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Author Topic: Doomed Hero's New Paths  (Read 9492 times)
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Doomed Hero
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« Reply #25 on: May 11, 2010, 06:45:13 PM »

I had actually forgotten that he'd already made one. Bleak, if you read this, sorry to step on your toes there.

And yeah, mine are more powerful. They are intended to be. I design them for use with the Pathfinder rules set, which is all scaled up a bit, and I use the Shadow Walker, the Ironborn and the Dragonblooded as the comparison paths. I also feel that any spell like abilities should be level appropriate, so paths with a lot of spell-likes, such as this one or the Fireheart are going to be pretty flashy. They still won't be able to keep up with a Greater-Evo Channeler, but they'll have a few nice tricks.
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« Reply #26 on: May 12, 2010, 12:12:21 AM »

love the dreamer, I look forward to the flavor that I can get out of that one.
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« Reply #27 on: May 12, 2010, 10:09:03 AM »

Hey Doomed!

Long time lurker and a secret follower of the adventures of both Ragnar and Verador. Enjoy the great storytelling and interaction a lot.

Nice work with the paths.
I have a little question for you.
I like the wereling path and want to try it for a Danisil Sylvan slayer in my own game. Just need some clarification on the shapeshift and Pathfinder rules. Do you think it's appropriate to use the beast shape I or II or a progression? I'd like the leopard for the jungle theme and the pounce ability (needs II).

Thanks
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Doomed Hero
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« Reply #28 on: May 12, 2010, 10:24:06 AM »

Just need some clarification on the shapeshift and Pathfinder rules. Do you think it's appropriate to use the beast shape I or II or a progression? I'd like the leopard for the jungle theme and the pounce ability (needs II).

Thanks


It works exactly as described in the book, though I can see how I left out an important part of the description.

Beast Shape isn't really a spell. It's a class ability that got turned into a spell for simplicity's sake. The problem is that now instead of just saying "It works like wildshape" and knowing everyone will understand the various level-based limitations of the ability, now we have to reference a giant list of spells as the power goes up in scale.

Id say that in the early levels your Sylvan Slayer would basically just turn into a weaker, or maybe immature version of their bonded animal. Once they hit the right level to cast the Beast Shape spell that gives them the full grown version, they get to.

I'll do an edit of the description now.

By the way, welcome to the boards. Stick around!
« Last Edit: June 08, 2010, 07:37:32 PM by Doomed Hero » Logged
Doomed Hero
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« Reply #29 on: May 12, 2010, 10:36:33 AM »

Edit*

Reduced Wereling's 20th level fast heal from 20 to 10.

Changed the name of the Stormborn to Stormbringer so as not to be comfused with the path of that name created by Bleak Knight.

Fixed Wereling's Shapeshift to be clearer.
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Doomed Hero
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« Reply #30 on: May 12, 2010, 07:49:47 PM »

After the flashy stuff, I decided to go back to something more subtle. I have never really liked the "terrain specific" paths. I always felt they lacked the flare of many of the others, and seemed to have abilities that didn't quite fit in. I like the idea of being able to really take advantage of your surroundings though.

Enter the Wayfarer. These guys are all about using their environments. They're a little bit Jackie Chan and a little bit Indiana Jones and a little bit that black guy from the start of Casino Royale

This path has two complications I came across. The first is that having a huge list of Terrain Masteries to chose from makes most readers roll their eyes and go onto something simpler. (Trust me, they're worth looking over) The second is the description of the Rock Slider ability. What I wanted was for them to be able to slide down cliffs fairly easily, and to be able to use it as a neat combat trick. The image was of someone sliding down a cliffside, knocking someone off, and then jumping down the cliffside again, disappearing before anyone could react. (which is pretty much what is described in the example). The technicalities of making that work chewed up a lot of text, and I'm really looking for a way to word it more succinctly. If anyone has any ideas on how to word it more simply, please speak up.

Other than those details, I had a lot of fun with this one. I think it's my favorite one so far.


