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Dilvias's page

334 posts. No reviews. No lists. No wishlists.


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cavernshark wrote:
Mista Moore wrote:
Forester(Hunter) – no animal companion instead takes the ability bonus and a Ranger’s favored terrain. Trade precise companion for bonus combat feats at level 2, 7, 13 & 19. Trade teamwork feat with animal companion instead with allies, improved empathic link & speak with the master for evasion and improved evasion, camouflage for bonus tricks, breath of life for raise animal companion and lastly hide in plain sight for greater empathic link. I have no interest in the Hunter class because it entails lugging around an animal companion and specializing in utilizing said animal companion, this archetype on the other hand does not. All of the trade-outs are a net positive in my opinion by getting rid of the animal companion mechanic and everything that comes with it you get bonus combat feats, improved evasion, teamwork feats with allies, breath of life and favored terrain with stealth bonus in said terrain.Top 3 archetype in the book IMO.
Totally agree on this. I've been trying to make a Cavalier/Hunter concept for awhile and had always been lukewarm on the animal companion. This is a great kit for something between a Druid and a Ranger without Wildshape or an Animal Companion.

I put this in the errata thread, but I think that the first terrain was supposed to be at level 1, not level 5. It replaces animal companion (that you get at level 1) and calls out an improvement at level 5, which doesn't make sense if you get the first terrain at level 5.

Forester (Hunter Archetype): The Favored Terrain replaces animal companion, a 1st level ability but states that it gets the first favored terrain at 5th level. It then states that starting at 5th level the Forester gets half the bonus in damage to creatures while in the Terrain fighting creatures native to that terrain.

Is Favored Terrain supposed to be starting at first level? If not, I'd remove the starting at 5th level phrasing as it implies that at some point the Forester doesn't have this ability.

I use a system where there is no permanent magic items. Instead any noble (PCs and NPCs with adventuring classes) uses a virtual gold and virtual slot system to purchase magic item abilities.

I looked at the automatic bonus progression rules for no magic items to see if I wanted to replace it. It looks like it would work really well for martials and for a low magic campaign. My campaign is much more high magic though, and the bonus progression system really hurts wizards and sorcerers. In general, they don't use weapons, they don't use armor, the bonuses to AC and physical stats aren't that great for them. The resistance bonus is a two edged sword, as most npcs will have higher saves than they normally would. The only thing that is good for them is the mental stat boost.

Wizards especially get the shaft. Much of their gold, especially early on, goes to improving their spell books. With much less gold, they won't be able to have too many spells known, their big advantage over sorcerers.

Now in some campaigns this may be a feature, not a bug, but you need to be aware of it. I ended up deciding to stay with my own system.

Spell Sages can cast healing spells but I wouldn't consider them a primary healer.

Do you have inspired alchemy?

I have a player who wants to try Kinetic Chirurgeon, but it has several issues, so I've made a few changes. Gather power, for instance, is useless until 7th, at which point it can only be used for composite blast. But if I replace gather power, it makes composite blast harder to use. In addition, metakinetic master does nothing, and Omnikinesis, the capstone power, does very little for a Kinetic Chirurgeon.

With that in mind here are some of the changes I am considering:

Additional Utility talents: Starting at first level and every two levels afterwards, the Kinetic Chirurgeon gain a utility wild talent that they qualify for. This replaces Gather Power and Supercharge.

Blast Focus: At 7th level, the Kinetic Chirurgeon does not get composite blasts. Instead they gain the feats Weapon Focus (Blast) and Weapon Specialization (Blast). If the Kinetic Chirurgeon already had Weapon focus (Blast), they can replace it with another feat they qualified for. At 16th level, the Kinetic Chirurgeon gains greater weapon focus (Blast) and Greater Weapon specialization (Blast). When using Kinetic Healer, the bonuses for weapon specialization and greater weapon specialization are doubled. This replaces composite blast and Composite Specialization.

Maximized Healing: At 19th level, when using Kinetic Healer, the Kinetic Chirurgeon can accept an additional point of burn to maximize the healing done with Kinetic Healer. This replaces Metakinetic Master.

