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Jeremiziah wrote: Just to spare people some pain, it's pretty clear that since this book is coming out in August, there is no time for playtesting or revisions to names of things or whatnot. This has likely already been sent off to the printers. It actually has NOT been sent to the printers. It's actually still being written. But no... we will not be doing a public playtest of this book. At this point, if we can't pull off a book of prestige classes that are flavorful and well balanced and fun without needing a hardcover's level of work and playtest and refinement and extra TLC... we might as well just print novels is my opinion. Some of the prestige classes in this book are SPECIFICALLY named after archetypes, becasue they might require taking that archetype in order to qualify for the prestige class. Not sure that's what the Aldori Duelst or whatever it ends up being called will do... but it's absolutely what's going on with the Winter Witch prestige class. I have noticed a trend on these boards. More than once a poster dislikes a certain rule asks the Paizo devs for clarfication then when the devs respond espcially if it's not in their favor get angry or upset. I just don't get that. While I might disagree with person opinion I can respect them not liking or agreeing with a rule. I do find it extremely disrespectful when after the dev has responded to a rules question to basically tell them that their wrong no matter what they say. Or that their explanation is wron because it does not match what you wanted to hear. Seriously you don't tell the people who created the game their wrong on their own rules unless their factually wrong. If you already have your mind made up on a rule, topic or subject and nothing is going to change that why even psot on any forum. Seems like a waste of time and nothing more than an excuse to increase a personal post count. And no I don't like Xp costs for crafting items. We removed the XP costs because we thought they were unfair. Wizards, in particular, were tripple taxed for doing their thing—in 3.5 they had to pay gold, time, AND XP in order to take advantage of their class features (scribing scrolls and crafting magic items). Furthermore... it always felt nonsensical to me that you would "spend XP" (and thus grow LESS experienced) for successfully building a magic item, which to me feels like something that you should actually become MORE experienced at. It's non-intuitive and wonky to say "I spent all my life building magic items, and as a result I am less experienced than all those spellcasters who never built a single thing in their entire lives!" The GM, in any case, gets to say when and where and how often players get to craft magic items; he also gets to decide whether Item Creation feats are in the game at all. So if the concept of PCs building their own magic worries you... I would do one of the following: 1) Remove Item Crafting from the game entirely. 2) Regulate Item Crafting—let crafters build items on a case by case basis. 3) Require items to utilize rare and difficult to find components. Maybe that helm of teleportation needs to be soaked in a marilith's blood before it becomes magic. Perhaps that +3 flaming burst falchion needs to have its blade tempered by an ancient red dragon's breath? And so on. XP costs were a horrible horrible thing and I'm personally glad that they're out of the game, for good. I'd like to see a small section on minor magical flavor items. Things that adventurers would laugh at, but that you might expect to find in NPC houses (either the wealthier NPCs or the ones in areas where magic items are more common, such as the town around a magical school). For example, in a 3.5 game I once came up with a rocking chair that cast cure minor wounds (heal 1 hp) on the target after they spent an hour sitting in it. It was usable an unlimited amount per day, but only by one person at once, so at most it could heal 24 hp. Basically, it was a "I sit on my porch and rock, and eventually I feel restored." item for NPCs. My players loved it, even though they wouldn't benefit from it at all. Goblins Eighty-Five wrote:
Annnd... Drugs. Not just narcotics to addict PCs, medical too, aspirin, penicillin,simple drugs to end or reduce the time of effects like being dazed, fatigued, nauseated, etc. I also second everything E.Lincoln said above. Equipment for classes that don't get the love like others do. Like monk gear (those wooden shoes found in anime, prayer beads, Gi, special headbands and/or belts). Don't worry about 'Vow of Poverty' stuff, KQ did that on their blog. Witch gear (athames, cauldrons, pentacles/pentagrams (the first you wear, the second is a plate on your altar), altars, witches use staves and swords too, binding materials (hair, yarn, leather straps), cavalier gear (horse stuff, bits and pieces of their armor). Expanded Equipment Traits would be nice too. This book is about items, therefore we need rule to make those items. A total reworking of Crafting, for magical and mundane items, that is logical and practical. I really, really like the goblin song. The only problem is that there’s only one of them. So I wrote another. Goblins don’t like writing so they often teach other goblins how to do something by making up a song. This song teaches a goblin how to get one of its favorite meals. The reference to badger stink refers to their practice of using the scent of wild animals to lure guard dogs away. Post more goblin songs if you’ve got them! Sneaking Song Goblins sneak and goblins hide,
Goblins sneak and goblins harm,
Goblins sneak and goblins hide,
Goblins sneak and goblins spy,
Goblins sneak and goblins hide
Goblins sneak and goblins see
Goblins sneak and goblins hide,
That's good. I was reading from my mobile phone and its a bit difficult to keep up, especially with how busy it gets here at work. I'm constantly work, work, work, check threads, work, work, thread, work, thread, etc. Its a hassle sometimes, but I thoroughly enjoy being able to at least access this at work. At home is a completely different story. Hardly any free time there. Lol. Aretas wrote: You cannot compare civil rights and womans suffrage to same gender marriage b/c homosexuality is condemned in the Bible and the other issues are not. Disclaimer: The bold and font sizes are my emphasis. Ah, defending your position with Leviticus 18:22 using the "it's condemned in the bible, so I condemn it too" position. I tend to avoid this direction of discussion (and which is why I remain absent of the ironically titled Civil Religious Discussions thread elsewhere in off-topics) ... but since you opened that door, I ask that the court allow a little latitude on what I'm going to say below. Let's take a stroll.
But why stop there? What else is considered sinful? Let's see.
But let's get back to Leviticus. It's a holiness code that was written over three millennia ago that also includes prohibitions against:
Don't get me wrong; morality is important. Morality is what one should be doing that is right regardless of whatever I am told. Whereas in some religions, this sometimes come across being told what to do regardless of whether it's right. You're welcome to your own interpretations of the bible and its politics, but I believe that some of us can come to a justified moral conclusion in lieu of a book which instructs us to adhere. So, I have to ask? Are you all-in? Or do you choose to follow certain moral conducts and disregard the other ones? I seriously cannot imagine you to be a modern-day Nazirite. EDIT: Makes me feel relieved that when I bought the Paizo Golem Limited Edition T-Shirt back in April 2010 that it was made with 100% cotton. I don't expect to change your opinion whatsoever. Nor is it my concern about "winning the Internet because someone. is. wrong." But if you're going to use a certain source as a reason for your condemnation, please make sure that it's a blanket condemnation and not something you can pick and choose because it's exegetically convenient for you. And with that conclusion, it's time for me to resume surfing the Internet for my prime directive: invoking Rule 34. Ciao! =) I began playing D&D in 1976. My group and I changed to every new addition, upgrading our characters to the new rules and moving right along. We loved the game. And we were loyal to the game, and felt it was loyal to us. Then came a total change in D&D. Not only was 4th not the same game, but there was a feeling of being just the next guy in line to give money to an unappreciative sales clerk who wouldn't even make eye contact. Along came Pathfinder and again there was that feel of community, of a game made and sold by people who loved the game themselves. The people of Paizo have treated players with the respect we once had from D&D. When I stand in that imaginary line to buy my Pathfinder product, the sales clerk says, "Hey, did you see the cool artwork on page 33? What do you think of the new feats in chapter five?" Paizo makes eye contact, the way D&D once did. Why would I consider abandoning that just because the rude sales clerk now wants my input? Sorry, WOTC, you got my input when I got out of the D&D line and moved to the Pathfinder line. Alright, here goes! Index a la Evil Lincoln: Town of Sandpoint
General
Artwork
Burnt Offerings
The Skinsaw Murders
The Hook Mountain Massacre
Fortress of the Stone Giants
Sins of the Saviors
Spires of the Xin-Shalast
