Sir Holton

Elghinn Lightbringer's page

RPG Superstar 8 Season Star Voter. 3,962 posts (3,966 including aliases). No reviews. 6 lists. 1 wishlist. 4 aliases.




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As requested, I am creating this thread for the soul purpose of fans, players, and GM's that use the Multiclass Archetypes in their campaigns as a place to discuss the strengths and weaknesses of the plethora of MCAs that have been developed.

For ease of access, I am putting a link to the Multiclass Archetypes page of the Pathfinder Community site.

And so, let the discussions begin. We look forward to seeing how our creations have been included in campaigns and inspired players and GM's alike. Good gaming!


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Hello to all our Multiclass Archetype fans! Just posting this to let you all know that the old Wiki info is in the process of being transfered to the PF Community site under the Multiclass Archetypes heading.

Currently, there are a few MCAs uploaded and linked from each primary class.

I've just added all the Alchemist primary class MCAs. As I upload and link each primary class, I'll post the announcement here.

Thanks for your continued support and interest, and enjoy!


Does anyone know if the Ondonti, Orog, and Wemic are OGL or not? Been searching the web to find out, but can find anything definite.


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Welcome to the 10th Multiclass Archetypes thread. This thread will be a bit different from the rest, in that this thread has been created for the purpose of discussing new MCA concept combinations of all kinds (Core, Base, ACG, etc.), and not necessarily a work space for creating them. Though, if those who participate in this thread wish to do so, they may.

This thread will also be left to the fans of MCAs. Though I am starting this thread, I will be stepping away form the project for a well deserved break. I will likely pop in from time to time. As requested by participants from the previous thread, this thread will be left to them to discuss ideas, concepts, builds, etc, for their own MCAs. Its time for the teacher to step back and let the students work on their own. That was the point of creating the MCA concept originally.

So, let the discussing and collaborating commence.


OK, trying to expand my repertoire of fantasy books, so I'm looking for some new series to try. I am typically very rigid in my choices, so this is me seeking the advice of the community to direct me to the right series of books that fit my taste.

My reading thus far has included the following series.

1) JRR Tolkien (The Hobbit and LOTR)
2) Raymond E Feist's (entire Rift War Saga, including Empire)
3) RA Salvatore (The entire Dirzzt series)
4) Dragonlance (Chronicles, Dark Chronicles, Twins, Raistlin's Tales)
5) Imager series
6) Forgotten Realms beyond the Drizzt stuff (Elminster series)

I am a big fan of the whole Good vs Evil trope, and love paladins and paladin-esque characters. I'm always for the small group taking on the big group of bad guys against all odds types of stories too. I also like books that include good descriptions of where the tale takes place and the cultures involved.

So, if anyone has suggestions within the these general guidelines, or series similar to or within the above books I listed (such as other series within the Forgotten Realms setting), that you feel are good, that would be most appreciative...

...and go!


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Welcome to the 9th Multiclass Archetypes thread. Here we are going to focus on new MCAs that incorporate the new hybrid classes as either primary or secondary class, or both.

Again, here's the posting and collaboration process that will be going on in this thread (same as the last ones).
As I said, this thread, while dedicated to new Multiclass Archetypes with ACG hybrid classes, but will also be dedicated to getting the unfinalized MCAs (*) on the Multiclass Archetype Wiki closer to their finalized form. All those who join us in this process, know that it will be greatly appreciated by the members of MCP. Your input will allow us to improve our concepts, as well as your own.

As always, new posters, concepts, and ideas are always welcome. With the unfinalized (*) MCAs from the Wiki, we wish to maintain as much of the core concepts and abilities as possible, but we also are seeking any new and awesome ideas that could improve it, and any feedback on balance issues, or whatever you might see as problematic.

I would like to stress that while not every MCA concept may be to everyone’s liking, this is a collaborative thread, and requires as much collaboration, suggestions, and ideas as possible to obtain the best results for a finalized MCA. So, please, give any and all suggestions you might have.

The posting process will be as follows, so please attempt to keep to these guidelines as much as possible to maintain a cohesive process.

READ
1) Please post "concepts" for new MCAs first (not the whole detailed MCA), as holding places, in the following format.
"Name"
Primary: "X"
Secondary: "Y"

These will be placed in the queue as they are posted (including those from myself or any other MCP member), but will not be looked at until they come up in the queue. So, feel free to work on them alone, or amongst yourselves (or even MCP members) via email or whatever until your turn comes.
I'll give the go ahead with each new MCA just to keep things orderly.
I will also post the new MCA queue every so often so everyone knows what's coming up.

2) Depending on how things progress, two NEW MCAs will be posted at a time, with a wiki MCA revision thrown in every so often. To allow for fairness, if you've recently posted, let someone else post theirs. So, don't post two MCAs in a row. We would prefer MCA class combos that HAVE NOT been created yet, so that we don't double up on already existing MCAs. However, we won't interfere in your creativity process, do as you must, but the previous would be most appreciated.

3) I will post the unfinalized MCAs (*) according to alphabetical order on the Wiki, as this will allow for the most diverse approach, otherwise we may get a little bored working on MCAs with the same primary class over numerous postings.

4) If someone pops up on the thread with feedback on an old MCA, that will becomes the next "unfinalized" (*) MCA that we take a look at, even if it is out of alphabetical order, to address any concerns ASAP.

5) As before, please use the "#" to differentiate between the MCA posts, especially with us working on 2 MCAs simultaneously.


Welcome to the 8th Multiclass Archetypes thread both old and new posters. Again, the last thread was up over 1,000 posts, so here we are on the next one.

Again, here's the posting and collaboration process that will be going on in this thread (same as the last two).

This thread, while dedicated to new Multiclass Archetypes, is also dedicated to getting the unfinalized MCAs (*) on the Multiclass Archetype Wiki closer to their finalized form. All those who join us in this process, know that it will be greatly appreciated by the members of MCP. Your input will allow us to improve our concepts, as well as your own.

As always, new posters, concepts, and ideas are always welcome. With the unfinalized (*) MCAs from the Wiki, we wish to maintain as much of the core concepts and abilties as possible, but we also are seeking any new and awesome ideas that could improve it, and any feedback on balance issues, or whatever you might see as problematic.

The posting process will be as follows, so please attempt to keep to these guidelines as much as possible to maintain a cohesive process.

READ
1) Please post "concepts" for new MCAs first (not the whole detailed MCA), as holding places, in the following format.

"Name"
Primary: "X"
Secondary: "Y"

These will be placed in the queue as they are posted (including those from myself or any other MCP member), but will not be looked at until they come up in the queue. So, feel free to work on them alone, or amongst yourselves (or even MCP members) via email or whatever until your turn comes.

I'll give the go ahead with each new MCA just to keep things orderly.
I will also post the new MCA queue every so often so everyone knows what's coming up.

2) Depending on how things progress, two NEW MCAs will be posted at a time, with a wiki MCA revision thrown in every so often. To allow for fairness, if if you've recently posted, let someone else post theirs. So, don't post two MCAs in a row. We would prefer MCA class combos that HAVE NOT been created yet, so that we don't double up on already existing MCAs. However, we won't interfere in your creativity process, do as you must, but the previous would be most appreciated.

3) I will post the unfinalized MCAs (*) according to alphabetical order on the Wiki, as this will allow for the most diverse approach, otherwise we may get a little bored working on MCAs with the same primary class over numerous postings.

4) If someone pops up on the thread with feedback on an old MCA, that will becomes the next "unfinalized" (*) MCA that we take a look at, even if it is out of alphabetical order, to address any concerns ASAP.

5) As before, please us the "#" to differentiate between the MCA posts, especially with us working on 2 MCAs simultaneously.

Note:As the release date for the Advanced Class Guide (ACG) approaches, many of us are excited to start creating MCAs with the new ACG base classes. I believe it would be prudent to wait a few months after release before we start cranking out ACG MCAs, to allow for familiarization with the classes, and for the threads to work out any issues with them. Likely, we'll start on the ACG MCAs in thread MCA thread IX.


Welcome to the 7th Multiclass Archetypes thread both old and new posters. As always, the last thread was up over 1,000 posts, so here we are on the next one.

Again, here's the posting and collaboration process that will be going on in this thread (same as the last two).

This thread, while dedicated to new Multiclass Archetypes, is also dedicated to getting the unfinalized MCAs (*) on the Multiclass Archetype Wiki closer to their finalized form. All those who join us in this process, know that it will be greatly appreciated by the members of MCP. Your input will allow us to improve our concepts, as well as your own.

As always, new posters, concepts, and ideas are always welcome. With the unfinalized (*) MCAs from the Wiki, we wish to maintain as much of the core concepts and abilties as possible, but we also are seeking any new and awesome ideas that could improve it, and any feedback on balance issues, or whatever you might see as problematic.

The posting process will be as follows, so please attempt to keep to these guidelines as much as possible to maintain a cohesive process.

READ
1) Please post "concepts" for new MCAs first (not the whole detailed MCA), as holding places, in the following format.

"Name"
Primary: "X"
Secondary: "Y"

These will be placed in the queue as they are posted (including those from myself or any other MCP member), but will not be looked at until they come up in the queue. So, feel free to work on them alone, or amongst yourselves (or even MCP members) via email or whatever until your turn comes.

I'll give the go ahead with each new MCA just to keep things orderly.
I will also post the new MCA queue every so often so everyone knows what's coming up.

2) Dependign on how things progress, only one NEW MCA will be posted at a time, with a wiki MCA revision, or two new MCAs at the same time. To allow for fairness, if if you've recently posted, let someone else post theirs. So, don't post two MCAs in a row. We would prefer MCA class combos that have not been created yet, so that we don't double up on already existing MCAs. However, we won't interfere in your creativity process, do as you must, but the previous would be most appreciated.

3) I will post the unfinalized MCAs (*) according to alphabetical order on the Wiki, as this will allow for the most diverse approach, otherwise we may get a little bored working on MCAs with the same primary class over numerous postings.

4) If someone pops up on the thread with feedback on an old MCA, that will becomes the next "unfinalized" (*) MCA that we take a look at, even if it is out of alphabetical order, to address any concerns ASAP.

5) As before, please us the "#" to differentiate between the MCA posts, especially with us working on 2 MCAs simultaneously.

Alright, let's keep going!


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OK, we are continuing from MCA Thread V, which has gooten really big and long. Again here's the process that will be going on in this thread (same as the last one).

This thread, while dedicated to new Multiclass Archetypes, is also dedicated to getting the unfinalized MCAs (*) on the Multiclass Archetype Wiki closer to their finalized form. All those who join us in this process, know that it will be greatly appreciated by the members of MCP. Your input will allow us to improve our concepts, as well as your own.

As always, new posters, concepts, and ideas are always welcome. With the unfinalized (*) MCAs from the Wiki, we wish to maintain as much of the core concepts and abilties as possible, but we also are seeking any new and awesome ideas that could improve it, and any feedback on balance issues, or whatever you might see as problematic.

The posting process will be as follows, so please attempt to keep to these guidelines as much as possible to maintain a cohesive process.

READ
1)
As stated, this thread will focus on 1 new and 1 "unfinalized Wiki" (*) MCA at a time.

2) Each MCA will be worked on until it is "done", as deemed by me or another member of MCP.

3) Please post "concepts" for new MCAs first (not the whole detailed MCA), as holding places, in the following format.

"Name"
Primary: "X"
Secondary: "Y"

These will be placed in the cue as the are posted (including those from myself or any other MCP member), but will not be looked at until they come up in the cue. So, feel free to work on them alone, or amongst yourselves (or even MCP members) via email or whatever until your turn comes.

I'll give the go ahead with each new MCA just to keep things orderly.
I will also post the new MCA cue every so often so everyone knows what's coming up.

4) Only one NEW MCA will be posted at a time. To allow for fairness, if if you've recently posted, let someone else post theirs. So, don't post two MCAs in a row. We would prefer MCA class combos that have not been created yet, so that we don't double up on already existing MCAs. However, we won't interfere in your creativity process, do as you must, but the previous would be most appreciated.

5) I will post the unfinalized MCAs (*) according to alphabetical order on the Wiki, as this will allow for the most diverse approach, otherwise we may get a little bored working on MCAs with the same primary class over numerous postings.

6) If someone pops up on the thread with feedback on an old MCA, that will becomes the next "unfinalized" (*) MCA that we take a look at, even if it is out of alphabetical order, to address any concerns ASAP.

7) As before, please us the "#" to differentiate between the MCA posts, especially with us working on 2 MCAs simultaneously.

Alright, carry on!


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After perusing Mythic Adventures, I realized, I could finally present one of my old 3.5 Epic PrC's in a far better way using the Mythic Path format. Borrowed from Super Genius Games' Dragonrider, and obviously the other mythic paths.

NEW MYTHIC PATH
Like other mythic paths, the Dragon Sovereign grants a number of specific abilities. However, the Dragon Sovereign path can only be followed if an appropriate artifact is found by the individual. As a mythic character gains tiers, he can choose any mythic abilities in common with other paths (see Table 1–1: Base Mythic Abilities in Mythic Adventures), or those listed in the Dragon Sovereign mythic path description below.

DRAGON SOVEREIGN
Dragon sovereigns are masters of dragonkind. Once, long ago, the sovereigns roamed the primordial world, warring against one another and their dragons, dividing the land into their own territorial domains. Although these powerful beings have gone the way of the dust, vestiges of their obscure legacy have emerged throughout the ages in the form of armor, weapons, or objects of significant importance to them. Most of these relics vanished into the memories and myths of the past, only to reemerge throughout the latter part of history. Such ancient relics can bestow upon the wearer the prestige class of the dragon sovereign, imbuing him with a portion of its master’s might. Any dragon sovereign that now appears is but a mere shadow of the original sovereign’s former power and glory. However, when such power is compared to that of mortals, it is unmatched by the current peoples of the world.

Dragon sovereigns are powers to be reckoned with in their own right. If encountered, one should never take a sovereign’s powers or abilities lightly. Such a mistake will likely cost an individual, or even an entire adventuring party their very lives. It is difficult for most to fully comprehend the might of one who has obtained the mature powers of a dragon sovereign, for they are a force powerful enough to give the demonic balors, devilish pit fiends, or angelic solars cause to be wary.

Role: In ages past, the dragon sovereigns ruled the world unopposed, dividing the spoils between them to further their power and circle of influence. Now, with a multitude of races inhabiting the world, the power and influence of dragon sovereigns has greatly diminished. Despite this deficiency, some sovereigns blaze their own path to power and domination through bloodshed, intimidation, and dark magic, while others seek to serve and protect with personal courage, compassion, and divinely imbued might. Regardless of his nature, dragon sovereigns seek to establish their own kingdoms from which to command their armies and cohorts, and govern their realm along side their dragon companion.

Classes: Barbarians, cavaliers, fighters, rangers, and paladins will all find a host of useful abilities in the dragon sovereign path. In fact, almost any character who seeks to further their knowledge, enhance their combat skills, or gain influence over creatures of the draconic bloodline, will likewise find that the path of the dragon sovereign includes a number of valuable abilities that will help in their endeavors.

Bonus Hit Points: Whenever you gain a dragon sovereign tier, you gain 5 bonus hit points. These hit points stack with themselves, and don't affect your overall Hit Dice or other statistics.

TABLE 1-1: DRAGON SOVEREIGN
Tier Path Features

1st Dragon mount, path ability, sovereign's might
2nd Path ability
3rd Path ability
4th Path ability
5th Path ability
6th Path ability
7th Path ability
8th Path ability
9th Path ability
10th Lord of dragons, path ability

Dragon Sovereign Features:

As you gain tiers, you gain the following abilities.

Dragon Mount (Su): You gain the service of an unusually intelligent, strong, and loyal dragon mount to carry you into battle and serve you as you further the cause of dragonkind. This dragon mount is always of a type appropriate to his alignment. A dragon sovereign’s dragon mount is described below.

Once per day, as a full-round action, a dragon sovereign may magically call his mount to his side. This ability is the equivalent of a spell of a level equal to one-third the dragon sovereign's combined class and mythic level. The dragon mount immediately appears adjacent to the dragon sovereign. A dragon sovereign can use this ability once per day at 1st tier, and one additional time per day for every 3 tiers thereafter, for a total of four times per day at 10th tier.

A dragon sovereign does not take an armor check penalty on Ride checks while riding his dragon mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A dragon sovereign’s dragon mount gains the share spells special ability only if the sovereign has a class feature that grants spellcasting.

A dragon sovereign’s bond with his dragon mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a dragon sovereign’s mount die, the dragon sovereign may summon another dragon mount to serve him after 1 week of mourning. This new mount does not gain the link, share spells, evasion, devotion, or improved evasion special abilities until the next time the dragon sovereign gains a tier.

Sovereign’s Might: Select one of the following abilities. Once chosen, it can't be changed.

Absorb Blow (Su): As an immediate action, whenever you take hit point damage from a single source (such as a dragon's breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the abs orb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistance s that you have.

Beast's Fury (Su): As a swift action, you can expend one use of mythic power to imbue your animal companion, cohort, eidolon, familiar, or bonded mount with some of your mythic power. As an immediate action, that creature can move up to its speed and make an attack with one of its natural weapons. When making this attack, the creature rolls twice and takes the higher result. Any damage dealt by this attack bypasses all damage reduction. A creature affected by this ability can take these actions in addition to any others that it takes during its turn.

Sudden Attack (Ex): As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.

Path Ability: At 1st tier and every tier thereafter, select one new path ability from the dragon sovereign path abilities lists or from the universal path abilities lists (see page 50 of Mythic Adventures). Once you select an ability, it can't be changed. Unless otherwise noted, each ability can be selected only once. Some abilities have requirements, such as a class ability or minimum mythic tier that you must meet before you select them.

Lord of Dragons (Ex): At 10th tier, you undergo a physical transformation into something more akin to the dragons you command. First, your body becomes bulkier, taking on greater mass and size. This allows you to function in many ways as if you they were one size category larger. Whenever you are subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. These benefits stack with the effects of powers, abilities, and spells that change your size category. Your ears also become slightly pointed, your eye color changes to match that of your dragon mount’s scales, and your hair takes on the same slight hue. Lastly, your skin becomes hard as dragon scales, granting you a +4 natural armor bonus. This transformation gives you a somewhat alien and outlandish appearance.

In addition, your life span is extended to that of a dragon and count your age according to a dragon’s the age in years (see Table: Dragon Age Categories in the Bestiary). Thus, your life span is extended to that of 1,200 + years. Although death may come at any time, your natural life span will not begin to dwindle until over a millennium has passed.

1st–Tier Dragon Sovereign Path Abilities :

You can select these path abilities at any tier.

Adamantine Mind (Ex): Your mind is as hard as any armor, and is dangerous to engage. You gain a bonus equal to your tier on saving throws against mind-affecting effects. Whenever you succeed at a save against a mind-affecting effect, the creature attacking you with that effect must succeed at a Will save (at the same DC) or be stunned for 1 round.

Additional Might (Ex): You learn an additional sovereign's might ability. You can s elect this ability twice.

Aerial Assault (Su): You can charge at creatures in the air, or leap across obstacles as part of a charge. When making a charge attack, you can expend one use of mythic power to include a single Acrobatics check made to jump, adding 10 feet per tier to the height or distance you jump. You take no falling damage from the height gained as part of this leap. If your attack hits, you may deal an amount of additional damage equal to the falling damage appropriate for the height you reached. Alternatively, you may replace your melee attack from this charge with a grapple check. If you successfully grapple a creature, you bring it to the ground with you at the end of your jump, and it takes an appropriate amount of falling damage for the height it was at when you grappled it.

Always A Chance (Ex): You don't automatically miss when you roll a 1 on an attack roll.

Armored Might (Ex): You treat the armor bonus from your armor as 50% higher than normal, to maximum increase of half your tier (minimum 1). For example, if you are 4th tier and wearing +2 breastplate, you treat the armor's +6 armor bonus as +8 (50% of +6 is +3, limited to +2 by half your tier).

Backlash (Ex): You strike back at those who penetrate your defenses. Whenever an adjacent enemy confirms a critical hit against you, that enemy also provokes an attack of opportunity from you. If you have used all of your attacks of opportunity for the round, you may expend one use of mythic power to make this attack of opportunity anyway.

Bleed Holy Power (Su): If you channel positive energy, when an undead creature damages you with a melee attack, you can expend one use of channeled energy as an immediate action to channel energy to deal damage to undead creatures around you (as detailed in the channel energy ability). Alternatively, you may focus this channeled energy so it affects only the undead creature that hit you. If you focus solely on that creature, you are considered 4 levels higher in the class that grants you the channel energy feature when determining its effects.

Blowback (Ex): As a standard action, you can expend one use of mythic power to make one melee or ranged attack at your full base attack bonus. If the attack hits, your foe is also knocked directly away from you a distance equal to 10 feet per tier. If the foe strikes a solid object before reaching this distance, it takes 1d6 points of bludgeoning damage for every 10 feet it couldn't travel. If it strikes another creature, both it and the creature it strikes take half this damage.

Burst Through (Ex): Whenever you charge, you can move through squares containing allies and opponents almost as if they were not obstructing your charge. You can move through squares containing allies freely, but you must succeed at an overrun combat maneuver check for each opponent that obstructs your path to the target of your charge. If the result of the check exceeds the opponent's CMD, you may move through the opponent's square and continue toward the target without provoking an attack of opportunity from that opponent. If you fail any of the s e combat maneuver checks, your movement ends in the square before that opponent, but you may resolve the charge attack against the foe that stopped you.

Clarion Call (Ex): You bestow your wrath on your allies. As a swift action, you can expend one use of mythic power to grant all allies within 30 feet the benefits of your active smite or challenge ability, directed at the same opponent you're targeting with that ability. Only the constant effects from the smite or challenge are conferred with this ability, not the ones you can use only once. This ability lasts a number of rounds equal to your tier or until either the combat ends or the subject of the smite or challenge is dead or unconscious.

Crusader (Ex): Your prowess and ability draw countless followers to your banner. You gain followers as if you had the Leadership feat. In addition, you add your tier to your leadership score when determining the number of followers you gain. Whenever you are within 100 feet of such followers, each follower can use the surge ability once per day without needing to expend mythic power. The followers use the same die type as your surge ability. If you have or gain the Leadership feat, you gain followers from both this ability and the Leadership feat (in effect doubling the number of followers gained).

Devastating Smash (Su): Whenever you attack a construct or object, treat its hardness (or damage reduction in the case of constructs) as 10 less than normal. Add your tier to damage rolls against constructs and objects. If you expend one use of mythic power as part of an attack against a construct or object, you treat its hardness (or damage reduction) as o and add double your tier to damage instead.

Divine Countenance (Su): Whenever you encounter a creature whose alignment is within one step of yours, treat its attitude as one step better. The creature's starting attitude is helpful, you can make requests of the creature with a +5 bonus on your Diplomacy or Intimidate skill check.

Empathic Healing (Su): You can expend one use of mythic power to transfer up to 10 points of damage per tier from a touched ally to yourself, healing the target and damaging you. This transferred damage bypasses all effects that reduce or negate hit point damage (such as damage reduction). Alternatively, you can expend two uses of mythic power to transfer an ongoing disease or poison from a touched ally to yourself, which halts ongoing effects on the target from that affliction and requires you to attempt any remaining save s against it. If you're immune to the disease or poison, transferring it to yourself destroys the affliction.

Endless Hatred (Ex): You can expend one use of mythic power as a free action to increase all of your favored enemy bonuses by 2 for 1 minute. When you use this ability, for the rest of your turn any attacks you make against a favored enemy bypass all damage reduction. You must have the favored enemy class feature to select this ability.

Ever Ready (Ex): Whenever you make an attack of opportunity, you gain a bonus on the attack and damage rolls equal to your mythic tier. You can make attacks of opportunity while flat-footed, even if you don't have the Combat Reflexes feat. At 3rd, 6th, and 9th tier, the number of attacks of opportunity you can make each round increases by one.
Fast Healing (Ex): As a swift action, you can expend one use of mythic power to gain fast healing 5 for 1 minute. This ability can be taken a second time at 3rd tier or higher and a third time at 6th tier or higher. Each additional time you take this ability, the fast healing increases by 5.

Flash of Omniscience (Ex): Your ability to recall information is astounding. When you take 10 on any Intelligence-based skill check, add your tier to the result. As a free action, you can expend one use of mythic power to ask one question as if using divination. The base chance for a correct answer is 70% + your highest spellcaster level + your tier (maximum 100%). The answer doesn't come from a divine agent, but from your own native understanding; therefore, the answer is never cryptic. If you don't get a correct answer, it's like failing a Knowledge check, and you can't use this ability on this question again.

Greater Surge (Su): Your surge is more powerful than most. Treat your tier as if it were 3 higher for the purpose of determining your mythic surge die (maximum 10th tier). When you gain your 10th tier, your surge die become s 2d8.

Immovable (Su): Add your tier to your CMD whenever an enemy attempts a bull rush, drag, reposition, or trip combat maneuver check against you. If the check is successful, you can expend one use of mythic power as an immediate action to cause it to fail instead.

Inspiring Surge (Ex): Your surge inspires non-mythic allies to greater acts of martial daring. Each time you use your surge ability, each non-mythic ally within 30 feet gains a +1 bonus on attack rolls and damage rolls for the next weapon attack it makes before the start of your next turn. An ally must be able to see and hear you to gain the bonus. You can take this ability up to three times. When you take it the second time, the bonus on attack and damage rolls increases to a number equal to half your tier. When you take it a third time, the bonus on attack and damage rolls increases to a number equal to your tier instead of half your tier.

Knowledgeable Sovereign (Su): Add double your tier as a bonus on Knowledge checks you attempt to identify monsters, including checks made to learn any special powers and vulnerabilities. As a free action, you can expend one use of mythic power to telepathically communicate the knowledge you obtain from this check to all allies within 100 feet.

Lend Power {Su): You are an invaluable asset to your comrades. As an immediate action, you can expend one use of mythic power or your confidence ability (see page 42 in Mythic Adventures) to grant the benefit of your surge ability to a mythic ally within 30 feet. The ally uses your surge die.

Lesson Learned (Ex): Whenever you fail a saving throw against a supernatural or spell-like ability, you gain a +5 bonus on all further saving throws against that ability, including subsequent saves against an ongoing effect, or against the same effect produced by a different source or creature. This bonus lasts for a number of minutes equal to your tier. For example, if you fail a save against a demon's fireball spell-like ability, you gain this bonus against a fireball spell-like ability from any creature; if you fail a save against a blue dragon's electricity breath weapon, you gain this bonus against all blue dragon electricity breath weapons, but not against a black dragon's acid breath weapon or a gorgon's petrification breath weapon. If you fail another saving throw against the same ability, the duration of lesson learned resets but the bonus doesn't stack with itself.

Menacing Presence (Su): Something about you puts others on edge. You can attempt an Intimidate check to influence a creature's attitude as full-round action instead of it taking 1 minute. In combat, you can attempt an Intimidate check to demoralize an opponent as a move action. If you expend one use of mythic power, you can attempt to use Intimidate to demoralize all enemies within 30 feet as a standard action, or as a move action if using the Dazzling Display feat (Core Rulebook 120).

Mounted Maniac (Ex): Your unstoppable momentum while mounted is terrifying. Whenever you charge a creature while mounted, you can attempt an Intimidate check to demoralize all enemies within 30 feet of your target, adding your tier to the result of the check. If you expend one u s e of mythic power, any creature demoralized by this ability is frightened instead of shaken. The duration of this condition is dependent upon your check, as noted in the Intimidate skill.

Mythic Companion (Su): Select one animal companion, cohort, eidolon, familiar, or bonded mount. That creature can use the surge ability a number of times per day equal to your tier. Its surge ability uses the same bonus die type as you do when you use your surge ability.

Mythic Domain (Su): When determining the effects of your domain's granted powers, you're considered 4 levels higher. This increases the effects of powers you have access to, but doesn't grant you powers at a lower level than normal. Once per day, you can expend one use of mythic power as a standard action to regain the use of all your domain granted powers as if you had rested for 8 hours. If you're an oracle, all aspects of this ability apply to your revelations instead of to domain granted powers. You must have the domain class feature or mystery class feature to select this ability.

Mythic Mercy (Su): When you use the mercy paladin class feature, your caster level check to remove curses, diseases, and poisons automatically succeeds unless the affliction is from a mythic source. If you expend one use of mythic power when using a mercy, you add break enchantment to its effect, using your paladin level as your caster level. You must have the mercy class feature to select this ability.

Mythic Rage (Su): As a free action, you can expend one use of mythic power to regain 1/4 your maximum number of rage rounds (minimum 4 rounds). For the rest of your turn, your successful attacks while raging bypass all damage reduction. You must have the rage class feature to select this ability.

Mythic Smite (Su): As a free action, you can expend one use of mythic power to regain one use of your smite evil ability. For the rest of your turn, your successful attacks against evil creatures bypass all damage reduction. You must have the smite evil class feature to select this ability.

Mythic Weapon Training (Ex): Select one group of weapons from the list of fighter weapon groups. You gain proficiency with all weapons in this group. If you possess a feat such as Weapon Focus that requires you to choose a kind of weapon, you can instead apply the effects of that feat to all weapons from that weapon group. When wielding a weapon from that group, add a number equal to your tier to your CMD against disarm and sunder attempts made against that weapon. You can select this ability more than once. Each time you s elect this ability, it applies to a different weapon group.

[b]Overflowing Grace {Su): When you heal a creature with positive energy (such as by channeling positive energy to heal the living, using cure spells, or using lay on hands), any affected creature at full hit points (whether already at full hit points or healed to full hit points by your channeled energy) gains a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 minute. If you channel negative energy to heal undead, this is a profane bonus rather than a sacred bonus.