Master Chirurgeon: At 20th level, a Kinetic Chirurgeon can reduce the cost of any utility wild talent by one, minimum zero. This replaces Omnikinesis.

What these changes do actually reduces the amount of damage the Kinetic chirurgeon does, but improves their utility greatly. Opinions?

Quick study: An investigator can use his studied combat ability as a swift action instead of move action.

You can use quick study as either a move or swift, your choice.

If you killed the Eagle Knight in a way that makes raise dead impossible, like taking the head or cutting out the heart, Now you need resurrection, costing 10k and access a 13th level cleric. If it takes more days than the caster level or you hid the body, now they need true resurrection and 25k, so they would need at least a 17th level caster.

I'm not sure how many 17th or higher level clerics there are in Andoran.

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My 4 suggestions for Swashbuckler:

Change Derring-do to not cost Panache (as long as you have one panache point...). Nobody wastes their panache on a +1d6 to skill rolls.

Have charmed life not take an action. Your life is charmed, you shouldn't have to think about it.

Allow Swashbuckler weapon training to count as fighter weapon training for the advanced weapon training feat and dueling gloves. While they don't get the free trainings at 9th, 13th and 17th, they can at least get a couple of them, which will help.

Change the Perfect Strike deed at 15th level. Getting one touch attack as a full round action at that level is a joke as the first attack is already going to be an auto hit on most things anyway. It needs to be much better. My suggestion would be a pseudo-pounce or pummeling strike equivalent on a standard action. That would be worth staying in swashbuckler for.

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Grumbaki wrote:

Vigilantes are great. In fact, I believe that they make the best "noble" class in the game. I mean, look at this:


In my homebrew game, I have a noble archetype based off of the vigilante that swapped out dual identity, vigilante specializations and talents for other, more non-combat abilities to create sort of an aristocrat+. about a third of my nobles are this, representing those who don't travel or adventure, but can still hold their own if necessary.

Firebug wrote:

Advanced armor training: adaptable training let's you treat your ranks in 1 skill as equal to your BAB, from a set list of skills. You can pick it more than once.

Advanced weapon training: versatile training let's you treat your ranks in 2 skills based on your weapon group as equal to your BAB.

Pretty sure there is a feat that gives you 1 skill rank per level, like toughness does for hp. Favored class bonus, human, 12 Int = 9 ranks per level.

Adaptable training can be taken up to four times. Versatile training can be taken twice. By 10th level you can have 10 + Int in skill points per level, although 8 of them have to be specific skills.

So, for example from versatile training - Heavy blades you get diplomacy and ride, versatile training - crossbows you get perception and stealth, while from adaptable training you pick up acrobatics, disguise, escape artist and say climb. That's 8 skills, plus your regular 2 + int.

It does cost your 3rd, 5th, 6th, 9th and 10th level feats, your 7th level armor training and you have to take weapon training for heavy blades and crossbows at 5th and 9th, but you CAN do it.

(You can also add 1 skill point/level from the Cunning feat and 1 skill point/level from favorite class bonus, but since anyone can do that, I didn't include them.)

Embrace the power of a level 20 half elf investigator.

So if I am understanding correctly, what you want is something that improves the non-combat options for fighters, and only fighters, while still being appropriate thematically. Okay, my suggestion:

Use the stamina system from unchained. Use the option that only fighters get stamina. (Maybe include the option where other classes can get it with a feat, maybe not.) Then allow certain non-combat feats to work with it as well. For example:

Endurance: If you fail a constitution check that is effected by endurance, you may spend stamina points equal to the difference to turn the failure into a success.

Fast Healer: Spend 2 stamina points to immediately heal half your constitution bonus (minimum +1) to your hit points.

Great Fortitude: Spend 5 stamina points to re-roll a saving throw. You must take this result even if it is worse.

Skill Focus: Spend 5 stamina points to be able to use the skill unlock for one roll in the focused skill. You must have at least 5 ranks in the skill to be able to spend stamina in this manner.

Now fighters have non-combat options available if they are willing to invest in them. (Not all non-combat feats will have stamina options. If a fighter takes a non-combat feat, work with them to see what, if any, boosts are available for using stamina.)

