Caineach wrote:
More specifically, a planar Sect called the Anarchs
I'd suggest looking over the 1e adventures "Dungeonland" and "Land Beyond the Magic Mirror". They're Gray Gygax adaptations of Lewis Carroll's Alice's Adventures in Wonderland and Through the Looking Glass, with the various characters from the books translated into AD&D terms. I played them back in day and figured they were worth mentioning.
Shisumo wrote: On a more useful note, I'm a little confused about the alchemist's ability to use Craft (alchemy) to ID potions "as if using detect magic." Does the Craft (alchemy) check replace the usual Spellcraft check? I took it to mean that so long as the alchemist holds a potion for 1 rd its treated as if he had cast Detect Magic and is able to use the Craft(alchemy) skill in place of Spellcraft to identify it.
sysane wrote: I think that would make sense for the Alchemist to receive some sort of bonus when using Spellcraft to identify potions or other alchemical based magic items. I think a competence bonus equal 1/2 or full class level would be fitting. Actually want to revise this idea. I think that the alchemist should be able to use his Craft(alchemy) skill in place of his Spellcraft skill when identifying potions or alchemical based magic items with a +2 bouns.
I think that would make sense for the Alchemist to receive some sort of bonus when using Spellcraft to identify potions or other alchemical based magic items. I think a competence bonus equal 1/2 or full class level would be fitting. Don't know if its been suggested before but think it was worth mentioning.
John Smith 274 wrote: non-magic variant... bombs, extracts, etc., mundane and not magical... Thats an interesting premise. I could see the alchemist creating non-magical bombs that could work in dead magic areas, punch through spell resistance, ignore anti-magic field or globes of invulnerability. It would fill an interesting niche. Might be overpowered however. Making it a Discovery that could be applied to bombs may balance it out somewhat.
Remco Sommeling wrote:
I will agree that Mettle as an ability could stand to be revised and wouldn't take much to do so. Limiting it to just damaging effects that allow Will or Fort saves (like evasion) for half would do it IMO.
Remco Sommeling wrote:
I think spells like the one in your example are far and few between. While I'm not positive, there are probably reflex spells that would fall into the same category. Does that mean that there's a problem with the evasion ability or a problem with the spell? I think neither. I think its just a matter of a DM judgment call on whether the damage is negated as well as the Stun or just the Stun and Mettle was just not applicable in this instance (I opt for the latter).
Remco Sommeling wrote:
Someone in another Inquisitor thread suggested replacing Evasion with Mettle. Those unfamiliar with the Mettle ability. It allows the character to completely ignore effects that allow a Will or Fort save on a successful save. Think this is more fitting than Evasion. Using force of will and fortitude over nimbleness is thematically a better representation of what the Inquisitor embodies and meshes well with their good Will and Fort save progression.
Skizzy wrote:
I could live with that. Makes it more of a focused pursuit rather than it being something that all Alchemist are assumed to be able to do. Prior to this class, when I thought "Alchemist" trapfinding and the dismantling of traps were the furthest thing on my mind as to abilities they would posses
Skizzy wrote: Then with that knowledge would it not make sense that the Alchemist is capable of disabling said traps? Maybe traps that use poison or explode but things like pit traps, or a whirling floor scythe, no. I could see the disabling of poison/explosive traps as a special use of the craft(alchemy) skill that the Alchemist is only able to preform, but to have it extend to non-alchemical trap types doesn't fit IMO. If the Alchemist wants to be able to find traps take a level dip into rogue to represent trap focused pursuits. I could even see it as an alternate ability for the Alchemist but not something that all Alchemist should be able to do.
You can justify any class having access to disable devise if spun the right way. Monk: Uses his mastery of self to harness the vibrations of his unarmed strikes to open chests and doors without damaging them(Can't help but think of the Fonz here). Bard: Uses the harmonics of his instruments to render traps inert. Ranger: Uses his hunting skills of setting snares and pit falls to disable traps. You get my point. Just because there can be reasonable explanation for it does mean that its good cause to give a class access to a certain skill. I'm not saying that no other class should be able to disable traps or open locks, but I don't believe the Alchemist is best class to give it to.
Epic Meepo wrote: A directed blast that can unlock a lock without damaging it? Or unstring a tripwire so it can be put back in place later? That doesn't even remotely make sense. A directed blast is just an explosion that destroys one specific thing, not a magical wave of energy that allows you to bypass locks and traps without ruining them completely. Agreed. As I stated earlier in the thread, Disable Device just doesn't fit flavor wise. I understand the whole "demolitions" aspect that people are pointing out, but I don't see how the disposal of explosives equates to opening locks and the disarming of non-chemical traps.