Press the Advantage (Ex): When an ally seriously harms a foe, you seize the moment. When an ally within 30 feet confirms a critical hit against a creature you threaten, the target of the critical hit provokes an attack of opportunity from you. If you hit with your attack of opportunity, all of your allies gain a +2 bonus on attack rolls against that creature for 1 round.

Punishing Blow (Ex): Any opponent you hit with a melee or ranged attack loses the benefits of regeneration and fast healing for 1 round. In addition, if you score a critical hit against the target, it loses the benefit of its damage reduction for 1 round. A creature whose regeneration can't be suppressed or ignored (such as the tarrasque) is immune to this effect.

Quick Recovery (Ex): Whenever you are dazed, dazzled, deafened, sickened, or stunned, reduce the duration of that condition by half (minimum 1 round). Any other effects relating to the source of that condition are unaffected; for example, if you are panicked and sickened from an eyebite spell, the panicked effect has the normal duration even though you are sickened for only half as long. You can select this ability twice. The second time you select it, you also reduce the duration of the blinded, nauseated, and paralyzed conditions by half.

Raise Animal (Su): By burying the corpse of a dead animal (at least its bones) and expending one use of mythic power, you raise it from the dead overnight. You can use this ability on an animal companion, familiar, or bonded mount even if it is not a creature of the animal type. At 1st tier, this functions like raise dead. At 3rd tier, this functions like resurrection. At 6th tier, this functions like true resurrection.

Retributive Reach (Ex): Treat your reach as 5 feet greater than normal for the purpose of determining whether or not you can make an attack of opportunity. If a creature provokes an attack of opportunity within this area of increased reach, you can expend one use of mythic power to gain a bonus equal to your tier on the attack roll and damage roll of the attack of opportunity.

Sacrificial Shield (Ex): Once per round when you would normally be hit by a weapon attack, you can use your shield to block the attack. You must be using a shield in order to use this ability. Subtract your shield's hardness and hit points (see Table 7-12 o n page 175 of the Core Rulebook) from the damage of the attack and apply the remaining damage to your hit points. If the shield takes enough damage to destroy it, it's destroyed. Otherwise, it gains the broken condition, even if the damage was not enough to give it the broken condition under other circumstances. You can expend one use of mythic power when using this ability to negate any damage dealt to the shield, though you still take any damage that exceeds its hardness and hit points. You can choose to negate the damage after the damage is rolled.

Shout of Defiance (Su): You can channel holy energy into a righteous shout of defiance. As a standard action, you can expend one use of mythic power and one use of either channel energy or lay on hands to create a 100-foot spread of healing energy. All allies within this spread heal a number of hit points equal to 1d6 plus double your tier. If this brings an ally from negative hit points to 0 hit points or more, the ally can immediately stand up from prone without provoking an attack of opportunity.

Smiting Aura (Su): Whenever you use your smite evil ability, you can expend one use of your mythic power to create a 20-foot-radius aura centered on you that lasts for a number of rounds equal to your tier. Any evil creature that starts its turn in or moves into this area takes a number of points of damage equal to your tier. This damage comes from holy power, and is not affected by damage reduction or energy resistance. You must have the smite evil class ability to select this ability.

Sovereign's Cry (Ex): Your warning shouts keep allies from danger. Whenever you attempt a Reflex save to avoid an effect that affects multiple creatures, you can expend one use of your mythic power to call out a warning to your allies. Any allies within 100 feet who can hear you gain a bonus equal to your tier on their saving throws against that effect.

Sustained by Faith (Su): You require no food, water, or sleep. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. If you are 3rd tier or higher, you can expend one use of mythic power in order to also not need to breathe for 24 hours.

Telekinetic Master (Su): You can u se mage hand or open/close at will as a standard action, and you can affect unattended magical objects with mage hand. The weight limit for these abilities increases by 5 pounds per tier. Treat your caster level as 2 levels higher when casting levitate, telekinesis, and similar spells.

Titan's Bane (Ex): You can move through the of any creature two or more size categories larger than you without provoking attacks of opportunity, and you can share such a creature's space. When sharing a larger opponent's space, you gain cover against all melee and ranged attacks made by the creature, and it is considered flat-footed for the purposes of any melee or ranged attacks you make against it.

3rd–Tier Dragon Sovereign Path Abilities :

You must be at least 3rd tier to select these path abilities.

Alignment Insight (Ex): You can automatically detect the alignment of any outsider you can see. This ability doesn't function if the creature is magically disguised or has been polymorphed into a different shape. You can automatically detect the alignment of any creature you see casting a divine spell; if that creature worships a deity, you also learn its deity. Spells and effects that mask a creature's alignment prevent the use of this ability. Whenever you cast a spell that affects creatures differently based on their alignment (such as holy smite), you may have the spell treat creatures of one particular alignment as an alignment one step away from that alignment. For example, when casting holy smite, you could treat all lawful neutral creatures as lawful good or lawful evil, all chaotic neutral creature as chaotic good or chaotic evil, or all neutral creatures as neutral good or neutral evil.

Blessed Companion (Su): Select one animal companion, eidolon, familiar, or bonded mount. It gains DR 5/epic. This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it's taken, the DR increases by 5.

Caster's Friend (Ex): You bolster the concentration of spellcasting allies standing next to you. A spellcaster who is adjacent to you gains a bonus on concentration checks equal to your tier. Furthermore, if a spellcaster fails a concentration check while adjacent to you, as an immediate action you can exp end one use of mythic power to allow that spellcaster to instead automatically succeed at that concentration check.

Commanding Presence (Ex): Your force of presence is so overwhelming that others know what you want and can comprehend what you are saying even if they don't understand the words you speak. You can use your body language and tone of voice alone to ask questions and make statements to those who don't know your language. When they answer or respond to your communications, you must succeed at a DC 20 Sense Motive check to get the general idea of what they are saying in return. Furthermore, when you use a spell or ability with the language- dependent descriptor, you can still affect creatures that cannot understand the language you are using, but they must be able to hear you and must have an Intelligence score of 1 or higher.

Dimensional Grappler (Su): When you have an opponent grappled or pinned and it attempts to use a teleportation effect, you can attempt a Will save against the effect, even if it would not normally allow a save. If you succeed, you learn the type of teleportation effect (such as dimension door) and the creature's intended destination, and then may prevent the effect (as if using a quickened dimensional anchor, using your character level as your caster level) or accompany the opponent as if you were part of its gear with negligible weight.

Drive Back (Ex): As a full-round action, you can attempt one bull rush combat maneuver check and apply it to all opponents within reach. If you have the Whirlwind Attack feat , you can use this ability at the same time that you make an attack against each foe within reach, allowing you to attempt a free bull rush combat maneuver check against each foe that you hit. After you've pushed opponents backward, you may move with any one of your bull rush targets.

Eldritch Flight (Sp, Su): You gain a bonus on Fly checks equal to your tier. As a standard action, you can expend one use of mythic power to fly (as the fly spell) for a number of minutes equal to your tier. At 6th tier, you instead gain a supernatural fly speed of 60 feet (40 feet if you wear medium or heavy armor, or are carrying a medium or heavy load).

Hurling Vengeance (Su): Whenever you are wielding your deity's favored weapon or your paladin bonded weapon, you can throw it as if it had the returning and throwing weapon special abilities. If using a paladin bonded weapon, it retains it s bonded abilities when thrown this way. By expending one use of mythic power as part of a full attack, the weapon returns to you immediately after each time you throw it (instead of just before your next turn) allowing you to make your full number of attacks that round.

Impervious Body (Su): You gain DR 5/epic. This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it's taken, the DR increases by 5.

Impervious Companion (Su): You can make your bonded creature more resistant to damage. Select one animal companion, eidolon, familiar, or bonded mount. This creature gains any epic damage reduction that you gain from the impervious body path ability. You must have the impervious body path ability to select this ability.

Maximized Critical (Ex): Whenever you score a critical hit, the weapon's damage result is always the maximum possible amount you could roll. This doesn't affect other dice added to the damage, such as from sneak attack or the flaming weapon special ability. For example, if you s core a critical hit with a longsword (1d8/×2), treat the sword's damage dice as if you had rolled 8 both times, then add any other damage bonuses that you would normally apply to a critical hit.

Mythic Spellpower {Sp): You have a pool of magical power you can draw upon for casting mythic spells (see Chapter 3 in Mythic Adventures). Up to twice per day, you can use this power to cast a mythic spell without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day.

Penetrating Damage (Su): Whenever you deal damage to a creature with damage reduction, you can overcome one of the following type s of damage reduction: chaotic, cold iron, evil, good, lawful, magic, or silver. You can change this type with each attack. This ability only aids in overcoming one type of damage reduction; if the creature's damage reduction requires a combination of different types of damage, you must be able to overcome the other types using other means.

Shrug It Off (Ex): Whenever an enemy confirms a critical hit against you or your animal companion, eidolon, familiar, or bonded mount, you can expend one use of your mythic power as an immediate action to convert the critical hit into a normal hit. Effects that trigger only on a critical hit don't trigger when you use this ability to negate the critical hit.

To the Death (Ex): You can shrug off wounds that others would find devastating. When below 0 hit points, you don't fall unconscious, but are instead staggered. You lose 1 hit point at the end of each turn when you take a standard action while staggered in this way.

6th–Tier Dragon Sovereign Path Abilities:

You must be at least 6th tier to select these path abilities.

Companion Power (Su): You can imbue your bonded creature with your own mythic nature. Select one animal companion, eidolon, familiar, or bonded mount. This creature gains any one dragon sovereign path ability as if it were a 1st-tier dragon sovereign. If that ability can be used only by expending mythic power, your companion can instead use the ability three times per day.

Conduit of Divine Will (Su): Your mythic nature is directly connected to the divine. As a standard action, you can expend one use of mythic power to use channel energy, use lay on hands, or cast any one spell from your domain spell lists (as long as you can normally prepare a spell of that level). Whenever you use this ability, you also gain spell resistance equal to 10 + your tier and a +4 sacred bonus (or profane bonus if you're evil) to your AC for a number of rounds equal to your tier.

Critical Master (Ex): Whenever you roll a critical threat against a non-mythic creature, you automatically confirm the critical hit and deal the maximum amount of damage to that creature. This ability can be selected twice. The second time it is selected, it also applies to mythic creatures.

Perfect Strike (Ex): You can expend one use of mythic power as a standard action to deliver a perfect strike. A perfect strike attack is made using your full base attack bonus. If the attack hits, it deals double the normal amount of damage, and this damage bypasses all damage reduction and hardness. If the perfect strike is a critical hit, increase the critical multiplier for the attack by 1 (so a ×2 weapon deals ×3 damage). Damage that isn't multiplied on a critical hit isn't multiplied on a perfect strike. Perfect strike can be used in conjunction with any champion's strike if you expend uses of mythic power for each ability separately.

Sanctum (Su): You gain access to your own personal extradimensional sanctum. By concentrating for 1 minute without interruption, you conjure the door to your own personal sanctum, similar to mage's magnificent mansion, but with the following differences. The sanctum takes up a space equal to six 20-foot cubes per tier, shapeable when you first create it as if it were a spell whose area or effect is shapeable. The sanctum is permanent and persistent, so you can store objects within the sanctum and retrieve them on future visits. The sanctum includes one unseen servant per tier. When you conjure the sanctum's door, you decide which creatures can see and use it (to all other creatures it's invisible and impermeable). The door remains until you dismiss it-a standard action with unlimited range as long as you are on the same plane as the door. If you dismiss the door while you are outside the sanctum, all creatures other than your familiar are immediately shunted outside. Conjuring the door automatically dismisses any other active door. As a full-round action, your familiar can enter or leave the sanctum from any square adjacent to you, without using the conjured door.

Unswerving Loyalty (Su): You are a bastion of strength and resolve, and you possess the ability to protect your mind from even the most powerful charms and compulsions. You gain immunity to non-mythic mind-affecting effects, though you can choose to be affected by them if you wish. When subject to a mind-affecting effect from a mythic source, you can expend one use of mythic power as an immediate action to gain immunity to that effect.

DRAGON SOVEREIGN’S DRAGON MOUNT
A dragon sovereign has a mystic bond with an adult true dragon, a bond that guarantees the dragons loyalty to the sovereign (as long as it is treated with respect), and allows the dragon sovereign to tap into some of the dragon’s arcane power. A character that begins on the dragon sovereign mythic path is approached by a dragon of his choice as a prospective bonded mount within 30 days of obtaining a sovereign relic. Once approached, the character is then considered a 1st tier dragon sovereign and gains a dragon mount. He is assumed to have already bonded with the dragon. The bond causes the dragon to grow slightly in size, and drives it to gain power as its dragon sovereign gains experience, rather than as it gains age categories. Many of a dragon’s normal powers (spell-like abilities, spellcasting, unlimited breath weapon use) are either suspended or modified as the arcane power that drives them is used to fuel the bond between dragon sovereign and dragon mount. This bond, once forged, ends only if both sovereign and dragon decide to end it, or if one is killed and not resurrected in a timely fashion.

Most true dragons are unwilling to undergo this bond (though there is always one that will do so and is able to find a dragon sovereign without a dragon mount). For good dragons this is often done to aid good-aligned dragon sovereigns in facing the evils of the world. In some cases it is part of ancient pacts dating back centuries or even millennia that dictate service of a set number of dragons of a given bloodline. Even among neutral and evil dragons however, there are always a few who seek out such bonds willingly.

The reason for this is a desire for power, and an ability to take a long view. A dragon mount bonded to a dragon sovereign grows in size and power as the dragon sovereign gains experience. The payoff comes when the dragon sovereign dies, though dragon sovereigns often live as long as their mounts, due to their mythic nature. At first, if the dragon sovereign dies, the dragon mount simply must survive as an underpowered dragon, but after a year and a day from its sovereign’s death if it has no not bonded with a new dragon sovereign, the dragon begins to gain the full power of a normal dragon of its size (or the oldest category in its size class, to a maximum age category of very old).

Consider a red dragon wyrmling. It is Small, and won’t reach Large size for roughly 20 years. It won’t be Huge for 45 years, and Gargantuan size is at least 4 centuries off. But if that red serves as a dragon mount, it becomes Large immediately, and stands a fair chance to become Gargantuan within a few years. If it survives its dragon sovereign’s loss, the red dragon will gain the full power of a very old dragon within a few years, jumping its (ubiquitous) plans for world domination ahead 6 centuries. While most red dragons feel the price is too high, there are always a few youngsters willing to serve now (though somewhat grudgingly, see the Focus score in the descriptions of dragon mount, below) for hundreds of years worth of powers later.

A dragon mount can carry its dragon sovereign immediately, as it is Large size. Dragons’ carrying capacity is modified for their size as normal creatures, and as bonded dragon mounts they can fly (at full speed) even if heavily encumbered. A dragon can carry two creatures one size smaller than it, four creatures two sizes smaller, and sixteen creatures three or more sizes smaller (all assuming it has the Strength to do so).

The link between dragon sovereign and dragon mount grows in strength as the dragon sovereign gains levels, allowing them to communicate more easily, feel each other’s location, and even transfer life essence to one another. The abilities the dragon mount gains with his dragon sovereign are listed on Table: Dragon Sovereign Dragon Mount Base Statistics.

Table: Dragon Sovereign Dragon Mount Base Statistics
Natural
Mythic Armor Str/Con Int/Cha
Level HD BAB Fort Ref Will Skills Feats Bonus Bonus Bonus Special

1st 12 +1 +3 +3 +3 48 6 +2 +3 +0 Breath weapon, change shape,
link, share spells
2nd 13 +2 +3 +3 +3 52 6 +4 +4 +0 Evasion, mythic ascension
3rd 13 +3 +3 +3 +3 52 6 +6 +4 +1 Ability score increase
4th 14 +4 +4 +4 +4 56 7 +6 +5 +2 Advancement
5th 15 +5 +4 +4 +4 60 7 +8 +6 +2 Devotion, multiattack
6th 15 +6 +5 +5 +5 60 7 +10 +7 +3 Ability score increase
7th 16 +7 +5 +5 +5 64 8 +12 +7 +4 Advancement
8th 17 +8 +5 +5 +5 68 8 +12 +8 +4 Improved evasion
9th 17 +9 +6 +6 +6 68 8 +14 +9 +5 Ability score increase
10th 18 +10 +6 +6 +6 72 9 +16 +10 +6 Advancement

Class Level: This is the character’s dragon sovereign tier.

HD: This is the total number of twelve-sided (d12) Hit Dice the dragon mount possesses, each of which gains a Constitution modifier, as normal.

BAB: This is the dragon mount’s base attack bonus. A dragon mount’s base attack bonus is the same as that of a dragon sovereign of a level equal to the animal’s HD. Having a high base attack bonus does not grant dragon mounts any additional attacks with their natural weapons.

Fort/Ref/Will: These are the dragon mount’s base saving throw bonuses. A dragon mount has good Fortitude, Reflex and Will saves.

Skills: This is the number of skill ranks the dragon mount has. A dragon mount with an Intelligence bonus gains additional skill ranks per level equal to the bonus. It’s worth noting that dragon mounts have fewer skill ranks than unbonded true dragons. This is because dragon mounts spend considerable effort learning how to work with their bonded riders, which takes up the learning capacity they could otherwise use for additional skills. A dragon mount cannot have more skill ranks than it has Hit Dice.

Dragon mounts can have ranks in any of the following skills: Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), and Swim* (Str). All of the skills marked with an (*) are class skills for dragon mounts. Dragon mounts with an Intelligence of 3 or higher can put ranks into any skill.

Feats: This is the total number of feats possessed by a dragon mount. Dragon mounts are free to take any feats other than Armor Proficiency, Shield Proficiency and Weapon Proficiency feats. (A dragon is never comfortable wearing any armor beyond its own scaly hide, and its hands are not designed to hold weapons.) Note that dragon mounts must meet all the normal requirements for the feats they select.

Dragon mounts can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, , and Weapon Focus. Dragon mounts with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources.

Natural Armor Bonus: The number noted here is an improvement to the dragon mount’s existing natural armor bonus.

Str/Con Bonus: Add this modifier to the dragon mount’s Strength and Constitution scores. Dragon mounts also gain increases to Strength and Constitution (and reductions to Dexterity) as they advance, as listed under ability scores for each dragon mount. Do not also adjust dragon mount’s ability scores for size.

Int/Cha Bonus: Add this modifier to the dragon mount’s Intelligence and Charisma scores.

Special: This includes a number of abilities gained by dragon mounts as they increase in power. Each of these is described hereafter.

Breath Weapon (Su): The base breath weapon is listed with each dragon mount, below. Every steed deals one kind of damage, and has either a line or a cone. Each breath weapon allows a Reflex save for half damage, the save DC for a dragon mount’s breath weapon is 10 + one-half the mount’s Hit Dice + the mount’s Constitution modifier. A dragon mount may use its breath weapon once every four rounds, not to exceed a total number of uses per day equal to 3 + the mount’s Constitution modifier.

As the dragon mount gains Hit Dice, its breath weapon deals more dice of damage (equal to its Hit Dice) and gains additional range, as noted on Table: Dragon Sovereign Dragon Mount Base Statistics.

Change Shape (Su): A dragon mount can turn itself into any animal or humanoid form and back again a number of times per day equal to the dragon sovereign’s tier as if using polymorph. Changing form (to animal or humanoid and back) is a standard action and doesn't provoke an attack of opportunity.

Link (Ex): A dragon sovereign and his bonded dragon mount always know the direction to each other, and are aware of any conditions the other is suffering.

Share Spells (Ex): Starting at 1st level, the dragon sovereign may cast a spell with a target of “You” on his dragon mount (as a spell with a range of touch) instead of on himself. A dragon sovereign may cast spells on his dragon mount even if the spells normally do not affect creatures of the mount’s type (dragon). Spells cast in this way must come from a class that grants a dragon mount. This ability does not allow the mount to share abilities that are not spells, even if they function like spells.

Evasion (Ex): At 2nd level the dragon mount gains the Evasion ability. When subjected to an attack that normally allows a Reflex save for half damage, a dragon mount takes no damage if it makes a successful saving throw.

Mythic Ascension: At 2nd level, a dragon mount reaches its moment of ascension and gains its first mythic rank, and is thereafter treated as a mythic creature. A dragon mount’s ascension is always manifested through the ancient artifact that granted the dragon sovereign his powers.

Ability Score Increase (Ex): At 3rd, 6th, and 9th, level, the dragon mount adds +2 to one of its ability scores.

Devotion (Ex): At 5th level, a dragon mount gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: At 5th level, a dragon mount gains Multiattack as a bonus feat.

Improved Evasion (Ex): At 8th level, a dragon mount gains Improved Evasion. When subjected to an attack that allows a Reflex saving throw for half damage, a dragon mount takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Dragon Mount Choices
Any willing true dragon can be a dragon sovereign’s bonded mount, but the bond has a heavy price for a dragon. All spellcasting ability, most spell-like, and a considerable amount of other power is stripped from the dragon to power the bond between it and its dragon sovereign.
Each dragon mount has similar starting sizes, speed, attacks, and ability scores, but different breath weapons and special qualities based upon its type and subtype. Dragon mount attacks add the dragon’s Strength modifier to the damage roll. All dragons have special abilities, such as scent. As you gain levels, your dragon mount improves as well, gaining special advancement at 4th level, 7th level, and 10th level, in addition to the standard bonuses noted on Table: Dragon Sovereign Dragon Mount Base Statistics.

A dragon sovereign’s alignment must be within one step of his dragon mount.

While it is unusual for a dragon sovereign to take anything other than a metallic or chromatic dragon as a mount, it is not totally unknown. A GM wishing to allow such characters can use other dragons as additional dragon mount choices.

CHROMATIC DRAGON MOUNT:

Starting Statistics: Size Large; Senses darkvision 120 ft., blind sense 60 ft.; Speed 40 ft., 100 ft. fly (average); AC +16 natural armor; Saves Fort +6, Ref +6, Will +6; DR 5/magic; SR 11 + Hit Dice; Immune energy type (see types below), paralysis, sleep; Attack bite (2d6), 2 claws (1d8), 2 wings (1d6), tail slap (1d8); Ability Scores Str 20, Dex 14, Con 16, Int 16, Wis 15, Cha 16; Special Attacks breath weapon (see dragon type); Special Qualities frightful presence (100 ft.)

4th–Level Advancement: Speed 50 ft., 150 ft. fly (average); DR 10/magic.

7th–Level Advancement: Size Huge; Speed 60 ft., 200 ft. fly (poor); Attack bite (2d8), 2 claws (2d6), 2 wings (1d8), tail slap (2d6), crush (2d8); Ability Scores +8 Str, +4 Con, –2 Dex; Special Qualities frightful presence (150 ft.)

10th–Level Advancement: Size Gargantuan; Speed 70 ft., 250 ft. fly (clumsy); DR 15/magic; Attack bite (4d6), 2 claws (2d8), 2 wings (2d6), tail slap (2d8), crush (4d6), tail sweep (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Special Qualities frightful presence (200 ft.)

Black Dragon
Starting Statistics: Speed swim 40 ft.; Special Attacks breath weapon (12d6 acid, 80 ft. line); Special Qualities immunity to acid, water breathing, swamp stride, speak with reptiles, darkness, corrupt water.

4th–Level Advancement: Special Attacks breath weapon (14d6, 100 ft. line)

7th–Level Advancement: Special Attacks breath weapon (16d16, 100 ft. line); Special Qualities acidic bite, plant growth.

10th–Level Advancement: Special Attacks breath weapon (18d6, 120 ft. line); Special Qualities acid pool, insect plague.

Blue Dragon
Starting Statistics: Speed burrow 20 ft.; Special Attacks breath weapon (12d8 electricity, 80 ft. line); Special Qualities desert thirst, immunity to electricity, sound imitation, ghost sound, minor image, electricity aura, ventriloquism.

4th–Level Advancement: Special Attacks breath weapon (14d8, 100 ft. line)

7th–Level Advancement: Special Attacks breath weapon (16d8, 100 ft. line); Special Qualities hallucinatory terrain, mirage.

10th–Level Advancement: Special Attacks breath weapon (18d8, 120 ft. line); Special Qualities storm breath, veil.

Green Dragon
Starting Statistics: Speed swim 40 ft.; Special Attacks breath weapon (12d6 acid, 40 ft. cone); Special Qualities immunity to acid, water breathing, woodland stride, entangle, charm person, trackless step, suggestion.

4th–Level Advancement: Special Attacks breath weapon (14d6, 50 ft. cone)

7th–Level Advancement: Special Attacks breath weapon (16d6, 50 ft. cone); Special Qualities camouflage, plant growth.

10th–Level Advancement: Special Attacks breath weapon (18d6, 60 ft. cone); Special Qualities dominate person, miasma.

Red Dragon
Starting Statistics: Speed swim 40 ft.; Special Attacks breath weapon (12d10 fire, 40 ft. cone); Special Qualities fire subtype, smoke vision, detect magic, pyrotechnics, fire aura, suggestion.

4th–Level Advancement: Special Attacks breath weapon (14d10, 50 ft. cone)

7th–Level Advancement: Special Attacks breath weapon (16d10, 50 ft. cone); Special Qualities manipulate flames, wall of fire.

10th–Level Advancement: Special Attacks breath weapon (18d10, 60 ft. cone); Special Qualities melt stone, find the path.

White Dragon
Starting Statistics: Speed burrow 30 ft., swim 60 ft.; Special Attacks breath weapon (12d4 cold, 40 ft. cone); Special Qualities cold subtype, ice walking, snow vision, ice shape, fog cloud, gust of wind, cold aura.

4th–Level Advancement: Special Attacks breath weapon (14d4, 50 ft. cone)

7th–Level Advancement: Special Attacks breath weapon (16d4, 50 ft. cone); Special Qualities freezing fog.

10th–Level Advancement: Special Attacks breath weapon (18d4, 60 ft. cone); Special Qualities blizzard, wall of ice.

METALLIC DRAGON MOUNTS:

Starting Statistics: Size Large; Senses darkvision 120 ft., blind sense 60 ft.; Speed 40 ft., 100 ft. fly (average); AC +16 natural armor; Saves Fort +6, Ref +6, Will +6; DR 5/magic; SR 11 + Hit Dice; Immune energy type (see types below), paralysis, sleep; Attack bite (2d6), 2 claws (1d8), 2 wings (1d6), tail slap (1d8); Ability Scores Str 20, Dex 14, Con 16, Int 18, Wis 17, Cha 16; Special Attacks breath weapon (see dragon type); Special Qualities frightful presence (100 ft.)

4th–Level Advancement: Speed 50 ft., 150 ft. fly (average); DR 10/magic.

7th–Level Advancement: Size Huge; Speed 60 ft., 200 ft. fly (poor); Attack bite (2d8), 2 claws (2d6), 2 wings (1d8), tail slap (2d6), crush (2d8); Ability Scores +8 Str, +4 Con, –2 Dex; Special Qualities frightful presence (150 ft.)

10th–Level Advancement: Size Gargantuan; Speed 70 ft., 250 ft. fly (clumsy); DR 15/magic; Attack bite (4d6), 2 claws (2d8), 2 wings (2d6), tail slap (2d8), crush (4d6), tail sweep (2d6); Ability Scores +8 Str, +4 Con, –2 Dex; Special Qualities frightful presence (200 ft.)

Brass Dragon
Starting Statistics: Speed burrow 30 ft.; Special Attacks breath weapon (12d4 fire, 80 ft. line), sleep breath (sleep gas, Will save or sleep for a number of rounds equal to 1d6 + 1/2 Hit Dice, 40 ft. cone); Special Qualities fire subtype, desert wind, speak with animals, move sand, desert wind, endure elements, suggestion.

4th–Level Advancement: Special Attacks breath weapons (14d4, 100 ft. line; sleep breath 50 ft. cone)

7th–Level Advancement: Special Attacks breath weapons (16d4, 100 ft. line; sleep breath 50 ft. cone); Special Qualities control winds, fire aura.

10th–Level Advancement: Special Attacks breath weapons (18d4, 120 ft. line; sleep breath 60 ft. cone); Special Qualities control weather, sand storm.

Bronze Dragon
Starting Statistics: Speed swim 60 ft.; Special Attacks breath weapon (12d6 electricity, 80 ft. line), repulsion breath (repulsion gas, Will save or repulsed for a number of rounds equal to 1d6 + 1/2 Hit Dice, 40 ft. cone); Special Qualities immunity to acid, water breathing, speak with animals, wave mastery, create food and water, fog cloud., trackless step, suggestion.

4th–Level Advancement: Special Attacks breath weapons (14d6, 100 ft. line; repulsion breath 50 ft. cone).

7th–Level Advancement: Special Attacks breath weapons (16d6, 100 ft. line; repulsion breath 50 ft. cone); Special Qualities detect thoughts, electricity aura.

10th–Level Advancement: Special Attacks breath weapons (18d6, 120 ft. line; repulsion breath 60 ft. cone); Special Qualities control water, vortex.

Copper Dragon
Starting Statistics: Special Attacks breath weapon (12d6 acid, 80 ft. line), slow breath (slow gas, Fort save or slowed for a number of rounds equal to 1d6 + 1/2 Hit Dice, 40 ft. cone); Special Qualities immunity to acid, climb stone, grease, uncanny dodge, trap master, hideous laughter, stone shape.

4th–Level Advancement: Special Attacks breath weapons (14d6, 100 ft. line; slow breath 50 ft. cone).

7th–Level Advancement: Special Attacks breath weapons (16d6, 100 ft. line, slow breath 50 ft. cone); Special Qualities slow aura, transmute rock to mud/mud to rock.

10th–Level Advancement: Special Attacks breath weapons (18d6, 120 ft. line, slow breath 60 ft. cone); Special Qualities mass laughter, wall of stone.