Since you are an alchemist, check with your GM to see if you can use your craft (alchemy) to create your own alchemical items. Since you only pay one third the prices, that increases your purchasing power for alchemical items by 3. You also start with brew potion, so again check to see if you can start with potions pre-brewed.

Even if you can't, see if you can at least purchase the raw materials.

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I used to run a game called Chill many moons ago. One of my most satisfying moments as a GM was when the players left as a group because none of them wanted to go out alone. That said, here is some advise:

1) The unknown is scarier than the known. As long as the players don't know what is going on, their imagination does the work for you. Once they know what they face, they can figure out how to defeat it. Hold off as long as you can.

2) To the pain! Once a character is dead, they can no longer be scared. Death also causes a release of tension in the game, as the player now knows nothing else can happen to them. Instead, let them figure out that there are worse things than death...

3) The tense roller coaster: Speaking of tension, while you want the tension to continue to rise throughout the session, there needs to be peaks and valleys. A small break let's the players catch their breath and lets the adrenaline gland refill before you empty it again.

4) Every choice is important, or at least seems to be. "You are going to open the door to the basement. Do you open it with your right hand, or your left hand." The player is now asking themselves why you would ask them that. Use this carefully, or it can lose impact after a while.

5) "Why is there a toad in the middle of the hotel lobby? Why is it staring at us?" Many times, it's the small, subtle things that raises the most fear. Something is wrong with the world, and nothing is going to be right again.

6) Failure is always an option. Without a real possibility of loss, it is hard to create that feeling of terror. There are always consequences to their actions... or non-actions. If they fail, follow through on these consequences.

As long as you are up to it, Investigator is a good choice. Lots of mysteries and non-combat encounters. I would suggest a higher point value, since the character is going to have to be able to do everything themselves.

What are their stats like? Many classes have certain stat requirements. (I'd hate to play a charisma 10 bard, for example.)

I assume since you are using spheres that psionics from Dreamscarred Press is out?

How I'm doing it in my game:

For PCs, I take the wealth by level table, subtract 500 gp (to account for masterwork items) and divide by 500 to determine the points available. All players have virtual slots that they can power up starting at level 2. I then take the gold prices for magic items, divide that by 500 then round up to determine the points it takes to add powers to the virtual slots. You can only spend half your points (minimum 1) on any one slot. For empowering weapons and armor, to get the full power you need to use a masterwork item. If you have to use a non-masterwork weapon or armor, divide by 2, minimum 1.

A player can get the slot points back by disrupting the slot, making it unusable for 24 hours. Afterwards the player can re-allocate the points to the same or different slots.

There are still temporary magic items (scrolls, potions, wands) but no permanent items are available. The players are much less motivated by money, as it is no longer a primary source of power.

You can get dex to damage as a human at second (Weapon Finesse, Weapon Focus Rapier at first level, Combat trick - Fencing Grace at 2nd), but you can only do it with a rapier. While agile weapons are a possibility, the earliest you will be able to afford to buy one is 6th or more likely 7th level.

This assumes you want to go str 12 dex 18. You could also go str 16 dex 16, and don't worry about weapon finesse or dex to damage.

How close do you want to go with the picture? In the picture, he is unarmored. If you don't want to wear armor, I'd say unchained monk, especially as spiritualist is a wisdom caster.

Since this is a home game, I'd just let them take the archetype on the unchained monk. Move Versatile Improvisation to 4th and the archetype replaces Purity of body and their 4th and either 10th or 12 Ki power (when you want them to get the ability to enhance the improvised weapon). That way they get to keep still mind, more important for unchained monks since they don't have good will saves.

Dave Justus wrote:

Why does the elephant have: +15/+10 Gore (3d6+10) and +15 Slam (1d8+10)

A Gore wouldn't get any iteratives unless there is something special going on that I'm not seeing.

See Above. Multi-attack grants iterative since elephants only have 2 natural attacks.

Dave Justus wrote:

I'm also not sure where the 30 AC is coming from. I get he should be 10 + 1 DEX + 7 NAT + 4 ARMOR - 1 SIZE for a Total AC of 20, not 30.