Wayfarer

1 Lay of the Land, Sure Foot
2 Skill Mastery
3 Terrain Mastery
4 Never Lost, +5' Movement
5 Skirmish (+1d6, +1 AC)
6 Terrain Mastery
7 Wanderer
8 Skill Mastery, +5' Movement
9 Terrain Mastery
10 Unfettered
11 Skirmish (+2d6, +2 AC)
12 Terrain Mastery, +5' Movement
13 One with the World
14 Skill Mastery
15 Terrain Mastery
16 Pick Up The Pace, +5' Movement
17 Skirmish (+3d6, +3 AC)
18 True Terrain Mastery
19 Always Unfettered
20 Seven League Stride

Lay of the Land: You are a natural traveler who excels in surviving in difficult conditions. Survival is always a class skill for you, and for each week you are in a specific type of terrain (such as  Desert, Plains or Forest) you gain a +1 competence bonus to survival checks made in that terrain. These bonuses are cumulative up to an amount equal to 1/2 your character level (rounded up).

Sure Foot: You gain Trap Sense as a Rogue of your level in regards to natural traps, or crafted traps that are set into the ground, such as pit falls or trip lines. In addition, during your movement you may ignore a number of squares of difficult terrain equal to 1/2 your level (rounded up).

Skill Mastery: You gain Skill Mastery in one of the following skills- Acrobatics, Climb, Swim, Survival, Knowledge: Local, or Knowledge: Nature. You may choose the same skill more than once. if you do, you instead gain a +3 competence bonus to that skill.

Terrain Mastery: You gain special abilities depending on the type of terrain you are in. Each time you gain this ability, choose one of the options on the list below. From then on, any time you are in an encounter in that type of terrain you may use that ability. In some encounters where the surroundings encompass more than one of the terrain types you have mastered, you may have more than one of these abilities active at the same time.

Mountainous: Rockslider- You've learned how to move down mountainsides like a goat, jumping and sliding down nearly sheer cliff faces. As long as a Cliffside has a slight slope to it, you may move down it at double your normal movement rate. This requires an Acrobatics check of a DC equal to 1/2 the height of the cliff face before it reaches a patch level enough to stand on. Should you fail this balance check, you take falling damage normally. If you use this ability as part of an attack, it is considered a Charge, with an additional +1 to attack from High Ground. If the attack succeeds you may initiate a Bull Rush as a free action with a bonus equal to 1/2 the DC of the balance check. (this does not provoke an attack of opportunity, though the enemy must be within 5 feet of the cliff wall to use this maneuver.) No matter how great your balance check you may not use this ability to slide down any cliff face that is taller than double your base move. Using this ability must be purposeful. If you are pushed, or fall down a cliffside accidentally, you take damage as normal.
Example: Kira the Wayfarer sees an orc scout on the switchback below he standing on a narrow ledge below her, roughly 40 feet down the slope of the mountain. She leaps down the cliff, making a DC 20 Acrobatics check. The 40 foot slope only counts as 20 feet of her movement for the round. She makes an attack with her Hatchet at the end of the slide, dealing damage and initiating a bull rush with a +10 bonus. She beats the Orc's Combat Maneuver Defense, and shoves him 10 feet, choosing to move with him off the edge of the cliff. She follows, using this ability once more to slide down the cliffside the Orc had been standing next to. It is 50 feet to the next switchback, so she makes a DC 25 Acrobatics check, uses up 25 more feet of her movement and slides to a standing halt at the bottom where the orc, who just took 5d6 falling damage as well as a hatched to the face, lies prone in a crumpled heap.

Forested: Tree Climber- You gain a climb speed equal to your base land speed when you are in an area where the majority of the trees at least twice your own size category or larger and aren't farther apart than twice your natural reach. You also may double your charge bonuses if you attack by jumping down on an enemy from a branch above them.

Jungle: Vine Swinger- You always seem to find the perfect vines to help you get around while in jungle environments. As part of a movement action, you may make a DC 25 Survival check. If you do, you may add the length of a vine to your movement (vines are as long as the lower branches of a tall tree. If the lower branches are 30 feet up, you add 30 feet to your movement that round.) This extra movement must be in a single direction, continuing in a straight line from your normal movement, unless you  make a DC 25 Acrobatics check in which case it be in any direction you would like, including upwards. You are treated as having the Spring Attack feat during any round in which you activate this ability, but only during the bonus movement granted by this ability.

