around lately when I am in my DnD group, and I notice one or two people using applications on their iphone / laptop in order to make / keep track of their characters. Rather than buying paper when I need a character, I was hoping I could find a character builder application for the laptop for Pathfinder, just to let me keep track of my characters attributes, skills, spells, weapons, ect... If anyone knows of such an application / service, please let me know. I'm positive something is on the paizo shopping pages, I just cant find it.


Okay, let's see if I can contribute to this. First off, I've never been in a campaign where the people you're with actually stay somewhere long enough for you to make an invention, so that's a large factor.

Weird Science: Okay, sure it seems a little overpowering. Although, you can only go up to 4th lvl spells when using this ability. EVER. I'm also sure that the lightning+Inflict+Shield take from the amount of items you can create / have at a time, meaning you can now make only two more lvl 1 items.

Item Creation: Follow what it says. You got a scroll, you got materials and components, then you can do what you want. This doesn't factor with Weird Science.

Exemplar: At lvl 20, add 10 to all untrained rolls. However, if you trained your class skills to max, then those trained skills are most likely at a base of 20, +3 for being a trained skill, + your modifier for it. Seems like you get less than half your regular bonus for checks on untrained skills. Unfair? To some, perhaps.

Skills: Number of skill points per level, well, I'm unsure about that. But whatever, it's in the book.

Hit Dice: Low hit dice for amazing ability? I see how that works.

So you see, though it does appear to be overpowered at certain areas, it does penalize itself. Just need to interpret it correctly, that's all.


Brambleman wrote:

But the concept is not a blind caster, its a blind swordsman. Casting is wasted class features. The 50% miss can be overcome by feats and they will even give a bit of bonuses on the side eventualy. Then the class features can actually boost the swordfighting.

But lets ask directly: romuken, do you want to use caster levels?

That, honestly, is probably one of the best questions I never asked myself.

Lets see. If I can do even self buffs, I could be fairly vital, but at the same time become to powerful. You see, my DM isn't exactly the one for flavor text. He is originally familiar with 1st-2nd editions only, and has only done PF for a few months, maybe 3 max. And he doesn't care for anything in the APG. I mean, I did make a healing oracle, but he kept asking why I chose an oracle if I got a penalty. I said flavor text, he said that's stupid. I just want a blind swordsman to show him that it's fun to flavor text things, and to go out of the box rather than your usual sword-n-board. Simply put, I'm teaching my DM about flavor text.

If I read over the spells for oracle again, I may consider it. Otherwise, I would still like to have a full-on melee.


Huh, a lot more controversy than I had once expected...

Well, I see valid points, and a few examples, and I can see the good (as well as the bad) in all of them.

First thing, I don't wanna SA. 2nd thing, I could just go barbarian with a weapon focus on Longsword or something. I say this mainly for this, which I JUST figured out: Superstitious build (allows blind-sense 30ft at lvl 16, and Blind-sight 30).

As for the wish/item suggestions, well, there is this one thing... You see, we're in a Greyhawk setting, and we're following the Everflame modules (a few extras placed in between for fun). If I ever get the Midnight Witch encounter (doubt it will be allowed, but hell, it might happen), she might gimmie the blind-sense/sight/whatever ability(ies) if I do a favor for her in return.

Here's the third thing I could do. Wear a blindfold due to a sort of oath I took early on in life, like "I shall not see who I shall kill, but know that I have killed them" kind of thing. Dunno about this one, but hell, maybe.


Yeah, of course. If I have read magic, it'll be flavored-texted so I can feel-read it. If I can't see something, then I cannot see it. Oh well. It'll still be a nice character concept.


Ah. Had to reread it a few times.

Bob_Loblaw: Oracle is good, great self booster. Will consider.

Ravingdork: I understand the first part, but not the button thing. Plus, I wouldn't mind the penalties, since the feats get rid of them, and I would not need the scent ability since i can perceive with hearing and vibrations in the air. (It's real; deaf guy in culinary class. He feels vibrations before he's touched, so he can tell if someone is behind him. I'd think the same applies if one is blind). And also...I get blind fight for a feat. Why need blind sight if it only goes out 15 ft, when I can detect someone up to 60 ft with hearing?