Natural armor +7 base, +6 bonus to natural attack at 9th level, +6 from going to large creature at 7th level. He also said mythril shirt +1 so +5 armor.

I did make an error in my example forgetting about -1 size though, so good catch there.

Lady-J wrote:
30 ac at level 9 is 1 above what would generally be considered standard ac for a dedicated front liner the elephant has only a +15 to hit which is well below the normal to hit of that level for dedicated front liners, and their damage is terrible my standard 2h fighter with nothing special tacked on if leveled up to lvl 9 would have about the same ac, would have around +22 to hit with 3d6+30ish to dmg on the 1st attack and +14 with the same dmg on the 2nd attack and have 28 ac and that's basic fighter stuff if they were to go full mix max they could probably reach another +1-2 to hit another 3-6dmg and another 3 ac, compared to that very basic fighter the elephant is nothing especially since its pulling wbl from the hunter

That's because it isn't well built or supported.

9th level hunter with elephant companion:

Hunter feats - Eye for talent (Human bonus feat replacement +2 str), Combat Expertise (1st), Outflank (2nd) Pack Flanking, Shield Focus (3rd), Mounted Combat (5th), Precise Strike (6th), Mounted Shield (7th), Improved Feint, Feint Partner (9th)

Elephant - Str 28 (32) Dex 13 (17) Con 19 Int 3 Cha 7 Speed: 60'

Feats: Feats: Improved Natural Attack (Gore), Weapon Focus (Gore), Improved Natural Armor, Vital Strike
Teamwork Feats: Outflank, Pack Flanking, Precise Strike, Feint Partner

Animal Focus: Bull, Tiger

Always on spells: Ant Haul, Greater Magic Fang (Gore), Greater Longstider
Usually on spells: Barkskin, Resist Energy

AC: 35 (39 with barkskin) - Mythril Shirt +1, +14 Natural Armor, +3 Shield, +3 Dex

Vital strike from Gore: +24 to hit, 7d6+13 damage, or full attack, Gore +24/+19 4d6+13, Slam +22 1d8+1d6+11, usually against a target denied their dex.

So for only the investment in a +1 mythril shirt for the elephant, the hunter is riding around the field allowing his companion to destroy his enemies. Oh, and it's light load carrying capacity is over 2000 pounds.

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"Paladins? I can tell you about the Paladins. See, once when I was young I was a Paladin. Upholder of the law, the good, the king and the temples, that was me. Until I found out that the king is a sadisic prick, the temples are more intested in making money than helping people, the laws are there to keep the people down under the heel of the aristocracy and good? Good is what get you killed fighting the monsters in the wilderness instead of fighting the monsters in the castles."

"Paladins are either willfully blind to what is truly going on or simply fools on a fool's errand. As I was neither blind nor a fool I left their company and now do what I need to do to survive. So for enough money, I'll work for you. And maybe I get to live another day."

UnArcaneElection wrote:
blahpers wrote:
Dilvias wrote:

One of my favorites was a verminous hunter from before the worm nerf. He ran without the companion. When you first met him, he looked like a normal sword and board fighter. Until you noticed his eyes. His multifaceted eyes.

{. . .}
I have to ask: Worm nerf?

I haven't heard of this, but after seeing people post builds in which you go Verminous Hunter just so you can kill your Vermin Companion to get Fast Healing, it seems like something needed to be done. Let me know if you figure out if anything actually was done, although since the Verminous Hunter entry has Fast Healing for the Worm aspect while the the Archives of Nethys Verminous Hunter entry and the Paizo PRD Verminous entry don't, I'm going to guess that is what changed.

Yep, they got rid of fast healing. The main issue was people taking 1 level then moving on to another class. If you stayed in Verminous Hunter, the unlimited fast healing was limited by the fact that you lose many of the class features in trade. By switching to another class you got all the benefit with little drawback.

I could still do the concept again, I just would have to take Cure light wounds as one of my spells instead. Would probably ask the GM if I could combine verminous with feral in some way.

10 ranks in spellcraft and the signature skill allows you to identify magic items without detect magic, though the DC increases by 10. There are a few traits that lets you cast a 0 level spell once a day, so you can take detect magic and once a day be able to identify weapons. You will also want to take a trait that gives you spellcraft as a class skill.