The Wraith wrote: I would really like to see some feats to allow the Monk to use his Ki points in a different way, in order to allow him to become more of a Mystic Warrior (if you want to specialize in that way). That would also be a 'fix' for those who are unsatisfied with the DPR of the Monk (and no, I'm not one of them, but I see that there are some people who complain about the damage dealt by Monks); in that way, a Monk character could become less a 'regular' martial artist and more of a 'magic warrior' empowered by Ki. Mentioned the same thing earlier in the thread but with different abilities. Hope they go this route. I can't see them not doing this. Its a no brainer.
Don't know if this has been mentioned but couldn't the wraps be tied to specific DR type without any enhancement bonus? Meaning you could have something like "Monk Wraps of Silver" which would simply allow the monk's unarmed attacks to bypass DR/Silver. That way the wraps would still work in conjunction with the Amulet of Mighty Fists? Probably not an original idea but thought I'd put it out there in case it hadn't.
Treantmonk wrote: Sorry, I can't comment as I don't own the book. The temple sword is an exotic weapon that basically a long sword that aids the trip attacks and allows a monk to use their flurry ability with it. Can't decide if its worth the feat to be able to flurry with a long sword. The trip option is okay but as you said in your guide, the monk is better off bull rushing or overrunning. Thoughts?
Shar Tahl wrote:
I posted this earlier in the thread but thought is warranted repeating. A feat similar to this would help resolve the monk/DR issue. Shattering Palm [GENERAL] Prerequisite: Must have Ki pool, base attack bonus +6. Benefit: As a swift action you may spend 1 ki point to add your Wisdom Modifier, in addition to your Strength Modifier, on damage rolls when making unarmed strikes against an opponent whose damage reduction is effective against your unarmed strikes for 1 round. The benefit of this feat does not apply against targets whose damage reduction do not apply to your attacks.
Caineach wrote:
I voiced this same opinion in another summoner related thread. The main focus of the class (as it stands now)is the binding of a specific outsider to the character where summoning is secondary. Its like making a class called the "Master of Blades" and the major abilities being tied to one specific bladed weapon where the class' others abilities only make the character marginally better with others blade weapons. Its a bit of a misnomer. I don't know. I might be needlessly splitting hairs. In the end, so long as the class is a solid concept with some cool perks the name doesn't really matter.
I understand that not every ability can or should be replicated thru feats hence the creation of base and prestige classes. But to say every archer based idea is best represented by feats rather than a class is nonsense. Granting something like precision damage, or as a full round action resolving a single ranged attack as a ranged touch attack, or whatever, shouldn't always come down to new feat creation. Anyway, I see that this is going nowhere. I'll concede to disagree at this point (I hate that saying).
All the class features? I mentioned three as possible ideas. Only one was pointed as being replicated by a feat and only marginally so. As for new feats. Couldn't most, if not all, of the new classes being put forth by the Advanced Player's Guide Playtest be achieved thru new feats and improved/greater feat chains?
Don't really understand the resistance to an archer based class. Wonder if WotC had the same issue with the Barbarian or the Monk when they first created 3.0. "So, whats this barbarian class concept? A savage warrior who gains increased fighting prowess thru rage? Sounds like an angry ranger to me. Just make rage a feat chain and nix the class idea." "Now tell me more about that monk class you were talking about? An enlightened warrior who fights with nothing but his bare fists and feet? Sounds like a lightly armored fighter who specializes in unarmed combat. Make a few unarmed feats and throw in a PrC or two and no need for a base class." "So how many non-spellcasting base classes do we have now? Two??? Hmmmm...thats...errr...bad. Tell me about the rage ranger and the no weapon fighter concepts again."
Zurai wrote:
seekerofshadowlight wrote: Dude thats a fighter with a feat chain. Really there is not much I can think of for an archer that can not be done with a fighter and his 21 feats I can think of plenty things that can't be done with a fighter. Shooting while threatened without giving an AoO, perform a Combat Maneuver with an arrow/bolt, use an arrow/bolt as improvised melee weapon, etc..
The class doesn't even have to bow focused. Name it something like Marksmen and have two paths, one for the bow another for the crossbow. Give it abilites beyond the scope of a fighter just taking bow/crossbow related feats and you got yourself a base class. Granted, might be better as a PrC but that could be said of any class.