Huh. Well, all of these sound good, but the one which Brambleman described seems pretty good to me. At least, for the campaign that I am in. However, the perfect strike would be wasted, for the most part, since it doesn't allow the temple sword to be used (Unless there's something I missed when I read the PS description). Other than that, it would most likely be the one I would use. Sorry Kierato. I would use a BARB build, but we already have a barbarian, and she would most likely kill me in jealousy or something. XD


As the subject suggests, I'm wanting to make my own blind swordsman for a PF game that I am in. I have taken consideration that I cannot get blind-sight, since it is neither a trait nor a feat for humans.

NOTE: We all start off at lvl 2.

The first build I was thinking of would use the ninja from PF conversions, using the Ninja secret to get the improved unarmed strike, and then blind-fight for my 1st lvl feats (Human). Unsure where to go after that.

As the fighter version, well, I'd get those three at my first level. At 2nd lvl, I would choose either cleave, or I would choose snatch arrows.

I am thinking of becoming a blind oracle, but it doesn't really fit with the swordsman build.

The reason for the unarmed strike is so that I can get the arrow defense feats.

The problem with this? Rather simple actually. I'm considered flat-footed against ranged attacks, but not with close-range. I doubt that my DM will allow me to make any sort of perception roll to 'hear' the arrow going through the air, so I'm vulnerable to the like. Also, I get the -4 to STR, so unless I take finesse and use a light weapon, I'm at a fairly large disadvantage.

If anyone has ever played a blind character, please give me a few pointers. I'm mainly doing this for flavor tex, but also so I don't have to worry about "oh, there isn't enough light here, so you can't see", or "low-light vision? Well, it's too bright in this spot, so you cant see past that". That, and cause being able to fight while blind is awesome.


Yes, that would be a good idea. Thing is, I'm already a lvl 2 druid / lvl 1 were-whatever, so I can't do that. Though I'm glad I was persuaded to go as a werewolf. I've been wanting to add some variety to the game, rather than having another samurai or somethin.


Purple Dragon Knight: Oh, I see. So, the werebear would only get the extra levels between 7 and 8. Well, werebear is DEFINITELY out of the question then. Thank you for clarifying this.
As for the were-form, it'll definitely be werewolf. And I'm going to be a druid for one simple thing: W/o me, the party would be missing for days and presumed dead. Sure, we are now getting 2 rangers, but before then we lost a member b/c he never got any rations, so the druid is best choice. (Know Direction ftw).


Oh! Um...cool. That leaves me with feats to spare then (I'd either use bite, or claws individually anyways. Don't want a giant turning into a giant werebear anytime soon XD). Thank you very much.


Okay. So basically...

I can attack with one nat. attack as a standard action, or with all three attacks, one time, meaning that I can do this:

Claw attack, claw attack w/ -5, bite attack w/-5 (Except w/ multiattack). Is that correct?

And I am not going to buy it for 3.5. I already got chewed out for trying out Samurai in that version. Plus, I'd be here if I had the book, cause it takes me FOREVER to understand stuff. XD


Well, it seems as though I'm in another bind. Though I've found many ways (Will not say which one I chose) to include a lycan character, I've also notices a crucial thing. Feats.

As a werebear, wolf, or whatever, I need to know if I get monster feats. If so, am I able to gain multiattack due to my 2 claw attacks and bite attack?

Also, since I've never been a level over 4, how many attacks will I be able to do with these three nat. weapons? Can I use all three in one round, and if so, is it a full-round action?


Karlbadmanners: I didn't yell. I simply explained my situation and what i was looking for, since I didn't word myself correctly before.

PURPLE DRAGON NIGHT: Umm...Well, I wasn't going for the summoner one anymore, but rather a single class (Most likely either bard or fighter), and then my lycanthrope template. I do thank you for the suggestion though. Perhaps I'll multiclass, first as a fighter, then focus on lycanthrope form, and finally go to bard lvl 1. With my group, all characters are currently lvl 2, wich, for me, means I can be fighter 1/were---- 1. After lvl 3, we go to slow progression, but I'll, in turn, be able to use animal form. By lvl 5, I'll be what my CR should be, and continue to level up either as fighter, or as bard.