Swampy: Reed Breather- You always seem to find the perfect reeds for hiding under marshy waters. While under water, as long as you stay within 5 feet of the surface, you may breathe normally.

Plainsland: Low Runner- While in plainsland you may move at your full speed while Stealthed. In addition, tall grasses are never considered difficult terrain for you.

Arctic: Snow Devil- While in snowy conditions you gain the Pass Without Trace ability. Snow is never difficult terrain for you. You also gain the effects of Concealment if you are in the snow and not moving.

Wasteland: Sink Holer- While making a move action you may make a DC 15 survival check. If you do, you find a weak point in the ground. The next creature that weighs more than you do who moves adjacent to you on the square you last passed through must make a reflex save (DC 10+1/2 Character level+Wisdom modifier) or fall into a sink hole. This whole is 3D6 feet wide, 3d6 feet long and 3d6 feet deep. If this hole is more than 5 feet wide or long, it may cause other characters to fall in if they do not also make the same reflex save. You automatically make this save, stepping back or to the side as the earth crumbles. This ability may be used more than once an encounter, but after each time it is successfully used, the DC of the survival check raises by 5.

Desert: Dune Walker- Sand is never difficult terrain for you. In addition, you may charge and tumble on sand without penalty. Finally, you may kick up sand as you move. Once per round as you pass through a square adjacent to an opponent, they must make a Reflex save (10+1/2 your level+your Dex modifier) or be blinded for one round. You may only use this ability on any given opponent once, and once other opponents have seen you do it (assuming they have the intelligence score for causal thinking), they gain a +2 bonus on their save.

Urban: Free Runner- You may run up vertical surfaces for a distance up to 1/2 your base movement rate so long as you end your movement on flat ground. You may also add the result of a Jump check to any climb check you make. You may take 10 on any Acrobatics check made to jump or balance on ledges or to jump across gaps. You also take no falling damage from any fall you choose to make that is less than your base movement rate.

Ruins: Light Stepper- You never set off floor-based traps. You have an instinctual grasp of where to step to avoid pits, trip-lines and pressure plates. In addition, if you pass over one, you automatically find it. Also, you have a sense of whether or not a room is structurally sound. If any part of room you walk into is ready to collapse (ceiling, floor wall, all of the above), whether through decay or purposeful rigging, you automatically notice, though you do not necessarily know the mechanisms or mechanics of how.

Aquatic: Deep Breather- You have an amazing ability to hold your breath. Double your normal amount of time you can go without breathing. You can also shed armor in 1/2 the normal time. You gain Swim as a class skill and double the speed you can travel with a Swim check. (this effects only Swim checks, not actual swim speeds granted by other abilities.)

Subterranean: Wall Climber- You are able to near-instantly cling to stone surfaces. You gain a climb speed on rough stone equal to 1/2 your base move speed. As long as you are adjacent to a rough wall and have one hand free, you cannot be tripped. In addition, if the ground ever falls away or changes unexpectedly (such as with a stone to mud spell, or a pit trap) you are unaffected.

Vehicular: Daredevil- You are able to turn the bumps and momentum changes of a moving vehicle to your advantage. You gain a bonus to your Ac equal to 1/4 your level (rounded down) and CMD and your CMB equal to 1/2 your level rounded down while in or on a moving vehicle. In addition, you may move normally on or in moving vehicles even if they would normally be difficult terrain.

Never Lost: You have an innate sense of direction. You always know which way North is, and can retrace your steps unerringly. You also have an excellent sense of where things are in relation to each other, giving you a +10 bonus on any check made to navigate between two points you have been to before, or are able to see on an accurate map. No matter if you are walking, riding, flying, swimming or sailing, you never risk losing your way or being thrown off course.

Skirmish: Any time you move at least 10 feet before making an attack, you gain the listed bonuses to attack and armor class until your next round.

Wanderer: You gain free ranks in Knowledge: Local in the area you happen to be in at a rate of one point per week, up to your level. They disappear at the same rate once you leave.