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One of my favorites was a verminous hunter from before the worm nerf. He ran without the companion. When you first met him, he looked like a normal sword and board fighter. Until you noticed his eyes. His multifaceted eyes.

He called upon the insect world to grant him his powers. The spells he took were all insect based (ant haul, longstrider, jump and so on). The GM allowed me to take the purify food and drink cantrip as personal only, which allowed him to eat rotten carrion safely. He kept having conversations with the bugs that lived on him.

In combat, he usually ran beetle, which combined with his armor and heavy shield made him almost untouchable. When he did get injured, thousands of tiny worms appeared in the wound and knit the flesh back together.

There was a reason why he had a charisma of 7.

How come I never thought of dual talent for investigator? Great idea PCScipio!

Personally I'd switch dex and con, but that's just a preference.

If you want to encourage players, you want to give them a reason to put points into non-primary stats. For example, in my game, Charisma is how much you are liked by everything, including the universe. So if something good or bad happens to a random character (who gets to run into the princess or who gets their pouch stolen, for example), I have the characters roll their charisma.

This encourages people who may not have a reason to normally put points into charisma to drop at least a couple of points into it.

Since I also enforce encumbrance, I don't see too many low strength characters.

Skills, especially knowledge skills, are also pretty important, so most characters have at least a 10 or 12 Int.

Looking at your point buy method, I would so play a bard (Str 16, Dex 12, Con 12, Int 16, Wis 10, Cha 16) or Paladin (Str 16, Dex 12, Con 14, Int 10, wis 12, Cha 16) under it. In both cases if Human I would put my racial in strength.

I use either 28 or 33 points for builds, no stat below 10. (Well, they can take a stat below 10, but they don't get any points for it.) Note that this is functionally similar to a 20 or 25 point build with two stats a 7, balancing SAD (Single Ability Dependency) classes vs MAD (Multiple Ability Dependency) classes. I have also found that players tend to drop a couple of points into dump stats anyway now that they have enough points for their primary function.

Spirit Ranger (from APG). Caster level is ranger level -3 so you don't have to worry about multi-classing until level 12. Since no pets, spirit ranger increases your versatility, and you don't call upon the gods for your spells but the spirits of nature instead.

Since you know you will be facing primarily beasts you can select either animals or magical beasts as your +4 with the other being +2 (talk to GM about which is the primary enemy, along with the terrain you will be dealing with). Since this sounds like this will be outdoor adventuring, go with archery style.

For stat array, I'd go Human S: 16 D: 18 C: 14 I: 12 W: 14 Ch: 8, with the bonus fighter feat. Feats would be WF: Longbow, Point Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, with your choice as your 5th level feat. Save a few thousand for scrolls and wands to increase your versatility even more.

One of my players came up with an idea, and I just wanted to check that there are no rules against it.

Since slings are both free and weightless, take your sling bullets and put them in the pouches of a sling (1 for each bullet) then wrap them like a yo-yo. Pull them out one-handed and let them unwind, having the sling ready to fire.

I'm tempted to let him do it, especially if he picks up quick draw.


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"You wish to know why I use a simple club, while other Kensai use the Katana or Wakisashi? Let me tell you a story."

"Many years ago, under an evil shogun, there was a simple farmer, who thanks to the shogun's policies was so poor he could not afford fancy armor or weapons. In fact, all he could afford to defend his famly was a piece of wood. Yet he trained and taught himself how to use that piece of wood better than all of the Shogun's soldiers and their expensive swords. With his simple piece of wood, he was able to lead a rebellion that defeated the shogun, though he himself fell in the final battle. His friend and ally, a Kensai himself, brought home the father's piece of wood to his family, and took the farmer's child to train in the art of the Kensai."

"So laugh if you will at my simple club. With this club, my father toppled a kingdom. It is more than enough of a weapon to defeat you."

In our game, for sorcerers (and oracles) we move the spells cast table up one, but keep the spells known the same. So at third level, they have second level slots, but no second level spells. They also get the Heighten Spell feat free at third level, so the 2nd level slots are filled with heightened first level spells.