Gold Dragon
Starting Statistics: Speed swim 60 ft.; Special Attacks breath weapon (12d12 fire, 40 ft. cone), weakening breath (weakening gas, Fort save or take a number of Strength damage equal to 1/2 Hit Dice, Will save for 1/2 damage, 40 ft. cone); Special Qualities fire subtype, change shape, detect evil, fast flight, detect gems, bless, luck, daylight.

4th–Level Advancement: Special Attacks breath weapons (14d12, 50 ft. cone; weakening breath 50 ft. cone).

7th–Level Advancement: Special Attacks breath weapons (16d12, 50 ft. cone; weakening breath 50 ft. cone); Special Qualities fire aura,
geast/quest.

10th–Level Advancement: Special Attacks breath weapons (18d12, 60 ft. cone; weakening breath 50 ft. cone); Special Qualities sunburst.

Silver Dragon
Starting Statistics: Special Attacks breath weapon (12d8 cold, 40 ft. cone), paralyzing breath (paralysis gas, Fort save or paralyzed for a number of rounds equal to 1d6 + 1/2 Hit Dice, 40 ft. cone); Special Qualities cold subtype, immune to acid, change shape, cloudwalking, detect evil, graceful flight, fog vision, feather fall, fog cloud.

4th–Level Advancement: Special Attacks breath weapons (14d8, 50 ft. cone; paralyzing breath 50 ft. cone)

7th–Level Advancement: Special Attacks breath weapons (16d8, 50 ft. cone; paralyzing breath 50 ft. cone); Special Qualities cold aura, control winds.

10th–Level Advancement: Special Attacks breath weapons (18d8, 60 ft. cone; paralyzing breath 50 ft. cone); Special Qualities control weather, reflective scales.

SPECIAL DRAGON:

Adamantine Dragon (Extraplanar, Good)
Starting Statistics: Special Attacks breath weapon (12d10 fire, 80 ft. line), paralyzing breath (paralysis gas, Fort save or paralyzed for a number of rounds equal to 1d6 + 1/2 Hit Dice, 40 ft. cone); Special Qualities adamantine touch, change shape, immune to fire, greater damage, mirror image, Improved Sunder, dimension door, dispel evil.

4th–Level Advancement: Special Attacks breath weapons (14d10, 100 ft. line; paralyzing breath 50 ft. cone)

7th–Level Advancement: DR 5/adamantine; Special Attacks breath weapons (16d10, 100 ft. line; paralyzing breath 50 ft. cone); Special Qualities plane shift.

10th–Level Advancement: Special Attacks breath weapons (18d10, 120 ft. line; paralyzing breath 60 ft. cone); Special Qualities banishment.


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Well, here's my concept of the Swashbuckler base class. After many hours of tweaking and rebuilding, I've decided to reveal it before the Paizo guys reveal theirs. Enjoy.

SWASHBUCKLER:

While most warriors employ heavy armor, shields and crushing weapons to defeat their foes, swashbucklers instead rely upon their agility, wits, and sword fighting skills to win the day. Swashbucklers have a reputation for seeking adventure, particularly those that involve both risk and great reward. Those of noble birth tend to become professional duelists, seeking the fame and prestige of tournament championships, but others take to the high seas as pirates or privateers, exacting justice by the tip of their sword on behalf of the oppressed, or become bandits in search of opportunities to rob from the rich and flee into the safety of the nearby hills. Far more charismatic than most warriors, a swashbuckler often prefers to negotiate her way out of situations rather than fight. However, her preference to parley should never be mistaken for weakness, for when pressed, she is a formidable swordfighter.

Role: Although swashbucklers come from all walks of life, their natural charm makes them good leaders, as their social skills are often more developed than other characters in the group. They are often found traveling the wilderness or high seas to seek their fortunes, while others serve as bodyguards or duelists, upholding the law and protecting the weak. Swashbucklers are constantly in search of new fighting techniques and often seek out dueling masters or anyone willing to impart their knowledge. Regardless of their backgrounds, swashbucklers work well with bards and rogues and can blend into any urban or high society with the greatest of ease

Alignment: Any.
Hit Dice: d8.

Class Skills: The swashbuckler’s class abilities are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiency: The swashbuckler is proficient with all simple weapons, light and one-handed weapons, and with light armor. A swashbuckler is not proficient with medium armor, heavy armor, or with shields.

Duel (Ex): At 1st level, a swashbuckler can challenge an opponent to single combat with her dueling weapon. A dueling weapon is always a light or one-handed piercing melee weapon. For many of the class features of the swashbuckler, a duelling weapon is required to use them. A swashbuckler cannot use such class abilities with a ranged-only weapon or thrown-only weapon.

To initiate a duel, the swashbuckler must hold her weapon aloft with its point towards his chosen opponent and declare “en garde!” or some similar phrase. The swashbuckler must be within 30 feet of and visible to the opponent. Once the challenge has been declared, the swashbuckler must immediately make an Intimidate check against the target. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. If the check is successful, the target accepts the challenge and engages the swashbuckler in a duel the following round. If the check fails, the swashbuckler must engage her opponent in normal combat.

While engaged in a duel, the swashbuckler’s base attack bonus is equal to her swashbuckler level. For all other purposes, such as qualifying for a feat or a prestige class, or engaging in normal combat against another foe, the swashbuckler uses her normal base attack bonus. Single combat requires much of the swashbuckler’s concentration, and she takes a –2 penalty to his Armor Class against all attacks except those made by the target of her dueling challenge. A duel remains in effect until the target is dead or unconscious or until the combat ends.

Challenging an opponent to a duel is a standard action. A swashbuckler can use this ability against any creature with the capability to engage in melee combat, but only against one creature at a time. Should an opponent be defeated by the swashbuckler during a duel, but is not slain, the opponent is shaken for a number of rounds equal to the swashbuckler’s level + her Charisma modifier. A swashbuckler cannot use this ability against an opponent she has defeated in a duel more than once in a 24-hour period.

Panache (Ex): A swashbuckler adds half her class level (minimum 1) to all Bluff, Diplomacy, Intimidate, and Sense Motive skill checks.

Precise Strike (Ex): Whenever a swashbuckler deals damage against an opponent with a light or one-handed piercing weapon, she adds 1/2 her swashbuckler level to her damage roll as precision damage. When making a precise strike, a swashbuckler cannot attack with a weapon in her other hand or use a shield. A swashbuckler's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.

Weapon Finesse (Ex): At 1st level, a swashbuckler gains Weapon Finesse as a bonus feat.

Swashbuckling Techniques (Ex): As a swashbuckler gains experience, she learns a number of techniques that aid her in combat and confound her foes. Starting at 2nd level, a swashbuckler gains one swashbuckling technique. She gains an additional swashbuckling technique for every 2 levels of swashbuckler attained after 2nd level. A swashbuckler cannot select an individual technique more than once.

Techniques (or rogue talents or ninja tricks) marked with an asterisk add effects to a swashbuckler’s precise strike. Only one of these techniques can be applied to an individual strike and the decision must be made before the attack roll is made.

Accurate Strike (Ex): The swashbuckler gains a +1 morale bonus on one attack roll made against her dueling opponent. This bonus increases by +1 for every 4 levels the swashbuckler has attained. This technique is used as a swift action before the roll to hit is made. This technique can only be used once per duel.

Advanced Talent: A swashbuckler with this technique can choose an advanced rogue talent from the following list of talents: Another Day, Confounding Blades*, Crippling Strike*, Defensive Roll, Entanglement of Blades*, Fast Tumble, Knock-Out Blow, Opportunist, Redirect Attack, Rumormonger, Skill Master, or Unwitting Ally. The swashbuckler can select this technique multiple times. A swashbuckler must be at least 12th level to select this technique.

Combat Maneuvers (Ex): A swashbuckler can make a combat maneuver against her dueling opponent in the heat of battle. The swashbuckler can perform either a dirty trick, disarm, or sunder combat maneuver in place of one of her attacks when using a full attack action against the target of her duel. The swashbuckler does not provoke an attack of opportunity during the maneuver and gains a +4 circumstance bonus to her CMB when making this check. This technique can only be use once per duel. A swashbuckler must be at least 8th level to select this technique.

Combat Reflexes: A swashbuckler gains the benefit of the Combat Reflexes feat when using a light or one–handed piercing weapon.

Crippling Critical (Ex): When a swashbuckler with this technique confirms a critical hit using a light or one-handed piercing weapon, she can apply one of the following penalties in addition to the damage dealt: reduce all of the target’s speeds by 10 feet (minimum 5 feet), 1d4 points of Strength or Dexterity damage, –4 penalty on all saving throws, –4 penalty to Armor Class, or 2d6 points of bleed damage. These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check. The swashbuckler must be at least 16th level to select this technique.

Deflect Arrows: A swashbuckler with this technique gains the benefits of the Deflect Arrows feat when using a light or one-handed piercing weapon. The swashbuckler does not need a free hand to use this feat.

Greater Uncanny Dodge (Ex): A swashbuckler with this technique gains a +4 competence bonus to all checks made to avoid feints, as well as to all CMD checks made against any dirty trick, disarm, reposition, or trip combat maneuvers. In addition, he gains a +4 competence bonus whenever he flanks an opponent, which stacks with any other flanking bonuses. A swashbuckler must be at least 12th level to select this technique.

Guarded Defense (Ex): The swashbuckler gains a +1 dodge bonus to her Armor Class against melee attacks from a dueling opponenet for a number of rounds equal to the swashbuckler’s current Dexterity modifier (minimum 1). This bonus increases by +1 for every 6 levels the swashbuckler has attained. Activating this ability is a move action that does not provoke an attack of opportunity. This technique can only be use once per duel.

Intimidating Stare (Ex): The swashbuckler can make an Intimidate check against one adjacent foe as a move action. If the swashbuckler successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the swashbuckler’s check exceeds the DC.

Knockback (Ex): Once per round, the swashbuckler can make a bull rush attempt against a dueling opponenet in place of a melee attack. If successful, the target takes damage equal to the swashbuckler’s Strength modifier and is moved back as normal. The swashbuckler does not need to move with the target if successful. This does not provoke an attack of opportunity. This technique can only be use once per duel.

Lunging Attack (Ex): A swashbuckler can strike a dueling opponent that would normally be out of reach with her dueling weapon. As a swift action, a swashbuckler can increase the reach of his melee attacks by 5 feet until the end of her turn, but takes a –2 penalty to her AC until her next turn. The swashbuckler must decide to use this technique before any attacks are made. This technique can only be use once per duel.

Ninja Trick: A swashbuckler with this technique can choose a trick from the following list of ninja tricks: Hidden Weapons, High Jumper, or Slow Reactions*. The swashbuckler can select this technique multiple times.

No Escape (Ex): The swashbuckler can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The swashbuckler provokes attacks of opportunity as normal during this movement. A swashbuckler must be at least 10th level to select this technique.

No Retreat (Ex): Enemies adjacent to a swashbuckler with this technique that take a withdraw action provoke an attack of opportunity from the swashbuckler. A swashbuckler must be at least 12th level to select this technique.

Quick Reflexes (Ex): While dueling, the swashbuckler can make one additional attack of opportunity per round against her dueling opponent. This stacks with the Combat Reflexes feat.

Quick Step (Ex): The swashbuckler gains a 5-foot enhancement bonus to her speed. This increase is always active while the swashbuckler is dueling. A swashbuckler can select this technique up to three times. Its effects stack.

Rogue Talent: A swashbuckler with this technique can choose a talent from the following list of rogue talents: Befuddling Strike*, Bleed Attack*, Canny Observer, Charmer, Coax Information, Combat Trick, Convincing Lie, Distracting Attack*, Esoteric Scholar, Expert Leaper, False Friend, Fast Getaway, Fast Stealth, Firearm Training, Guileful Polyglot, Hard to Fool, Honeyed Words, Ledge Walker, Nimble Climber, Offensive Defense*, Peerless Maneuver, Positioning Attack, Resiliency, Rogue Crawl, Rope Master, Stand Up, Strong Stroke, Surprise Attack, Trap Spotter, Wall Scramble, or Weapon Training. The swashbuckler can select this technique multiple times.

Stunning Blow (Ex): When a swashbuckler hits her dueling opponent, she can strike the creature in the head with the guard or butt of her dueling weapon, as n immediate action. The opponent must make a Fortitude saving throw (DC 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Intelligence modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect. This technique can only be use once per duel. A swashbuckler must be at least 16th level to select this technique.

Sure Grip (Ex): A swashbuckler cannot be disarmed while wielding her dueling weapon.

Swashbuckler’s Charge (Ex): A swashbuckler gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

Swashbuckler’s Initiative (Ex): A swashbuckler gains a +2 bonus on initiative checks made during a duel. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and her weapon is not hidden, she can draw a dueling weapon as part of the initiative check.

Unexpected Strike (Ex): The swashbuckler can make an attack of opportunity against a foe that moves into any square threatened by the swashbuckler, regardless of whether or not that movement would normally provoke an attack of opportunity. A swashbuckler must be at least 8th level to select this technique.

Uncanny Dodge (Ex): Starting at 2nd level, a swashbuckler can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A swashbuckler with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a swashbuckler already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Agile Maneuvers (Ex): At 3rd level, a swashbuckler gains Agile Maneuvers as a bonus feat.

Defensive Stance (Ex): Starting at 3rd level, while wearing light or no armor and wielding a light or one-handed piercing melee weapon, a swashbuckler gains a +1 competence bonus to AC and her CMD. This bonus increases by 1 for every four swashbuckler levels thereafter, up to a maximum of +5 at 19th level. These bonuses to AC apply even against touch attacks or when the swashbuckler is flat-footed. She loses these bonuses when she wears medium or heavy armor, when she wields a weapon other than a light or one-handed piercing melee weapon, or when she carries a medium or heavy load.

Improved Uncanny Dodge (Ex): At 5th level, a swashbuckler can no longer be flanked. This defense denies another swashbuckler the ability to precise strike or a rogue to sneak attack the character by flanking her, unless the attacker has at least four more swashbuckler (or rogue) levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum swashbuckler level required to flank the character.

Parry (Ex): Starting at 5th level, whenever a swashbuckler takes a full attack action with a light or one–handed piercing weapon, she can elect not to take one of her attacks. At any time before her next turn, she can attempt to parry an attack against her or an adjacent ally as an immediate action. To parry the attack, the swashbuckler makes an attack roll, using the same bonuses as the attack she chose to forego during her previous action. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the swashbuckler, the swashbuckler takes a –4 penalty on her attack roll. The swashbuckler also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The swashbuckler must declare the use of this ability after the attack is announced, but before the roll is made.

Riposte (Ex): Starting at 7th level, a swashbuckler can make an attack of opportunity against any creature whose attack she successfully parries, so long as the creature she is attacking is within reach.
Battle Finesse (Ex): At 9th level, a swashbuckler treats all one-handed piercing melee weapons as light weapons for the purpose of his Weapon Finesse feat. This applies to all abilities that require the use of her dueling weapon.

First Strike (Ex): At 13th level, a swashbuckler can react quickly during battle to get the drop on an opponent. Once per day as an immediate action, a swashbuckler gains a bonus to her initiative equal to her swashbuckler level. This bonus can only be applied during the first round of combat. If the swashbuckler wins initiative, she takes her full round of attacks. If she wins initiative and beats the next highest initiative by 10 or more, she gains a free surprise round. The only action the swashbuckler can take during this surprise round is a single attack with her dueling weapon at her highest attack bonus. This ability reflects the swashbuckler’s training to attack decisively with lightening speed. During subsequent rounds, the swashbuckler uses her normal initiative roll until the end of combat. A swashbuckler can use this ability an additional time per day at 16th level, and again at 19th level.

Master Cut (Ex): At 17th level, a swashbuckler can attempt to defeat a dueling opponent with a single stroke of her dueling weapon. As a standard action, a swashbuckler can attempt to fascinate her dueling opponent by performing a masterful display of cuts and thrusts unless the target makes a Will save (DC 10 + the swashbuckler’s class level + the swashbuckler’s Charisma modifier). She can maintain the fascination effect by continuing her display for a number of rounds equal to her Charisma modifier. The target may attempt a new save to escape fascination each time a threat (other than the fascinating swashbuckler) appears. At any point after 3 rounds, the swashbuckler can deliver a coup de grace against her opponent, provided the target is still fascinated. Attempting or maintaining a master cut does not provoke an attack of opportunity. The swashbuckler must be within 30 feet of and visible to her dueling opponent to use this ability.

Final Gambit (Ex): At 20th level, a swashbuckler can elect to forgo all his attacks for the chance to draw in and incapacitate his opponent. As a full–round action, a swashbuckler can enter a defensive stance in an attempt to parry every attack made against him by a single opponent. While in this stance, the swashbuckler gains a shield bonus equal to his Dexterity modifier. At any time before his next turn, the swashbuckler can attempt to parry each attack made against him as an immediate action. To parry each attack, the swashbuckler makes an attack roll at his highest attack bonus. If his attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the swashbuckler, the swashbuckler takes a –4 penalty on his attack roll. At the end of the round, the swashbuckler gains an attack of opportunity against the attacking creature. This attack is made using the swashbuckler’s dueling weapon at his highest attack bonus. For each successful parry, the swashbuckler gains a cumulative +2 circumstance bonus to this attack. If the attack is successful, the swashbuckler deals damage normally and can choose one of the following three effects:

The target...
• takes bleed damage equal to 1/2 swashbuckler’s precise strike damage (1/4 damage if save is successful)
• is exhausted (fatigued if save is successful), or
• paralyzed (staggered is save is successful) for 2d6 rounds

Regardless of the effect chosen, the target receives a Fortitude save to reduce the additional effect. The DC of this save is equal to 10 + 1/2 the swashbuckler's level + the swashbuckler's Intelligence modifier. Creatures that are immune to sneak attack or precision damage are also immune to this ability. The swashbuckler must be wielding a dueling weapon to use this ability. In addition, whenever a swashbuckler delivers a coup de grace, he does not provoke attacks of opportunity.

Table: Swashbuckler
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special

1st +0 +0 +2 +2 Duel, panache, precise strike, weapon finesse
2nd +1 +0 +3 +3 Swashbuckling technique, uncanny dodge
3rd +2 +1 +3 +3 Agile maneuvers, defensive stance +1
4th +3 +1 +4 +4 Swashbuckling technique
5th +3 +1 +4 +4 Improved uncanny dodge, parry
6th +4 +2 +5 +5 Swashbuckling technique
7th +5 +2 +5 +5 Defensive stance +2, riposte
8th +6/+1 +2 +6 +6 Swashbuckling technique
9th +6/+1 +3 +6 +6 Battle finesse
10th +7/+2 +3 +7 +7 Swashbuckling technique
11th +8/+3 +3 +7 +7 Defensive stance +3
12th +9/+4 +4 +8 +8 Swashbuckling technique
13th +9/+4 +4 +8 +8 First strike
14th +10/+5 +4 +9 +9 Swashbuckling technique
15th +11/+6/+1 +5 +9 +9 Defensive stance +4
16th +12/+7/+2 +5 +10 +10 Swashbuckling technique
17th +12/+7/+2 +5 +10 +10 Masterful cut
18th +13/+8/+3 +6 +11 +11 Swashbuckling technique
19th +14/+9/+4 +6 +11 +11 Defensive stance +5
20th +15/+10/+5 +6 +12 +12 Swashbuckling technique, final gambit


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Alright, here we are on a new thread. As we have so many great posters and collaborators in the current group, I want to lay out the process that will be going on in this thread.

This thread, while dedicated to new MCAs, is also dedicated to getting the unfinalized MCAs (*) on the MCA Wiki closer to their finalized form. All those who join us in this process, know that it will be greatly appreciated by the members of MCP. Your input will allow us to improve our concepts, as well as your own.

As always, new posters, concepts, and ideas are always welcome. With the unfinalized (*) MCAs from the Wiki, we wish to maintain as much of the core concepts and abilties as possible, but we also are seeking any new and awesome ideas that could improve it, and any feedback on balance issues, or whatever you might see as problematic.

The posting process will be as follows, so please attempt to keep to these guidelines as much as possible to maintain a cohesive process.

READ
1) As stated, this thread will focus on 1 new and 1 "unfinalized Wiki" (*) MCA at a time.

2) Each MCA will be worked on until it is "done", as deemed by me or another member of MCP.

3) Please post "concepts" for new MCAs first (not the whole detailed MCA), as holding places, in the following format.

"Name"
Primary: "X"
Secondary: "Y"

These will be placed in the cue as the are posted (including those from myself or any other MCP member), but will not be looked at until they come up in the cue. So, feel free to work on them alone, or amongst yourselves (or even MCP members) via email or whatever until your turn comes.

I'll give the go ahead with each new MCA just to keep things orderly.
I will also post the new MCA cue every so often so everyone knows what's coming up.

4) Only one NEW MCA will be posted at a time. To allow for fairness, if if you've recently posted, let someone else post theirs. So, don't post two MCAs in a row. We would prefer MCA class combos that have not been created yet, so that we don't double up on already existing MCAs. However, we won't interfere in your creativity process, do as you must, but the previous would be most appreciated.

5) I will post the unfinalized MCAs (*) according to alphabetical order on the Wiki, as this will allow for the most diverse approach, otherwise we may get a little bored working on MCAs with the same primary class over numerous postings.

6) If someone pops up on the thread with feedback on an old MCA, that will becomes the next "unfinalized" (*) MCA that we take a look at, even if it is out of alphabetical order, to address any concerns ASAP.

7) As before, please us the "#" to differentiate between the MCA posts, especially with us working on 2 MCAs simultaneously.

Alright, lets get started!


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Finally, after a few months of of working and reworking abilities, I'm ready to post my version of the Artificer class. It was inspired by a number of other "artificer-based" classes listed by Cheapy HERE, but added my own spin on the trope. its an amalgamation of various ability mechanics from a variety of base classes. Feedback and fair, polite criticism is welcome.

Warning Walls of Text. I have to post it in separate posts, since apparently the site can't handle postin that much text all at once.

ARTIFICER
Craftsmen, inventors, engineers–these words conjure the quintessential picture of a creator of new and amazing devices. However, nothing elicits a more iconic or powerful image of a true scientist and developer of technology than the artificer. An artificer is often viewed as the odd man out in a party–neither a frontline combatant nor a powerful spellcaster. More akin to the rogue or alchemist in regards to their skill set, artificers support their allies through their knowledge of scientific theories, technological innovations, and engineering techniques. As a builder of gadgets and gear-driven contraptions, the artificer uses his knowledge of engineering, design, and metalworks to construct amazing devices of technological wonder. By using his artifice, the artificer can give a semblance of life to inanimate objects, craft powerful gearworks machines, and design marvellous gadgets that duplicate the effects of various spells. While artificers are best known for their wondrous creations, they are also experts at crafting mundane objects and transforming them into masterwork items, such as locks, traps, weapons and armor. Whether through artifice theories or scientific innovations, the artificer stands as a symbol of the new age magic of science, technology, and engineering.

Role: The artificer seeks to enhance the world around him through new technology, and is forever striving to develop the ultimate contraption. One of the artificer’s greatest inventions is his gearworks machine, a semi-sentient construct that can work alongside its master to craft devices, guard his person, or even enter the fray. The artificer is always looking for ways to improve his designs and gain greater knowledge of advanced technology and scientific theory. Thus, he travels the lands of the world in search of new experiences, greater understanding, and in turn, often aids his companions in ways hitherto deemed unimaginable.

Alignment: Any.
Hit Dice: d8.

Class Skills: The artificer’s class abilities are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), Use Magical Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

Weapon and Armor Proficiency: The artificer is proficient with all simple weapons, light martial weapons, and with light armor.

Artifice (Su): An artificer makes his mark upon the world with new theories and clever innovations. While some focus their creative energies on the mundane, others prefer to dabble in the realm of alchemical or even magical creations. Whatever their focus, all artificers have artifice. In game terms, artifice is a measure of an artificer’s cunning, creative energy, and skill in crafting amazing gadgets of wondrous power. At the start of each day, an artificer gains a number of artifice points equal to 1/2 his artificer level (minimum 1) + his Intelligence modifier. These artifice points refresh once per day when the artificer rests for at least 8 hours. An artificer also spends artifice points to apply theories (see below) as a standard action.

Crafter’s Touch (Su): An artificer can repair damaged objects with a touch. This functions as the mending spell, except that the artificer repairs 1d4 points of damage every two artificer levels (maximum 5d4) and takes 1 minute of work. This ability can also be used to heal his gearworks machine, but not other constructs. Using this ability provokes attacks of opportunity. The artificer can use crafter’s touch a number of times per day equal to 3 + his Intelligence modifier.

Expert Crafter (Ex): Artificers are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also at fashioning mechanical traps and mundane items of every kind, including weapons and armor. When using the Craft skill to create an alchemist item or mundane item, an artificer gains a competence bonus equal to his class level on the Craft check. This bonus applies on skill checks required when using Craft Magic Arms and Armor or the Master Craftsman feat. An artificer can use the appropriate Craft skill to identify magical items as if using detect magic. He must hold the item for 1 round to make such a check.

At 7th level, an artificer uses 1/10 the gp value of armor, shields, and weapons to determine how much time it takes to craft mundane items, and he requires only half the normal amount of time to craft magical arms and armor.

Gadgets (Ex):
An artificer uses his scientific know-how, ingenuity, and technological experimentation to create temporary gadgets that are both practical and ground-breaking. When created, most gadgets take the shape of a 3-inch geometric form called a modular device. Once activated, the device unfolds in a whirring clatter of tiny shifting plates until it transforms into its proper shape and size, ready for immediate use. Other gadgets take the form of a capsule (thrown or swallowed), field emitter (radiates a force field of energy), gauntlet or glove, goggles, ray gun (emits a ray of energy, high-intensity light, or sound), or some other mechanical device. Many of these gadgets duplicate the effects of various spells or magical items, but are mechanical in nature, employing gears, springs, pulleys, and so forth to create the desired effects. The time required for a gadget to transform into its fully functional form (it is ready to be used or take effect) is equal to the casting time of its equivalent spell.

An artificer can create only a certain number of gadgets of each level per day. His base daily allotment of gadgets is given on Table: Artificer. In addition, he receives bonus gadgets per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an artificer creates a gadget, he infuses the metals, gears, and mechanical parts in the gadget with his own artifice energy. A gadget immediately becomes inert (including its effect) if it leaves the artificer’s possession, reactivating as soon as it returns to his keeping—an artificer cannot normally pass out his gadgets for allies to use (but see the “share gadget” innovation below). A gadget, once created, remains potent for 1 day before becoming inert, so an artificer must re-prepare his gadgets every day. Creating a gadget takes 1 minute of work—most artificers prepare many gadgets at the start of the day or just before going on an adventure, but it’s not uncommon for an artificer to keep some (or even all) of his daily gadget slots open so that he can prepare gadgets in the field as needed.

Although the artificer doesn’t cast spells, he does have a gadget list that determines what gadgets he can create. An artificer can utilize spell-trigger items if the spell’s equivalent gadget appears on his gadget list, but not spell-completion items (unless he uses Use Magic Device to do so). A gadget is activated by pressing a button, flipping a switch, or even tossing the gadget—the effects of a gadget exactly duplicate the spell upon which its gadget is based, save that some gadgets affect only the activating artificer. The artificer uses his level as the caster level to determine any effect based on caster level. Creating gadgets utilizes raw materials (scrap metal, gears, wire, etc.), but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If an equivalent spell normally has a costly material component, that component is expended as an equal amount of gold pieces during the creation of that particular gadget. Gadgets that duplicate spell effects that have a focus requirement never have focus requirement. An artificer can prepare a gadget of any blueprint he knows.

To learn a blueprint or use a gadget, an artificer must have an Intelligence score equal to at least 10 + the gadget’s level. The Difficulty Class for a saving throw against an artificer’s gadget is 10 + the gadget level + the artificer’s Intelligence modifier. An artificer may know any number of blueprints. He stores his blueprints in a special tome called a schematics book. He must refer to this book whenever he creates a gadget but not when he activates it. An artificer begins play with two 1st level gadget blueprints of his choice, plus a number of additional blueprints equal to his Intelligence modifier. At each new artificer level, he gains one new gadget blueprint of any level that he can create. An artificer can also add gadget blueprints to his book just like a wizard adds spells to his spellbook, using half the cost but twice the time requirements of the equivalent spell. An artificer can study a wizard’s spellbook or an alchemist’s formulae book to develop any gadget blueprint that is equivalent to a spell or formula the spellbook or formula book contains. A wizard or alchemist, however, cannot learn spells or extracts from a schematics book. An artificer does not need to decipher the arcane writings of an alchemist’s formulae before copying them, as they are based on mathematics and scientific formulas, but he must decipher the arcane writings contained in a wizard’s spellbook.

Schematics Book: An artificer doesn’t cast spells. Instead, he constantly conceptualizes and designs all types of mechanisms, gadgets, and machines, many of which duplicate the effects of a various magical items. These gadgets and their blueprints are recorded in his schematics book. An artificer can create any gadget whose blueprint is recorded in his schematic book by studying it for 1 hour.

Theories:
Artificer’s spend artifice points to act upon their hypotheses and apply new theories of artifice to their designs. Most theories allow the artificer to grant a temporary bonus or effect, while others provide longer-lasting benefits. Some theories stay in effect as long as the artificer has at least 1 artifice point. The following is the list of base artificer theories. An artificer can only apply a theory of his level or lower. Unless otherwise noted, a theory can be applied multiple successive times, as long as the appropriate amount of artifice is spent to utilize the theory.

Masterworks (Ex): At 1st level, as long as an artificer has at least 1 artifice point, any non-masterwork item he holds, wields, or wears is treated as its masterwork equivalent. This effect immediately ends if the artificer is no longer in contact with the item.