Unfettered: A number of rounds per day equal to 1/4 your character level (rounded down) you may act as though you were under the effects of a Freedom of Movement spell. Activating this ability is a free action.

One with the World: You are affected by a permanent Nondetection spell.

Pick Up The Pace: For every two rounds that you do not stop moving (i.e. you end the round with movement and begin the next with movement, either by doing nothing else, or with the Spring Attack feat) you gain a +5 bonus to your movement rate and a +2 bonus to Acrobatics checks. This is cumulative up to double your base speed. If you stop for any reason, this ability stops and you must start over.

True Terrain Mastery: You gain access to all the Terrain Mastery abilities.

Always Unfettered: You are now always under the effect of a Freedom of Movement spell.

Seven League Stride: You have become truly the master of travel, wandering far and wide with seemingly normal steps. Once per day you may chose to move a number of miles equal to your base movement rate x10 over the course of a minute. This ability can only be used after you have been moving forward for at least a minute (using any movement mode available to you), and takes one full round to activate. If you are halted for any reason during this round, the entire process must start over. When this ability is active, to you, terrain seems to move by at a fast, but not overwhelming speed. You feel no wind or additional exertion, and are never in danger of colliding with objects as you sweep across the land at a phenomenal pace. To outside observers, you move in stuttered streaks and blurs, stopping for a moment as your foot touches down (or wing flaps, or whatever the case may be), then flashing along too fast to follow as the next step is taken.
« Last Edit: May 12, 2010, 08:02:44 PM by Doomed Hero » Logged
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« Reply #31 on: May 14, 2010, 11:24:33 AM »

Nice Dh thanks for building it for me
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Doomed Hero
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« Reply #32 on: May 15, 2010, 02:39:08 AM »

Wereling edited.

Ravenous recovery added, Lunar Surge changed to Lunacy and moved to 5th level.
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« Reply #33 on: May 17, 2010, 01:45:32 AM »

So, at lvl 20 the Stormbringer could fly anywhere they wanted, by creating a "flight path" of storms? now THAT'S cool!
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Doomed Hero
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« Reply #34 on: May 17, 2010, 02:02:45 PM »

Pretty much, yeah. Not exactly subtle at the end there.

Glad you like it. There's more to come.
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« Reply #35 on: September 27, 2010, 01:52:06 AM »

Hey DH I saw you mention something about an archer path similar to the steel blooded. Where could I find it to look at it, or would you need to whip it up??

I am in a toss up between faeblooded and ironborn right now, but if there was an archer path I'd probably take that instead.
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« Reply #36 on: September 27, 2010, 11:35:21 AM »

There's a Hawkeyed path in the New Rules section of the site. I was thinking it would be a good one to rework for Pathfinder. If you give me a few days I can probably have something for you.

That being said, I'd love to see you try my Faeblooded rework. So far it's one of my favorite designs.
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« Reply #37 on: September 27, 2010, 11:54:33 AM »

I like the flavor but I don't really think it fits this character. I have been leaning more towards ironborn right now, and nightflier wants me up today if possible. Maybe if I take that and you rework it he'll let me switch them out after your done.
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« Reply #38 on: September 28, 2010, 03:18:37 AM »

Hawkeyed rework

This path, originally written by Brighteyes, is the other side of the Steelblooded coin. Hawkeyed are the masters of ranged combat, combining exceptional sight with flawless hand-eye coordination.

I've changed some of the path's ability names to be a little less geared toward archery (in spite of the path's super-bowman reference), and more fitting with other forms of ranged attacks.  Also, as I've stated before, I dislike static bonuses. They are far too easy to min-max and kind of boring. For that reason I've removed most of those bonuses and expanded on the feel of what I feel was the original Path's most interesting feature: Defensive Archery. (Reactive abilities are awesome and characters should have more of them)

Edit: I've reworked the path to be less linear. I'm pretty happy with it. As far as player choice is concerned, this path offers more than any of the others I've designed so far, and the abilities stack in very modular, interesting ways.