Kierato: That does sound interesting. Thanks for the tip.


Ah...sorry bout that. I meant to say that I can't currently afford the product, and I'll just wing it if the DM allows me...


Ah. Well, in that case I'm sticking with the baar!

And yes, you shouldn't. But you should, cause they are SHINY!!


English, please, if you will.


Well, I never saw any restrictions in the bestiary, and it says that many of them are angry and aggressive by nature, eating intruders without a second thought. A barb would be nice, but a bard would be bloody interesting! I might go monk, but then again, I'll need armor since I'm a big target...Note: High wis and dex.


Huh. That is pretty nice to know. Thanks! Thing is, I hope my healer oracle dies (cleric is in party now), so i can make just a Half-Orc (Insert class here) werebear. Thanks though! Any suggestions on class?


...So make animal form come first, then hybrid form?


Yeah, well, I suggested this in the first place quite some time ago, when I did not understand the favored class thing. Now that I do, I know I cannot make such a thing. I intend not to, and just make a straight Half-Orc fighter werebear.

I intend to do this by allowing the hybrid to come into play at level 3, and then animal form at level 5. From then on, I'll progress as fighter, 6th lvl being a lvl 2 fighter, lvl 4 werebear. If there is a better option, however, tell me. I got one Spring Heeled Jack, but I don't think I can wear armor or wield weapons effectively in his idea.


Umm...Sorry KaeYoss, but I have absolutely NO idea why I would go for any of those. I'm going for a Pathfinder lycanthrope (born with it, not afflicted). If I found an item that makes me into a wolf-like beast, then I'd use that. I'm using the bestiary term for a werebear. I'm playing in a Crypt of the Everflame scenario. I'm sorry, I just don't understand what you typed, or how it relates to making a PF natural lycanthrope...


...Noted and edited.


...Won't that keep me from using any weapons and armor?


...No. I just didn't think about it since I'm being rushed, and I never thought of that when I did this a year ago. >.>


...Yeah, I'm changing that part.
Saves are as follow: +2 fort/will on lvl's 1, 3, 5, 7, 9. +1 on reflex on lvl's 2, 4, 6, and 8. +1 for all saves on lvl 10.

Also, I'm taking out the acrobatics and putting in that you need to be able to cast 1st lvl divine spells, and have a BAB of +4, and raising the rank for History to 5.

For the rest, I'll re-type with the previous versions above and chose what is best. My next post (At least, my longest post) will be the possible conclusion. And yes, I'll allow progression in divine spells in the nearly-finished product. XD


Yeah, I see what you mean...Perhaps I'll just drop the idea. It isn't really needed, and honestly, it just adds more to my to-do list.

Plus, this isn't a hard campaign that we're currently in. DM runs it nicely, and others are...well, uncoordinated. Plus, it's EVERFLAME, so...yeah, not too hard, just a dumb rogue XD.


Well, after a year, I have finally figured out a way for a lycanthrope character to fit into a 1st lvl campaign. Lvl 3, I get to shift into hybrid form, and 5th level I get to use my animal form. From then on I level up as a fighter, or whatever, normally, since I'll be the same CR as the party. This is for a Werebear, but it can be used for any. Just need to figure which levels to allow them at. Thank you for all of your suggestions!


Wow, I forgot about this forum...But I do have a few changes made to the major revised version above.

HD: d10.

Saves: continue from existing class.

Regen = d4+con mod /round (Stacks with other regeneration, despite restrictions).

Soul of Anubis: Considered to be a Huge creature, though no modifiers are added that a creature of such size would recieve. Instead, due to how this ability works (Sand is created from surrounding landmass / magically created to surround the creature and make a larger body that shares all traits, weaknesses, ect...), the Wielder gains the conditions given above due to the shifting sands. Damage from attacks do not become more effective due to size, but a +4 to intimidate is given due to the size and presence of this form.

Second form does not shift the size of the creature, but rather makes them glow, giving off 20 feet of light (even in magical darkness).

I will put these changes in soon, but not right now. Too busy.


