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Aura of Authority (Su): At 3rd level, a judge exudes a level of authority that makes it difficult for others to lie. Each enemy within 10 feet of him takes a penalty to Bluff checks equal to the judge's level. This ability functions only while the judge is conscious, not if she is unconscious or dead. An enemy that fails a Bluff check against the judge becomes Shaken for 1 round, unless it succeeds on a Will save. The DC of this save is equal to 10 + 1/2 the judge's level + his Charisma modifier.
If you had another "paladin" aura at 8th level or wherever, failure at a Bluff check could result in a more harsh condition. Much like fear, Bluff checks might rarely show up in the game. Depends on the GM.
No problem. You're just breaking the mold. ;)
If you want an assassin, however, I would place more emphasis on that aspect. Perhaps by bolstering sneak attack and adding some abilities that trigger on sneak attack. Flanking bonuses are awesome, but IMHO an assassin would be taking down foes single-handedly. It also reflects a warrior who is not most skilled at combat (full-bab vs medium bab), but excels when they have the drop on an enemy. Also, IMHO an assassin would have some special talent with skills like Hide, Bluff, and Disguise. Of course, none of this is taking into account the "bard-like" element you have included.
Technically, you're never fully in contact with anything. Your molecules can come very close to the molecules of other people and objects, but ultimately the strength of the repulsion grows the closer you get. Its like pushing together the same pole of two magnets. It could very well be different in Golarion, though...
I agree about limiting "dex to damage" and know of a way to do it. I refer you to Canny Defense - ability of the Duelist prestige class. I'm sure you can lift some language from this to accomplish the level-based bonus damage limit .
Canny Defense (Ex)
In your Bard archetype, it seems to be a bard who gives up spells for rogue talents. Possibly weaker than a bard, but interesting.
In your new version of sneak attack, does the extra damage also apply to simple weapons? It seems weird than light crossbows and daggers wouldn't apply. Do the bonuses from Clever Explorer stack with Trapfinding?
Also, perhaps you can use your shelved abilities for some kind of rogue variant that has spell-like or supernatural abilities... and isn't a ninja. Actually, I might try my hand at that.
I suggest finding one you like, then copy and paste what you need. When the framework is in place, modify and add to your taste. I also suggest using language, at least in part, from existing game material. Again, modify it to represent your creation. This helps to keep your ideas easy to understand. Sometimes you will need to write something from the ground up. I originally used the classes on d20pfsrd.com, which has a simple and easy to use standard layout (which I like).
+1 on fake it. You will learn with some practice. Make something up and modify it as your go. If you throw out a group of monsters and it proves to much for the heroes, have some of them stay back, run to get reinforcements, help their hurt allies, initiate a grapple, etc. If you think a full attack will slaughter the party then don't full attack. Just act like it was your plan the whole time.
A one page document to help players quickly add some flavor & description to their characters to make them distinctive (Mainly PFS, but can be used elsewhere)
I'm having to make up and modify a bunch of the rules as I go, because its tough anticipating what she want to do. For example, because of her love of the Underworld movies, her adventuring party has completely changed. She began with four heroes, and over time has swapped them out with two vampires, a werewolf, a weretiger, and a goblin. It has all happened in game, so I'm glad of that at least. She wants to lose the goblin in favor of yet another werewolf. I really enjoy playing evil on the rare occasion, but running a game like that is taxing on me. I don't share her love of vampires and werewolves. She's become really addicted to tabletop though, so I'm sacrificing some of my own enjoyment for hers.
If you are curious at all, here is a LINK to the reference document I use for what I had dubbed Heroes & Monsters. Some of it is completed, but mostly not.
Based on how specific this is, I would either change it so it is a mountain druid with some fire abilities, or turn it into some kind of prestige classes.
Making the class features slightly more general will let the druid use special abilities more often. I don't think many volcanoes pop up in game.
Alyn Fontaine wrote:
Have them splash down in the harbor in New York or some other easily identifiable terran city. Magic scarcity means they have to find some rare earth artifact in order to get home. Earthlings are all first level and easily manipulated with low will saves!
This sounds like fun, and New York has great setting for combat like Times Square, Empire State Building, and Ellis Island. A grand aerial battle over the harbor between Newark and NYC would be great too. But I would alter it further...
Basically, bonuses of the same type (such as Enhancement) do not stack. The exceptions are Racial, Dodge, and most Circumstance bonuses (and untyped bonuses).
This is off topic, but how exactly did racial make it in there? Dodge bonuses have a way to be nullified (losing dex bonus) and circumstance are given out by the GM based on circumstances. Racial though?
Personally I use LaTeX, but then I use that for almost everything that's more than 1 page long.
I just looked up LaTex. The screenshots make it look more like programming HTML than word processing. :)
Sorry to hear about that Adjule. If the game fell apart that quickly, its likely that it was never meant to be, rather than your own fault.
I paid the $10 for Apple's word processor called Pages. It lets you save in different formats including PDF and Word doc. There are a bunch of free ones too though. I use Notepad when I'm brainstorming though.
The ipad should be able to store quite a bit, but I recommend trying the DropBox app. Its free file storage. If you know other people who use the app, you can choose to share whichever folders you like, and vice versa.
Wild Hunt Combat Styles
So the first idea I had is to devise some way to put weapon enhancements on the blast, perhaps the way a paladin does, like flaming burst or speed.
The other idea was to have two rates at which the damage goes up in damage. The first could be what you have now, which is untyped and multiplies on a crit. The other could be elemental (fire, cold, acid, electricity, etc), having more dice in the pool, but not multiplying on a crit.
I'm glad its a single page format. Scrolling up and down is much easier than clicking between pages.
1) Skills. So, the warlock is somewhat filling the role of the rogue? For a 4 skill point class with no inherent need for intelligence, its a pretty big skill list. I see magic stuff, face-man, scout skills, traps... I would drop a few skills from the list. Maybe Stealth and Perception.
2) Arcan Assault. I have seen most warlock conversions add an ability score to the damage roll of the blast ability. Its didn't exist in the otriginal for two reason IMHO. The blast is a spell and spell damage is just dice, and its an attack that ignores armor, so its going to hit and deal damage regularly. I see that you scaled back the damage advancement. That helps, but I might get rid of the Cha bonus at 1st level and do something like what the gunslingeer has. Something new at 3rd level. I have an idea that i will write up later. Finally, I like that it can work with a weapon, but it is completely unclear if just the AA damage happens, or the AA and weapon damage.
3) Uncanny Dodge is typically reserved for melee classes. Its seems to me like an odd fit here.
Your players are going to get bored with NPC classes, and NPC classes will be underpowered. I was a player in this 3.5 module, and the players will need the ability to kick some butt. Let them play regular PC classes and delay the level advancement. I forget where they are supposed to end up (level 9 maybe?), but 1 or 2 levels behind that should suffice.
If we take ability scores out of the equasion, then good saving throw should be a little better than the spell's DC because of the free +2, and the caster must spend feats to improve the DC. Now when we factor in ability scores, the caster is using a prime ability score, while with the defender it might be anything. When we add in spells and magic items, it is easier to increase saving throws than it is to increase spell DCs.
I think, all in all, I disagree with you on the subject of good saves.
Oh and if you blast an enemy and it doesn't die, then it will attack on its turn. Then you'll need to use resources healing. A good control spell will shut down an enemy in some way. If it can't full attack or act at all, then you're doing a good job of controlling. On the flip side, sometimes they make their save and you try something else.