1 Sharp Eyed
2 Deadly Accurate
3 Clever Aim
4 Snatch Arrows
5 Sharp Eyed
6 Deadly Accurate
7 Clever Aim
8 Return Fire
9 Sharp Eyed
10 Deadly Accurate
11 Clever Aim
12 Specialist
13 Sharp Eyed
14 Deadly Accurate
15 Clever Aim
16 Infallible Eyes
17 Sharp Eyed
18 Deadly Accurate
19 Clever Aim
20 Through the Eye


Sharp Eyed Your eyes are far more keen than others of your kind. Each time this ability is gained, choose an ability from the following list-

Always Watching: It is nearly impossible to catch you unawares as long as you have your eyes open. Any time you make a sight based Perception check, you may roll twice and take the better of the two rolls.

Low Light Vision: You gain Low Light Vision. If you already have Low Light vision, this ability increases the range increase that you can see clearly by one increment. For example, normally, Low Light Vision doubles the range you can see in dim light. A creature with this ability twice could see 3x the normal distance. A creature with this ability three times could see 4x the normal distance. This ability may be taken more than once.

Dark Vision: You gain 60' Dark Vision. If you already have Darkvision, this ability increases it's range by 30'. This ability may be taken more than once.

Eagle Eyes: When your vision is unimpaired, you are able to see clearly at much greater distances than other members of your race. All distance penalties to vision-based perception checks are reduced by 4. All distance penalties to ranged attack rolls are reduced by 2. This ability may be taken more than once.

Blindsight: Your eyes have adapted to see spectrums of light that are generally undetectable. You gain Blindsight in a 10' radius. This Blindsight is vision based, so it does not give you all-around vision, but it does allow you to see clearly through things like smoke, magical darkness, murky water or other impediments. As a general rule, if you could freely move through it, you can see through it with this ability. If you already have Blindsight, this ability increases it's range by 10'. This ability may be taken more than once.

Spot Weakness: By spending a full round analyzing a target, you may attempt to find a weakness in the creature's defenses. This requires a Perception check at a difficulty of 10 +1/2 the creature's Hit Dice + the creature's Con or Dex modifier, whichever is higher. If successful, you may gain one of the following benefits for the duration of the fight against the creature: A bonus to Attack or Damage equal to your Wisdom or Intelligence modifier (whichever is greater), taking a -4 penalty to your attacks in order to ignore the creature's Damage Reduction, granting all allies a bonus to Attack or Damage equal to 1/2 your Intelligence or Wisdom modifier (whichever is greater, rounded up, minimum +1). This may be attempted as many times as you would like, but each benefit may only be chosen once per creature, per fight.

See the Unseen: Your eyes have adapted to see mystical energies. You are effected by a permanent Detect Magic spell.

See the Hidden: Your eyes are able to see creatures would otherwise be invisible. You gain a +10 bonus to any check made to detect invisible creatures. If you take this ability a second time you become effected by a permanent See Invisible spell.


Deadly Accurate When you choose your targets, you hit them. When you hit them, it it hurts. Each time this ability is gained, choose fromt eh following list-

Increased Point Blank: Your Point Blank range is increased by 10ft. This increases the range that a sneak attack with a ranged weapon can occur as well, and also the range of any other range-dependent traits (such as Master Hunter). This ability may be taken more than once.

Increased Crit Range: Any ranged weapon you attack with has it's Critical Threat range increased by one. This ability does stack with abilities such as Improved Critical or the Keen enchantment, but is figured after those abilities (this ability is not doubled by those abilities). This ability may be taken more than once.

Increased Crit Multiplier: Any ranged weapon you attack with is treated as if it's Critical Multiplier were one higher. This ability may be taken more than once.

Bullseye: Once per day when you would normally make an attack roll, you may instead choose to treat the attack as if you had rolled a 20. If you use this ability it does not count as a Critical Threat, but can be used in conjunction with abilities like Patient Aim. This ability may be taken more than once, increasing the number of times this ability can be used by 1 for each time it is taken.