Alternatively, an artificer can spend 1 artificer point to transform any non-masterwork item he touches (including an ally’s) into its masterwork equivalent for 1 minute. If the object has no masterwork equivalent, this theory has no effect. An artificer can affect only one object from each of the following artifice categories at a time: armor/shields, chains/manacles, clothing/outfits, kits/instruments/tools, locks, or weapons. If the artificer affects another object of the same category, only the current object is considered to be of masterwork quality, while the previous object is again a non-masterwork item. Only one item from each category can be considered to be of masterwork quality at one time. Up to 50 pieces of ammunition can be affected by this theory, and are counted as one item form the weapon category. If he uses this theory again with an object from the same category, the first object is immediately treated as a non-masterwork item. Items affected by this theory also count as masterwork items of their type for the purpose of Craft Magical Arms and Armor and any other item creation feats that require a masterwork item.

At 3rd level, an artificer can spend 1 artifice point to improve his masterwork items and the benefits they bestow for 1 minute. At 8th level and every five levels thereafter, an artificer can improve these benefits by an additional equivalent value. Any increase to the benefits of these items do not stack with benefits granted by a magical version of the item, such as the magical enhancement bonuses of magical armor or weapons, but they can supersede them, though they are not considered magical for the purpose of bypassing damage reduction. For example, an 18th level artificer could increase the masterwork enhancement bonus on attack and damage rolls of a +3 longsword to +5, though it would only be considered a +3 longsword for the purpose of bypassing damage reduction.

The type of improvement is determined by the type of masterwork item as follows.
• Armor/Shields: The artificer can decrease the armor check penalty of a suit of armor by 1 (minimum 0) at each interval, to a maximum of 5 at 18th level.
• Chains/Manacles: The artificer can increase the DC of the Strength check to break the object by 2 at each interval, to a maximum total of 10 at 18th level.
• Clothing/Outfits: The artificer can increase the numerical base value of the item’s bonus (whether circumstance bonuses, saves, resistances or skill checks) by the same value at each interval, to a maximum of 10 (or +10) at 18th level.
• Kits/Musical Instruments/Tools: The artificer can increase the associated skill check’s bonus by +2 at each interval, up to a maximum total of +10 at 18th level
• Locks: The artificer can increase the DC of the Disable Device check by 5 at each interval, to a maximum of 20 at 18th level. For example, an artificer of 18th level or higher could improve the DC check of a superior lock to 60 when using this theory.
• Weapons: The artificer can increase the bonus to attack and damage rolls by +1 at each interval, to a maximum of +5 at 18th level. Up to 50 pieces of ammunition can be affected by this theory, and are counted as one weapon.

Modify Object (Su): At 1st level, an artificer can spend 1 artifice point to alter the physical qualities of a single object. The following modifications can be applied to any one object that the artificer comes in contact with, but the artificer must declare the modification he is using before the theory is performed.
• Break: The artificer can break any one Small or smaller object with a touch. The artificer must make a ranged touch attack to deliver the effect. If the target fails its Fortitude saving throw (DC 10 + 1/2 the artificer’s level + the artificer’s Intelligence modifier), it gains the broken condition. If this theory is used on a broken item, the item is destroyed on a failed save. At 3rd level, by spending 1 artifice point, an artificer can break any one Medium or smaller object. At 7th level, an artificer can spend a number of artifice points to break any one object of each subsequent size category above Medium as follows: Large (2 artifice points), Huge (3 artifice points), Gargantuan (4 artifice points), or Colossal (5 artifice points). If the object is a construct, the artificer requires twice the indicated number of artifice points.
• Lighten: The artificer can decrease the weight of any one Small object or smaller by half for 1 minute per artifice level. If used on armor, it improves the armor check penalty by 1, though it does not change the armor’s categorization as light, medium, or heavy. At 3rd level, by spending 1 artifice point, an artificer can lighten any one Medium or smaller object. At 7th level, the artificer can spend a number of artifice points to lighten any one object of each subsequent size category above Medium as follows: Large (2 artifice points), Huge (3 artifice points), Gargantuan (4 artifice points), or Colossal (5 artifice points). If the object is a construct, the artificer requires twice the indicated number of artifice points.
• Fragile: the artificer can cause an object to become less study and resilient to the rigors of travel and combat. By making a ranged touch attack, the artificer can bestow any armor, shield, tool, or weapon with the fragile quality for 1 minute per artificer level. A fragile object gains the broken condition if the user rolls a natural 1 on an attack roll (weapon) or skill check (tools) with the object, or if a critical hit is confirmed against the object (armor or shield). If a fragile object is already broken, the roll of a natural 1 or critical hit destroys it instead. A masterwork or magical object of the listed types cannot be affected by this theory. The broken condition can be removed through the appropriate feats or abilities. The object is otherwise considered to have the fragile quality until the theory ends.

Quick Study (Ex): At 1st level, an artificer can spend 1 artifice point to take 10 on any single Appraise, Craft, Disable Device, or Use Magical Item skill check, even if he can’t normally take 10 on the check.

Arcane Artifice (Su): At 3rd level, an artificer can expend 1 point from his artifice pool as a swift action to grant any weapon or armor he is holding or wearing a +1 enchantment bonus for 1 minute. At 7th level, the artificer may increase the enhancement bonus to +2 or add the impervious, keen, neutralizing, quenching, or thawing weapon properties, or the balanced, fortification (light), grinding, impervious, or staunching armor properties. These bonuses can be added to the weapon or armor, stacking with existing weapon and armor enhancements to a maximum of +5. Multiple uses of this theory do not stack with themselves.

Fortify (Su): At 3rd level, an artificer can spend 1 artifice point to increase the hardness and hit points of any object he touches (including an artifice item, gadget, or his gearworks machine) by an amount equal to his artificer level. These benefits last until the hit points are expended or until 24 hours have passed. Multiple uses of this theory overlap and do not stack.

Gearworks (Su): At 3rd level, an artificer can spend 1 artifice point to imbue a single inanimate object with mobility and a semblance of life. As a full action round, an artificer can add gears and moving parts to one Small or smaller object (including any bombs, see Theories), allowing it to function as the animate object spell for 1 round per artificer level. An artificer may spend additional artifice points to animate objects of Medium or larger size as follows: a Medium object requires 2 artifice points, a Large object requires 3 artifice points, a Huge object requires 4 artifice points, a Gargantuan object requires 5 artifice points, and a Colossal object requires 6 artifice points to animate. The artificer cannot affect an object carried or worn by a creature. An artificer can improve the duration of a gearworks object through selected innovations.

Deadly Mein (Ex): At 7th level, an artificer can spend 1 artifice point to enhance the basic properties of a weapon for 1 minute. An artificer can enhance a single weapon in one of the following ways.
• Critical Multiplier: The artificer can increase the critical multiplier of a single weapon by 1.
• Damage: The artificer can increase the damage die of a single weapon as if it were 1 size category larger. This does not alter the actual size of the weapon. For example, an artificer can increase the damage of a longsword from 1d8 to 1d10.
• Range: The artificer can increase the range increment of a single ranged weapon by +10 feet.
• Threat Range: The artificer can increase the threat range of a single weapon by 1.
Multiple uses of the same benefits do not stack.

Quick Upgrade (Su): At 7th level, an artificer can spend 1 artifice point to grant his gearworks machine any upgrade whose total cost does not exceed 2 upgrade points for 1 minute per artificer level. The artificer may only grant one upgrade with this theory, even if that upgrade can be taken multiple times. The artificer can grant an upgrade that allows him to spend additional upgrade points to improve that upgrade. This theory cannot be used to grant an improvement to an upgrade that the gearworks machine already possesses. The gearworks machine must meet any prerequisites of the selected upgrade. This theory does not allow a gearworks machine to exceed its maximum number of natural attacks. At 11th level, an artificer can grant any one upgrade whose total cost does not exceed 4 upgrade points. At 15th level, an artificer can grant any two upgrades whose total cost does not exceed 6 upgrade points.

Transformative Artifice (Su): At 7th level, an artificer can subtly change the physical properties of a single object so as to function as a completely different material. An artificer can spend a number of artifice points to change an object’s construction material into one of the following special materials: adamantine (3 points), cold iron (1 point), darkwood (1 point), living steel (2 points), mithral (2 points), or silver (1 point). Up to 50 pieces of ammunition can be affected by this theory, and are counted as one weapon. This transformation lasts for 1 minute.

Concealed Gadgetry (Su): At 11th level, as long as an artificer has at least 1 artificer point, he can cause a single mundane item or magical object to transform into a small, geometric, modular device and back again. On command, the object collapses in upon itself in a whirring clatter of tiny shifting plates until it becomes a 3-inch cube, cylinder, or sphere of the same material. The same command word restores the object to its normal shape and size. While the object is thus affected, it continues to occupy 1 point from the artificer’s artifice pool. If the object occupies a magical item slot, then the slot must be unoccupied for the object to be restored. This theory lasts for 1 day per artificer level, while restoring the object to its normal shape and size immediately ends the theory. The number of objects that the artificer can affect with this theory is equal to his Intelligence modifier, but cannot exceed the number of artifice points he has remaining.

Reciprocal Activation (Ex): At 11th level, whenever an artificer uses a magical item with charges, he can spend 1 artifice point to activate the item without expending a charge from the items total charges. If the item requires more than one charge to activate a specific power, the artificer can reduce this expenditure of charges to a minimum of 0 by spending an equal number of artifice points, up to the maximum number of charges required to activate the power.

Reshape Matter (Su): At 15th level, an artificer can spend 1 artifice point to reshape up to 10 cubic feet of material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by this theory. The quality of items made by this theory is commensurate with the quality of material used as the basis for the new object. If the artificer works with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet per level. The artificer must make an appropriate Craft check to create articles requiring a high degree of craftsmanship. The reshaping process requires 1 round per 10 cubic feet of material to be affected.

Conduit (Su): At 15th level, as long as an artificer has at least 1 artificer point, he can spend a swift action to transfer 3d6 hit points between himself and his gearworks machine, either taking damage himself and healing his gearworks machine or healing himself and damaging his gearworks machine. The gearworks machine must be within 50 feet of the artificer for this theory to function.

Dual Artifice (Su): At 15th level, whenever the artificer creates an artifice item, he can spend 1 artifice point so that it persists on its own and is not rendered inert if the artificer creates another artifice item from the same category. This allows an artificer to create different types of artifice items and keep them handy for emergencies. This does not allow an artificer to gain the effects of multiple artifice items—only the most recently activated, held, or worn item has any effect. An artificer can have two of the same type of item when using this theory.

Fast Transformation (Su): At 15th level, an artificer can spend 2 artifice points to cause his gearworks machine to shift and transform in a whirring clatter of gears and moving plates. The artificer can change any of the gearworks machine’s upgrades by allocating its upgrades pool on new upgrades as a full-round action. The gearworks machine cannot benefit from this theory more than once per day. This theory does not allow the artificer to change his gearworks machine’s base form.

Call Machine (Su): At 19th level, an artificer can spend 3 artifice points to instantly summon his gearworks machine to his side from any location. This functions as instant summons, but the machine must be on the same plane as the artificer.

Enduring Artifice (Su): At 19th level, when an artificer creates or enhances an item using his masterworks, arcane artifice, and/or transformative artifice theories, he can spend 1 hour of work and all his remaining artifice points to make the theories’ effects permanent. The item now functions in all ways as a magical item and persists even after the artificer sets it down. As long as the enduring artifice item exists, it continues to occupy one of the artificer’s magical item slots, unless it occupies no magical item slot. An artificer can only have one enduring artifice item in existence at a time. An enduring artifice item cannot be used by a non-artificer to gain its effects. An artificer can add additional magic abilities to his enduring artifice at the normal costs. The magic properties of an enduring artifice item, including any magic abilities added to the item, only function for the artificer who owns it. If an enduring artifice item's owner dies, or the item is replaced, the item reverts to being an ordinary item of the appropriate type. The artificer must have at least 6 artificer points remaining to use this theory. An artificer can only have one enduring artifice item at a time.

Unbreakable Object (Ex): At 19th level, as long as an artificer has at least 1 artifice point any mundane item or object he holds or touches becomes virtually indestructible for 1 minute per artifice level. This effect immediately ends if the artificer is no longer in contact with the object. The object gains DR/adamantine 10 and hardness 40. If the object already has DR/adamantine and hardness, its DR/adamantine and hardness both increase by 5.

Alternatively, an artificer can spend 1 artifice point to make a gadget or magical item indestructible, or 2 artifice points to make his gearworks machine indestructible for a number of rounds equal to his artificer level. An object, gadget, magical item, or gearworks machine can only be affected by this theory once per day.

Ingenuity (Ex): Starting at 2nd level, an artificer’s knowledge, creativity, and intuition results in sudden bursts of inspiration. Once per day, whenever an artificer makes either a Craft check to create mundane and magical items or makes a single Use Magic Device check to activate a magical item, he can receive a +1 luck bonus to the check as an immediate action. This bonus increases by an additional +1 for every three levels beyond 2nd.

Innovation:
As an artificer gains experience, he gains insight into new artifice techniques, methods of design, mechanics, and gadget construction. Starting at 2nd level, an artificer learns one innovation. He learns an additional innovation for every two levels of artificer attained after 2nd level, up to 18th level. Unless otherwise noted, an artificer cannot select an individual innovation more than once. Some innovations can only be made if the artificer has met certain prerequisites first, such as discovering other innovations. The DC of any saving throw called for by an innovation is equal to 10 + 1/2 the artificer’s level + the artificer’s Intelligence modifier.

Advanced Trapsmith (Ex): The artificer can learn one of the following advanced traps in place of one of a ranger trap: arrow trap (6th), bear traps (12) (6th), collapsing bridge trap (10th), javelin trap (8th), punji stake trap (6th), rigged rope bridge (8th), spiked snare traps (6th), spring-loaded panel (8th). The artificer must meet the level requirements of the trap he chooses (in parentheses). For a detailed description of these traps see Traps in the Gamemastery Guide. An artificer must be at least 6th level and have the trapsmith innovation.

Careful Disarm (Ex): Whenever an artificer attempts to disarm a trap using Disable Device, he does not spring the trap unless he fails by 10 or more. If he does set off a trap he was attempting to disarm, he adds his trapfinding bonus to avoid the trap. An artificer must be at least 6th level before selecting this innovation.

Cunning Trigger (Ex): The artificer with this innovation can use a swift action to set off any trap within 30 feet that he constructed. An artificer must have the trapsmith innovation before selecting this innovation.

Devices Expert (Ex): The artificer’s knowledge of machines and gadgetry allows him to more easily activate magical devices. He gains a +5 competence bonus on all Use Magical Device checks. If the device has gears, moving parts, or is mechanical in nature, this bonus increases to +10. An artificer must be at least 6th level before selecting innovation.

Explosives Expert (Ex): The artificer learns to use explosives and similar devices to great effect. Whenever the artificer uses a bomb or item that deals damage in a radius, he adds +2 to the DC for any Reflex saves made against the effect. In addition he adds his Intelligence modifier as a competence bonus to any damage dealt by the effect. An artificer must be at least 8th level before selecting this innovation.

Eye for Danger (Ex): An artificer is accustomed to the sudden and often explosive hazards of operating mechanical devices. As such, he is always wary of any sudden and often lethal hazards. The artificer gains a +2 luck bonus on Reflex saves and initiative rolls.

Fast Picks (Ex): The artificer with this innovation can use the Disable Device skill to attempt to open a lock as a standard action instead of a full-round action.

Fire Bomb (Ex): By spending 2 minutes of work, the artifice can create a smoke bomb that deals 2d6 points of fire damage. Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the artificer’s level + the artificer’s Intelligence modifier. This innovation can be selected multiple times. Its effects stack up to a maximum of 6d6 points of fire damage. This innovation can chosen once at 6th, 12th, and 18th level. An artificer must be at least 6th level and have the smoke bomb innovation before selecting this innovation.

Flash Bomb (Ex): By spending 2 minutes of work, the artificer can create a smoke bomb that detonates very brightly. Creatures that take a direct hit from a flash bomb are blinded for 1 minute unless they succeed at a Fortitude save. The DC of this save is equal to 10 + 1/2 the artificer’s level + the artificer’s Intelligence modifier. Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute. This is a light effect. If the artificer has the fire bomb innovation, he can also combine a flash bomb with a fire bomb by spending 3 minutes of work. An artificer must be at least 8th level and have the smoke bomb innovation before selecting this innovation.

Frugal Trapsmith (Ex): When an artificer with this innovation constructs a mechanical trap, he only pays 75% of the normal cost. An artificer must be at least 8th level and have the trapsmith innovation before selecting this innovation.

Grapple Launcher (Ex): The artificer has learned to alter a firearm to fire a grappling hook. By adding a special set of rails, the wielder can slide a grappling hook over the barrel of a firearm and fire it as a full-round action. The grappling hook anchors into anything the wielder successfully hits with an attack roll, and the DC of the Strength check required to pull the grappling hook loose is equal to wielder’s attack roll to lodge it in place. A Disable Device check can remove it with a +5 bonus on the check, and a creature struck by the hook can escape it with a combat maneuver check or Escape Artist check with a +5 bonus on the check. The firearm is powerful enough to fire a hook trailing up to 100 feet of rope, but throws off the balance of the wielder's firearm, reducing its range increment by 50%. Adding a grapple launcher to a firearm requires 1 day of work. An artificer must be at least 4th level and have the Gunsmith innovation to select this innovation.

Greater Gearworks (Su): By spending 10 minutes of work instead of a full-round action, an artificer’s gearworks object now persists for 10 minutes per artificer level. An artificer must be at least 10th level and have the improved gearworks innovation before selecting this innovation.

Gunsmith (Ex): The artificer gains the Gunsmithing feat, but uses his chosen Craft or Profession skill in place of Craft (alchemy) for any firearm Craft checks.

Hardening Technique (Ex): The artificer learns special techniques to increase the durability of any item he creates. Any mundane item, gadget, or magic item the artificer creates gains an additional 5 hit points.

Improved Gearworks (Su): By spending 1 minute of work instead of a full-round action, an artificer’s gearworks object now persists for 1 minute per artificer level. An artificer must be at least 6th level before selecting this innovation.

Infused Artifice (Su): When the artificer creates or enhances an item using his masterworks, arcane artifice, and/or transformative artifice innovations, he can infuse it with an extra bit of his own artifice power. The item created now persists even after the artificer sets it down. As long as the artifice item exists, it continues to occupy one of the artificer’s magical item slots. If the item does not occupy a slot, he can only have one item of that type in existence at a time. An infused artificer item can be used by a non-artificer to gain its effects.

Master Constructor (Ex): The artificer gains Craft Construct as a bonus feat. He also adds Craft Construct to the list of feats affected by the Master Craftsman feat, and can count his ranks in his chosen skill as his caster level for the purposes of qualifying for the Craft Construct feat. An artificer must be at least 8th level before selecting this innovation.

Meta Gadgetry (Ex): The artificer has learned new techniques to make his gadgets more effective. He chooses one of the following metamagic feats: Burning Spell, Concussive Spell, Elemental Spell, Empower Spell, Enlarge Spell, Extend Spell, Flaring Spell, Focused Spell, Intensified Spell, Lingering Spell, Maximize Spell, Persistent Spell, Reach Spell, Rime Spell, and Widen Spell. The artificer can apply the effects of this feat to his gadgets as if they were spell. The gadget must meet the same requirements as the spell that the feat is normally applied to. This innovation can be selected multiple times. Each time the artificer chooses a different metamagic feat.

Quick Disable (Ex): Whenever an artificer uses the Disable Device skill to disable a trap, it takes him half the normal amount of time (minimum 1 round).

Quick Trapsmith (Ex): As a full-round action, an artificer with this innovation can set a simple trap with a CR no greater than 1/2 his artificer level. To do this, he must purchase the components, spend the required time constructing the trap in advance, and have its components at hand. The artificer can only construct traps that he knows in this way, and is subject to the GM’s discretion. The artificer must have the trapsmith innovation before selecting this innovation.

Reliable Gunsmithing (Ex): By spending 1 minute of work, an artificer can reduce the misfire value of a single firearm by 1 (minimum 0) for 10 minutes. This reduction occurs after any increases are calculated for firing with the broken condition, or for any other effect that might increase the misfire value of a firearm. The artificer must be at least 4th level and have the gunsmith innovation before selecting this innovation.

Remote Bomb (Ex): By spending 1 additional minute of work, an artificer can attach a remote detonator to any bomb he creates. This allows the artificer to detonate the bomb at any time, as long as he is within 60 feet of the bomb. A remote bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb’s contents are removed. The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage to all adjacent creatures as normal. An artificer cannot have more than one remote bomb at one time. If he creates another remote bomb, the previous bomb can no longer be detonated remotely, and immediately becomes a normal bomb of its type. A successful Disable Device check (DC equals 10 + the artificer’s level + the artificer’s Intelligence modifier) can neutralize a remote bomb. An artificer must be at least 8th level before selecting this innovation.

Ruinous Touch (Su): An artificer has learned to harm objects instead of healing them. As a swift action, whenever an artificer uses his crafter’s touch ability, he can choose to deal damage against objects or heal them. An artificer must be at least 10th level before selecting this innovation.

Salvage Item (Ex): An artificer has learned to salvage the gp value from an artifice device or magical item and put it towards the value of creating another artifice device or magical item. The artificer must spend 1 day of work with the item and have the appropriate Item Creation Feat to salvage the item. After 1 day, the device or item is destroyed and the artificer gains 1/2 the item’s gp value of the artifice device or magical item to add towards the cost of any new artifice device or magical item he immediately begins to create. This value cannot be spent as gold, and may only be used towards the creation of another artifice device or magical item. The artificer must be at least 4th level to select this innovation.

Scrap Bomb (Ex): By spending 3 minutes of work, an artificer can create a fire bomb that explodes into shards of broken gears and scrap metal that deal piercing damage. A creature that takes a direct hit from a scrap bomb takes 1 point of bleed damage per die of bomb damage unless it succeeds at a Reflex save, in addition to any fire damage. An artificer must be at least 8th level and have the fire bomb innovation before selecting this innovation.

Share Gadget (Ex): The artificer can alter one of his gadgets he has already built to work for another person. The artificer designates, using a standard action, one other character and one of the gadgets that he possesses. That character can now operate the gadget as if they were the artificer utilizing all of the artificer's relevant bonuses. The gadget works for the designated person for a number of hours equal to the artificer’s level. If the artificer is unable to designate a new person, the gadget becomes inert until the artificer returns it to his possession or is able to designate a new user. An artificer must be at least 8th level before selecting this innovation.

Skill Mastery (Ex): The artificer becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this innovation, he selects a number of skills equal to her Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent her from doing so. An artificer may gain this innovation multiple times, selecting additional skills for skill mastery to apply to each time. An artificer must be at least 10th level before selecting this innovation.

Smoke Bomb (Ex): By spending 1 minute of work, the artificer can craft a smoke bomb that creates a cloud of smoke with a 15-foot radius when thrown. This acts like the smoke from a smokestick. The artificer can center this smoke on himself, or throw the bomb as a ranged touch attack with a range of 20 feet. Throwing a smoke bomb is a standard action. An artificer can create a number of smoke bombs per day equal to his Intelligence modifier. Each use of this innovation expends 1 artifice point.

Steadfast Gunsmithing (Ex): By spending 1 minute of work, an artificer reduce the misfire value of a single firearm by 4 (minimum 0) for 10 minutes. This reduction occurs after any increases are calculated for firing with the broken condition, or for any other effect that might increase the misfire value of a firearm. The artificer must be at least 10th level and have the reliable gunsmithing innovation before selecting this innovation.

Strange Magic (Ex): The artificer has learned to employ magical items in a different manner than for which it was intended. If he so chooses, the artificer can wear an item that occupies one item slot in an entirely different slot and still gain the effect as if he were wearing the item normally. For example, an artificer could wear a neck slot item in a feet slot. This only applies to items that occupy the belt, feet, hands, headband, neck, ring, or wrist categories. The artificer may wear only one item in this way at a time. An artificer must be at least 6th level before selecting this innovation.

Trap Mastery (Ex): Whenever an artificer disarms a trap using Disable Device, he can bypass it even if his check did not exceed the DC by 10 or more. If it is a magic trap that allows specific creatures to pass it without danger, he can modify which creatures it allows to pass, adding his allies and restricting enemies if he desires. An artificer must be at least 10th level and have the careful disarm innovation before selecting this innovation.

Trap Spotter (Ex): Whenever an artificer comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Trapsmith (Ex): The artificer learns how to create a snare trap and one other extraordinary (not supernatural) ranger trap of her choice (see Trapper archetype in Ultimate Magic). The artificer can use these traps a total number of times per day equal his Intelligence modifier. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The artificer cannot select an individual trap more than once. This innovation may be selected multiple times, but each time the artificer learns a new trap. An artificer must be at least 4th level before selecting this innovation.

Undetected Sabotage (Ex): Whenever an artificer uses Disable Device to sabotage or disable a device, he can make a Sleight of Hand check with a bonus equal to his level. Anyone who inspects the device does not notice the sabotage and assumes the object works unless he beats the artificer’s check with an opposed Perception skill check.

Vial Launcher (Ex): The artificer has learned to add a special tube onto a firearm that can hold 1 vial of alchemical material, such as alchemist's fire, a tanglefoot bag, or a thunderstone. A special trigger allows the wielder to channel the force of black powder into this tube to launch the vial as a ranged attack with half the range increment of the firearm. The wielder can take this action in place of any single ranged attack, and may use the same attack bonus that she can apply to the firearm. If the alchemical substance has a save DC, it becomes 10 + 1/2 the artificer’s level + the artificer’s Intelligence modifier when the wielder launches the vial from the firearm. This increase only applies to the initial saving throw. If additional saving throws are called for, they are resolved as normal. Reloading the tube is a time-consuming process and requires two full-round actions. If the weapon misfires while loaded with an alchemical substance, it detonates with the wielder (and the firearm) as the target. Adding a grapple launcher to a firearm requires 1 day of work. An artificer must be at least 4th level and have the Gunsmith innovation to select this innovation.

Weird Science (Ex): By spending 1 minute of work, an artificer can alter a charged magical item so that it creates a different effect one time. This new effect must be of equal power level (such as a spell effect) and one that a similar item can create. For example, if an artificer uses weird science on a wand of fireball (a 3rd level spell), he can alter the wand to function as a wand of suggestion (also a 3rd level spell). The artificer must spend an additional 1 minute of work before he can create another effect with the same item. A new effect expends the same number of charges as the original effect as normal. The artificer can use this innovation a number of times per day equal to his Intelligence modifier. An artificer must be at least 10th level before selecting this innovation.

Trapfinding (Ex): At 2nd level, an artificer adds half his level to all Disable Device skill checks (minimum +1) and Perception skill checks made to locate traps. An artificer can use Disable Device to disarm magic traps.

Swift Artifice (Ex): At 3rd level, an artificer can create mundane items with astounding speed. It takes an artificer half the normal amount of time to create mundane and masterwork items. At 7th level, the material costs are now equal to 1/2 of the item’s sale value whenever the artificer creates a mundane item.

Gearworks Machine:
At 4th level, after years of trial and error, an artificer has perfected the secrets of artifice, gadgetry, and gear-based technology, and how to combine them into a semblance of life. It is this mastery of artifice that allows him to construct a powerful automaton called a gearworks machine. All gearwork machines are treated as constructs, except that they are not “destroyed” until reduced to a number of negative hit points equal to or greater than their bonus hit points due to size (see Construct). This machine is constructed from spare gears and metal parts scrounged from the scrap heaps of blacksmiths and other metallurgists or artificers. His starting machine is battered, and only he knows how to use or command it properly. All other creatures treat his gearworks machine as if it had the broken condition. If the machine already has the broken condition, it does not work at all for anyone else trying to use or command it. This starting machine can only be sold for scrap (it’s worth 4d10 + 200 gp when sold).

A gearwork machine resembles a 1-foot diameter metal sphere (modular device) that weighs 20 lbs. when it is not in its machine form. An artificer can transform this sphere (hereafter referred to as its inert form) into his gearworks machine in a mechanical process that takes 1 minute to complete. When brought forth in this way, the gearworks machine’s hit points are unchanged from the last time it was dismissed. The only exception to this is if the gearworks machine was “destroyed”, in which case it transforms from its inert form with half its normal hit points. The gearworks machine does not heal naturally. The gearworks machine remains until dismissed by the artificer (a standard action), at which time it reverts back to its inert form. If the gearworks machine is reverted to its inert form due to being “destroyed”, it cannot be called forth again until the following day. The gearworks machine cannot be forced into its inert form by means of dispel magic, but spells such as dismissal and banishment do. If the artificer is unconscious, asleep, or killed, his gearworks machine immediately reverts to its inert form.

The gearworks machine’s physical appearance is up to the artificer, but it always appears as some sort of golem or construct creature. The gearworks machine’s base form is decided at the time of construction, and determines what types of upgrades it can obtain. The gearworks machine’s Hit Dice, saving throws, skills, feats, and abilities are tied to the artificer’s class level and increase as the artificer gains levels. In addition, each gearworks machine receives a pool of upgrade points, based on the artificer’s class level that can be used to give the gearworks machine different abilities and powers. Whenever the artificer gains a level, he must decide how these points are spent, and they are set until he gains another level of artificer.

Dynamo (Su): In addition to its physical form, a gearworks machine requires a special power source or engine in order to function. This engine, called a dynamo, is uniquely crafted by the artificer for the soul purpose of powering his gearworks machine. Not only does it power the artificer’s gearworks machine, but it is specifically attuned to his machine alone, and therefore cannot be used to power another artificer’s gearworks machine. A dynamo grants the gearworks machine its semblance of life, individual consciousness, and ability to carry out the commands of its master.

