Mental WeaponryRargh....now I want to play that Rogueish fighter again. Oh mental weaponry, you fiendishly wily siren.
It's funny how you can be seduced into thinking that your own inventions are excellent.
I'm just gonna roll up Ronge.
Sorry about the lots of rolling earlier. I figured that if I was aiming for something that is the opposite of what is normally wanted that the excess rolling would be fine. For instance, dealing 1 damage with every weapon attack that you do, just because you want to.
Intelligent Fighter[spoiler]
Intelligent Fighter [Combat]
You outsmart people...so you can stab them in the face.
Benefit: You have the Edge over opponents when your Intelligence is greater than both their Intelligence and their Dexterity.
+1: You may use your Int bonus on both melee and ranged attack rolls. Yes, you're very smart.
+6: Ghost Step: You may use your Int bonus in place of Charisma when you feint. Additionally, you may do a special feint, called a Ghost Step, when you take a move action to move around your opponent while staying in melee range. This feint may be based on BAB or your ranks in Bluff, plus your Int bonus. If it's successful, your opponent loses his Dex bonus (like normal) and you deal an additional Xd6 (X is equal to your Int Bonus) damage when you stab him in the ass, as long as the ass is stabbed before the enemy's next turn. This bonus damage is not multiplied on a critical hit, and Ghost Step may only be used once per round.
+11: You may use your Int bonus on both melee and ranged damage rolls.
+16: Manipulate: With your enormous brain, you're perfectly suited to tricking an enemy into doing what you want them to. You may do a special Feint as a swift action once a round. [/spoiler]
Painmonger[spoiler]
Painmonger [Skill]
Being hurt doesn't really affect you.Benefit: You gain Concentration as a class skill and can make Concentration checks using one of your mental ability scores [the mental ability score is selected when this feat is selected and cannot be changed without DM approval]
4:
Scar Tissue:
Scarred tissue is much tougher than normal tissue. Broken bones heal more solidly and stronger than unbroken bones. You gain DR X/-, where X is equal to 1/2 your ranks in Concentration. You may choose to have this ability active or not on any attack that you sustain, but must decide before the damage is determined.
Pain is nothing:
Being cut, mangled, bruised, charred or frozen doesn't just harm you, it focuses your mind and actions with terrible resolveIf you do not use your
Scar Tissue ability and take damage from a Physical attack or take damage from any non-Physical source, you gain +1 to all of your Attack, Caster level, Damage, Skill check and Saving Throw dice rolls for the next minute. This ability can be used more than once and the bonus increases each time you use it, your maximum bonus is equal to one half your ranks in Concentration.
9:
Touch of pain:
You've experienced enough pain to know how to harm others without weapons. With just a touch you can jab at nerves, punch organs close to the skin and threaten weak points such as eyes, ears or noses.You can make touch attacks that injure. As an attack action, you may make a touch attack that deals damage equal to a concentration check. This damage may be lethal or subdual damage and bypasses no Damage Reduction unless your natural attacks can already do so. This ability only affects creatures that can feel pain.
Painful Strikes:
You know how strike your enemies to really hurt them with your weapon attacks. All of your attacks against creatures that can feel pain may deal an additional amount of damage up to your ranks in Concentration. This bonus damage cannot be multiplied or increased in any manner.
14:
Internal Scars:
The mental damage and traumatic events that you have been victim to, been a part of or witnessed no longer harm you the same as they would affect others.You can make Concentration checks in place of Saving Throws against effects that would instantly kill you.
The DC of the skill check is equal to the the Saving Throw DC required to survive. If you fail the check, you instead take one point of damage per caster level of the effect that you were trying to save against (or Hit Dice of the creature that was using the ability against you) and 1d4 points of damage to one ability score (chosen by you each time this occurs).
You are immune to fear effects and enchantments.
19:
Masochism:
You know that pain focuses you. Now you deal it to yourself in order to be at your peak whenever you choose.
You can attack yourself up to your number of attacks per round. Attacking yourself in this manner is a non-action that provokes attacks of opportunity per attack that you perform on yourself. Your bonus to dice rolls granted by your
Pain is nothing ability is equal to the damage that you take on any attack, with the same limitations to the size of the bonus.
Note: You may always choose to deal minimal damage (1 damage) on any attack that you do. This rule does not usually get mentioned because usually you want to deal the most damage possible.[/spoiler]
Anyway, stats,
rolled 4 times, results of the second roll are:
18, 18, 17, 16, 16, 15I'm thinking
15 S
17 D
18 C
18 I
16 W
16 Ch
A fairly well rounded, above average person whose very smart and tough.
Also, Kalelik, with those dice rolls.... I dunno, it seems like you're wasting them playing a spellcaster. Just my opinion though, more, higher stats are good for classes that don't have lots of powerful built-in abilities, while fewer and lower stats don't hold back something like a Druid or a Wizard. Certain Clerics "might" be held back, but it's not crippling.
On magic item limits,
The way that I see magic items is like this. First, you've got all the stuff that you
own. This includes Portable Holes that you built a round custom set of shelves with storage boxes, and store all of your basic, but crucial gear; like food, water, arrows, hundreds of feet of silk rope. This also includes your
Magic steel Longsword and your
Magic Darkwood bow. As well as a
Decanter of Endless Water, and a stat (Say, Dex) and a skill boosting item (say, Spot).
But you don't
use them all at the same time. In fact, if you can use your Bow, Sword and Portable hole at the same time, you're probably not a humanoid magic and weapon using adventurer.
The "cap" that I'm proposing is how many items a PC can use
before you hit the 8
in-use magic item cap. This is mostly to prevent a 2nd lvl character from having a magical +1 to two of their stats, a magical +2 to three skills, a Magic sheild, Magic Armour and a Magic Weapon. At that level... it just seems a bit excessive.
The CR system
does require PCs to have magic gear, but they don't really need 8 magic items running all the time until level 7 or so. Up until that point, and long afterwards as well, the adventurers have to make decisions about whether to equip their "scout" with a weapon, or a +Spot set of goggles. The weapon lets them fight, but they might need the goggles to perform the task at hand. Later on it's to decide between having some At-Will spell-casting wands/rods/staffs versus a bonus to a skill or a bonus to a stat.
You can always grab the other item, but that means that it's not working
now, since you have other items that are taking up active slots.
As for what is "allowed" by the Wish economy. Some items
have to go. Notabley Candles of Invocation. The caster level alone puts it out of the reach of most PCs.
Regarding always-on Buffs, they have to cost something, if they don't cost something, you shouldn't get them. One type of "cost" is to burn up your character's Turn attempts; if you augment your number of turn attempts with a nightstick, then you had to use an item slot to attune that night stick to you. If you give up attunement of that nightstick, you lose any ongoing benefits that it is in anyway providing. I find that to be a simple enough solution.