Patient Aim: You may take a full round action to make a single attack with a ranged weapon. If you do, and the attack is successful, you may roll the weapon's damage again and add it to the normal damage roll. This is in all ways like a critical hit with a x2 multiplier weapon. If the attack is a critical, this ability simply adds 1 to the weapon's normal Crit multiplier.

Quick Release: If you do not move during your turn, you gain one additional ranged attack at your highest attack bonus.

Follow Shot: As long as you only make ranged attacks against a single target during your round, all penalties for attacking multiple times are reduced by 1. This ability may be taken more than once.

Longshot: Ranged weapons you wield have their range increment's increased. For thrown weapons, increase the range increment of any weapon you wield by 10'. For projectile weapons, increase the range increment of any weapon you wield by 20'. This ability may be taken more than once.


Clever Aim You have figured out how to make prjectiles behave in ways that boggle the mind. Each time this ability is gained, choose fromt he following list-

Ranged Defense: You may deflect missiles with your missiles. This ability is treated as the Deflect Arrows feat in all ways, except that it functions on any ranged attack made within the maximum range of your weapon. This ability requires that you not be flat-footed, have line of sight to the creature making the attack and their target, and be armed with a ranged weapon. Using this ability counts as one of your attacks of opportunity for the round. You may use this ability more than once in a round, assuming you have attacks of opportunity left.

Negate Maneuver: Any time an enemy makes a Combat Maneuver in an area you threaten with a ranged weapon, you may make a Combat Maneuver check of your own to negate their attempt. Roll against the target's CMD. If you succeed, their maneuver attempt automatically fails. This counts as one of your attacks of opportunity for the round. This ability requires that you not be flat footed to the opponent, have line of sight, and be armed with a ranged weapon.

Cover Fire: You may use a ranged weapon to negate enemies attacks of opportunity. When an enemy makes an attack of opportunity, you may make an attack roll against that enemy's CMD. If your attack succeeds, you have disrupted their attack of opportunity causing it to miss. This counts as one of your attacks of opportunity for the round. This ability requires that you not be flat footed to the opponent, have line of sight, and be armed with a ranged weapon.

Parting Shot: Any time you use the Withdrawal action, you may make a free attack against the target you are Withdrawing from once you have moved more than 5 feet away from them.

Trick Shot: You have learned how to used your amazing hand-eye coordination to routinely perform feats that are normally only spoken of in legend. You may use a ranged weapon to make a Trick Shot as a standard action. A Trick Shot is a Combat Maneuver that can be used for a wide variety of stunts. These include, but are not limited to: splitting arrows with other arrows, jamming a door to prevent it from being pulled closed, pinning something to the surface it sits on, "nudging" an object without damaging it, cutting a rope, activating a button or mechanism from a distance, or even cutting clothes or purses off unsuspecting targets. The difficulty for this Maneuver is 20, modified by distance, unless it is targeting a creature, in which case the creature's CMD is used.

Split Shot: By doubling the amount of ammo normally expended during an attack, you may resolve the attack against two targets in adjacent squares. Roll once, apply the result to both targets. This ability may only be used once per round no matter how many attacks you have, and can only be used on attacks that normally target only one creature. For example, this ability could be used in conjunction with the Manyshot feat, using four arrows instead of two, and resolving your first attack of the round against two adjacent targets, hitting each of them with two arrows.

Ricochet: You may bounce your ranged attacks off one target and into another. By taking a -2 penalty to attack and damage, you may gain a free attack against a secondary target if you hit with your initial attack. You must announce this ability before you roll, and successfully hit your target. If you do, you may then make an extra, free attack against another target within the same range increment. This secondary attack is considered to originate from the square the original target is in, and can thus be used to bypass cover the secondary target may normally have against you. This ability may be taken more than once. Each time it does, it adds an additional target to the string of ricochets, though the penalties are cumulative.

Through the Hand: You may choose to take a -4 penalty to your attack roll with a ranged weapon. If you do, and successfully hit, you deal damage normally. That creature then makes a Fortitude save (DC 10+damage dealt). If they fail their save they gain a penalty to attack rolls equal to 1/2 the damage you dealt (rounded up) if they try to make attacks with the hand (or limb) you targeted. This effect lasts as long as the damage does, or until a DC 15 heal check is made to properly care for the wound. This ability only effects creatures susceptible to critical hits.