Unknown but cool ----- Finally, here is the raw BBCode for the index, created by substituting "{}" for "[]". This will hopefully make it much easier to update in the future. BBCode: Spoiler:
Alright, here goes! {i}Index a la Evil Lincoln{/i}:
{b}Town of Sandpoint{/b}{list}
Finally, here is the raw BBCode for the index, created by substituting "{}" for "{}". This will hopefully make it much easier to update in the future. BBCode: {Spoiler}{/spoiler}
I know this is an old thread, but I thought I might throw a game I came up with that I'm planning on using on my next time running RotRL onto this list for anyone who is still looking. Ogre Stomp “Step on up, boys! No girl likes a noodle-armed weakling. Let’s see your strength!” The staple game of every good carnival: a strength tester, and it costs a whopping 5 SP per play. A weight is placed on one end of a board set over a pivot and in a groove on a split log that runs some 10 feet up to a bell with three differen’t colors brightly painted along the groove noting degrees of success. Characters are given a wooden mallet to strike the board and try to ring the bell. A Strength check is made (at a -2 penalty if the PC isn’t proficient with martial weapons) with results as followed: 0 or under - the bell doesn’t move an inch! Everyone has a good laugh, or a good giggle in the case of the girls. A PC scoring this low takes a -5 circumstance penalty on all intimidate checks made against Sandpoint citizens for the duration of the Swallowtail Festival. “Why don’t you leave this game to the real men, boy?” 1 to 7 - the bell moves partway up the red stripe. Most seem rather disappointed and the PC is awarded a cheap trinket. Any PC scoring in this section takes a -2 penalty to all intimidate checks made against Sandpoint citizens for the duration of the Swallowtail festival. “My grandmother scored higher than that and she’s been 6 feet deep for 8 years!” 8 to 15 - the bell rises midway up the blue stripe; an average result. There is some half hearted clapping and the PC is awarded a ribbon. A PC can present this ribbon to any Sandpoint citizen to finds them attractive to gain a +2 circumstance bonus on diplomacy checks to influence them. “You’re strong enough to lift a mug and that’s all that really matters, isn’t it?” 16 to 21 - the bell climbs up the green section and dings the bell. The PC earns some well deserved respect from Sandpoints citizens, granting him or her a +2 circumstance bonus on intimidate checks. They are also awarded with a cute stuffed toy crafted by Rynshin Povalli (NG female half-elf expert 5) of “Vernah’s Fine Clothing”. Passing this to an eligable mate will grant a +5 circumstance bonus on diplomacy checks made to influence them. “That’s the spirit, friend, show the boys and lasses how it’s done!” 22 or higher - the bell breaks off! A PC earns the same prize as below with healthy round of applause from the audience and a string of curses from the man running the game who then must spend an hour repairing it. Any PC scoring this high should earn a +5 circumstance bonus on intimidate checks made against citizens of Sandpoint. “The goal is to ring the bell, not break the bell!" In addition, Das Korvut (LN male human expert /fighter 1) the mutton-chop-sporting drunken smith of the “Red Dog Smithy”, will accept a bribe of at least another 5 SP to put on a heavier or lighter weight for specific contestants, granting either a -2 or +2 circumstance modifer, respectively. Despite the morning hour he is already knee deep in mugs and will hurl insults and hearty pats on the back for each paying player based on their degree of success. Swallowtail Festival Games Alright as it stands there isn't much detail on the things going on during the festival. At this point it covers the opening speech, lunch, and evening dedication ceremony and bonfire. That's really not much of a festival. Where are all the games and other things happening? What are the pc's to do during the day to occupy the time? I've come up with some games and such to keep them occupied. It also provides for a way to give some more background info. The Devil Hunt Do you have what it takes to bring down the infamous Sandpoint Devil and keep him from menacing the surrounding area? Take a shot and see. This is an archery range setup on the beach down by the Lighthouse. Two large targets, with silhouettes of a scary looking winged horse on them, are set up 50 yards away from a firing line. The bull’s-eye is about where a horse's heart would be. There are bigger concentric circles around the bull’s-eye. One copper piece per play. Using the longbows provided, fire two arrows at the target, scoring the best one. Hitting a bull’s-eye wins a small pie. Hitting anything else wins progressively