A dynamo is always masterwork quality, and when acquired at 4th level is not made of any special material. A dynamo must be placed in the artificer’s gearworks machine to have any effect. An artificer can add additional magic abilities to his dynamo as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. The magic properties added to a dynamo only function for the artificer who owns it, but are bestowed upon his gearworks machine. If a dynamo’s owner dies, or the dynamo is replaced, the dynamo reverts to being an ordinary masterwork item of the appropriate type. A dynamo is considered a wondrous item for the purpose of adding magic abilities to it.

If a dynamo is damaged, it is restored to full hit points after 24 hours as long as it takes no additional damage. If a dynamo is destroyed, it can be replaced after 1 week of work (a minimum of 8 hours per day) and costs 200 gp per artificer level plus the cost of the masterwork quality (count as masterwork armor). When a gearworks machine’s dynamo is removed or destroyed, it immediately reverts to its inert form. If the dynamo is returned, repaired, or replaced, the gearworks machine again functions normally. A dynamo has a hardness of 10, 20 hit points, and must be attacked directly to be damaged. When destroyed, it explodes in a 20-foot burst of gears and fluid that deals 6d6 points of acid, electricity, and slashing damage to all within the area.

Master Craftsman (Ex): At 5th level, an artificer gains Master Craftsman as a bonus feat. At 9th level, if the artificer has the Craft Construct feat, he can count ranks in his chosen skill as his caster level for the purposes of using the Craft Construct feat or his artificer level, whichever is higher.

Journeyman’s Touch (Su): At 9th level, an artificer can use his crafter’s touch ability as a full-round action. The artificer can restore the magic properties of a magical item if his artificer level is at least twice that of the item’s caster level. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way. In addition, the artificer can use his crafter’s touch on a creature of the construct type.

Greater Machine (Su): At 13th level, an artificer can transform his gearworks machine into an unstoppable metal juggernaut for 1 minute, once per day. While this ability is in effect, the gearworks machine gains a +4 bonus to Strength and Dexterity, a +4 bonus to AC, DR 10/ —, an increase of +10 feet to its speed, and a number of temporary hit points equal to its bonus hit points (see Construct).

Master’s Touch (Su): At 17th level, an artificer can use his crafter’s touch ability as a standard action, and no longer provokes attacks of opportunity.

Grand Theorem (Ex):
At 20th level, an artificer discovers a grand theorem. He immediately learns two normal innovations, but also designs and creates a grand device chosen from the list below, representing a truly astounding breakthrough of artifice and design. For many artificers, the promise of one of these grand theorems is the primary goal of their research and hard work. A grand device has an active and inert form, much like the artificer’s gearworks machine. When in its inert state, an artificer’s grand device takes the form of a 6-inch metal cube or sphere that weighs 10 lbs. Once created, the device persists. An artificer can only have one grand deice created at a time.

Battle Armor: The artificer creates a special suit of metal armor that functions as the iron body spell. Wearing the armor is taxing on the artificer’s body. Should he wear the armor beyond the indicated duration, he becomes exhausted on the subsequent round and remains so until he leaves the armor. Once the armor is removed, he instead becomes fatigued for 2d6 rounds.

Disintegration Gun: The artificer creates a special ray gun that can be fired once per day. This device generally resembles a one-handed firearm, but instead of firing bullets, it discharges a high intensity beam of light that functions as the disintegration spell.

Instant Mansion: The artificer creates a special compact dwelling that once activated, unfolds in whirring of shifting plates and grinding gears until it reaches the size of a mansion. While the active mansion has a physical presence, it otherwise functions as the mage’s magnificent mansion spell, and does not exist on another plane of existence. The artificer can activate this device once per day.

Gearworks Brigade: The artificer creates a number of special modular devices that, once activated, transform into wooden golems that are completely under the artificer’s control. These constructs function as the wooden phalanx spell, except that the golems are gearworks machines crafted from wood instead of metal, but retain all the stats of a wooden golem. The artificer can activate his gearworks brigade once per day.

Remote Blastbomb: The artificer creates a small but powerful explosive device once per day that he can remotely detonate. This device functions as the delayed blast fireball spell, except that the artificer can detonate the bomb at anytime while within 200 feet of the device. The device remains inert until detonated. The artificer otherwise uses his artificer level as his caster level to determine the device’s effect.

Weather Control Device: The artificer creates a device that controls the weather patterns in the surrounding area. He can activate this device once per day, and once activated, it functions as the control weather spell, using the artificer’s level as the caster level.

Table: Artificer
Base
Class Attack Fort Ref Will Gadgets per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th

1st +0 +0 +2 +2 Artifice, crafter’s touch, expert crafter, theories 1 — — — — —
2nd +1 +0 +3 +3 Ingenuity, innovation, trapfinding 2 — — — — —
3rd +2 +1 +3 +3 Swift artifice, theories 3 — — — — —
4th +3 +1 +4 +4 Gearworks machine, innovation 3 1 — — — —
5th +3 +1 +4 +4 Master craftsman 4 2 — — — —
6th +4 +2 +5 +5 Innovation 4 3 — — — —
7th +5 +2 +5 +5 Theories 4 3 1 — — —
8th +6/+1 +2 +6 +6 Innovation 4 4 2 — — —
9th +6/+1 +3 +6 +6 Journeyman’s touch 5 4 3 — — —
10th +7/+2 +3 +7 +7 Innovation 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Theories 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Innovation 5 5 4 3 — —
13th +9/+4 +4 +8 +8 Greater machine 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Innovation 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Theories 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Innovation 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Master’s touch 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Innovation 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Theories 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Grand theorem 5 5 5 5 5 5

ARTIFICER GADGET LIST:

Artificers gain access to the following gadgets.

1st-Level Artificer Gadgets–acid glove (corrosive touch), air tank (air bubble), carry-all (ant haul), cold glove (chill touch), corrosive capsule (acid splash), door detector (detect secret doors), elemental shield (endure elements), expeditious boots (expeditious retreat), firecrackers (snapdragon fireworks), flaming glove (burning hand), fog machine (obscuring mist), grease gun (grease), growth ray (enlarge person), hand taser (daze), holograph imager (silent image), hypnotic device (hypnotism), jolt glove (shocking grasp), jump boots (jump), light (spark), linguistic translator (comprehend languages), parachute (feather fall), proximity sensor (alarm), range enhancer (longshot), remote cable (animate rope), shock field (shock shield), shrink ray (reduce person), signal flare (flare), sleeping gas capsule (sleep), verbal mimicking device (ventriloquism), voice modulator (vocal alteration).

2nd-Level Artificer Gadgets–agility capsule (cat's grace), auditory/visual inhibitor (blindness/deafness), cloaking device (invisibility), corrosive arrow (acid arrow), energy gauntlet (elemental touch), energy shield (resist energy), fire arrow (flame arrow), fire-eater capsule (fire breath), fireworks (pyrotechnics), flamethrower (scorching ray), flashlight (continual flame), greater fog machine (fog cloud), hover boots (levitate), improved holographic imager (minor image), improved taser (daze monster), laughing gas capsule (hideous laughter), magnetic lock mechanism (arcane lock), net launcher (web), night vision goggles (darkvision), pain inhibitor (delay pain), sonic emitter (shatter), stamina capsule (bear's endurance), strength capsule (bull's strength), ultraviolet goggles (see invisibility), wall climbing gear (spider climb).

3rd-Level Artificer Gadgets–acceleration device (haste), aqualungs (water breathing), blastbomb (fireball), displacer device (displacement), electromagnetic charge emitter (lightning bolt), exhaustion emitter (ray of exhaustion), fury capsule (rage), greater energy shield (protection from energy), greater holograph imager (major image), greater sleeping gas capsule (deep slumber), jetpack (fly), mass cloaking device (invisibility sphere), motor inhibitor (hold person), protective force field (ablative barrier), radiant lantern (daylight), shrapnel grenade (pellet blast), stink bomb (stinking cloud).

4th-Level Artificer Gadgets–confusion inducer (confusion), electromagnetci spheres (ball lightning), energy breath capsule (dragon's breath),fear ray (fear), fire wall capsule (wall of fire), folding house (secure shelter), greater cloaking device (invisibility (greater)), greater night vision goggles (darkvision (greater)), greater shrapnel grenade (detonate), ice wall capsule (wall of ice), improved protective shield (stoneskin), pain inducer (agonize), reverse force shield (resilient sphere), voice modulator (shout).

5th-Level Artificer Gadgets–acid bomb (acid spray), environment suit (life bubble), greater jet pack (overland flight), greater motor inhibitor (hold monster), ice bomb (cone of cold), sonic locator (echolocation), wall force field emitter (wall of force).

6th-Level Artificer Gadgets–greater sensory alarm (guards and wards), greater voice modulator (shout (greater)), iron wall device (wall of iron), programmed holograph imager (programmed image), radiant flash bomb (sunburst), repulsor gauntlet (repulsion), stun gun (power word stun),


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Multiclass Productions is proud to announce the first in a series of free downloadable Multiclass Archetypes PDFs.

Divine Champions presents 19 fully developed Multiclass Archetypes for the Antipaladin, Cleric, Inquisitor, Oracle, and Paladin. Additional supplements specific to these MCAs are also included in the pdf.

Go to our website at MCArchetype for additional Multiclass Archetypes and supplemental material.

You can also join us on our new Multiclass Archetypes IV: Ultimate Multiclass Archetypes thread to contact us, ask questions about the Multiclass Archetype development process, or to get help in developing your own ideas for your own MCAs.


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Alright, with the lanch of our first free MCA pdf, and the previous MCA thread so huge, we've decided to start a new thread.

The PDFs can be found HERE on our wiki site at MCArchetype .

Give us your thoughts on new MCAS and let us help develop them, or give us feedback on existing MCAs, our pdfs, or anything else related to the MCA project.

Alright let the fun begin (or continue)!!!


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In my endeavors to develop Multiclass Arcehtypes, I've also come to develop alternate base classes designed around the Summonoer base class for the other Arcane Schools.

These include the

Abjurer
Diviner
Enchanter
Evoker
Illusionist
Necromancer
Transmuter

I'll post them as time and circumstance permits. Any feedback would be great.


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The following are a conversion and rebuild of the AD&D alternate alignment Paladins from the "Plethora of Paladins" Article in Dragon Magazine #106. These conversions were made through the joint efforts of myself, Elghinn Lightbringer, Oceanshieldwolf, and Bardess.


MultiClass Productions, creators of the MultiClass Archetypes thread and production line are seeking enthusiastic, up and coming artists, with a desire to break into the fantasy art world.

MCP is proud to present their collaborative work without cost/free of charge, ensuring that all Pathfinder fans receive stunning new options without the strain on their wallet.

We are currently in the process of producing a number of pdfs for our MultiClass Archetypes line. Each pdf will focus on a single primary class (such as Barbarian, Cleric, etc.) and include a number of multiclass archetypes based on various secondary classes. Each individual pdf, and the eventual large compiled pdf, will be made available to all fans free of charge. These pdfs will provide artists an opportunity and venue to exhibit their talents.

Interested artists will be asked to create a FULL color representation of one of our MultiClass Archetypes, listed on our MCArchetype Wiki site, probono.

Artists may enter multiple admissions, but no more than one entry per MultiClass Archetype will be accepted.

Prospective artist will adhere to the following guidelines:
1) All admissions must be in full color.
2) All admissions must be sent in jpeg format.
3) All admissions must be sent with the name of the MultiClass Archetype listed first, followed by the name of the artist. Example: Battle Adept – by John Doe

Please send all entries to the following address:

MultiClassProductions@gmail.com

Winning admissions shall be selected by the members of MultiClass Productions, and included in our MultiClass Archetypes pdf line. No monetary compensation shall be provided, though each artist shall retain the rights to his or her individual works. However, rights shall be reserved for use by MultiClass Productions in our free MCA pdf product line.

It is our hopes that artists seeking to enter the fantasy art world will look upon this opportunity as a way to exhibit their talents and skills in a free and open venue, while providing high quality artwork for our professional line of free downloadable pdfs.

In regards to MCA artwork admissions, MultiClass Productions will post each group of desired MCA artwork, and provide and closing date once sufficient admissions have been entered. We will then move on the each subsequent group in turn as the closing date of the previous set ends.


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Well, we are back, and more organized than before. MultiClass Productions is proud to present the new MCA thread, and links to the now completed and soon to be updated Core and Advanced class-based MultiClass Archetypes.

This thread is primarily meant to provide links to the MCA Wiki site, and the pages on the Pathfinder SRD that present our MultiClass Archetypes. However, it is also meant to provide a venue for MultiClass Productions to present our MCA creation process, and allow you, the fans, to participate in that same creation process for your own MCAs.

The MCA creation process has undergone various stages of development and refining until we have what we believe is one of the best and truly universal gestalt-style methods for multiclassing. It combines the BAB, saves, and class features of two classes in such a way as to, in reality, create a new single class-styled MultiClass Archetype.

The MultiClass Archetype creation process allows one to develop an MCA to meet one’s individual needs, whether by personal preference or the needs of a campaign. For example, one could MultiClass a Fighter and Rogue. Depending upon one’s tastes or needs, the new MCA can use one or the other class as its Primary class, while the other becomes the Secondary class. For a more militant rogue that enters the fray directly, one would likely use the Fighter as its Primary class, while a tougher but very stealthy rogue may use the Rogue as its Primary class. A detailed description of Primary and Secondary classes in reference to creating MCAs, and the general guidelines used in creating MCAs can be found at the links presented below.

We welcome all who are interested in participating in the MCA creation process, both GMs and Players alike, whether to develop their own MCAs specific to their individual campaigns, to post ideas, and seek the wisdom and aid of the very knowledgeable and skilled members of the MultiClass Production crew in your endeavors.

Also, consider this thread as a discussion forum for those who playtest the MCAs. Any feed back is much appreciated, since the number of MCAs (100+) is difficult for just the 5 members of MCP to play test themselves.

For further information on MultiClass Archetypes, finished works, creation guidelines, or the MultiClass Production crew, go to the following links.

MCArchetype Wiki

Cartmanbeck’s Lab on Pathfinder SRD

Previous Thread: Multiclass Archetypes II

MultiClass Productions thank you for your interest in our work.

MultiClass Production Crew: Elghinn Lightbringer, Flak, Cartmanbeck, Raiderrpg, and Oceanshieldwolf.


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This is a continuation of the previous thread MULTICLASS ARCHETYPES, which was becoming too long. So we have begun a second thread, and will continue to do so as long as our work continues and each thread becomes too long

This is a collaborative development thread for the Multiclass ARchetypes concept presented in the previous thread. Anyone is welcome to make suggestions, give feedback, and try our playtests. Many of the MCAs (Multiclass Archetypes) are under reconstruction to be more in line with our most recent adjusted guidelines for creating them.

We now return you to your regularly scheduled developmental thread.

This is the most current paytest document for any one wishing to see what we are doing, or to actually playtest them.

Core and Base Multiclass Archetypes Playtest Document

For additional or previous documents go HERE, and go to the Multiclass Archetypes folder.


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Alright, this is a call out to anyone that’s been following my Multiclass Archetype thread:

I'd like as many suggestions for APG-based (UM or UC too) multiclasses as I can get. Please provide some general idea as to why it would be a good combo, suggestions for abilities to be swapped between the two classes, and possible new abilities that might emerge from the merger of the two classes, like what I did for the Bone Knight (Cavalier/Sorcerer - Undead Bloodline). I know I’ve been given some in the other thread, but the more suggestions I have, even similar ones with different twist, the more I have to work with.

I’m particularly interested in multiclasses for the Gunslinger, Summoner, Magus, Inquisitor, and Oracle, but any will do also.

Thanks!!


I'm looking for some community imput to help me develop my Multiclass Archetypes for the APG and Magus classes. I'm curious what everyone thinks are the best multiclass combos for APG Base Classes (inc. Magus and Gunslinger) with other Core or Base classes. Please let me know why they work so well too. Thankyou!!


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I had a thought about mutliclassing and archetypes. Since multiclassing tends to result in an inability of gaining full power in any of your classes, why not use the archetype model to swap out certain class abilities in one primary class for those of a secondary class. Usually, fighters who dip in rogue are after certain features, such as sneal attack, evasion, etc.

So, I've created a bunch of Core Class multiclass archetypes, swapping class features for others in another class. I tried to keep them as close to equivalent power levels while still keeping the flavor others may be looking for. Others of course can be created, but these are the ones I came up with. Use as you wish, or don't. I remember the old 2E style of multiclassing, and wanted to keep a similar flavor, without going for full gestalt style. Could also be done with the APG classes too, but I'm not about togo and do those. I'll leave those for someone else.

Enjoy.

Multiclass Archetypes


Yes, I know we're all waiting with bated breath to see what the Devs do with the gunslinger, whether they'll do a round 3 or not, who knows. Anyway, I've posted my newest version The Gunslinger v.2.3.0 pdf, if anyone is interested.

I kept is somewhat close to the Playtest 2 document, with some level switch arounds, a few additions, etc. I replaced the Bravery with a similar AC bonus mechanic to the Monk, and took all the "shot" deeds (dead shot, utility shot, etc.) and made them straight class abilities without grit costs. I also created a number of archetypes of this version also (buccaneer, calvary gunman, dragoon, frontiersman, marksman, and pistoleer). I think its fairly balanced, but some playtested opinions would be good.

So, check it out, or don't - whatever.


Here is my Gunslinger based on the monk chasis.

BAB:
3/4

Saves:
Fort: Poor; Ref/Will: Good

Special:

1st - Deeds, grit, gunsmith, hail of bullets
2nd - Utility shot
3rd - Deeds
4th - Bonus feat, dead shot .
5th - Gun training
6th - Startling shot
7th - Deeds
8th - Bonus feat, targeting shot
9th - Gun training
10th - Bleeding shot
11th - Deeds
12th - Bonus feat, menacing shot
13th - Gun training
14th - Penetrating shot
15th - Deeds
16th - Bonus feat, stunning shot
17th - Gun training
18th - Devastating Shot
19th - Deeds
20th - Bonus feat, death’s shot, true grit

Hit Dice:
d8

Alignment:
Any

Class Skills:
The gunslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int Modifier.

Class Features

Weapons and Armor Proficiency:
Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.

AC Bonus (Ex):
When wearing light armor or no armor, and unencumbered, the gunslinger adds her Wisdom bonus (if any) to her AC and her CMD. In addition, a gunslinger gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four gunslinger levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the gunslinger is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears medium or heavy armor, when she carries a shield, or when she carries a medium or heavy load.

Grit (Ex):
A gunslinger makes her mark upon the world through extraordinary nerve and daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile and dangerous nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat, both offensive and defensive.

At 1st level, the gunslinger begins each day with a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but cannot go higher than her total grit. The gunslinger earns additional grit points throughout the day by performing certain actions, up to a maximum of her total grit. At 3rd level, and every 4 levels thereafter (7th, 11th, 15th and 19th), her total grit points increases by +1, to a maximum of +5 at 19th level. Thus, an 11th level gunslinger with a Wisdom score of 16 would begin each day with 3 grit points. Then, throughout the day, she can earn additional grit up to 6 grit points, her maximum total grit according to her current level. Some feats and magic items may further affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and earns or regains grit in the following ways.

Daring Act: Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point. Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.


Gunsmith:
At 1st level, gunslingers form a powerful bond with their chosen firearm. A gunslinger gains one of the early firearms of her choice. Once a gunslinger makes this choice, it is permanent and cannot be changed. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If it already has the broken condition, it does not work at all for others. This starting weapon can only be sold for scrap (it’s worth 4d10 gold pieces when sold). Over time, the gunslinger becomes accustomed to nuances of her chosen firearm type. The gunslinger also gains Gunsmithing. By gaining the Gunsmithing feat for free, the gunslinger can upgrade her rusty firearms to masterwork after paying the costs of masterwork weapons and putting in some work.

Starting at 1st level, as a standard action, the gunslinger can perform a quick clear action to remove the broken condition from this firearm, as long as that condition was gained by a firearm misfire. At 5th level, the gunslinger can perform this maneuver as a move-equivalent action, and at 9th level as a swift action. Additionally, at 7th level, as a standard action, whenever the gunslinger rolls a misfire with her bonded firearm that has the broken condition, she can keep the firearm from exploding, though it retains the broken condition.

Upon reaching 5th level, once per day, the gunslinger can use her bonded firearm to perform any one deed that she has access to without having to spend or maintain required grit points. This deed is treated like any other deed performed by the gunslinger.

In addition, a gunslinger can add any of the following weapon properties to her bonded firearm as if she has the Craft Magic Arms and Armor feat and if she meets the level prerequisites of these abilities: corrosive, corrosive burst, cunning, distance, flaming, flaming burst, frost, greater lucky gun, huntsman, icy burst, lucky gun, seeking, shock, shocking burst, and thundering. Although these properties duplicate the magical weapon abilities of the same names, the gunslinger adds them through alchemical means or technological engineering. The gunslinger adds these properties to her bonded firearm through the same process as creating magical weapons (see Creating Magical Weapons on page 551 of the Pathfinder Core Rulebook) and are therefore permanent. Thus, a gunslinger with a bonded pistol must be at least 8th level to add the Lucky Gun magic ability to the pistol (see the Lucky Gun magical weapon property in Ultimate Combat). These abilities can be added to any properties the bonded firearm already has, but duplicate abilities do not stack.

If the bonded firearm is broken beyond repair and is not destroyed, it retains all of its bonded firearm properties and can be used to craft a new gun. The magic properties of a bonded firearm, including any magic abilities added to the firearm, only function for the gunslinger who owns it. If a bonded firearm’s owner dies, or the firearm is replaced, the firearm reverts to being an ordinary firearm of the appropriate type.
If a bonded firearm is damaged, it can be restored to full hit points after making the appropriate Craft check and one day of work. If the bonded firearm is lost or destroyed, it can be replaced after 1 week of work and ½ the cost of crafting a new masterwork firearm. Bonded firearms replaced in this way do not possess any of the additional enchantments of the previous bonded firearm. A gunslinger can designate an existing magical firearm as her bonded firearm. This functions in the same way as replacing a lost or destroyed firearm except that the new magic firearm retains its abilities while gaining the benefits and drawbacks of becoming a bonded firearm.

Hail of Bullets:
Starting at 1st level, a gunslinger unleash a hail of bullets as a full-attack action, and uses normal her base attack bonus. When doing so she may make one additional attack when dual-wielding any combination of one-handed firearms (coat pistol, double barrel pistol, dragon pistol, pepperbox, or pistol) as if using the Two-Weapon Fighting feat (even if the gunslinger does not meet the prerequisites for the feat). In addition, she can reload her firearm after each attack roll as a free action. For all other purposes, such as qualifying for a feat or a prestige class, the gunslinger uses her normal base attack bonus.

At 8th level, the gunslinger can make two additional attacks when she uses hail of bullets, as if using Improved Two- Weapon Fighting (even if the gunslinger does not meet the prerequisites for the feat).

At 15th level, the gunslinger can make three additional attacks using hail of bullets, as if using Greater Two-Weapon Fighting (even if the gunslnger does not meet the prerequisites for the feat).

A gunslinger applies her full Dexterity bonus to her damage rolls for all successful attacks made with hail of bullets, whether the attacks are made with an off-hand or a one-handed firearm wielded in both hands. A gunslinger may substitute disarm, sunder, and trip combat maneuvers at range for firearm attacks as part of her hail of bullets. A gunslinger cannot use any weapon other than a firearm as part of a hail of bullets.

Increased Range:
Due to the gunslinger’s extensive training with firearms, she improves the base range increment of any firearm she wields. Starting at 5th level, the range of any one-handed firearm increases by 5 feet, plus an additional 5 feet every 4 levels thereafter. Likewise, the range and spread of a gun with the scatter quality also increases by 5 feet, while its range increases by an additional 5 feet every 4 levels, and its spread increases by the same amount every 8 levels. Conversely, the range of any two-handed firearm increases by 5 feet, plus an additional 5 feet every 2 levels thereafter.

Deeds:
Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Cold Stare (Ex): At 1st level, whenever a gunslinger has her firearm drawn and makes an Intimidate check, she gains a bonus to her check equal to her current grit points. As long as the gunslinger has at least 1 grit point remaining, she may use the Intimidate skill to demoralize an opponent (see the Intimidate skill) as a move action, instead of a standard action. If the gunslinger spends 1 grit point, she can demoralize one additional opponent for every 4 gunslinger levels she has, to maximum equal to her Wisdom modifier.

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing light armor or no armor, and while carrying no more than a light load.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Lightning Reload (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has Rapid Reload or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.

Pistol-Whip (Ex): At 3rd level, when the gunslinger has at least 1 grit point, she can make a surprise melee attack with the butt or handle of her firearm against the flat-footed AC of the target, as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by size Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by size Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can spend 1 grit point and make a CMB check to knock the target prone as a free action.

Smoking Guns (Ex): At 7th level, whenever the gunslinger has at least 1 grit point, she can discharge her firearm to create a cloud of smoke on her square that obscures normal sight (not including darkvision) beyond 5 feet. It also grants her concealment (attacks have a 20% miss chance) against any creatures further than 5 feet away. The smoke cloud remains for one round per level or until dissipated. A moderate wind (11+ mph), such as from a gust of wind spell disperses the cloud in 4 rounds, while a strong wind (21+ mph) disperses it in 1 round. If the gunslinger spends 1 grit point, the smoke cloud obscures all sight, including darkvision. It also grants her concealment (attacks have a 20% miss chance) against any creatures within 5 feet, and total concealment (50% miss chance, and the attacker cannot use sight to locate the target) against any creatures further than 5 feet away. If the gunslinger is dual-wielding pistols, or discharges two barrels from a double barrel pistol or other multi-barreled firearm, the smoke cloud fills one additional adjacent square of the gunslinger’s choice.

Keep Them Dancing (Ex): At 7th level, the gunslinger can spend 1 grit point and fire a single shot at as many adjacent targets within her firearm’s fire range increment as she has attacks without provoking attacks of opportunity. She makes the attacks in order from highest bonus to lowest, as normal, and must select targets that are within 30 feet of each other. On a hit, the target is damaged normally and provokes attacks of opportunity instead. If the gunslinger has at least 1 grit point, she gains a +2 bonus to her attack rolls.

Lock and Load (Ex): At 7th level, the gunslinger can reload a weapon without having the other hand free. If the gunslinger has Rapid Reload, she can spend 1 grit point to reload an additional shot in the same action.

Evasive (Ex): At 11th level, when the gunslinger has at least 1 grit point, she gains the benefit of the evasion and improved uncanny dodge rogue class abilities. She uses her gunslinger level as her rogue level for improved uncanny dodge.

Guardian Gunslinger (Ex): At 11th level, the gunslinger can spend 1 grit point to declare one ally she can see to be under her protection for 1 round. Any time the protected ally is targeted by an enemy during that round, the gunslinger gains a ranged attack of opportunity against that enemy at her highest attack bonus, as an immediate action. The gunslinger may continue to spend grit points to gain attacks of opportunity against each opponent that targets her protected ally.

Lone Wolf (Ex): At 15th level, whenever the gunslinger has at least 1 grit point, her threatened area increases by 5 feet until the beginning of her next turn. During her turn, she can make ranged attacks of opportunity against any opponent that enters this threatened area that normally provokes attacks of opportunity. The gunslinger may move up to her maximum speed as part of these attacks, but provokes attacks of opportunity as normal. If the gunslinger spends 1 grit point, her threatened area increases by 5 additional feet, and she no longer provokes attacks of opportunity.

Slinger’s Luck (Ex): At 15th level, the gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The gunslinger must take the result of the second roll, even if it is lower. This deed cannot be reduced by the True Grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

Cheat Death (Ex): At 19th level, whenever the gunslinger is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to a hit point total equal to the number of grit points she spent on this deed. If the gunslinger has no grit points, or her injuries are in any way self-inflicted, she cannot perform this deed. This deed cannot be reduced by the True Grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

Utility Shot (Ex):
At 2nd level, the gunslinger can perform any of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
• Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have lower ACs. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.

• Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has AC 5, a Diminutive unattended object has AC 7, and a Fine unattended object has AC 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.

• Shower of Sparks: The gunslinger discharges her firearm into a campfire or similar blaze and makes an attack roll against an AC 10. On a hit, you scatter sparking embers into the air in a 5-foot radius. Anyone caught in the radius must make a Reflex save (DC 10 + ½ the gunslinger’s level + the gunslinger’s Wisdom modifier) or gain the blinded condition for 1 round. On a miss, there is a 20% chance the shot ricochets and hits someone within the firearm’s first range increment.

• Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

Bonus Feats:
At 4th level, and every 4 levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.

Dead Shot (Ex):
At 4th level, a gunslinger that wields a firearm can take careful aim and pool her hail of bullets attack potential in a single, deadly shot. Whenever the gunslinger makes a Dead Shot, she shoots a firearm at a single target, but makes as many attack rolls as her bonuses allow. She makes these attacks in order from highest bonus to lowest, as if she were making a full attack. If any of the attacks hit the target, the gunslinger hits the target. For each additional hit made against the target beyond the first, the gunslinger increases the damage of the shot by the base die roll of the firearm.

The gunslinger applies her full Dexterity modifier, and any bonuses from the Deadly Aim feat and the firearm’s magical enhancement as a bonus to her damage rolls for all successful attacks made with her Dead Shot. Precision damage and extra damage from special weapon qualities (such as flaming) are added only once to the Dead Shot’s total damage. If one or more attack rolls are critical threats, she confirms each critical as normal, and on a confirmation, she multiplies the damage normally. However, any damage reduction the target has is applied once to the total damage of the shot. When making a Dead Shot, the gunslinger can only misfire if all attack rolls result in a misfire. Any missed attack, including the first attack roll, does not negate any subsequent rolls during the Dead Shot. A gunslinger may substitute one attack roll for a single ranged combat maneuver (disarm, sunder, or trip) as part of Dead Shot.