Through the Foot: You may choose to take a -4 penalty to your attack roll with a ranged weapon. If you do, and successfully hit, you deal damage normally. That creature then makes a Fortitude save (DC 10+damage dealt). If they fail their save their movement rate is reduced by by 1/2 when using that limb to move. Despite the name, this ability can be used on wings to reduce the speed of flying creatures, or on tails or fins to reduce swim speeds. As a general rule, if the limb targeted is used for movement, this ability reduces it's movement rate. This movement reduction lasts as long as the damage does, or until a DC 15 heal check is made to properly care for the wound. This ability only effects creatures susceptible to critical hits.

Silencing Shot: You may take a -4 penalty to your attack with a ranged weapon. If you do, and successfully hit, you deal damage normally. That creature then makes a Fortitude save (DC 10+damage dealt). If they fail their save they become Silenced for as long as the damage remains, or until a DC 15 heal check is made to care for the wound. This ability only effects creatures susceptible to critical hits.

Pierce Lung: You may take a -4 penalty to your attack with a ranged weapon. If you do, and successfully hit, you deal damage normally. That creature then makes a Fortitude save (DC 10+damage dealt). If they fail their save they become Fatigued. This condition lasts as long as the damage does, or until a DC 15 heal check is made to treat the wound. This ability only effects creatures susceptible to critical hits.

Vicious Shot: You may take a -4 penalty to your attack with a ranged weapon. If you do, and successfully hit, you deal damage normally. That creature then makes a Fortitude save (DC 10+damage dealt). If they fail their save they become Nausiated. This condition lasts as long as the damage does, or until a DC 15 heal check is made to treat the wound. This ability only effects creatures susceptible to critical hits.

Head Shot: You may take a -4 penalty to your attack with a ranged weapon. If you do, and successfully hit, you deal damage normally. That creature then makes a Fortitude save (DC 10+damage dealt). If they fail their save they become Stunned for one round. This ability only effects creatures susceptible to critical hits.


Snatch Arrows: Your amazing hand-eye coordination makes you very difficult to hit with ranged attacks. Most normal weapons you can simply catch. You gain the Snatch Arrows feat, even if you do not meet the prerequisites.

Return Fire: Any time you successfully use the Snatch Arrows feat you may take an immediate free attack against any target you threaten with the weapon you just caught. While you can target other creatures with the free attack, it is more difficult. If you target a creature other than the one who's attack triggered this ability, you take a -4 penalty on the attack roll. You must be proficient in the weapon you've caught's use to use this ability. Any weapon which would require you to spend time loading ammunition (such as a crossbow bolt) cannot be used with this ability unless you have the needed weapon in hand, and the ability to load the weapon as a free action.

Specialist: You gain one ability off to the Sharp Eyed, Deadly Accurate or Clever Aim lists. This must be used to improve an ability you already possess.

Infallible Eyes: You become immune to being Dazzled, Blinded, or any other vision-based negative condition. You are even able to see fine in magical darkness. The only way you are ever rendered unable to see is if you chose to close your eyes, or if your eyes are actually put out or removed.

Through the Eye: Where you aim, death follows. You may make a single ranged attack as a full round action. A creature hit by this attack must make a Fortitude save (at a DC of 10+ 1/2 your character level+ your Dex or Wis modifier, whichever is higher) or die. A successful save means damage is figured as a critical hit.
« Last Edit: November 13, 2010, 06:11:34 PM by Doomed Hero » Logged
rozarius
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« Reply #39 on: September 28, 2010, 06:49:33 AM »

That's really cook DH. And my powers aren't "hey look you get a bunch of fighter feats now you never need to take fighter". The only thing I didn't see that I would have liked was the ability to fire in melee with out getting the crud wacked out of me. But this is great man I like the feel. Sorry if I sound out of it only been awake like 10 min.
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« Reply #40 on: September 28, 2010, 12:01:53 PM »

Actually, I'm not satisfied with it. I cranked it out based on some old notes and ideas and didn't think about it as long as I have with the others. I realized I broke one of my own design rules with this one in ways that I didn't have to (that's my "cookie cutter" rule, i.e. not removing choice from players in situations where more options could be presented.