cheaper trinkets for each band outside the bull’s-eye, with nothing for a miss. Hitting AC 20 gets a bull’s-eye, each band out side that is AC 18, AC 16, AC 14, and AC 12. This game is being run by Jodar Provolost (CG male human Expert 1/Ranger 3), an older balding Varisian with black hair, a big thick black mustache, and a noticeable big belly. He is a mediocre carpenter, but is considered one of the best hunters in Sandpoint. He is friendly, but has lots of bad jokes, and particularly likes telling his (untrue) stories of his encounters with the Sandpoint Devil. The pies have been provided by Alma Avertin from Sandpoint Savories. They aren't her best work, but they are good enough for what they are. Sheriff Hemlock has asked Jodar to quietly make note of anyone who scores a bull’s-eye, or gets both shots in either of the center two circles, so that he can later approach them about joining the militia. Jodar asks anyone who wins his or her name and then announces quite loudly "Attention! Insert name has done Sandpoint a great service. He or she has slain the Sandpoint Devil! Here's your pie!" The Goblin Toss Three Goblins have found their way into your house and are tearing the place up! Grab them and toss them into the fireplace before they can destroy everything. This game is a simple bean bag toss setup in the middle of the Sandpoint Market square. A board is setup with lines of three holes. The board is 10 feet from a throw line. The closest hole is the largest and the farthest hole is the smallest. There are buckets of beanbags sewn to look like Goblins by each of the three stations. Each bean bag has a Goblin name printed on it. One copper piece per play. Take three Goblins and try to toss them into a fireplace. Kids have to try and hit the biggest and closest hole, which is AC 10. Women use the medium sized hole, which is AC 12, and adult men use the smallest and furthest hole, which is AC 15. The bean bags have a range increment of 10' and there is no non-proficient penalty. Get all three in and win a small bag of venison jerky. Anything less gives a cheap trinket. Something Swallowtail related most likely. Nothing for not getting any in the fireplace. This game is being run by Daverin Hosk of Goblin Squash Stables. He's getting perverse pleasure out of the idea of tossing Goblins in the fire. It's for this reason that he has written a Goblin name on each beanbag, just so he can desecrate some Goblin's memory even more. It's well known his hatred of Goblin's and nobody is surprised to see this game. Chod Bevuk of the Sandpoint Meat Market has provided the venison jerky for the prize. It is quite tasty and next to Ameiko's salmon, it is the talk of the event. Unfortunately there's been lots of young children asking their parents if the jerky is really made of Goblin meat from the Goblins they threw in the fireplace, like Daverin says it is. Some adults have heard the rumor and actually believe that it is Goblin meat! The Lighthouse Smash Who needs a Lighthouse without a light? The old Lighthouse has become an eyesore; let's knock it down so we can use the stone to build something new. This game is set up at the end of Junker's Way next to the Lighthouse. It has a table with nine square stones stacked on it in a pyramid shape. Three on the bottom, two in the middle, and one on top. There is a firing line 20' from the tables. Using the mini-catapult, try to knock down the stack of stones within three shots. Two copper pieces to play. You get three shots. It takes a total of three hits to knock down all the stones. Hitting higher ACs counts as more hits, so that it is possible to knock them down with one hit. Hitting AC 12 counts as one hit, Hitting AC 16 counts as two hits, and hitting AC 20 counts as three hits. The catapults have a range of 50', so there is no range penalty, but there is the normal non-proficient penalty of -4 if someone does not have proficiency with siege weapons. Knocking down all the stones wins a small toy catapult; it amounts to being a slingshot. Anything less provides some other cheap trinkets. No prize if nothing is knocked down. This game is being run by Aesrick Battlehorn. He's been working on the mini catapult and toy catapults during his spare time all year, in preparation for the festival. The mini catapult is quite a work of art. He's carved it to look like a stone giant with its arm throwing the stone. He suspects that he'll be able to sell it in Magnimar for quite a bit after the festival. It's about 2 foot tall, but functions just as a real catapult, albeit with less range and much less damage. He's worked very hard at keeping it a secret all year, so that he can surprise everyone with it. He's got a soft spot for the kids and helps the kids