If a gunslinger uses a two-handed firearm to make a dead shot, she uses her hail of bullets attack bonuses. However, if she uses a one-handed firearm, she uses her normal attack bonus.

Gun Training:
Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every 4 levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses with those types as well.

In addition to her increased skill with firearms, beginning at 5th level, the gunslinger can permanently lower the misfire value of any firearm she has by 1 (minimum 0). Every 4 levels thereafter (9th, 13th, and 17th), she can lower the misfire value by an additional 1 (minimum 0). This improvement also affects the misfire value of alchemical cartridges used in her firearm.

Startling Shot (Ex):
At 6th level, when the gunslinger misses a creature with a firearm attack, the target of the attack becomes flat-footed until the start of its next turn. A gunslinger can aim at but purposely choose to miss a target in order to gain this effect. The target can only be affected by a startling shot once per encounter.

Targeting Shot (Ex):
At 8th level, as a full-round action, the gunslinger can make a firearm attack with greater accuracy and effect. When she makes this attack, she can choose part of the body to target, and gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. Creatures that are immune to sneak attacks are immune to these effects.

• Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
• Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
• Legs: On a hit, the target is damaged normally and knocked prone. Creatures that are immune to trip attacks are immune to this effect.
• Torso: Targeting the torso threatens a critical on a 19–20.
• Wings: On a hit, the target is damaged normally, and begins to fall.

Bleeding Shot (Ex):
At 10th level, when the gunslinger confirms a critical hit on a living creature with a firearm attack, as an immediate action, she can choose to deal extra bleed damage. The amount of bleed damage is equal to the gunslinger’s Dexterity modifier. Alternatively, the gunslinger can deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage. Bleeding shot can be applied to both hail of bullets and dead shot.

Menacing Shot (Ex):
At 12th level, whenever the gunslinger shoots a firearm into the air, she commands such dread and authority as to affect all living creatures within a 30-foot-radius spread as if they were subject to the fear spell. The DC of this effect is equal to 10 + ½ the gunslinger’s level + the gunslinger’s Wisdom modifier. Menacing shot can be performed a number of times per day equal to her Wisdom modifier.

Penetrating Shot (Ex):
At 14th level, the gunslinger can ignore a number of points of damage reduction equal to her Wisdom modifier with her firearm attacks. This does not apply to damage reduction without a type (such as DR 10/—). If the gunslinger scores a critical hit with this attack, as an immediate action, she can use one of her attacks to make a ranged bull rush, in addition to the normal damage dealt by the attack. If her confirmation roll exceeds her opponent’s CMD, she may push her opponent back as if from the bull rush combat maneuver. The gunslinger gains a bonus to her confirmation roll equal to the combat maneuver bonus for a creature two sizes larger than the gunslinger. Any opponent that is unable to move back due to a wall or some other obstacle is knocked prone after moving the maximum possible distance. The gunslinger does not move with the target if successful. This ranged bull rush does not provoke an attack of opportunity. Penetrating shot can be applied to both hail of bullets and dead shot.

Stunning Shot (Ex):
At 16th level, when a gunslinger confirms a critical hit on a living creature with a firearm attack, as an immediate action, she can choose stun the creature for 1d4 rounds, but the creature can make a Fortitude save (DC 10 + the gunslinger’s level + the gunslinger’s Wisdom modifier) to reduce this to staggered for 1d4 rounds. Creatures that are immune to critical hits are also immune to this effect. Stunning shot can be applied to both hail of bullets and dead shot.

Devastating Shot (Ex):
At 18th level, can make a devastating shot in place of her deadly shot, but takes a -4 penalty to her attack rolls. Devastating shot works like dead shot in every way, but any consecutive hits result in progressively more devastating damage. As usual, the gunslinger makes her attacks in order from highest bonus to lowest like any full attack. If the first attack hits, the gunslinger deals damage normally. However, for each consecutive hit thereafter, the firearm’s damage increases by one additional damage die. If the gunslinger misses on any of her rolls during her full-attack action, the damage of the subsequent hit begins again at the base damage die. For example, a gunslinger discharges all four of her musket attacks at a single target, with the results of “hit”, “hit”, “miss”, and “hit” respectively. Damage dealt to the target would then be 1d12 + 2d12 + 0 + 1d12 plus any damage bonuses applicable to Dead Shot. If the gunslinger were to hit the target with all four attack rolls, the damage result would be 1d12 + 2d12 + 3d12 + 4d12, for a total of 10d12 over four attacks, plus any applicable damage bonuses. If one or more attack rolls are critical threats, she confirms each critical as normal, and on a confirmation, she multiplies the damage normally. When making a Devastating Shot, the gunslinger can only misfire if all attack rolls result in a misfire. Any missed attack, including the first attack roll, does not negate any subsequent rolls during the devastating shot.

Death’s Shot (Ex):
At 20th level, a well-placed bullet can bring true death. When the gunslinger scores a critical hit, as an immediate action she can choose to deal normal damage, and the target must succeed at a Fortitude saving throw (DC equal to 10 + 1/2 the gunslinger’s level + the gunslinger’s Wisdom modifier). On a failed saving throw, the target dies. This is a death attack. Performing this shot does not allow the gunslinger to regain grit from confirming a critical hit or making a killing blow. Death’s shot cannot be used with hail of bullets.

True Grit (Ex):
At 20th level, a gunslinger picks two deeds that she has access to and that she must spend grit to perform. She can perform these deeds for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, the gunslinger can perform this deed as long as she has at least 1 grit point. If a deed could already be performed as long as she had at least 1 grit point, she can now perform that deed even when she has no grit points. Also, the gunslinger gains an additional 2 grit points and her maximum grit increases by 2.

NEW FEATS

Bombardier Deed (Grit):
The gunslinger can reload a scatter quality firearm with volatile projectiles and launch them great distances.

Prerequisite: Grit class feature or Amateur Gunslinger feat, able to create an alchemist bomb (2d6).

Benefit: As long as you have at least 1 grit point, you can load an alchemist bomb into the muzzle of a firearm with the scatter special quality (blunderbuss or dragon pistol) and launch it your firearm’s range, using any attack bonuses you apply to your firearm, such as those provided by the Weapon Focus feat or the Gun Training class feature. If the firearm explodes by misfire, the bomb detonates, regardless of any discoveries that might normally delay it, and inflicts damage in a 5-foot burst equal to the damage of the bomb + the gunslinger’s Intelligence modifier × ½ the damage die of the bomb. This explosion also deals splash damage (see page 202 of the Pathfinder RPG Core Rulebook) to those beyond the 5-foot range and within a 10-foot burst. Splash damage from this explosion is always equal to the bomb’s minimum damage. Those caught in the explosion (including the wielder) and the splash damage can make a Reflex save (DC 10 + your alchemist levels + your Intelligence modifier) for half damage.

Gunmage Deed (Grit):
The gunslinger can reload any firearm with a wand containing a spell with a ranged touch attack.

Prerequisite: Grit class feature or Amateur Gunslinger feat, able to cast 2nd level arcane spells or 5 ranks in Use Magic Device.

Benefit: As long as you have at least 1 grit point, you can load a wand with a ranged touch attack spell into the muzzle of your firearm, and activate it normally, using any attack bonuses you apply to your firearm, such as those provided by the Weapon Focus feat or the Gun Training class feature. If the firearm explodes by misfire, the wand is destroyed and inflicts damage in a 5-foot burst equal to the number of remaining charges × ½ the spell level of the wand. Those caught in the burst (including the wielder) can make a Reflex save (DC 10 + the spell’s level + the caster’s level) for half damage. If you are a magus with the Wand Wielder arcana, you can take this deed without needing any grit, and thus use your gun as part of Spell Combat.

Challenge Deed (Grit):
The gunslinger can challenge an opponent within sight with any firearm.

Prerequisite: Grit class feature or Amateur Gunslinger feat, Challenge class feature.

Benefit: As long as you have at least 1 grit point, you can challenge any opponent while wielding a firearm. You can apply all benefits of your Challenge class feature.

ADVANCED FIREARMS REVISION

Advanced Firearms:
Advanced firearms are more powerful and accurate than early firearms are. With an advanced firearm, attacks are resolved against touch AC within the first five range increments of the weapon, and have the full 10 range increments for projectile weapons. They use metal cartridges as ammunition, making it a move action to reload the weapon’s entire capacity. Advanced firearms only misfire on a roll of 1. Although they gain the broken condition like other firearms, advanced firearms only become jammed and do not explode on a consecutive misfire roll. An advanced firearm cannot be discharged again until the broken condition has been removed with the quick clear action.


This was a topic in another thread and I worked out a possible addition/change to the Gunsmith class feature. Everything from the original would be kept, but the additional stuff in the spoiler below couldbe added. It think it would allow the gunslinger a wider option for their chosen firearm, and give then incentive to keep their 1st level firearm, and allow them to enhance their chosen firearm much like a wizard can to their Bonded Item. This was posted elsewhere but it seems noone if checking it out. So, I'm reposting in its own thread.

Gun Affinity (Ex):
At 1st level, gunslingers form a powerful bond with her chosen firearm. A gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Once a gunslinger makes this choice, it is permanent and cannot be changed. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If it already has the broken condition, it does not work at all for others. This starting weapon can only be sold for scrap (it’s worth 4d10 gold pieces when sold). Over time, the gunslinger becomes accustomed to nuances of her chosen firearm type. The gunslinger also gains Gunsmithing. By gaining the Gunsmithing feat for free, the gunslinger can upgrade her rusty firearms to masterwork after paying the costs of masterwork weapons and putting in some work.

Starting at 1st level, as a standard action, the gunslinger can perform a quick clear action to remove the broken condition from this firearm, as long as that condition was gained by a firearm misfire. At 5th level, the gunslinger can perform this maneuver as a move-equivalent action, and at 9th level as a swift action. Additionally, at 7th level, as a standard action, whenever the gunslinger rolls a misfire with her bonded firearm that has the broken condition, she can keep the firearm from exploding, though it retains the broken condition.

Upon reaching 5th level, once per day, the gunslinger can use her bonded firearm to perform any one deed that she has access to without having to spend or maintain required grit points. This deed is treated like any deed other performed by the gunslinger.

In addition, a gunslinger can add any of the following weapon properties to her chosen firearm as if she has the Craft Magic Arms and Armor feat and if meets the level prerequisites of these abilities: corrosive, corrosive burst, cunning, distance, flaming, flaming burst, frost, greater lucky gun, huntsman, icy burst, lucky gun, reliable gun, seeking, shock, shocking burst, steadfast gun, and thundering. Although the properties duplicate the magical weapon abilities of the same names, the gunslinger can add them through alchemical means or technological engineering. The gunslinger can add these properties to her bonded firearm through the same process as creating magical weapons (see Creating Magical Weapons on page 551 of the Pathfinder Core Rulebook). These abilities can be added to any properties the bonded firearm already has, but duplicate abilities do not stack. Thus, a gunslinger with a bonded pistol must be at least 8th level to add the Reliable Gun magic ability to the pistol (see the Reliable Gun magical weapon property in Ultimate Combat).

If the bonded firearm is broken beyond repair and is not destroyed, it retains all of its bonded firearm properties and can be used to craft a new gun. The magic properties of a bonded firearm, including any magic abilities added to the firearm, only function for the gunslinger who owns it. If a bonded firearm’s owner dies, or the firearm is replaced, the firearm reverts to being an ordinary firearm of the appropriate type.

If a bonded firearm is damaged, it can be restored to full hit points after making the appropriate Craft check and one day of work. If the bonded firearm is lost or destroyed, it can be replaced after 1 week of work and ¼ the cost of crafting a new masterwork firearm. Bonded firearms replaced in this way do not possess any of the additional enchantments of the previous bonded firearm. A gunslinger can designate an existing magical firearm as her bonded firearm. This functions in the same way as replacing a lost or destroyed firearm except that the new magic firearm retains its abilities while gaining the benefits and drawbacks of becoming a bonded firearm.

I liked how Gun Affinity rolled off the tongue vs. Gun Bond or Firearm Bond. Maybe Gunslinger's Bond? Anyways, its just a name, the idea is what matters.

Also, I think, inconjunction with the above changes, and the change to gun training below, this would take care of the general issue of the gunslinger's inability to use full atttacks without using mutiple barrels, tons of guns, or pinholing musket users to using Dead Shot to benefit from their full attacks.

Gun Training (Ex):
Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every 4 levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses with those types as well.

In addition to the gunslinger’s bonus to damage rolls, she greatly improves her reloading skills and speed. Beginning at 6th level, if the gunslinger has Rapid Reload, whenever she uses the Lighting Reload Deed or is using alchemical cartridges (or both), she can reload a single barrel firearm twice per round. At 11th level, the gunslinger can reload a single barrel three times per round, and at 16th level, up to four times per round. Each reloading action occurs as a free action and must be taken either before or after the gunslinger discharges her firearm to allow the gunslinger to make a full-attack action during her turn.


OK, after much trolling and searching the threads, this is my proposed changes for the final gunslinger version. PLEASE feel free to comment and make additional suggestion.

Notes on the Gunslinger v.2 – Gunslinger Reloaded
First off, thank you for allowing all of us to be part of the creation process. It’s great to see a lot of the ideas posted in the “Respect the Dill Pickles”, “Gunslinger Review – Gunslinger, Guns, Core Classes (Multi-Part)”, and “Gunslinger Alpha Version” threads, among others.

Class Description:

Love the new description, and that the gunslinger has become a full-fledged “class” instead of an alternate to the fighter class.

Class Skills:

Glad to see you have added Perception, Sleight of Hand, and Survival to the skills list. Not sure if 2 + Int per level for ranks will cut it. I still think she needs to have 4 + Int. The Playtest will prove or foil that assumption.

Weapon and Armor Proficiency:

Staying with the medium and light armor is good, and the simple and martial weapons. Nevermind, Stephen said he’ll only have light armor. Doesn’t mean he can’t get mithral chain or mithral breastplate.

Gunsmith:

“At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol.”

I think it’s great that you’ve added blunderbuss to the choices, it adds to the flavor building of a particular character. Again, more options at 1st level are good.

“Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If it already has the broken condition, it does not work at all for others.”

Very similar to, but better than what was written in the Gunslinger v.1.4.0. pdf linked to the “Gunsliger Alpha Version” thread. I think this works well by granting the gunslinger her firearms, but preventing them from being usable by others. I trust “broken for others” means that no matter what, even if a non-gunslinger uses the mending spell, it never functions properly for anyone, even other gunslingers, but only for the owner gunslinger.

“This starting weapon can only be sold for scrap (it’s worth 4d10 gold pieces when sold). The gunslinger also gains Gunsmithing as a bonus feat.”

Awesome! This total takes care of the reselling issue of the gunslinger’s starter firearms, and allows the gunslinger to be the expert with firearms.
By gaining the Gunsmithing feat for free, the gunslinger can upgrade her rusty firearms to masterwork after paying the costs of masterwork weapons and putting in some work. That’s great! However, I think the Gunsmithing feat should require some Prerequisites for those who are not gunslingers, such as the Amateur Gunslinger feat, ranks in the Craft skill (alchemy or firearms), levels in the Alchemist class, etc. Otherwise, some will take it and start crafting guns for profit.

Also, I would suggest the following be added to the Gunsmith feature.

“ Over time, the gunslinger becomes intimately familiar with the unique traits and nuances of her selected firearm. Beginning at 1st level, as a standard action, the gunslinger can perform a quick clear maneuver to remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger can perform this maneuver as a move-equivalent action at 3rd level, and as a swift action at 5th level.

Additionally, through research and experimentation, the gunslinger has learned how to improve and maintain her firearm’s reliability. At 7th level, the gunslinger can permanently lower her firearm’s misfire value by 1 (minimum 1). At 9th level, whenever the gunslinger rolls a misfire with a gun that has the broken condition, she can keep the gun from exploding, though it retains the broken condition. At 11th level, the gunslinger can again lower her firearm’s misfire value by 1 (minimum 0). However, this improvement to her firearm does not affect the chance of misfire of paper alchemical cartridges.”

Since the gunslinger is a designer, builder, and improver of firearms, it makes logical sense they should be able to do the following without use of magic, or wasting a deed. Level requirements take care of the experience and learning curve as how to do it. I’ve also combined the Expert Loader deed with the Gunsmith class feature. I really think it should be because of his expert knowledge of her own firearm that she knows how to prevent it from exploding when broken, just like she’s the only one that can use it properly, as stated in the first part of this feature, and it just seems to be a natural extension of his Gunsmith knowledge. Might be other things related to this feature too as I go through it.

Grit:

I like your changes with how to regain grit, makes it easier to do when it’s every time you confirm a critical hit or deal a killing blow. Although, it still may be too little. We’ll see. I think the Daring Acts option may need to be reinserted as part of the official grit recharge mechanic, and the Killan Enemy made into the option. I still don’t think grit=Wis modifier is good. I still think it should be ½ level + Wis or Cha, that way it scales with level, just like a monk’s Ki pool. The higher level you are, the more grit you SHOULD have, because you’ve survived, become more renowned, and, well, that’s just how it should work. So many other classes have things that scale level-wise. Grit is one of their core abilities, it shouldn’t be nerfed to Wis modifier only. Or have it they can increase it Grit a max of ½ level + Wis, but start each day with Wis modifier. 2 grit points (Wis 14) at 1st level isn’t too bad, but only 5 grit (Wis 20) at 18th level isn’t good, especially when they should be daring, gritty, heavy-duty gunslingers by that level and will need to rely on girt more.

Another option is for the gunslinger to start each day with grit equal to her Wis modifier, but be allowed to earn a max daily grit equal to ½ her level + her Wis modifier. The next morning she begins again with just her Wis modifier. This would allow her to earn extra grit by performing daring deeds and anything else she can do to regain grit. It would also have no effect on the Extra Grit feat, since it still increases her min grit per day by 2. The more I think about it, I like this option better, but the first is good too. Decisions, decisions...

Each day the gunslinger starts with grit = to her Wis modifier, but can earn up to a max of ½ gunslinger level + Wis modifier. The next day it drops back down to only her Wis modifier. This minimum/maximum can be increased by the Extra Grit feat. This would encourage players to do daring deeds and such to jack up their grit for the day.

Firearms in Your Campaign:

Love the explanation for incorporating firearms in your campaign. Allows the DM/players to decide where they want firearms to fit in. Options are always the way to go. I personally like somewhere between “Emerging Guns” and “Commonplace Guns” myself, especially if the Alchemist class is readily available.

Deeds:

I like the idea that deeds aren’t selected anymore, and you just gain them as parts of the Deed class feature at their allotted levels. However, on the downside, this really restricts different builds for the PCs. Now they just need to do it with feats and firearm choices.

It looks like you combined the progression and some of the innovation ideas from the Gunslinger v.1.4.0. The deeds now feel right being total class features instead of optional choices like the rage options for barbarians.

Deadeye
Awesome! Love the 1 grit cost, enables you to attack against touch AC beyond the first range increment, but at the usual -2 cumulative penalty per range increment. Good balancing.

Gunslinger’s Dodge
I like this. Gives the gunslinger the fleet-footed flavor, able to dodge and weave to avoid ranged attacks, even other gunslinger’s shots. I also like the option to prostrate herself to gain some needed AC.

Quick Clear
I like the standard-action version dependant on maintaining grit, and an option to spend grit to make it a move-action. However, I think this should be become part of the Gunsmith class feature and make it improve with level, as shown above.

Gunslinger Initiative
No change. Still a great deed to have.

Pistol-Whip
Good. However, I think as written it should be a “as long as you have grit” deed. I would then add something extra to it that would cost grit. Not sure what though. Maybe add in the Trip attempt from the 1.4.0 pdf or a Knock Prone attempt by spending a grit point, and being able to drop her firearm as a free action. Make it a little more functional, exciting, and more gunslinger-esque.

Utility Shot
Thank you for making this a 3rd level deed, 11th level was WAY TOO HIGH for this. It’s a great deed to allow the gunslinger some utility and a bit of battlefield control. It may even be good as a 1st level deed, if you shuffle deeds as I am proposing throughout this post. I would suggest adding the following to utility shot as well. Although, with the flare cartridge, you can do this without a campfire, but it would add to the gunslinger’s flavour. Anyways, here it is.

• Shower of Sparks: The gunslinger discharges her firearm into a campfire or similar blaze and makes an attack roll against an AC 10. On a hit, you scatter sparking embers into the air in a 5-foot radius. Anyone caught in the radius must make a Reflex save (DC 10 + ½ the gunslinger’s level + the gunslinger’s Dexterity modifier) or gain the blinded condition for 1 round. On a miss, there is a 20% chance the shot ricochets and hits someone within the firearm’s first range increment.

Dead Shot
Dead Shot gets its own section. I think something from the original version of the “pickle” shot needs to be added in. A single bullet, roll all the attacks as normal, but allow each critical that is rolled a chance for confirmation. This adds to the chance of massive damage, which was the whole point of this idea.

Purple Dragon Knight, the original “Pickle Shot” inventor said the following in another post.

Purple Dragon Knight’s Dead Shot Playtest:

The pickleshot I playtested was slightly different:

Each roll with it's own possible crit hit, DEX bonus to damage, magical enhancement bonus, weapon properties (such as flaming) but only one bullet, only once chance to misfire (1st roll), and if they miss their initial attack roll, the pickle shot a.k.a Dead Shot was *not* wasted (i.e. you keep going as long as you have attacks, so in effect you hit the target for damage in any of the attacks hit). Then, you only apply DR once to total damage. You roll versus regular AC and not Touch AC.
Based on my playtest, Dead Shot needs to also keep weapon qualities for each attack. Anything less is penalizing the gunslinger in comparison to a bow archer. KISS: Keep It Simple and Stupid.

The true pickleshot does away with any complication: you treat the pickleshot as if you'd be shooting a bullet for each attack you roll. Misfire only if natural one on the first roll. The only advantage that was built into the pickleshot is that you apply DR only once. That's it, simple. No grit required.

The pickleshot, mind you, used regular AC and not Touch AC... My suggestion would be to make Dead Shot deed into the pickleshot described above with the following option:

"Dead Shot is performed against the target's regular AC at all range increments, and can be used at no grit point cost as long as the gunslinger has one grit point left. At the cost of one grit point, however, the gunslinger can use Dead Shot against the target's Touch AC if she is within the first range increment."

Call this, *The_Dill_Pickleshot* if you will, as I feel we are getting closer to the true Dill_Pickle-induced eureka moment I had... :)

Thus, I propose the following change.

Dead Shot (Ex): At 7th level, when the gunslinger has at least 1 grit point, the gunslinger can take careful aim and pool all of her attack potential in a single, deadly shot, but against the target’s normal Armor Class. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attacks in order from highest bonus to lowest, as if she were making a full attack. However, these attack rolls are made against the target’s normal AC, not the target’s touch AC. If any of the attacks hit the target, the gunslinger hits the target.

For each additional hit made against the target beyond the first, the gunslinger increases the damage of the shot by the base die roll of the firearm. All damage modifiers, including those from the gunslinger’s Dexterity modifier, Deadly Aim feat, precision damage and extra damage from special weapon qualities (such as flaming) are added with damage modifiers to each damage die. If one or more attack rolls are critical threats, she confirms each critical as normal, and on a confirmation, she multiplies the damage normally. However, any damage reduction the target has is applied once to the total damage of the shot.

When making a Dead Shot, the gunslinger can only misfire if all attack rolls result in a misfire. Any missed attack, including the first attack roll, does not negate any subsequent rolls during the Dead Shot. Alternately, the gunslinger can spend 1 grit point to perform the Dead Shot against the target’s touch AC.

Deeds Continued:

Startling Shot
I see you guys changed this to allow purposeful missed shots to gain this effect. However, I would propose that when a gunslinger chooses to miss on purpose to gain the effect, it should cost 1 grit point. Accidental misses can kick in through having 1 grit remaining, but purposeful missing should have a cost, otherwise it can be maintained indefinitely. Or add in some other restriction when choosing to miss.

Targeting
I would suggest including the penalties to attack rolls for each individual body part; arms and legs -2, head -4, torso -2, wing -2, or whatever it should be. Also, An arm attack should take normal damage, not no damage, unless the gunslinger is actually hitting the object in the target’s hand and is shooting it out of its hand.

Bleeding Wound
This is good.

Expert Reloading
Good ability to have, but a lame use of a deed though, especially at 11th level. I’d add this as a quality to the Gunsmith class feature, as shown above.

Lightning Reload
Move to 3rd level; 11th is too late. By 7th, the gunslinger has more than one attack, but I think 3rd levels is where it needs to be so that relaoding can happen in a decent amount ot time.

Evasive
This is good! However, I wonder if this shouldn’t be moved to 11th. Maybe have it improved to improved evasion at 15th?

Menacing Shot
Again, a good deed that allows her to gain some more battlefield control. I’d keep it right at 15th level.

Slinger’s Luck
Gives the gunslinger a flavor of being lucky in the midst of battle.

Cheat Death
Another good one. Obviously another crossover from something similar in the v.1.4.0 pdf.

Death’s Shot[i]
Again, awesome! +10

[i]Stunning Shot
Also a great deed that gives the gunslinger and her allies a great advantage against their enemies. Could be moved to 15th level though, since monks can stun far earlier, even well before 15th level

Now, with Deed vacancies at 11th and 19th level, I would like to propose the following two deeds.

Keep Them Dancing (Ex):
At 11th level, the gunslinger can spend 1 grit point and fire a single shot at as many adjacent targets within her firearm’s fire range increment as she has attacks without provoking attacks of opportunity. She makes the attacks in order from highest bonus to lowest, as normal, and must select targets that are within 30 feet of each other. On a hit, the target is damaged normally and provokes attacks of opportunity instead. If the gunslinger has at least 1 grit point, she gains a +2 bonus to her attack rolls.

Penetrating Shot (Ex):
At 19th level, when the gunslinger has at least 1 grit point, she can ignore up to 5 points of damage reduction, including damage reduction without a type (such as DR 10/—). On a direct hit, the target must make a successful Fortitude save (DC 10 + ½ gunslinger’s level + the gunslinger’s Dexterity modifier) or become shaken for 2 rounds. If the gunslinger spends 1 grit point, the gunslinger can make a ranged Bull Rush combat maneuver. Whenever the gunslinger uses Penetrating Shot in this way, she must hold the weapon in two-hands. She is considered two sizes larger and adds any attack bonuses she has with her firearm when calculating her CMB when opposing the target’s CMD. Any opponent that is unable to move back due to a wall or some other obstacle is knocked prone after moving the maximum possible distance.

Bravery
Like it seems you guys are planning, it’s gotta go. Replace it with something better, something more GUNSLINGER-ESQUE!!!! I’ll be waiting to see what you come up with. Another option is to add something like the following in place of the Bravery feature.

Firearm Expertise (Ex):
At 2nd level, a gunslinger must select one of four firearm combat styles to pursue: musketeer (two-handed firearm style), buccaneer (melee and one-handed firearm), pistoleer (dual one-handed firearm style), or blunderbusseer (scatter firearm style). The gunslinger’s expertise with these firearms manifest in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level.
The gunslinger can choose feats from her selected combat style, even if she does not have the normal prerequisites.

If the gunslinger selects musketeer, she can choose from the following list whenever she gains a firearm combat style feat: Deadly Aim, Far Shot, Point-Blank Shot, Precise Shot. At 6th level, she adds Improved Precise Shot and Vital Strike to the list. At 10th level, she adds Pinpoint Targeting and Improved Vital Strike to the list.

If the gunslinger selects buccaneer, she can choose from the following list whenever she gains a combat style feat: Dazzling Display, Point-Blank Shot, Quick Draw, and Two-Weapon Fighting. At 6th level, she adds Improved Two-Weapon Fighting and Deadly Stroke to the list. At 10th level, she adds Greater Two-Weapon Fighting and Penetrating Strike to the list.

If the gunslinger selects pistoleer, she can choose from the following list whenever she gains a combat style feat: Point-Blank Shot, Quick Draw, Rapid Shot, and Two-Weapon Fighting. At 6th level, she adds Improved Two-Weapon Fighting and Many Shot to the list. At 10th level, she adds Greater Two-Weapon Fighting and Shot on the Run to the list.

If the gunslinger selects blunderbusseer, she can choose from the following list whenever she gains a combat style feat: Point-Blank Shot, Quick Draw, Rapid Shot, and. At 6th level, she adds Bleeding Critical and Many Shot to the list. At 10th level, she adds Deafening Critical and Shot on the Run to the list.

The benefits of the gunslinger’s chosen style feats apply only when she wears light, medium, or no armor. She loses all benefits of her firearm combat style feats when wearing heavy armor. Once a gunslinger selects a firearm combat style, it cannot be changed.

Bonus Feats
I see gunslinger is still able to select combat feats. Now, do their gunslinger levels translate to fighter levels for determining feats or not. It doesn’t say so, so I assume not. If they do, you better specify it. However, if the gunslinger is not able to take “fighter only” feats, that’s OK to me. Gunslinger’s can still make touch attacks in the first range increment of their firearms, making them as deadly if not deadlier with their firearms at close range than fighters can be. I’d also add another bonus feat at 2nd level, perhaps allowing the gunslinger to choose between Rapid Reload, Precise Shot, or Point-Blank Shot, something universally beneficial to any style of gunslinging.

Gun Training
Many have suggested the gunslinger needs access to certain feats at these levels too; Quick Draw, Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, etc. but only for their firearm chosen at 1st level.

This was suggested in another thread, which I really liked and agreed with.

Maxximilius wrote:

Why not make Gun Training a choice between the actual "Pick a new kind of gun, gain +1 to att. and +dex. to damage with theses ones", and something like "You can also pick several times the same kind of gun, and gain +1 to att and damage with them" ?