Well...from my perspective, people that play in the group I'm in don't ever use these feats. EVER. They usually do this: Ima fighter, so I get da biggest weapons! I'ma ranger, so I do the same! I'ma cleric, so I'll do that too. I'ma magic user, so I'll take quarterstaff, and all enhancement spells since we will fight against living creatures (not)! I'ma rogue, so I'll go ahead and use two weapons, though I might be stupid and use a medium sword with two hands, or use a whip and never go into combat and let the others do my bidding!

To me, that is what I deal with. ALL the time. That, or one goes "I'ma samurai, so I own all of you since you did something, and even though I have TWO masterwork weapons, I'll only use one, and a glaive!"

I put up with a lot of crap, so I try and make things interesting. Latest thing was when I made the blind healing oracle. Apparently, the setting were in is racist against gnomes due to their odd appearances (halflings are human-looking, so they're good), and I wasn't told until after i finished...XD

This combat style is just suppose to make things interesting, mix stuff up and break the ice in repetitive gameplay. Sure, one handed weapons get a little more here and there, but then again, 2h weapons can do crazy stuff, such as being a double weapon, w/ power attack and greater cleave, along with an overhand chop on one of those attacks. I don't mean to be raising debates or anything, and I definitely do see your point. Please, if you have any suggestions, ANY at all, please lemme know. I've made a prestige class already on here with help, and they turned out great, so I am in favor of any help!


VM mercenario: No, that is not the reason why I wanted it. It would help with it, but is, by all means, NOT meant for it. And yes, it does take a little while longer. Unless you always hit your mark, there are times when the counter will fail, and therefore will not make the battle itself longer. And NO is the answer to all of those. Cleric heals, Wizard doesn't take buffs (I know, stupid), and it just happens with zombies.

Kolokotroni: It is not suppose to only favor light weapons. You can do it with any weapon. Yes, heavy weapons are slower, which is why they only get one counter action. I never said you don't keep your bonuses to attack. If you fight someone w/ reach, and you have a reach weapon, go ahead and use it! There's a reason I give heavy weapons so little actions= Way more damage. If I let all weapons do, lets say ,2 counters, then everyone will just get a 2h and wail on everything. Perhaps the counter could be a 5-foot step back, so you can do a full attack action on your turn?

Though I could make it so all 1h weapons do only 2 actions, since you can wield them in 1 hand. And in case someone mentions this up, holding a 1h weapon in 2 hands means you get 1 action.

Please give any suggestions. If no suggestions are made by 12pm, then I will cease on developing this combat system, and be on my merrily way. ^ ^


Yeah, I was trying to get the sword and board to become a bit more effective, since all the ppl I play with always make my fighter (S&B)come out to be the first dead, trying to prove that they suck. I mean, this counter move is made for everyone, not just S&B, but it does make them slightly more valuable.

As for things like dragons and stuff, well, I didn't think about that. Undead cant since they don't have the intelligence, and most animals cant either. Also, the animal/magical creature/ whatever must know how a human can fight, meaning that humans who know nothing about dragons cannot counter, but they can counter undead creatures due to the human-like form.

So basically, anyone/thing can do the counter, but they must know how the opponent works. A lion defeating a 2h fighter will not be able to counter one that uses sword and board, while the S&B fighter can counter the lion if he killed one of the same kind that belongs to he region.


Okay. Here are the rules.

If someone attacks your character, and misses, you get to counter.
Counter rolls are done on a d20 + BAB + weapon qualities.
If the roll to counter fails to go higher than the AC of your assailant, then nothing happens.
This can only be done at the end of the opponent's attack (if he/she/it is allowed more than one attack per round).