aim it so that they can win the toy catapults, negates the non-proficient penalty; much to the consternation of mothers. According to many mother's complaints, "They are just the right size for young boys to shoot an eye out with!" This complaining doesn't stop those same mothers from handing over the two coppers for their sons to play. There is no shortage of boys crying because they've been hit in the head by a flying stone. Dragon Races There's been talk of starting Dragon farming in Sandpoint, so we've gotta find out which ones are the fastest so that we have the best dragons! Pick yourself a dragon and pit it in a Dragon Race against your friends. The final game is located in the Sandpoint Market Square on the south side by the docks just at the beginning of Market Street. It has two double lane tracks set up next to each other with a three-foot wide gap between the two tracks. The tracks are 30' feet long. Near the starting line there is a large cage with 12 lizards in it. Each one has a set of twig and cloth wings attached to their backs. Each one is painted a different color so that they look like little dragons. Without touching the lizards, goad your lizard down the track. Get him to cross the finish line before your opponents and win a prize! One copper piece to play. Once they have four people with a dragon picked, place them in the starting lanes. At the sound of the whistle, the gates are lifted and you goad your dragon down the track without touching them. To do this, each person racing makes an initiative check and players attempt to goad their lizard in initiative order. The lizards are notoriously difficult to deal with, so you must make a DC 14 Handle Animal check to get them to move. The lizards move 5' on a succesful check. On a failure they do not move. On a failure by 10 or more, the lizard actually moves backwards. The first lizard to cross the finish line wins. The winner gets a big cheap medal that says "1st Place Swallowtail Dragon Races" and 2 Copper Pieces. All other places get nothing and the others get nothing. This game is run by Gressel Tenniwar. He's running it on the orders of Jubrayl Vhiski, but nobody knows this. Jubrayl is using it to run a gambling scheme betting on the races. Nobody knows it but 9 of the 12 lizards were secretly well fed the night before and they are tired and are even more difficult to move. These 9 are DC 16 to move. The other three are quite hungry and haven't eaten in about a week. These are at normal DC 14. In fact if some raw meat or other small rodent like thing is held in front of them they will be DC 12 to move. Jubrayl and his men know which three are the hungry ones and use this to fix the betting. Jubrayl has also ordered that one of his men should always try to be in the race each time, so that they can pick one of the hungry lizards in order to hedge the bets even more, but not make a big deal if any group of four really want to race each other. The GM should pick the nine that are well fed. Anyone that watches more than 5 races with one of the hungry lizards can make a DC 20 Sense Motive check to notice that some of the lizards seem more motivated than others. Jubrayl and his men will disappear if it looks like anyone has caught onto their scheme. Gressel will claim ignorance and one of his barmaids will back him up when he claims they are all well fed. That's what I've come up with at this point, have you done anything similar? What do you think of these? There has been some great stuff created for the RotR AP but I thought it might be useful to pull this together in one topic and also to gather suggestions for other material people think would be useful to support the adventures. Then hopefully people will volunteer to create it or share the stuff they have already created. Town of Sandpoint
Burnt Offerings
The Skinsaw Murders
The Hook Mountain Massacre
Fortress of the Stone Giants Spires of Xin-Shalast If I have missed stuff off or incorrectly credited people for the great work they have done please let me know and I’ll correct it. Any new idea’s let me know and I’ll add them to the list. Liz Courts wrote: We understand that MMOs (or even video games) aren't for everybody. Rest assured, we'll still be releasing Adventure Paths, hardcover rulebooks, and expanding the world of Golarion for tabletop roleplayers! Just +1-ing what Liz said. This venture does not mean any sort of slowing to our current publishing operation. In fact, with the successes we've been having, expect plenty more exciting news in 2012.
Weaponbreaker
(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
Having played RPG's for going a a solid 20yrs I have to say there are two main reasons the groups I am in choose to play Pathfinder.