It would make for the loss of Greater Weapon Focus and Weapon Specialization - when a Fighter would have them, plus the weapon training full bonus.

I suggest the following rewrite of the Gun Training class feature. It is more in line with the fighter style weapon training, but gives the gunslinger a bit of edge in ranged damage, especially with his firearm chosen at 1st level.

Gun Training (Ex):
Starting at 5th level, a gunslinger gains a +1 bonus on attack rolls, and a bonus equal to her Dexterity modifier on damage rolls when firing the weapon she selected at 1st level. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4.

Every four levels thereafter (9th, 13th, and 17th), the gunslinger becomes further trained in another type of firearm. She gains a +1 bonus on attack and damage rolls when using this new firearm. In addition, any bonuses granted to a previous firearm increase by +1 each. For example, when a gunslinger reaches 9th level, she receives a +1 bonus on attack and damage rolls with one type of firearm and a +2 bonus on attack rolls and a bonus to damage rolls with the firearm selected at 1st level equal to her Dexterity modifier +1. Firearms that are similar, such as musket and axe musket, are counted as the same type of firearm for bonuses related to gun training.

A gunslinger also adds this bonus to any combat maneuver checks made with these firearms. This bonus also applies to the gunslinger’s Combat Maneuver Defense when defending against disarm and sunder attempts made against firearms selected for gun training.

True Grit
Still don’t know if this is on par with other capstone abilities. Death’s Shot almost seems more of a cap stone, but then again, Grit is a primary mechanic to the class. I like it, just not sure if it’s capstone quality yet? Hmmm. Then again, after rereading it and comparing it to the 1st round version, you have added “If a deed could already be performed as long as she had at least 1 grit point, she can now perform that deed even when she has no grit points.” This has greatly improved its worth. Maybe were good?


Well, here we go with our own thread.

Here's my redo Innovation Mastery.

Innovation Mastery: At 19th level, the gunslinger becomes a master of innovations and develops a number of truly new and innovative breakthroughs of significant import. The gunslinger can choose either a single master innovations to add to her firearms, or a two more normal innovations in its place. Only one master innovation may be added to a gunslinger’s firearms. For many gunslingers, this master innovation is the primary goal of their experimental craft and hard work. The following are a list of master innovations the gunslinger can choose from:

So, Maxximilius, what do you want me do with the Alpha version? In reference to Ashiel's comments on the other thread?


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Here's my replacement for the Mind Flayer. Tell me what you think. The name is open for discussion also.

DREAM RENDER – Harvester of Secrets (or Dream Reaper, Dream Bender, Dream Ripper, Thought Render)
This strange creature appears as a blurred, indistinguishable humanoid. As the illusory aura disperses, a tall humanoid with white mottled skin, large purple eyes, protruding ears, and a mass of tentacles dangling at its mouth and chin is revealed, causing unspeakable terror to well up deep within your soul. As you look on in horror, it raises its odd-looking appendages towards you and laughs in a deep sinister voice.

DREAM RENDER CR 8
XP 4,800

LE Medium aberration (extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +12
Aura distortion aura
DEFENSE
AC 19, touch 11, flat-footed 17 (+1 Dex, +8 natural)
hp 68 (9d8+27)
Fort +7, Ref +4, Will +8; +4 resistance vs. enchantments
Immune illusions, paralysis; SR 19
OFFENSE
Speed 30 ft.
Melee 2 tentacle slams +9 (1d4+2) or tendril whip +9 (1d2+1 plus entangle)
Special Attacks entangle, gaze, mind touch, paralytic strike
Spell-Like Abilities (CL 9th)
At will–daze, hypnotism, scare
3/day–crushing despair, mirror image,
1/day–mind fog, phantasmal killer, plane shift
STATISTICS
Str 14, Dex 12, Con 14, Int 19, Wis 17, Cha 19
Base Atk +6; CMB +8; CMD +19
Feats Combat Casting, Eschew Materials, Great Fortitude, Improved Initiative, Toughness
Skills Bluff +12, Intimidate+10, Knowledge (arcana) +13, Knowledge (dungeoneering) +10, Knowledge (planes) +13, Perception +12, Sense Motive +9, Spellcraft+13, and Stealth+10
Languages Aklo, Common, Draconic, Infernal, Undercommon
SQ false image (disguise self)
ECOLOGY
Environment Underground (planar)
Organization solitary, pod (2-3)
Treasure double
SPECIAL ABILITIES
Distortion Aura (Su) A dream render is surrounded by an aura that constantly distorts its appearance. This ability functions as a blur effect and grants the dream render concealment with a 20% miss chance. The dream render can deactivate or reactivate it as a free action, and unless otherwise stated is considered to be active.

Entangle (Ex) Creatures hit by a dream render’s tendril whip must make a Reflex save (DC 18) or become entangled (see Appendix 2: Conditions of the Pathfinder Core Rulebook).

False Image (Su) A dream render can disguise its physical form so as to appear as any other humanoid of similar size and shape as a free action. This ability functions as the disguise self spell.

Gaze (Su) A dream render can make a gaze attack. All creatures within 30 feet of the dream render that look directly at it must then make a Will save (DC 18) or be affected as if by a charm person spell.

Mind Touch (Su) A dream render can enter the mind of any creature that has a language and mentally communicate with it by making direct contact with its index finger. This ability requires a standard action and is similar to the telepathy ability, but only a single creature can be addressed at one time, unless one or more other creatures are in physical contact with the first. In which case, the dream render can address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. While a dream render maintains this tactile telepathic contact, it can execute the following mental maneuvers, one at a time as a move equivalent action.
Dream Walk: A dream render can enter the mind of a creature which it is in telepathic contact with and deliver messages in the form of dreams. The creature is considered to be under the effects of a dream spell and can only resist its effects by breaking contact with the dream render. In addition, while the dream render is delivering the message, it can include a simple suggestion that functions as the suggestion spell.
Embed Memory: A dream render can embed memories into the mind of a single creature with which it is in telepathic contact. While in telepathic contact, the dream render can implant false memories or alter existing ones. This ability otherwise functions as the modify memory spell.
Mind Rend: A dream render can rend the mind of a single creature with which it is in telepathic contact, in search of specific knowledge which it can use for its own purposes, which must be selected at the time of the attempted rending. However, doing so can cause psychic damage to either the creature’s reasoning, willpower, or personality centers depending upon what knowledge the dream render is seeking. To rend the creature’s mind, the dream render must make a successful opposing ability check (1d20 + ability modifier) against the creature. Failure results in the creature remaining unharmed. The dream render can plumb the psyche of the creature to temporarily learn and use a specific skill (Intelligence), steal a single memory or secret from the creature (Wisdom), or temporarily alter the creature’s personality (Charisma), such as causing it to become more assertive, more fearful, braver, etc. The effects of the rending last for a number of rounds equal to the 10 rounds, minus the creature’s ability modifier to a minimum of 1 round.
Mind Terrors: A dream render can implant terrifying images and dreams into the mind of a single creature which it is in telepathic contact with, and is otherwise considered to be under the effects of a nightmare spell.

Paralytic Strike (Ex) A dream render that has entangled a victim can make a single tentacle sting attack. If successful the attack deals no damage, but instead injects the target with paralytic poison. Anyone struck thus must succeed on a DC 18 Fortitude save for the next two consecutive rounds on the dream render’s turn or be paralyzed for a number of round equal to 1d4+1 round for every 3 Hit Dice.

DREAM RENDER
Dream renders are a race of maniacal, tentacled horrors from the strange netherplane of Kyrshiikash, located somewhere between the Demiplane of Leng, the Dimension of Dreams, and the Ethereal Plane. Called the Y’alkashiik in their own tongue, they possess dangerous powers to control and enchant others, embed and alter memories, rend and plumb the mind of its darkest secrets, and turn ones greatest fears into nightmarish reality. It is believed by some that they are spawned from the dreams of some ever-sleeping god, while others believe they emerge from a great dark pool filled with the nightmares of those who live throughout the planes of existence. However, no one knows their true origin, for those few brave travelers that have ventured to their home plane have never returned. What is known is that throughout the years, many who encountered these terrifying creatures in later life recall dreaming of them in horrific nightmares during their childhood. Whether this is coincidence or not, the gods and dream renders only know.

Dream renders are humanoid in appearance, but often use their illusionary powers to appear as one of the common races. However, once their true appearance is revealed, they illicit nothing but terror in those that behold them. Dream renders are taller than the average human, standing seven feet tall and typically weighing around 250 pounds. They have off white skin with brown mottling, three large eyes with deep purple irises, and pointed ears that protrude from the side of their heads. Their heads are covered in a hard shell, with a number of tentacles that end with pointed spines hanging from its face and chin. A dream render’s hands have only four digits, with an index finger that is longer and wider than the others, and has suction pads along its inner surface. Dream renders also have five-foot tendrils which shoot forth from their wrists, which they use to entangle and bind their victims. Although they are gender neutral, their voices and mannerisms often portray either male or female tendencies.

Very little is known about dream render society outside the Material Plane. In the Material world, dream renders tend to be solitary, using their mind powers to control and terrorize those around them for their own perverse pleasures. Many dwell deep in the nether regions of the Underdark where they have forged dark alliances with powerful and evil races where they work to enslave the weak and feebleminded. Others have formed vast criminal syndicates whose control and influence spreads throughout the lands. On rare occasions when dream renders encounter one another, they will just as soon engage in deadly combat in an attempt to gain control of the other’s holdings as join together to further their own dark purposes.

Dream renders do not propagate their race in the way other sentient races do, through sexual reproduction, but emerge fully grown from large eggs hidden in secret depositories scattered throughout their home plane. If a dream render is slain on his home plane of Kyrshiikash, it does not truly die. Instead, at its moment of “death”, the knowledge and memories it has accrued over its lifetime are transferred to nearest dormant dream render and is reborn in this new body, emerging from the nearest spawning cave within 1d4+1. The newly awakened dream render then lays an egg to replace the one from which it hatched, and then goes about its business as if nothing had happened. The egg reaches maturity in 2d4 weeks where it awaits the knowledge and memories of another of its kind who has fallen.

However, if dream render should die on the Material Plane, or any other plane of existence save its home plane, it can be killed if it has not made the proper preparations to ensure its survival. To ensure their survival, dream renders will lay a single egg in a secure place, from which it will hatch anew should it meet its demise. If this newly hatched dream render is be slain before it lays another egg, it dies, and all its knowledge and memories are lost. As such, dream renders that dwell on other planes can only be “reborn” in this manner a total of three times before degradation of the transferred psyche occurs, resulting in the permanent death of the creature.

Dream renders have disciplined and well ordered minds, useful in their attempts to spread evil and terror though out the Material Plane. They are self absorbed, and consider themselves god-like in both intelligence and power. Thus, dream renders do not practice any form of religious rites, nor do they believe in a higher power, save the great never-ending mind from which they believe they were spawned.

ALU-KASHIIK
A humanoid creature steps from the shadows which resembles the horrific dream render. The displacing aura surrounding it dissipates to reveal a tall humanoid with pale blue skin with dark blue mottling, three deep blue eyes, and the customary protruding ears mass of tentacles hanging from its mouth and chin, including a second pair of large ones. As it laughs in a maniacal deep voice, a palpable aura of fear and despair surrounds you.

ALU-KASHIIK CR 16
XP 76,800

LE Medium aberration (extraplanar)
Init +6; Senses darkvision 60 ft., true seeing; Perception +27
Aura displacement
DEFENSE
AC 23, touch 12, flat-footed 20 (+2 Dex, +1 dodge, +10 natural)
hp 210 (20d8+120)
Fort +11, Ref +8, Will +19; +4 resistance vs. poison
Immune cold, enchantments, illusions, paralysis; SR 27
OFFENSE
Speed 35 ft.
Melee 2 tentacle slams +19 (1d4+4) or tendril whip +19 (1d4+2 plus entangle)
Special Attacks entangle, gaze, mind touch, paralytic strike
Spell-Like Abilities (CL 20th)
At will–daze, hypnotism, scare
3/day–crushing despair, mirror image,
1/day–mind fog, phantasmal killer, plane shift
Spells Known (9/5/4/3/2/1)
Spells Prepared (CL 20th)
5th–mirage arcana (3)
4th–charm monster (3, DC), greater invisibility (2)
3rd–major image (2), nondetection, suggestion (3, DC)
2nd– detect thoughts, misdirection, touch of idiocy (2)
1st–mage armor, obscuring mist (2), ray of enfeeblement (2), sleep
0 (at will)–bleed, detect magic, ghost sound, mage hand, message, touch of fatigue
STATISTICS
Str 18, Dex 14, Con 20, Int 25, Wis 25, Cha 27
Base Atk +15; CMB +19; CMD +36
Feats Combat Casting, Combat Reflexes, Defensive Combat Training, Dodge, Eschew Materials, Fleet, Great Fortitude, Improved Initiative, Step Up, Toughness
Skills Bluff +28, Disguise +28, Intimidate+28, Knowledge (arcana) +27, Knowledge (dungeoneering) +27, Knowledge (planes) +27, Perception +27, Sense Motive +27, Spellcraft+27, Stealth+22, and Survival +27 (+29 planes)
Languages Aklo, Common, Draconic, Infernal, Undercommon
SQ shape change (alter self)
ECOLOGY
Environment Underground (planar)
Organization solitary
Treasure triple
SPECIAL ABILITIES
Change Shape (Sp) An alu-kashiik can assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. This ability functions as the alter self spell (see the Change Shape ability in the Pathfinder Bestiary).

Displacement Aura (Su) An alu-kashiik is surrounded by an aura that constantly displaces its true location. This ability functions as a displacement effect and grants the alu-kashiik concealment with a 50% miss chance. The alu-kashiik can deactivate or reactivate it as a free action, and unless otherwise stated is considered to be active.

Entangle (Ex) Creatures hit by a alu-kashiik’s tendril whip must make a Reflex save (DC 24) or become entangled (see Appendix 2: Conditions of the Pathfinder Core Rulebook).

Gaze (Su) All creatures within 30 feet of the alu-kashiik that look directly at it must then make a Will save (DC 24) or be affected by one of its two gaze attacks. The first is like the dream render’s gaze attack and affects the target as a charm person spell. The alu-kashiik’s second gaze attack comes from its third eye. This alternate gaze attack affects the target as a dominate person spell.

Mind Touch (Su) An alu-kashiik can enter the mind of any creature that has a language and mentally communicate with it by making direct contact with its index finger. This ability requires a standard action and is similar to the telepathy ability, but only a single creature can be addressed at one time, unless one or more other creatures are in physical contact with the first. In which case, the dream render can address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. While an alu-kashiik maintains this tactile telepathic contact, it can execute the following mental maneuvers, one at a time as a move equivalent action.
Dream Walk: An alu-kashiik can enter the mind of a creature which it is in telepathic contact with and deliver messages in the form of dreams. The creature is considered to be under the effects of a dream spell and can only resist its effects by breaking contact with the dream render. In addition, while the dream render is delivering the message, it can include a simple suggestion that functions as the suggestion spell.
Embed Memory: An alu-kashiik can embed memories into the mind of a single creature with which it is in telepathic contact. While in telepathic contact, the alu-kashiik can implant false memories or alter existing ones. This ability otherwise functions as the modify memory spell.
Mind Rend: An alu-kashiik can rend the mind of a single creature with which it is in telepathic contact, in search of specific knowledge which it can use for its own purposes, which must be selected at the time of the attempted rending. However, doing so can cause psychic damage to either the creature’s reasoning, willpower, or personality centers depending upon what knowledge the alu-kashiik is seeking. To rend the creature’s mind, the alu-kashiik must make a successful opposing ability check (1d20 + ability modifier) against the creature. Failure results in the creature remaining unharmed. The alu-kashiik can plumb the psyche of the creature to temporarily learn and use a specific skill (Intelligence), steal a single memory or secret from the creature (Wisdom), or temporarily alter the creature’s personality (Charisma), such as causing it to become more assertive, more fearful, braver, etc. The effects of the rending last for a number of rounds equal to the 10 rounds, minus the creature’s ability modifier to a minimum of 1 round.
Mind Terrors: An alu-kashiik can implant terrifying images and dreams into the mind of a single creature which it is in telepathic contact with, and is otherwise considered to be under the effects of a nightmare spell.

Paralytic Strike (Ex) An alu-kashiik that has entangled a victim can make a single tentacle sting attack. If successful the attack deals no damage, but instead injects the target with paralytic poison. Anyone struck thus must succeed on a DC 24 Fortitude save for the next two consecutive rounds on the dream render’s turn or be paralyzed for a number of round equal to 1d4+2 rounds for every 3 Hit Dice.

ALU-KASHIIK
It is an indisputable fact that dream renders are greatly feared and abhorred by other races. However, even more terrifying than they are the dream shrikes, for so fearsome and powerful are they that dream renders readily avoid them. An alu-kashiik is a dream render that has evolved both mentally and physically to such a degree that they possess near god-like intellect and power. To become an alu-kashiik, a dream render cocoons itself in a chrysalis, and after a quarter century, it emerges in its enhanced state. Alu-kashiiks can enter the minds of others with a mere thought, taking control of their bodies or altering the memories of their victims. They appear much as dream renders but have light blue skin with dark blue mottling, an extra pair of large tentacles, as well as a third eyes which they call the omniscient occulon, or the all-knowing eye. Not only do alu-kashiiks possess all the powers of a dream render, but they also cast arcane spells as a 10th level sorcerer with a caster level of 20th.


Alright, so I guess I'll assume that no one is interested in well developed replacement races/monsters for the NonOGL critters WotC would let us access anymore. Too bad. Guess I'll just work on my Beholder and Mind Flayer replacements myself. From all the other board posts, looks like everyones busy with the APG material. Oh well.


Alright, in another thread I had asked what monsters from WotC were NonOGL. Here's the compiled list again.

Beholder (and gauth) [b]
Carrion Crawler
Displacer Beast
[b]Githyanki

Githzerai
Kuo-Toa
Mind Flayer
Myconid
Neogi

Slaad (all types)
Umber Hulk
Yuan-ti (all types)

I am currently writing a novel based on my homebrew Campaign World, and of course have included a number of these creatures in the story. In the previous thread I had decided to create my own replacements, and this is where I will post them for some feedback.

Primarily, I plan on posting replacements for the beholder, githyanki, and mind flayer, since they are the races that play some part in my current novel. I may also post replacements for the neogi, umber hulk, and myconids because I like them and have been incorporated in my campaign world. Most of the others aren't very prominent so I will ignore them at this point.

Here's my first race, which is meant to replace the Githyanki. Please feel free to make comments, suggestions, and use or don't use the info I post as you wish. If I could, I'd post visuals, but text descriptions will have to suffice.

WYCHFIEND
This strange extraplanar humanoid has ruddy skin with arcane symbols, green eyes, and a long braided ponytail protruding from the back of his sleek great helm. His piercing eyes stare defiantly at you, in turn making you feel uncomfortable.

WYCHFIEND CR 1
XP 400

Wychfiend fighter 1/sorcerer 1
LE Medium outsider (extraplanar, native)
Init +0; Senses darkvision 60 ft.; Perception -1
DEFENSE
AC 19, touch 10, flat-footed 19 (+9 armor)
hp 16 (1d10+1 plus 1d6+1)
Fort +3, Ref +0, Will +1; +2 resistance vs. illusions
Immune figments; Resist acid 5, cold 5, fire 5
OFFENSE
Speed 30 ft.
Melee wychsteel bastard sword +4 (1d10+2)
Special Attacks spells
Spells Prepared (CL 1st)
0–daze (2), ray of frost (2)
1st–magic missile, obscuring mist
STATISTICS
Str 15, Dex 10, Con 13, Int 11, Wis 9, Cha 14
Base Atk +2; CMB +4; CMD 14
Feats Cleave, Eschew Materials, Power Attack
Skills Intimidate +7, Knowledge (arcana) +5, Spellcraft +4
Languages Common, Dwarven, Orc
SQ adapted body, bloodline arcana, bloodline power (arcane bond), ethereal step, wyching bond, wychsteel affinity
ECOLOGY
Environment any (Ethereal)
Organization solitary, pair, squad (3-5), or company (7-10)
Treasure NPC gear (wychsteel bastard sword, full plate, other treasure)
SPECIAL ABILITIES
Adapted Body (Ex) A wychfiend’s body has adapted to the rigors of planar travel and can breathe in any environment, including the elemental planes, toxic atmospheres, underwater, and even in a vacuum, as if he were under the constant effects of a necklace of adaptation.
Bloodline Arcana (Ex) When a wychfiend applies a metamagic feat to a spell that increases the slot used by at least one level, he increases the spell’s DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Ethereal Step (Sp) A wychfiend can ethereal jaunt a number of rounds per day equal to 3 + his Hit Dice or class level, as a standard action.
Wyching Bond (Su) Due to their otherworldly nature, a wychfiend can form a special magical bond with an item of the appropriate type, dependant upon the wychfiend’s career path. The wyching bond of those who choose a full caster level arcane spellcasting path is similar to the wizard’s arcane bond class feature. The wyching bond of those who select a more militant path is similar to the paladin’s divine bond class feature, but only applies to the wychfiend’s weapon or armor (see the Divine Bond alternate class feature of the Divine Defender paladin archetype in Chapter 2 of the Pathfinder Advanced Player’s Guide) and is not divine in nature, but arcane, and draws upon the wyching energies innate to the wychfiend.
Wychsteel Affinity (Ex) Because of its ethereal nature, some unexplained kinship exists between wychfiends and armor crafted from wychsteel. This mystical connection allows any wychfiend wearing such armor to completely ignore any chance of spell failure normally imposed by the armor. It is for this reason that wychfiends hold wychsteel full plate armor in such high esteem, and will sacrifice their lives to protect or retrieve such armor when it falls into the hands of other races.

WYCHFIENDS
Wychfiends, sometimes referred to as etherfiends by those on other planes, are bloodthirsty and warlike extraplanar humanoids from the Ethereal Plane. They plunder the worlds of the Material Plane in search of vast riches, powerful magic, obscure knowledge, and slaves to serve them, all for the glory of their Wychqueen and her consort the Ovarch. All wychfiends live in one of 13 great fortified cities scattered throughout the Ethereal Plane. They boast powerful and true eldritch knights called wychblades, and potent spellcasters called wychlyn. Since wychfiends possess an innate magic, they have learned to employ it with great effect in combat over the centuries.

Physical Description: Wychfiends are humanoid in appearance, standing slightly taller than the average human at six and a half feet. Females tend to be lithe and athletic in appearance, typically weighing around 200 pounds, while males usually have a more muscular and robust physique, weighing around 300 pounds. Regardless of gender, wychfiends have prominent ridges along their foreheads, as well as small horny protrusions along their brow ridge and jaw line, though a female’s is less pronounced. Their ears are small and pointed, their eyes tend to be deep blue or green, while their skin can range from a tan flesh tone to a ruddy red, and adorned in tattoos depicting arcane symbols of power.

A wychfiend’s hair is of singular importance and a point of honor, for it denotes ones rank and station within their society. Their hair is typically black, brown, or auburn in color, and worn in elaborate braids at the back and temples if a female, or bound and braided into ponytails by the males and serve as the plumes of their battle helmets. Perhaps the wychfiend’s most unusual feature is their lack of nose. In its place, they have three small breathing holes spaced along each side of their necks just below their ears, which allows them to breath in any elemental atmosphere, be it air, water, poisonous gas, or the like. Like other planar races, wychfiends try to blend in with the inhabitants of their target worlds, primarily as a means of gaining intelligence on their victims. When wychfiends are encountered away from their home plane, they wear lightweight masks or visored helmets to hide their unusual appearance, as well as emphasize their braids and ponytails of rank.

Society: For years, any knowledge pertaining to Wychfiend society has been limited–until recently. A few brave planar explorers, who ventured into the Ethereal Plane to study the little-known culture of these dangerous and brutal beings have revealed this much sought after information.

Wychfiend society is a hereditary matriarchy founded centuries ago by the first Wychqueen. It was her who made a pact with a dark entity in return for greater power and long life for those of her bloodline. Long ago, a band of wayfaring humans, half-orcs, and dwarves became imprisoned on the Ethereal Plane, unable to leave. Out of necessity, they were forced to interbreed, resulting in a number of unusual offspring. This, in conjunction with years of exposure to the strange emanations of the Ethereal Plane have warped and reshaped them into the wychfiends of today.

The current Wychqueen, Lasheth’yaleen, has ruled for nearly three centuries, alongside her current consort and Ovarch Alukhan. With him at her side, she lives a life of perversion and immoral pleasures, and rules her subjects with an iron hand. With the help of her legions of wychblade warriors and covens of wychlyn spellcasters, she controls the expansive Wychfiend Empire that encompasses 13 great fortified cities scattered throughout a secluded corner of the Ethereal Plane.

From their stronghold cities, wychfiends strike fear in the hearts of their victims throughout the planes. They launch their incursions into the Material Plane from the decks of their huge ethereal ships which they use to navigate the swirling mists of the Ethereal Plane itself. Though primarily encountered on the Material Plane, their physiology enables them to survive for an extended period of time on any plane of existence, even the Elemental and Energy Planes. Like most living creatures, they require food, water, and sleep, but are unaffected by toxic atmospheres.

Relations: Wychfiends are greatly despised by most races, for they are seen as nothing more than extraplanar pirates and brigands. Thus, most races avoid any contact with them. However, some individuals grudgingly claim that the wychfiend Wychblades are among the greatest of any eldritch knights throughout the planes. Because of their innate propensity for magic, wychfiends get along best with those races with the same propensity, such as elves and half-elves. However, because of their warlike nature, they also get along with dwarves and half-orcs, since these are the races of their origin.

Alignment and Religion: Although wychfiends are considered to be fearsome and blunt in their dealings with other races, they follow a certain code of honor. They tend towards brutal, decisive battle tactics, and unleash their magic with great effect in their attempts to acquire greater power and dominion on behalf of their wychqueen. Wychfiends tend to be lawful evil, but very few worship any form of deity since it would greatly anger their wychqueen and bring about their demise. However, those few who choose to tread such dangerous ground typically worship deities who value strength, order, and magic, such as Abadar, Irori, Asmodeus, and Urgathoa,

Adventurers: Wychfiends have an inbred lust for battle and adventure, especially for the glory of their wychqueen. Youngling wychfiends are often sent to the Material Plane to test their mettle and skill at arms, and prove themselves worthy of being admitted to the ranks of the Wychblades. Veteran wychfiends travel and battle to increase their hone, and further the cause of their sovereign, but are typically encountered in companies or brigades. Renegade wychfiends hold no allegiance to the wychqueen. They have thrown off their racial shackles of domination and unquestioning obedience to her, and replaced them with the ideals of freewill and personal honor.

Male Names: Arzu, Ashram, Balkhor, Helior, Heralld, Lykosh, Naseer, Sarik, Sarkk, Uruncu.
Female Names: Anaptupish, Cha’nya, Ma’harra, Na’ima, Onju, Yarro, Zorla, Zvenstra.

WYCHBLADE
Wychblades are true eldritch knights. They wield both blade and spell with great skill and favor plate armor and bastard swords when engaging in battle. Such armor and weapons are crafted from a special metal alloy called wychsteel, whose secret is known only to greatest of Wychfiend metalsmiths.

As the Wychqueen’s consort, the Ovarch has total command of the wychblades, though he is often superseded by command of the Wychqueen. Despite this, he is the supreme commander of all wychblades throughout the Ethereal Plane. The next in command is the Wararch, or General in the common tongue, who oversees the training and discipline of the entire wychblade army for a given city. Each army is divided into 13 legions numbering anywhere from 150 to 200 Wychblades, and is under the command of their Exarch or Captain. Further divisions include brigades of 50 commanded by Zhivarchs or Lieutenants, and companies of 10 under the command of a Navarch or Sergeant.

Few females are numbered among their ranks, but those who do so have proven themselves as skilled warriors and capable leaders within the organization.

WYCHLYN
Wychlyns are arcane spellcasters who wield powerful otherworldly magic. They consider those outside their race who are of the sorcerer or witch classes as kindred spirits by simple virtue of their magic. Though they will readily destroy such outsiders, the fact they are trained in the “wyching” powers may spare such an individual long enough for one to charm his way to freedom or escape.

The Wychqueen has complete dominion over all within the empire, but takes singular pride in commanding the wychlyn, for she herself is one of them. She oversees all the wychlyn within her empire by counseling with the Naik of each city and her six Hajjan, who serve as the ruling body of the each city. The wychlyn in each city are divided into six warrens of 36, and are overseen by the Sersan, and are further divided into covens of six, overseen by a Vadish. Wychlyns tend to garb themselves in rich and ornately adorned robes, decorated in such a manner as to denote their city of origin, as well as their individual warren and coven.

Male Wychfiends with a predisposition towards pure magic may join the wychlyn. Those few who have done so have been nicknamed wylochlyn by their sister wychlyn, in an attempt to differentiate them from the rest of them. Nevertheless, they are welcomed as full members of their order.

WYCHSTEEL
Wychsteel is an extremely rare bluish metal that is lighter than steel, and just as hard. An alloy forged from mitral and the mystical mists of the Ethereal Plane, the secret to its creation is known only to the greatest Wychfiend metalsmiths, and is used primarily in crafting the highly prized armor and weapons used by their wychblade warriors. Most wychsteel armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing wychsteel full plate must be proficient in wearing heavy armor to avoid adding the armor’s check penalty to all his attack rolls and skill checks that involve moving. Spell failure chances for armors made from wychsteel are decreased by 15%, maximum Dexterity bonuses are increased by 4, and armor check penalties are decreased by 4 (to a minimum of 0). Shields are never made from wychsteel, for they tend to hamper Wychblades in their blade and spell combat techniques.