This makes spontaneous casters able to cast more but a lesser variety of spells than their prepared counterparts.

Rylar wrote:


Low casting capabilities. a level 4 spellcaster like paly/ranger should be fine. Especially since he will add to his options slowly. He just doesn't want to be overwhelmed with too many options at once.

Thanks, but I am looking for a build that doesn't include shield bashing as the other build I've got has it.

Yes, it's a strong stay array. We like the overpowered games.

It feels like paladin/bloodrager should go together well, but I cant seem to get it to mesh. Raging also drops AC which leaves me asking why is he using a shield... So far this is the best I've come up with too.

You can take shield focus, saving shield and greater shield focus with weapon and shield style. Or take Deceiving, Menacing or Underhanded instead.

Ranger is better if you know the what enemy you will be facing, Slayer is better if you will be facing a variety of opponents. Both stack well with Paladin (Good Reflexes, 6+Int skill points, wide variety of class skills). If you want no magic, you can go fighter/slayer, which gives you access to fighter only feats and Weapon/Armor training abilities.

We use 33 point buy, with no buy back for scores lower than 10 (if your character concept calls for a strength of 6, go for it, but you don't get any points for it). This is functionally equivalent to 25 point buy, with 2 stats at 7. Helps the MAD characters, while the those high Int wizards are going to have 10 strength, 10 charisma instead of 7 strength, 7 charisma.

For lower power games, I'd use 23 point buy for the same reason, but there are campaign reasons behind the high scores.

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"A character can use a bastard sword two-handed as a martial weapon."

The bastard sword is a two handed martial weapon AND a one handed exotic weapon. It is not listed twice to avoid confusion and to save space.

Which set of skills?

Outdoorsman, woodsy skills? Ranger.

Thief-like skills? Slayer

Social Skills? Vigilante

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I have a batman-like NPC in my game. He's a Brawler/Investigator Gestalt, using the brawler side for his combat abilities (martial flexibility is great for the "I know Martial arts." "Which ones?" "All of them."). His investigator side is used to solve crimes with his alchemy and super high skill checks, along with studied combat boosting his combat even higher. He is terrifyingly effective.

He has a Halfling rogue as a sidekick.

For a Sun Fey, here is what I would do:

Sun Fey
Fey (2 RP)
Small size (0 RP)
Slow speed (-1 RP)
Advanced Ability scores (4 RP) -2 Str, +4 Dex, +2 Int, +2 Wis, +2 Cha
Language - standard (0 RP)
Fey Damage Resistance (3 RP)
Lightbringer (2 RP)

This leaves 6 RP left.
From here, there are 4 options:

If you want to fly:
Flight (6 RP) 40', average maneuverability

If you want to fight:
Fast (2 rp) 40' move and Advanced Dexerity (4 rp) +2 dex

If you know you are going to have a lot of social interaction:
Normal speed (1 RP), Lucky, Lesser (2 RP) and Silver Tongue (3 RP)

If you want to disguise yourself as anyone:
Change Shape, Greater (6 RP)

I run a game where there are no permanent magic items (although there are consumables). Instead, PC classes get "Chakra Points" roughly equal to wealth by level that they can use to power their Chakras (item slots), with no more than half in any one slot. Weapon bonuses apply to all weapons (including unarmed), but if using a non-masterwork weapon or armor the bonus only counts for half (minimum +1). The only item crafting feats are scribe scroll, brew potion and craft wand. Players can also disrupt their chakra and after 24 hours can re-spend the points on different "items". Many abilities are available without difficulty, but players may have to learn from other NPCs how to empower their chakra with the more unusual "items".

Game effects: Gold is far less important, so you need to carefully look at things that assume players have a lot more gold, like learning new spells for wizards. Sundering becomes more valuable, as you aren't destroying the magic gear you need any more. NPC classed enemies (warrior, expert, commoner) are far less dangerous. (In my game there is definitely a caste system between peasants - those who cannot charge their chakra and must take NPC classes - and nobles - those who can and take PC classes.) There is a reduction in martial/caster disparity since martials can use some of their points to do magical effects. The players do need to have more of a motivation beyond kill monster/take loot, though. You will also need to write your own adventures, or be willing to heavily adapt existing ones. Also, if PCs have time, they can alter their abilities to always have what they need to succeed, so be sure to include time crunches.