One group I was in played 4e long enough to realize that the system was stale and that WotC truly had zero concern or care for its customers. I was a huge DD3 fan, liked the changes to 3.5 and hoped that 4e would have turned out differently. When they took their magazines out of my bathroom despite the hue and cry it caused I knew this company wanted to put out a quality product, not for me to enjoy, but purely to keep the profit margin in place. It showed and now my hard earned scratch goes to Paizo and will for the foreseeable future. I haven't even visited the D&D home page in months yet I visit Paizo daily. Forget the rules, forget the adventures I have been sitting around with my friends playing RPG's in all their forms and crappy rules systems were made awesome by great GM's and good friends to play them with. I would play any edition of any RPG, and still would to this day, this company shows so much respect to it's fans that I will support them until they stop printing. Hasbro lost my business by not caring about my wants, Paizo earned it by giving me more than I asked for. Good luck with 5e I can't wait to play it on WWGD, our groups now annual foray into 4e. My 2 copper: I am going to make a bold statement. WHO CARES WHAT WOTC DOSE, IF THERE IS A 5E OR NOT, IF THEY MOVE EVERYTHING ON LINE OR NOT! You need to ask your self a few question. Will it kill RPGs? No. Will it affect PFRPG? No. Will folks still play the version of D&D (1E, 2E, 3E, PF, 4E) that they enjoy? Of course they will. Thats all I have to say on this. Buff [INSERT YOUR FAVOURITE CLASS HERE*], because it's weak, Pathfinder almost crippled it, devs please, look at it! Nerf [INSERT MY LEAST FAVOURITE CLASS HERE**], it's far too powerful, imbalanced and overbearing, my GM/friend/sister is making 100 damage per round, this is bad. And remove [PICK TWO FROM: GUNSLINGER,NINJA,SAMURAI] from the game, they don't fit in my cherished vision of prisitne, Western Medieval fantasy. * - bonus points if it's Cleric or Druid
This is a list of changes made to the various abilities on the familiar to make it feel less like walking a toddler through a demon infested dungeon of maniacal evil. Hitpoints:
Hit Points: The familiar has the witch’s total hit points (not including temporary hit points), regardless of its actual Hit Dice. Commune with familiar:
Commune with Familiar (Su): She and her familiar can communicate with each other verbally as if they were using a common language only if they are in range to hear one another. Other creatures do not understand the communication without magical help.
Otherwise a witch has an empathic link with her familiar to a distance of 1 mile. The witch can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The witch has the same connection to an item or place that her familiar does. Share Spells:
Share Spells: When a witch casts a spell with a target of “you” on her, the familiar also gains the benefits of the spell. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast). Damage Reduction:
Damage Reduction (Ex): If a witch is 3rd level of higher, her familiar gains damage reduction of 2/-, and every four levels thereafter, the familiar gains an additional +2 damage reduction. Deliver Touch spells:
Deliver Touch Spells (Su): If a witch is 3rd level or higher, her familiar can deliver touch spells for her. If the witch and the familiar are in contact at the time the witch
casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. If the witch casts another spell before the touch is delivered, the touch spell does not dissipate as the familiar itself is considered to be the caster of the spell. Imbue with Spells:
Imbue with Spells (Su): If a witch is 5th level or higher, she can imbue her familiar with a number of spells that the familiar can then cast on its own. At 5th level, she can imbue a single 0-level spell. Unlike other cantrips, the familiar can only cast this spell once. At 7th level, and every two levels thereafter, the witch can imbue another spell into her familiar, each one level higher than the previous (1st at 7th level, 2nd at 9th level, and so on, up to a 5th-level spell at 15th level). This spell is cast as if the witch had cast it, using her caster level and save DC. Every spell imbued in this way consumes two of the witch’s available spell slots of that level until the spell is cast (0-level spells reduce the number of 0-level spells she can prepare by 2). When the witch prepares spells, she can remove imbued spells from her familiar. Spell Resistance:
Spell Resistance (Ex): If a witch is 5th level or higher, her familiar gains spell resistance equal to the witch’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance. Arcane Connection:
Arcane Connection (Su): The familiar is granted the same equipment based bonuses as the master, though the familiar does not actually posses the equipment and cannot use spell-trigger abilities, this only applies when the familiar is within five feet of the witch or has a spell to deliver a touch attack. Scry on Familiar:
Scry on Familiar (Sp): If the witch is 13th level or higher, she may scry on her familiar (as if casting the scrying spell) once per day, gaining one additional use at level 17. Familiar Death:
If a familiar is lost or dies, it can be replaced 1 day later through a special ritual that costs 500 gp per witch level. The ritual takes 8 hours to complete. A new familiar begins knowing all of the 0-level spells plus two spells of every level the witch is able to cast. These are in addition to any bonus spells known by the familiar based on the witch’s level and the familiar’s type (see Bonus Spells).
