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One of the Santa I used in a game was only 2 hit dice, because it fit the story (The PCs had to rescue him). Another Santa I used was an epic level outsider, carried a rifle that shot streams of dragon fire, had the agility of prequel Yoda, and travelled through the demonweb pits to deliver gifts and glad tidings to a civilization of enslaved dwarves... because it fit the story (Sadly, the PCs were to help him but that halt came to a crashing halt when some of them tried to kill each other and some of them tried to kill Santa).
I was looking at Strong Stroke. I don't know if you're interested, but in some of my homebrew I started removing references that refer to losing at ability due medium and heavy armor or encumbrance (for example), and replacing it with "when his speed is not reduced in any way, such as from armor or encumbrance". It may be a silly difference, but the ability retained by creatures like dwarves, who are not slowed by heavy armor. There would be other effects too, of course. Anyhoo, not a big deal.
I copied and pasted the level -3 from SRD. I will double check my physical copy of the Core Rule Book. I believe that paladin and ranger's caster level in 3.5 was equal to half level. I'm not opposed to full character level, just want to keep it in line with whats normal.
As for her source of magic, I see it as inherent magic akin to that of the sorcerer or bard, but delayed.
So, I made it spontaneous. Did you get a chance to look at the spells per day and spells known I came up with? Does it seem ok?
For talents like Canny Observer, you should change modifer to bonus. The effect is that if the Int mod is negative, such as through poison damage or whatnot, then she isn't taking a penalty. An ability score bonus never goes under zero.
For you numerous reference to a numeric value increasing per sneak attack die, it might be easier to instead add 1/2 the rogue's level. This is a matter of personal preference of course, and also assumes that the rogue gets SA at each odd-numbered level.
Once your have the Beastiary, you will have all of the "most core" books. Anything after that will be a matter of where your group's interests lay. If your game is set in Golarion, then pick up the Inner Sea Guide. This campaign world doesn't have the depth (yet) of other more established settings like Forgotten Realms, Ebberon, and Grethawk, but Golarion is pretty diverse with lots of flavor. Just about anything can find a home there.
Taking the better of two dice drastically reduces your probability of getting a very low number, but you high end result is still capped at 20. Your players will be able to use their skills more reliably. However, getting rid of the +3 reduced the highest result possible... By 3. I think either system has merit. But they are not more or less equal. They are two different, viable options.
I have not played in PFS, but I fid play in 13 sessions of a 4e D&D Encounters season. I was the only person who was at every session, and only a few players showed up for maybe half of them. What i did not like about organized play was:
1) the GM is on a schedule and needs to complete certain parts of the story before running out of time. This can relegate things like exploration and role-playing to low priority parts of the game.
2) with different players every week, I don't get one of my favorite parts of gaming, which is developing a reporte with the other pcs. The chemistry of a group is important and takes time to develop.
3) GM fiat is a great tool to use, as long as its not abused. I understand the purpose of society play's strict adherence to the rules, but much prefer the GM's option of ignoring or altering something that detracts from the game - on a case by case basis of course.
I would allow someone to use a craft or profession to appraise items or services specific to their trade, but the appraise skill should remain superior. I would prefer appraise was renamed to something more broad, and did what Alaryth suggests. Buying, selling, bartering, trading, raw materials for crafting, certain aspects of kingdom running. The benefit of the skill doesn't need to be significant, but should be worthwhile to someone who invests in it. When you compare appraise to broad skills like perception and acrobatics, its pretty lame.
I recommend bard. Just go with the standard bard unless you see an archetype you're really excited about. The undead sympathy you have can simply be role-played. Not everything in your character back ground needs to be grounded in a mechanic. As for the tower shield, you get gain proficiency with a feat or by taking a level of fighter.
The layout is better, and the blue-backed headers are tasteful and provide a good contrast. Still, I would go a little further. Merge some cells (like you did for Role) to turn the skill list and your class features in paragraphs. Try to arrange the information into the order that it appears in a Paizo character class.
Keep in mind that some of the following feedback is purely taste.
Chivalric Bond/Signature Weapon
Challenge, Armor Training, Bonus Feat, Immune to Fear
All in all, I think you just took your favorite parts of fighter and some other classes. Its OK to borrow, but this would be much more interesting if there was some more original content.
I have to scroll to the left and right to see the whole thing. The table is very wide with lots of emtpy space. Also, your new class features appear to the right of the table, instead of under it.
This might be an issue with viewing the file format of your document on an ipad.
Generally this is true. However, I knocked out my Monty Python Lumberjack base class in a few hours. Obviously, I refined it a bunch after that, but I knew exactly what I wanted it to do from the beginning and finding inspiration wasn't an issue. Every one of my original concepts, that another story. They have all undergone significant rewriting. Some never feel finished, some have to be put away for months so you can return more objective.
I wasn't a big fan of the Lethal Weapon film series, but the ending of part 4 has a great fight were Riggs and Murtaugh have to fight Jet Li (as Wah Sing Ku). Neither one of them is anywhere near being a competent enough hand to hand fighter to beat him by himself, but they double team him, get the s+@+ kicked out of themselves in the process, and just barely manage to win.
It takes two commonly used action tropes - "the hero can defeat any enemy" and "martial arts master can fight a dozen foes at once" - and does away with them. As awesome as Jet Li's character is, he can only defend himself so well against two opponents. They just need to keep from getting killed long enough to wear him down.
Oh, and Link and Zelda vs Ganon.
For the combat styles, you should clarify. Does the fighter gain combat style fears in addition to bonus feats? I assume not, but the class feature still needs clarity.
It would be helpful if you moved the table so it appears on a single page.
I think your critical chain I'd too much. By 20th level, he could easy have a 15-20 x5 crit.