Warlord255 wrote:
Good, if not colorful, justification. +1
seekerofshadowlight wrote: But the Eidolion is the summons, it's the mother of all summons. A permanent creature, bent to you will. It can't die, can't be banished long term. It's the ultimate expression of the summoning arts. To bind an outsider not only to your will but to your very soul Hence why a suggested binder. Its binding the aspect of the same creature which returns over, and over, and over again. Its what distances the class from a wizard who just merely specializes in summoning.
seekerofshadowlight wrote: The issue with this is unlike the other classes it is very, very pigeonholed. It will only work in a few settings or it becomes very jarring. Really good for a streampunk themed source book though, but not great for a base class While I see where you're coming from I still have to disagree. I don't see a gadget based class being anymore restrictive than the alchemist. One achieves wondrous affects though chemical concoctions the other through mechanical devices. Both have their place and fill different roles. About Eir HaakonenPathfinder RPG Build
________________________________________________________________ ABILITIES
________________________________________________________________ STATS (SPD, AC, HP, SAVES & BONUSES):
Armor Class: 17
Fortitude save: +2
BAB: +2, BRAB: +4, CMB +2
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Spoiler:
Whip: A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon. You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped. When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails). You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon for you. ________________________________________________________________ CLASS FEATURES:
________________________________________________________________ DOMAINS:
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Charm Person Dazing Touch Bit of Luck True Strike ________________________________________________________________ SPELLS USUALLY PREPARED (Clr 4/3):
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________________________________________________________________ SKILLS:
________________________________________________________________ EQUIPMENT:
ENCUMBRANCE: Light
________________________________________________________________ DESCRIPTION:
Lithe, graceful, and possessed of a stern beauty. Eir is attractive but not in a way that would make someone want to dress her up in gowns, shower her with flowers, or dedicate love poems. Her beauty is, on the contrary, more like that of a well forged masterwork weapon. BACKGROUND:
This has bred in her a sense of independence the likes of which are rarely seen even in the planes--to the extent that Eir finds it a struggle to cooperate with her team-mates. By necessity, this consummate pessimist has forged herself a cold, bitter, manipulative edge and developed an irresistible persuasiveness that has without fail kept her afloat since childhood, and although this may be an asset, it more often interferes with her relationships than benefits her survival. You see, Eir is a girl who neither falls in love nor tremulously sinks into the embrace of a hero—this is a girl who finds what she wants or needs, then efficiently and ruthlessly gets it. As for her allegiances: Eir has fallen in with worshipers of Calistra. This affiliation has left her quite unwelcome in the lands of her birth, and she has taken to wandering the great wheel, which is, much to her deepening bitterness toward fate, rather like her parents. ________________________________________________________________ NOTES: Contacts:
Spoiler:
Marion Therweddis: Marion runs the Snail Exploration Outfitters, a shop dedicated to the little items that make traveling in rough areas all the easier. Marion is a tall skinny woman of late middle age, who carries an air of expertise around her like a shawl. She keeps Arborean Giant Snails as pets, and there are often several of these brutes wandering her shop at any time of the day. The snails are harmless, they have teeth but you'd need to be paralyzed to sit still long enough for them to do damage to you. The shop lies off the Great Bazaar, and is very clean and ordered (except for the 3' tall blue iridescent shelled snails). Items like silk rope, pitons, adventuring clothes, backpacks and other miscellaneous items that have to do with travel over rough area can be found here. Marion is assisted by her husband Ferenk, who is tall, skinny and wiry like his wife. Ferenk isn't a talker, and he rarely shows his beezer in the main shop area unless there is a crush of people. Shactal: Sigil librarian and Eir's research blood. Shac has the chant and keeps a bead on the local dark, not to mention the fact that he knows where to find the apocryphal tomes in Sigil’s library. Elvin Boogler (Male Expert/Fighter): A dwarf weaponsmith and drinking buddy who hails from the hills near Irongate in Greyhawk, also a good contact on all things lawful in Sigil. Elvin takes care of her equipment and plays a mean game of cards. They regard each other as adopted siblings, she calls him big brother, he calls her little sister. Iarn Kal’Mintaka (Female Cleric): Eir’s teacher and contact in the following of Golarion Goddess Calistra. Iarn wields frightening power but respects the free will of Calistra’s children on the planes… she can be vengefully protective.
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