Wychfiends that wear armor made of wychsteel ignore any chance of spell failure imposed by the armor. This strange connection is not fully understood, but is the reason that wychfiends will sacrifice life and limb to regain or reatain such items.

Weapons made from wychsteel weigh half as much as the same weapon made from other metals. For such weapons, this lighter weight does not change a weapon’s size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Weapons not primarily of metal are not meaningfully affected by being partially made of wychsteel. (A longsword can be a wychsteel weapon, while a quarterstaff cannot.)

Weapons or armors fashioned from wychsteel are always masterwork items as well; the masterwork cost is included in the prices given below.

Wychsteel has 30 hit points per inch of thickness and hardness 15.

Type of Wychsteel Item/Item Cost Modifier
Light armor/+3,000 gp
Medium armor/+7,000 gp
Heavy armor/+12,000 gp
Weapons/+1,500 gp

WYCHFIEND CHARACTERS
Wychfiends are defined by class level–they do not possess racial Hit Dice. Wychfiends have the following racial traits.
+2 Constitution, +2 Charisma, –2 Wisdom: Wychfiends are tough and strong-willed, but are single-minded and set in their ways.
Medium: Wychfiends are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Wychfiends have a base speed of 30 feet.
Darkvision: Wychfiends can see in the dark up to 60 feet.
Adapted Body: Wychfiends lack a nose, but instead possess three small nostril-like orifices positioned along either side of their necks. This specialized respiratory system allows wychfiends to breathe in any environment, including on other planes, underwater, or even in a vacuum.
Ethereal Step: Wychfiends are able to ethereal jaunt for a number of rounds per day equal to 3 + ½ their Hit Dice, as a standard action.
Planar Resistance: Wychfiends have acid resistance 5, cold resistance 5, and fire resistance 5.
Wychfiend Immunities: Wychfiends are immune to figments, and get a +2 racial saving throw bonus against illusion spells and effects.
Wyching Bond: Wychfiends may form a special magical bond with an item depending upon their chosen class. Wychfiends who select the sorcerer, summoner, or witch class gain the benefits of the wizard’s arcane bond class feature. Those who select the cavalier or fighter class gain the benefits of the paladin’s divine bond class feature. However, this only applies to the weapon or armor (see the Divine Bond alternate class feature of the Divine Defender paladin archetype in Chapter 2 of the Advanced Player’s Guide) portion of the feature, and is not divine in nature, but arcane, drawing upon the innate wyching energies of the wychfiends.
Wychsteel Affinity: Wychfiends possess an unexplained kinship with wychsteel, an extraplanar metal alloy forged by wychfiend metalsmiths. This mystical connection allows a wychfiend (and only a wychfiend) wearing any armor crafted from wychsteel to ignore the chance of spell failure normally imposed by the armor. Therefore, wychfiends hold wychsteel armor, especially full plate, in a place of high honor and will do all within their power to prevent such armor from falling into the possession of other races.
Weapon Familiarity: Wychfiends are proficient with bastardswords, longswords, longspears, spears, light crossbows, and heavy crossbows.
Languages: Wychfiends begin play speaking Common, and Dwarven or Orc. Wychfiends with high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, Elven, Ignan, Infernal, and Terran.


So, I've been writing a novel that is based in my homebrew world of Stonehelm for about 3 1/2 years. I began it with a D&D twist, and have since changed to more a pathfinder feel. The problem is I've incorporated a number of monsters that are apparently NonOGL that play some pretty important parts in the book. At some point I'd love to get it published, but would perfer not to go with WoTC, and would love to go through Paizo.

So my question is what are the best Pathfinder monster replacements for the following NonOGL WoTC monsters?

Beholder* (death tyrant, etc.)
Carrion Crawler
Displacer Beast
Umber Hulk*
Githyanki*
Githzerai
Slaad (all types)
Mind Flayer*
Kuo-Toa
Yuan-ti (all types)

Suggestions for all would be great, but the one's with the asterisks are the one's I really need help with. If suggestions could include where they can be found (if not in the Bestiary) that would be great.

Thankyou Pathfinder family.


When I played 2E, we had 2 divine caster characters who were of the same deity. At times, they would cast the same spell (eg. disple magic or flame strike), with one "channelling" his divine energy through the other, effectively creating a spell with a caster level equal to those of both character's caster levels combine. Thus, 2 same relion clerics (level 10 and level 13) cast a "channeled" dispel magic with an effective caster level of 23rd level.

We even did this with arcane casters too, but they had to be of similar alignment.

My question is, is there anywhere within the PF rules, feats, etc. that allow this to take place legally? Or is this simply a flavor thing that has no rule basis in PF or even 3.5? Just curious.


That Old Guy wrote:

I'm a big fan of keeping the base classes to a minimum, having interesting character-customizing feats, and a long list of very, very tightly written prestige classes. I don't want bloat at the bottom, I want expansion on the top. (I gotta get that listed on a dating profile or something.)

With that said, the first thing I saw when I opened the PRPG Core Book was the Sorcerer, which was almost a direct rip of the way I had glommed the Sorc and the Warlock together long ago. I love it.

For my money, the Warlock was a fun flavor class, but it crowded out some niche characters... and I love me some niche characters.

Still, kudos for the writing. You gotta do what keeps your dice rolling, right?

Obviously I created this thread to discuss 20 level class conversion. That said, I agree with That Old Guy. When I saw the Pathfinder Core Classes, they eliminated the need for a lot of the other 20 level classes we saw in 3.5

Swashbuckler= Rogue+Duelist
Samurai=Fighter with specific feat choices, etc.

However, if the Pathfinder guys don't see fit to do conversions of some of our favorite noncore 20 level classes, we can do it by following their process. Right? Right!


Well, I’ve read through a lot of posts and threads concerning the Alchemist class. I’ve pondered what everyone has said, the arguments for and against many of the suggestions, and have amalgamated them into the following revamped version of the Alchemist class. A lot has stayed the same, some has changed, and a lot has been reorganized or reworded.
I was hoping that posting on the Pathfinder blogs would allow for color bold or color italics, but to no avail. So, as you read, take note of the following:

Entry titles that are bolded and not followed by a block of italics are unchanged from the original
Anything within an entry section or an entire entry itself that is italicized and bolded, or the entry title is bolded and followed by a block of italics is new or changed from the original.

I’ve only included the alchemist’s Special category from his class table, since everything else is unchanged. Changes on the table are bolded and italicized. Certain features are gone because they have been incorporated into one of the four Alchemy focuses described later on (bombs, extracts, mutagens, and poisons).

I am open to any suggestions.

DISCLAIMER A BIG thank you to all who offered suggestions and change ideas. If you see your ideas here, please note I am not trying to scam them. With so many suggestions, to note who offered what ideas would be ludicrous. So, again, thank you.
Also, sorry for the length, I've just started using the post codes, and also sorry for any difficulty in reading.

TABLE 3-1: ALCHEMIST

Level Special
1st Alchemy, bomb 1d6, infusions, throw anything
2nd Mutagen, poison use
3rd Bomb 2d6
4th Discovery, swift alchemy
5th Bomb 3d6
6th Discovery
7th Bomb 4d6
8th Discovery
9th Bomb 5d6
10th Discovery, quick alchemy
11th Bomb 6d6
12th Discovery
13th Bomb 7d6
14th Discovery
15th Bomb 8d6
16th Discovery
17th Bomb 9d6
18th Discovery, instant alchemy
19th Bomb 10d6
20th Grand Discovery

ALCHEMIST
Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While some creators of alchemical items content themselves with sedentary lives as merchants, providing tindertwigs and smokesticks, the true alchemist answers a deeper calling. Rather than cast magic like a spellcaster, the alchemist captures his own magic potential within liquids and extracts he creates, infusing his chemicals with virulent power to grant him impressive skill with poisons, explosives, and all matter of self-transformative magic.

Role: The alchemist’s reputation is not softened by his exuberance (some would say dangerous recklessness) in perfecting his alchemical extracts and potion-like creations, infusing these substances with alchemic power siphoned from his aura and using his own body as experimental stock. Nor is it mollified by the alchemist’s almost gleeful passion for building explosive bombs and discovering strange new poisons and methods for their use. These traits, while making him a liability and risk for most civilized organizations and institutions of higher learning, seem to fit quite well with most adventuring groups.

Alignment: Any
Hit Die: d8

Class Skills
The alchemist’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.

Class Features
The following are class features of the alchemist.

Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons. They are also proficient with light armor, but not with shields.

Alchemy (Ex or Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning alchemical potionlike extracts in which they can store spell-like effects. In effect, an alchemist prepares his “spells” by mixing mundane ingredients into a number of extracts, and then “casts” his spells by drinking the extract, or having another imbibe it. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level to the Craft (alchemy) check.
An alchemist can create four special types of alchemical items—extracts, bombs, poisons, and mutagens.
Bombs are explosive splash weapons, extracts are alchemical potionlike concoctions that imitate the effects of spells, while poisons are substances that can harm or debilitate even the stoutest warrior. Mutagens are a bit more exotic, being transformative elixirs that the alchemist drinks to enhance his physical abilities. All of these alchemical items are detailed in their own sections below.

Extracts (Su): The alchemist does not cast spells, but instead creates a number of extracts that duplicate the effects of spells though an alchemical process. In many ways, extracts behave like spells in liquid form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, extracts can have powerful effects and duplicate spells that a potion normally could not. This allows the alchemist to create extracts with effects far beyond those of potions.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 3–1. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with a fraction of his own mystical energies. An extract becomes inert if it leaves the alchemist’s possession for a number of rounds equal to his level, allowing the alchemist to share his extracts with his allies. An inert extract reactivates as soon as it returns to his keeping. An extract, once created, remains potent for 1 day before becoming useless, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work. And while it is common for alchemists to prepare many extracts at the start of the day or just before going on an adventure, he just as often keeps some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed. Extracts are mostly complete when prepared, but only the alchemist knows the last few ingredients required to complete the mixture. As such, extracts can only be activated by the alchemist.
Although alchemists don’t actually cast spells, they do have a formulae list that determines what extracts they can create. An alchemist can utilize spelltrigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” either by throwing the vial as a grenade-like weapon, or by drinking it as if imbibing a potion. The effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell has a range of ranged touch attack and always takes a standard action to “cast”. Extracts can only affect the imbiber or the target that was hit with the ranged touch attack (an alchemist can also have the area centered where the vial landed). The alchemist uses his level as the caster level to determine any effect based on caster level.
Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is consumed during the creation of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).
An alchemist may know any number of formulae. He must study his formulae ahead of time by getting 8 hours of sleep and spending 1 hour studying his research journal. While studying, the alchemist recalls or retrieves which formulae he can spontaneously use for the day. He can then prepare an extract of any formula he has retrieved. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier.
An alchemist’s selection of extract formulae is extremely limited. An alchemist begins play retrieving four 0-level formulae and two 1st-level formulae of his choice, chosen from the alchemist formulae list. An alchemist can prepare any 0-level formulae he has retrieved an unlimited number of times per day, much like other spellcasters cast their cantrips (or 0-level spells).
At each new alchemist level, he can retrieve one or more new formulae per day, as indicated on Table 3–2. (Unlike extracts per day, the number of formulae an alchemist can retrieve is not affected by his Intelligence score—the numbers on Table 3–2 are fixed.) These new formulae can be common formulae chosen from the alchemist’s formulae list, or they can be unusual formulae that the alchemist has gained some understanding of through study, or adapted from the spells of other spellcasters (see the spell filch Potion Focus discovery).

TABLE 3-2: EXTRACT FORMULAE RETRIEVED
Formulae Retrieved
Level 0 1st 2nd 3rd 4th 5th 6th
1st 4 2 — — — — —
2nd 5 3 — — — — —
3rd 6 4 — — — — —
4th 6 4 2 — — — —
5th 6 4 3 — — — —
6th 6 4 4 — — — —
7th 6 5 4 2 — — —
8th 6 5 4 3 — — —
9th 6 5 4 4 — — —
10th 6 5 5 4 2 — —
11th 6 6 5 4 3 — —
12th 6 6 5 4 4 — —
13th 6 6 5 5 4 2 —
14th 6 6 6 5 4 3 —
15th 6 6 6 5 4 4 —
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

Infusions: Alchemists learn a number of infusions, or 0-level extracts, as noted on Table 3–15 under “Extract Formulae Retrieved.” These infusions are “cast” like any other extract, through using it as a grendae-like weapon or imbibing, but they are not expended and may be used again.

Bomb (Ex): In addition to extracts, alchemists are adept at swiftly mixing various volatile chemicals to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their initial method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Creating a bomb requires a move-equivalent action. However, because of his skill and mastery in combining volatile chemicals, an alchemist does not provoke an attack of opportunity as he infuses the catalyst vial with the final alchemical ingredients. Detonating a bomb (typically by throwing the vial of volatile liquid) is a standard action that utilizes the “Throw Splash Weapon” special attack (see page 202 of the Pathfinder RPG Core Rulebook) and requires a ranged touch attack. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The base damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level. Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage).
Alchemists can learn new types of bombs as focus discoveries (see below) as they level up.

Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons. This bonus damage is already included in the bomb class feature.

Research Journal: An alchemist uses a research journal to record his formulae in, much in the same way a wizard uses a spellbook. The alchemist must study his research journal each day to retrieve his formulae. He cannot prepare any formula not recorded in his research journal.
An alchemist begins play with a research journal containing all 0-level alchemist formulae, plus three 1st-level formulae of his choice. The alchemist also selects a number of additional 1st-level formulae equal to his Intelligence modifier to add to the research journal. At each new alchemist level, he gains two new formulae of any spell level or levels that he can cast (based on his new alchemist level) for his research journal.
At any time, an alchemist can also add formulae found in other alchemists’ research journals to his own (see Chapter 9 in the Pathfinder Core Rulebook), or those adapted from spellbooks or scrolls (see the Spell Filch extract focus discovery).

Mutagen (Su): At 2nd level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. To brew a mutagen, an alchemist has researched and experimented upon himself, taking note of how certain ingredients affect his body. Thus, a mutagen is specifically attuned to him alone, and cannot be used by anyone else, including another alchemist. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert.
When the alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +2 enhancement bonus to the selected ability score for 10 minutes per alchemist level. The alchemist takes 1d4 points of Charisma damage every time he drinks a mutagen.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen. The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Brew Potion: At 3rd level, the alchemist gains Brew Potion as a bonus feat. He can now create potions from his extracts, but at half the cost of other spellcasters. The alchemist otherwise follows the rules for creating potions as described in the Magic Item Creation section of Chapter 15 of the Pathfinder Core Rulebook.

Discovery (Su): At 4th level, an alchemist must choose one of four alchemical veins as his primary focus–bombs, mutagens, poisons, or potions. Once this is done, he then begins to make incredible alchemical discoveries pertaining to his primary focus through study and research. An alchemist can choose 1 discovery from his primary focus and an additional discovery every 2 levels thereafter. Alternately, an alchemist can choose a discovery from any other focus, but his primary focus discoveries must always out number those from the others. An alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries or attaining a certain level. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
The following are the alchemist’s primary focuses and their related discoveries.

Focus (Bomb): Bomb related discoveries focus on enhancing, maintaining, or altering the strength, duration, or effect of an alchemist’s bombs.
Acid bomb: When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
Concussive bomb (requires the alchemist to be at least 6th level): When the alchemist creates a bomb, he can choose to have it inflict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd numbered level, instead of 1d6.
Delayed bomb (requires the alchemist to be at least 8th level): The alchemist can place a bomb so that it explodes a number of rounds after the alchemist ceases contact with the bomb. This delay can be any number of rounds as chosen by the alchemist, up to a number of rounds equal to his level. If at any point the alchemist reclaims possession of the delayed bomb, he can end the timer and prevent the bomb’s detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb’s contents are removed from the vial (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage to all adjacent creatures as normal. Dispel magic can neutralize a delayed bomb, as can a successful Disable Device check (DC equals 10 + the alchemist’s level + the alchemist’s Intelligence modifier).
Explosive bomb (requires the alchemist to be at least 6th level): The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
Force bomb (requires the alchemist to be at least 6th level): When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save.
Frost bomb: When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Greater Bomb (requires the improved bomb discovery and the alchemist to be at least 8th level): The alchemist’s bomb is even more powerful. It now deals an additional 4d6 (or 4d4) damage.
Imbued Bomb (requires the alchemist to be at least 6th level): The alchemist can create his bombs to be more accurate. When making a bomb, he may forfeit 1d6 worth of damage to grant the bomb a +1 enhancement bonus on attack and damage rolls. A bomb created in this fashion is a magic weapon for the purposes of overcoming damage reduction and effecting ethereal creatures. This enhancement bonus increases to +2 at 12th level, and +3 at 18th (the forfeited damage remains 1d6).
Improved Bomb: The alchemist’s bomb is more powerful. It now deals an additional 2d6 (or 2d4) damage.
Improved Explosives (requires the alchemist to have the explosive bomb discovery and be at least 16th level): The alchemist may choose to create bombs with a blast radius of 20 feet, with additional splash out for another 10.
Inferno bomb (requires the smoke bomb discovery and the alchemist to be at least 10th level): The effects of the smoke created by an alchemist’s bomb duplicate the effects of incendiary cloud instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.
Madness bomb (requires the alchemist to be at least 8th level): The alchemist’s bombs do more than sear flesh—they sear the mind. A creature that takes a direct hit from a madness bomb takes damage from the bomb plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). The amount of Wisdom damage dealt by a madness bomb is reduced by 1 for each madness bomb that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage.
Poison bomb (requires the smoke bomb discovery and the alchemist to be at least 6th level): The effects of the smoke created by an alchemist’s bomb duplicates the effects of cloudkill instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.
Precise Bomber (requires the alchemist to be at least 12th level): The alchemist effectively gains Improved Critical (splash weapons) as a bonus feat, allowing him to score a critical hit on a 19-20 with his targeted bombs.
Shock bomb: When the alchemist creates a bomb, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.
Smoke bomb: When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.
Sticky bomb (requires the alchemist to be at least 8th level): The effects of the alchemist’s bombs are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the damage again 1 round later. Bombs that have effects that occur 1 round later instead have those effects occur 2 rounds later.
Stink bomb (requires the smoke bomb discovery): The effects of the smoke created by an alchemist’s bomb can duplicate the effects of stinking cloud instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round.
Sustain Bomb: The alchemist can briefly maintain the power of a bomb after it leaves his person. The alchemist may give a bomb to someone else to throw, and it will retain its full strength for up to 1 minute per alchemist level. This effort is taxing for the alchemist, so he may only maintain one bomb in this fashion at a time. At 10th level, the alchemist can sustain a second bomb, and at 16th, he can sustain a third.
Ultimate Bomb (requires the greater bomb discovery and the alchemist to be at least 16th level): The alchemist’s bomb now deals twice its damage amount.

Focus (Extract): Extract related discoveries focus on enhancing or altering extracts and potions, or developing new ones with amazing effects.
Dilution (requires the alchemist to be at least 8th level): Once per day, the alchemist can dilute any one potion or elixir, creating two doses of the same potion from one. Diluting a potion costs a number of gp equal to one-quarter of the potion’s market value. A potion that has been diluted cannot be diluted again. This discovery cannot be used to dilute extracts or mutagens.
Elixir of life (requires the alchemist to have the improved brewing discovery and be at least 16th level): Once per day, the alchemist can brew an elixir of life. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the alchemist who brewed it, restores life to a dead creature as per the spell true resurrection. Alternatively, the alchemist himself may drink the elixir of life, after which point he is immediately targeted with a resurrection spell the next time he is killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the alchemist’s Intelligence modifier; if he does not die before that time expires, the effects of the elixir of life end.
Enhance potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.
Eternal potion (requires the alchemist to have the extend potion discovery and be at least 14th level): If an alchemist drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent.
Extend potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration.
Improved brewing (requires the alchemist to be at least 8th level): An alchemist can use Brew Potion to create potions from any formula of 4th level or higher, including any formulae he has adapted from another spellcasters’ spells (see the spell filch discovery). In addition, the alchemist has developed cost saving measures that allow him to create potions at half the cost of other spellcasters.
Persistent extract: The time an extract remains potent once it leaves the alchemist’s possession increases to a number of minutes per level of the alchemist.
Spell filch (requires the alchemist to be at least 10th level): An alchemist can adapt a spell from a spellbook or scroll he has deciphered into a formula. To decipher a spell, the alchemist must first make a Spellcraft check (DC 20 + the spell’s level;. If the check is successful, the alchemist can then make a Craft (alchemy) check (DC 15 + the spell’s level) to adapt the spell into an alchemy formula that he can write into his research journal. (If the initial Spellcraft check fails, see Arcane Magical Writings on page 218 of the Pathfinder Core Rulebook). Once the alchemist has transcribed the new formula into his research journal, he can use it to create new extract or brew an equivalent potion, just like any other formula he has in his formulae list.

Focus (Mutagen): Mutagen related discoveries focus on developing new ways to improve or maintain the potency of mutagenic effects, or create new and astonishing transformations.
Feral mutagen: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.
Grand mutagen (requires the alchemist to have the greater mutagen discovery and be at least 14th level): The alchemist’s mutagen now grants a +6 natural armor bonus, a +6 enhancement bonus to the chosen ability score, a +4 enhancement bonus to a second physical ability score, and a +2 enhancement bonus to a third physical ability score.
Greater mutagen (an alchemist must be at least 8th level to select this discovery): The alchemist’s mutagen now grants a +4 natural armor bonus, a +4 enhancement bonus to the chosen ability score, and a +2 enhancement bonus to a second physical ability score.
Infuse mutagen: When the alchemist creates a mutagen, he can infuse it with an extra bit of his own magical power. This inflicts 2 points of Intelligence damage to the alchemist and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is not rendered inert if the alchemist creates another mutagen. This allows an alchemist to create different types of mutagens and keep them handy for emergencies. This does not allow an alchemist to gain the effects of multiple mutagens—only the most recently imbibed mutagen has any effect.
Persistent mutagen (requires the alchemist to be at least 12th level): The effects of a mutagen last for 1 hour per level.
Transfer Mutagen (requires the alchemist to have the infuse mutagen discovery and be at least 10th level): The alchemist can choose to brew a mutagen for a creature other than himself. Because he is less familiar with physiology not his own, the bonuses the mutagen provides are halved, but it otherwise functions identically.

Focus (Poison): Poison related discoveries focus on increasing the duration, strength and lethality of toxins, combining them to create new effects, or developing new ones with a variety of debilitating and deadly qualities.
[b[]Poison resistance: An alchemist gains a +2 bonus on all saving throws against poison.
Improved poison resistance (requires the alchemist to have the poison resistance discovery and be at least 6th level): An alchemist’s bonus on all saving throws against poison increases to +4.
Greater poison resistance (requires the alchemist to have the improved poison resistance discovery and be at least 8th level): An alchemist’s bonus on all saving throws against poison increases to +6.
Poison immunity (requires the alchemist to have the greater poison resistance discovery and be at least 12th level): An alchemist becomes completely immune to poison.
[/b]
Sticky poison (requires the alchemist to be at least 6th level): Any poison the alchemist creates is sticky—when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist’s Intelligence modifier.
Swift poisoning (requires the alchemist to be at least 6th level): An alchemist can apply a dose of poison to a weapon as a swift action.
Venom of fire (requires the alchemist to be at least 10th level): The alchemist can spend 1 additional minute converting the caustic material of his bomb into a deadly variety of poison. Instead of normal damage, the bomb deals 1 hp of damage per alchemist level of whatever energy type it originally dealt (cold, fire, etc.) once per round, for a total of 1d4+2 rounds. In addition, the bomb deals 1 point of Constitution damage per round. The target can make a single Fortitude save (DC 10 + 1/2 the alchemist level + his Intelligence modifier) ends the damage. Failure results in the damage continuing for its full duration.

Swift Alchemy (Ex): At 4th level, an alchemist can create alchemical items with astounding speed, including those that are part of his class features. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move-equivalent action. An extract now takes 4 rounds to concoct, and mutagen takes but 45 minutes to brew.

Quick Alchemy (Ex): At 10th level the Alchemist can create alchemical items at only a fourth of the time. An extract now takes 2 rounds to concoct, a bomb requires only a swift action to create, and mutagen takes but 30 minutes to brew.

Instant Alchemy (Ex): At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action. Likewise, mixing an extract now takes 1 round, an alchemist can create 2 of the same type of bomb as a swift action (a single bomb still takes only a swift action), and to brew a mutagen takes only 15 minutes.

Grand Discovery (Su): At 20th level, the alchemist makes a grand discovery. He immediately learns two normal discoveries, one of which must be related to his primary focus, but also learns a third discovery chosen from the list below.
Awakened Intellect: The alchemist’s Intelligence score permanently increases by 2 points.
Eternal Youth: The alchemist has conquered aging, and from this point forward suffers no penalty to his physical ability scores from advanced age. If the alchemist is already suffering such penalties, they are removed at this time.
Fast Healing: The alchemist gains fast healing 5.
Philosopher’s Stone: The alchemist learns how to create a philosopher’s stone, and can do so once per month at no cost. Creating a philosopher’s stone takes 1 day of work.
Poison Touch: The alchemist gains a poisonous touch, as if under the effects of a poison spell. He can suppress or activate this ability as a free action.
True Mutagen: The alchemist’s mutagen now grants a +8 bonus to his natural armor score and a +6 enhancement bonus to his Strength, Dexterity, and Constitution.

ALCHEMIST FORMULAE
0-Level Alchemist Formulae

Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Message: Whisper conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Stabilize: Cause a dying creature to stabilize.
Touch of Fatigue: Touch attack fatigues target.
Virtue: Subject gains 1 temporary hp.

1st-Level Alchemist Formulae
Charm Person: Makes one person your friend.
Comprehend Languages: You understand all languages.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Disguise Self: Changes your appearance.
Endure Elements: Exist comfortably in hot or cold regions.
Enlarge Person: Humanoid creature doubles in size.
Expeditious Retreat: Your base land speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Grease: Makes 10-ft. square or one object slippery.
Hypnotism: Fascinates 2d4 HD of creatures.
Identify: Gives +10 bonus to identify magic items.
Jump: Subject gets bonus on Acrobatics checks.
Reduce Person: Humanoid creature halves in size.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Sleep: Puts 4 HD of creatures into magical slumber.
True Strike: +20 on your next attack roll.

2nd-Level Alchemist Formulae
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Alter Self: Assume form of a Small or Medium humanoid.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Blur: Attacks miss subject 20% of the time.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Darkvision: See 60 ft. in total darkness.
Delay Poison: Stops poison from harming target for 1 hour/level.
Detect Thoughts: Allows “listening” to surface thoughts.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./ level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
False Life: Gain 1d10 temporary hp + 1/level (max +10).
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Levitate: Subject moves up and down at your direction.
Locate Object: Senses direction toward object (specific or type).
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Arrows: Subject gains DR 10/magic against ranged attacks.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
See Invisibility: Reveals invisible creatures or objects.
Silence: Negates sound in 20-ft. radius.
Spider Climb: Grants ability to walk on walls and ceilings.
Undetectable Alignment: Conceals alignment for 24 hours.

3rd-Level Alchemist Formulae
Arcane Sight: Magical auras become visible to you.
Beast Shape I: You take the form and some of the powers of a Small or Medium animal.
Charm Monster: Makes monster believe it is your ally.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Deep Slumber: Puts 10 HD of creatures to sleep.
Displacement: Attacks miss subject 50% of the time.
Fear: Subjects within cone f lee for 1 round/level.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haste: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Heroism: Gives +2 on attack rolls, saves, skill checks.
NondetectionM: Hides subject from divination, scrying.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Tongues: Speak and understand any language.
Water Breathing: Subjects can breathe underwater.

4th-Level Alchemist Formulae
Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
Arcane Eye: Invisible floating eye moves 30 ft./round.
Beast Shape II: You take the form and some of the powers of a Tiny or Large animal.
Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).
Death Ward: Grants bonuses against death spells and negative energy.
Discern Lies: Reveals deliberate falsehoods.
Elemental Body I: Turns you into a Small elemental.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Hold Monster: As hold person, but any creature.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
RestorationM: Restores level and ability score drains.
Spell Immunity: Subject is immune to one spell per 4 levels.
StoneskinM: Grants DR 10/adamantine.

5th-Level Alchemist Formulae
Beast Shape III: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Contact Other Plane: Lets you ask question of extraplanar entity.
Dream: Sends message to anyone sleeping.
Elemental Body II: Turns you into a Medium elemental.
Irresistible Dance: Forces subject to dance.
Magic JarF: Enables possession of another creature.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Overland Flight: You f ly at a speed of 40 ft. and can hustle over long distances.
Plant Shape I: Turns you into a Small or Medium plant.
Polymorph: Gives one willing subject a new form.
Restoration, GreaterM: As restoration, plus restores all levels and ability scores.
Sending: Delivers short message anywhere, instantly.
Spell Resistance: Subject gains SR 12 + level.

6th-Level Alchemist Formulae
Analyze DweomerF: Reveals magical aspects of subject.
Beast Shape IV: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Breath of Life: Cures 5d8 damage + 1/level and restores life to recently slain creatures.
Elemental Body III: Turns you into a Large elemental.
Eyebite: Target becomes panicked, sickened, and/or comatose.
Form of the Dragon I: Turns you into a Medium dragon.
Giant Form I: Turns you into a Large giant.
Heal: Cures 10 points/level damage, all diseases and mental conditions.
Mislead: Turns you invisible and creates illusory double.
Plant Shape II: Turns you into a Large plant creature.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shadow Walk: Step into shadow to travel rapidly.
Statue: Subject can become a statue at will.
Stone to Flesh: Restores petrified creature.
TransformationM: You gain combat bonuses.
True SeeingM: Lets you see all things as they really are.
Wind Walk: You and your allies turn vaporous and travel fast.