For those who give free feats like Weapon Finesse and Combat Expertise for free, what do you replace class abilities where you get them for free? Like Swashbuckler's Finesse or Brawler's Cunning?

You could also allow it, but use the option where it costs a feat to do so. That way, he is not getting something for nothing and he has to decide if having a very weak ability is worth burning one of his precious feats on. It also means you don't have to change up any NPCs since they obviously didn't spend a feat on it.

Important questions:

What is the purpose of the city? How are the players going to interact with it? Just travelling through, a place they visit regularly, their base of operations or is it a source of adventure in its own right?

How big is the population? How rich or poor is the city? Is it a city of trade, of manufacture or something else? Is it strategically or politically important? What are its demographics?

How far from baseline is your campaign? Pathfinder tends to be magic heavy by default, so if magic is rare in your campaign that will change the assumptions. Also, are you using any optional or house rules? For example, if you are using innate bonuses, there will be fewer but more interesting magic items. If only NPCs can craft items, you will need a source for those items.

Take a look at the rules for settlements and see what sort of city you want. Once you have a better understanding of your city, it is easier to decide what you want the city to have available.

derpdidruid wrote:
Dilvias wrote:
Anything? Like, can you make your own race? If so, can it be monstrous? Any or all optional rules?
Optional rules are game! However we can still only use player races offered in official paizo books. ANYTHING by paizo that is ment for players to use is game.

What about advanced firearms? Cybertech? Mythic rules?

Anything? Like, can you make your own race? If so, can it be monstrous? Any or all optional rules?

Rynjin wrote:
CupcakeNautilus wrote:
Are there any other cool things like that out there? Cool non-magical abilities that aren't necessarily about hitting someone real hard?

Not very many, unfortunately. There's some utility to be had from the Exploit Weakness ability (Martial Artist Monk and Steel-Breaker Brawler), since it lets you completely ignore Hardness with a Wisdom check.

The Slayer's Blood Reader can let you see the exact HP of your Studied Target. So as a Swift you can scan a target and see exactly how well off it is, including Unconscious targets. Would be a great ability for a battlefield Medic.

The Gunslinger's Utility Shot Deed is perhaps the most interesting class feature it gets, and as low as 3rd level no less. Easily stop bleeding, move important small objects (somehow without damaging them), and blowing off locks with a single Disable Device rank.

I stuck with Ex abilities. For obvious reasons, Su abilities that martial classes may still get (like Spell Sunder) were left off.

Blood reader is one of the strongest talents in the game, and does something nothing else can do... give you the approximate level of a target. Assassin on the loose, or want to avoid people for mugging who can put up a fight? Scan people as they pass by to see who the high level targets are. (Rough gauge level = HP/5-8, adjusted for body shape.) Need to know who is the boss vs. minions? Just study them. Vigilante in social mode? So, why does the candlestick maker have over a hundred hit points? No save, either, and as long as you can see the target, nothing stops it.

And even more importantly, it gives more narrative power to the class.

One of the NPCs in my game is a Halfling rogue with the child-like feat. She keeps convincing prominent people to adopt her, which she uses as cover to commit crimes and usually culminating with stealing everything from her "family" then killing them, then moving to another city and starting over. While she isn't the BBEG for the campaign, she is going to be a source of trouble.

The PCs have already encountered her once, felt sorry for her and actually paid for her passage to a different city to go live with "distant relatives" after her "family" was killed by the local "thieves guild" and her home was burned down. (The father was in fact fairly high up in the guild, and was going to be having a "talk" with the leader after one of their storerooms full of treasure was raided and he was implicated.) This did lead to the PCs taking down the guild, who were guilty of plenty of other crimes even if they were innocent of killing the "girl's" family.

The PCs are going to be unpleasantly surprised when they get to the city where they sent her.

One of my favorite 3rd party archetypes is the Inspiring Commander from Rite publishing. It trades out the mount and banner abilities for bardic inspiration and improved aid another.

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The bard archetype Archivist.

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