If the roll to counter is successful, then follow the following:

Those with light weapons are allowed 3 actions, medium weapons are allowed 2 actions, and heavy weapons are allowed 1 action.
Unlike what the rules state, a person is allowed to make one grapple check to get a hold onto the attacker. A second can be used to push, throw, or pin the assailant, but only if using a med. or light weapon.
If someone is using TWF, you can only do as many attacks allowed by your heaviest weapon (Med & light weapon = only 2 actions. Two light weapons = 3 total actions).
If one wields a shield, you cannot conduct a grapple. However, you may use the shield in your attacks, but you're limited by the "heaviest" object. Buckler = 3 actions, light shield = 2, and heavy/ tower = 1. Light weapon and buckler allows 3 full actions, but with a light shield, no matter what, the # of actions allowed is 2. With a heavy/tower shield, only 1 action is allowed. If one is TWF and using a buckler, the number of actions is still 3, but no grapple is available.
With a whip, only a grapple is used. Whips of any kind are considered light weapons, and allow disarm as an action.
Any weapon with reach (including the whip) can be used, but at a -2 penalty to all actions.
When grappling, the assailant is allowed to make an attack of opportunity. If it lands, then the grapple is canceled and the round ends, unless the assailant has any other actions to take.

Sneak attacks are allowed if the counter-attacker is able to grapple and make an action to make the assailant lose their DEX bonus.

After the action(s) have been taken, it moves to the next player/NPC's turn.

If the counter is made while being surrounded, every enemy in range is allowed to make an attack of opportunity, though only once. If an attack lands, then the counter stops, all other opportunity attacks get their chances to hit or not, and the round ends.


Okay...you're wrong on your info. It's 18-20 for Kukris crit range, not 15. Also, any grapple w/o improved grapple feat GRANTS an attack of opportunity. Also, anyone/thing else that is surrounding you is going to be able to attack you, even if it is just one opportunity attack per turn.

No, light weapons are not better in my world. They just allow more actions during the counter. And no, you dont get X number of attacks. You get three with light weapons. If TWF'ing, you get only three attacks if you use TWO LIGHT weapons. If you have a medium weapon and a light weapon, you can only do two actions.

If you have a weapon and shield, you can't grapple, but you can shield bash. The shield depends on how many atk's you can make. Buckler = 3 w/ light weapon, light = 2, heavy/tower = 1.


Umm...Well, this is just A scenario. I understand it isn't a simulation, and this is just for fun.

Well, sure, you can be a fighter that uses one light weapon, but what if you attack and miss? Enemies can do the same. As well, if you are surrounded and you want to do a counter, every creature around you gets an attack of opportunity, save for the one you are attacking.

You can't do it on incorporeal creatures since they are not physical.

Yes, it does have quite a few rolls, but then again, a fighter usually goes for the biggest weapon and the most damage, least the ones I've played with (I go sword/board most of the time.) 2h weapons get only one counter, and it must be an attack. Double weapons count as 2h weapons. Martial weapons get two actions during a counter.

Sure, there are a lot of rolls. Yes, it is time consuming. Though one must think this: I'm in a party, and I'm going against an enemy I can take down easily. Do I really wanna use a counter and risk being attacked? As you can see, there are many dangers in countering, due to attack of opportunities. Plus, if you grapple, the enemy can switch the grapple on their turn, or even break it.

Heck, one many never fight against anything using a 2h weapon, so that scenario is gone. It all depends on what is going on. For now, however, I'm keeping it simple, since I see your points that you brought up.

No weapons = 3 attacks. Light weapons = 3 attacks. Medium = 2. 2h = 1. 2 weapon fighting = 3 attacks only. Double weapons = 1 attack (w/ focus & specialization, raises to 2.) Cannot be done on creatures two size categories larger than you. Spells lower DC by 5 if used for counter, and only get one action; it must be no longer than a standard action.


Thank you very much!

As for the idea, well, here it goes.

I have noticed that, during combat, some things don't make too much sense. One is when someone/thing attacks a rogue with a 2h weapon, misses, and that's it. After about a month of no-so active thought, I made a combat system that includes something that people don't really think about: COUNTERS!

Basically, here's the basis of the system. The type of item a person is using for combat is what is going to deduct how many actions you can do for a counter. An example is the dagger. It is light, and you have a free hand if you are not dual wielding. With a light weapon, one is allowed three STANDARD actions. These actions can be attack, grapple, or spell if you wanna push your luck.
These actions are treated as swift due to combat rules on how long an action takes. Also, to begin the counter, you must roll over the assailant's AC to begin. Otherwise, nothing happens, and the person/thing that takes its round after the assailant begins its round. Below is how this would play out. APPLE will be out attacker, and SCUTTLE will be our counter-attacker. I'll show a few different scenarios, so please bear with me.