Think of this as a first draft. I'm going to fix it.
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« Reply #41 on: September 28, 2010, 12:19:31 PM »

Just make sure you keep the range defense that is the best thing ever man
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« Reply #42 on: September 28, 2010, 03:55:29 PM »

Ok, hawkeyed, version two has replaced version one. I'm pretty happy with it.

I was sitting around toying with ranged builds just to see how they stacked, looking for breaks and thinking about how the abilities interacted, and now I want to play an archer...

My favorite combination so far: Ricochet combined with Split Shot and Patient Aim. You take a -2 penalty to your attack, make one attack roll, but resolve it against two adjacent targets. Assuming you hit, you do double damage to each target (from patient Aim), and then get two free additional attacks (from Ricochet).

So, we could bounce a couple of arrows off the orcs in front, and send both arrows into the legate behind them. Or, we could get meaner. Lets remove the legate. All we've got is the orcs. We use the same trick, but bounce the arrows off one and into the other, sending your ricochet attacks criss-crossing, dealing double damage with the initial hits and regular damage with the secondary hits.

So, against each target, you're firing one arrow at them, but hitting them with two and dealing damage three times.  twisted

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« Reply #43 on: September 28, 2010, 08:21:14 PM »

Its neat but ranged defense is buried in a sub menu what if ranged defense worked off your attacks of opportunity or your dex mod base yes that goes big but I thought these paths were supposed to go big or go home
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« Reply #44 on: September 28, 2010, 10:38:37 PM »

Yep. It's included as an option in the "crazy tricks" section, so you have to pick it instead of another cool trick if you want to use it. It's not just a given that all players will want it, so I wanted to give other choices, and make them hard.

It was always supposed to work off your attacks of opportunity. I just forgot to include the text. Fixed.
« Last Edit: September 28, 2010, 10:41:28 PM by Doomed Hero » Logged
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« Reply #45 on: September 28, 2010, 11:18:25 PM »

Sweet I like it now I know what to take first as I did take cbt ref.  Also I took bodyguard and in harms way so I can burn attacks to increase you caster peoples AC and soak dmg for you.
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« Reply #46 on: September 28, 2010, 11:52:30 PM »

Yes I know I'm supposed to edit but I can't on my berry. Do you think you can cram a craft bow and arrows bonus in there I mean the guy should be like the best fletcher in the world theme wise, I mean who else is there to make all those arrows for him??
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« Reply #47 on: September 29, 2010, 01:51:18 AM »

Yes I know I'm supposed to edit but I can't on my berry. Do you think you can cram a craft bow and arrows bonus in there I mean the guy should be like the best fletcher in the world theme wise, I mean who else is there to make all those arrows for him??

The path isn't supposed to favor any one particular style. Throw anything is in there for that reason. I don't think crafting fits the flavor of the path, so no.

Your best bet is to dump skill points into craft skills, or get another character to do it for you. Between Sorok and Ragnar we've got the crafting pretty well covered in that game. I wouldn't worry about it.
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« Reply #48 on: September 29, 2010, 02:08:12 AM »

Oh don't worry I did I just thought of it as flavor my question is do we have a leather worker in game cause I'm either gonna need mithral chain or studded leather then next lvl leather. Also do you know if there is a feat to let you use snatch arrows once per point of dex bonus in pf there was in 3.5 might have been a mongoose book though? If so then I want to take it as snatch arrows is nice but I don't want to end up a pin cushion cause every archer targets me at once.
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« Reply #49 on: September 29, 2010, 02:17:39 AM »

No leatherworker that I know of, and not sure about the feat. Also, can we make a new thread for discussion about your character? I'd like to keep this thread on topic for anyone else who's wanting to check out the paths.
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Against the Shadow  |  Forum  |  Midnight & RPGs  |  Open Discussion (Moderators: Bleak Knight, Glacialis)  |  Topic: Doomed Hero's New Paths
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