1st Scenario
APPLE: Attacks with greatsword and misses. SCUTTLE rolls for counter to begin and passes. 1st roll: Grapple APPLE's arm. Passed. Attack of opportunity is made and missed. 2nd roll: Attack. Passes, conduct normal damage. 3rd roll: Attack. Passes, 2nd attack, normal damage. Next round begins.

2nd Scenario
APPLE attacks with greatsword and misses. SCUTTLE rolls for counter and fails. Next round begins.

3rd Scenario
APPLE attacks and fails. SCUTTLE rolls for counter and passes. 1st roll: Grapple. Passed; attack of opportunity fails. 2nd roll: grapple. Passed. SCUTTLE forces APPLE onto the ground and keeps grapple. 3rd roll: Attack. Sneak attack available due to prone target. Next turn begins.

4th Scenario
APPLE fails attack. SCUTTLE passes counter roll. All rolls for attack, all pass.

As you just read, there are a few scenarios that can happen, and probably a whole lot more. Also, this is just with a light weapon, in one hand! I still have to do 2-weapon fighting, medium weapons, and 2h-fighting. For now, please evaluate the above scenarios, and reply with any suggestions / criticisms. Thank you!


Before I begin typing my stuff, I need to know if this is the place where people can post ideas, have other people try that idea, and get replies. If not, please tell/post me the correct link, and I'll continue there. Thank you for any replies.


I am sorry about my absence, and for any groups that had difficulty in their campaigns, again, I'm sorry. I had complications, but they have been taken care of now. If anyone is seeking a DnD player for Online Campaigns, I am free for them.


Still looking for more groups if possible.


A: okay, will do. In that case, the familiar will probably be a fox.

B: Alright. I'll add more to it then in my next post.

C: The familiar is like a spellbook, save it starts with all 0-lvl spells, and 3+ int mod in spells. At each new level, she can learn two more spells of any level (or levels) which she currently has. They can also learn from other witch familiars, or from a scroll the witch found.


Oh. I forgot about that episode...roflmao, that's awesome!


Indeed, that would be best probably. It'll probably be a NG character, due to past events. Anywho, I should wait for the OK before starting.

Also, what do you mean by that whole blow-up-the-moon thing?


Well, my concept is being a Tiefling with an interesting history. She was basically conceived out of wedlock via wealthy fisherman, who had a fancy for devils. The mom never saw the fisherman after, since he left before the sun arose from the horizon, and was stuck with the baby. This baby turned out to be a Tiefling, but with no tail, symbolizing that some entity disapproved of her.

Now, perhaps this entity is the one that brought her up as well, since her mother died in a bar fight between two half-orcs and a few rangers. As a result from this...'patron', if you will, she slowly realized something about her. Perhaps, via her tail never growing, she gained a sort of power, that of a sorcerer if you will. As a witch gains special spells, Nail ("No Tail" cut to Nail) learned her spells via voice in the back of her mind.

I have more to type, but I need to figure a few things out. One being the starting level. Would it be 1, or is the starting level higher. Either way, this is a Tiefling Sorcerer of the Infernal Subtype (Unless tiefling is not allowed). Also, is there a restriction to alignment?


If you are still looking for players, I could join. I know this isn't discussion, but it looked like ya'll needed a new PC.


No sweat. I cant link either XD. Wow, that's a lot of posts. Any recommendations as to where I should start reading?


Scranford, I can't find anything on the CoT in Gamer Discussion forum, nor in any of your other posts...could you link it please?


Mind if I take up one of those spots? I took a look at the characters currently in play, and I was thinking about using an alchemist, or maybe a bard. (edited)


Hello all. I'm searching for a PbP that is currently either being developed, or perhaps in need of a replacement. I understand that I should read all threads for spots, but so far everything seems to be either full or dead.

If anyone is searching for a replacement, or perhaps seeking PbP'ers for a new campaign, please post. I am always eager for PbP's!

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