based on the Character Wealth chart on page 399. A second level character should have 1000. So according to the mecahincs above if a familiar should die at that level the Witch has to lose all their waelth to bringing it back, implicating a hefty death for a pitiful game mechanic. Even if the player loses the familiar during second level not necessarily at the beginning the estimated amount of gear at level 3 is going to be reduced by 1500 when the player only should have 3000. This also takes into account that the familiar dies only once during a level. This overly punishes the caster should the familiar die. Once again if the Eidolon a superior pet dies can return full health and for free, while the useless familiar penalizes the caster unfairly. Yeah, I'd definitely prefer giving up the idea that these races are ALL EQUAL in favour of having a better-balanced system to create races. Tieflings and Aasimar are ECL 0 in Pathfinder, and they've been "revealed" to be 11 and 13 RPs, while the Fetchling is 14 and the elemental planetouched are around 6. It's refreshing to see that we're not pretending THESE are all 100% equal. The Engineer (Alternate Class)(Alchemist Archetype)
Not all alchemists are masters of chemistry and biology. Some prefer to focus their mad talents on the mysteries of mechanical engineering—the creation of lethal machines. These individuals call themselves Engineers, seeing themselves as masters of wondrous mechanical creations that they build to perform amazing spell like tasks. Where as the Alchemist captures his own magical potential within liquids, the Engineer infuses his magical potential into mechanical devices through his knowledge of Engineering.
Engineer class table wrote:
Class Skills: The Engineer's class skills are: Appraise (Int), Craft (any), (Int), Disable Device(Dex), Fly(Dex), Heal(Wis), Knowledge (Arcana) (Int), Knowledge (Engineering)(Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft(Int) , Survival (Wis), Use Magical Device (Cha).Weapon and Armor Proficiencies: Engineer's are proficient with all simple weapons and their death ray. They are also proficient with light armor, but not with shields. Engineering (Su): Engineers are not only masters of building mundane machines such as mechanical traps and clockwork toys, but also of fashioning pseudo-magical devices which allow them to produce spell effects. In effect, an engineer prepares his spells by building small, expendable devices, and then “casts” his spells by using the device. When an engineer creates a device, he infuses the object with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.
An engineer’s primary means of delivering his magical potential is through devices, including a permanent destructive device called a death ray (see below), though he also gains the ability to physically improve himself by crafting either a customized suit of powerful armor or a battlefist (see below). Devices are significantly more varied. In many ways, they behave like spells in scroll form, and as such their effects can be dispelled by effects like dispel magic using the engineer’s class level as the caster level. An engineer can only create a certain number of devices each level per day. His base daily allotment of devices is the same as an alchemist’s daily extracts, and he likewise gains bonus devices from a high Intelligence score.
A device remains intact so long as the engineer spends time maintaining it each day. Creating a device requires 1 minute per spell level of work initially, but daily maintenance only takes 1 minute (and the device slot, of course)—devices are extremely simple mechanically, and most of their substance comes from the engineer’s genius. Most engineers prepare many devices at the start of the day or just before going on an adventure, but it’s not uncommon for an engineer to keep some of his daily device slots open so that he can build devices in the field as needed. An engineer can only “break down” a device and build a new one in its place after resting (as with a wizard preparing spells). Although the engineer doesn’t actually cast spells, he does have a blueprints list that determines what devices he can create (see below). An engineer can utilize spell-trigger items if the spell appears on his blueprints list, but not spell-completion items (unless he uses Use Magic Device to do so). A device is “cast” by wielding it, as if casting off a scroll—the effects of a device exactly duplicate the spell upon which its blueprint is based. Wielding a device is a standard action; it is assumed that “drawing” the device is a part of using it, and does not comprise a separate action. The engineer uses his class level as the caster level to determine any effect based on caster level. Creating devices consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. An engineer can easily replenish his materials through scavenging and by cannibalizing his previously-used devices. If a spell normally has a costly material component, that component is expended during the use of that particular device, not during its initial creation. Devices cannot be made from spells that have focus requirements (engineer devices that duplicate divine spells never have a divine focus requirement). An engineer can prepare a device of any blueprint he knows. To learn or use a device, an engineer must have an Intelligence score equal to at least 10 + the device’s level. The Difficulty Class for a saving throw against an engineer’s device is 10 + the device level + the engineer’s Intelligence modifier.
An engineer can study a wizard’s spellbook to learn any blueprint that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a laboratory book. An engineer must decipher arcane writings normally before copying them, using either Spellcraft or read magic.
This class feature replaces the alchemy class feature. Death Ray (Su): Every engineer starts with a basic creative impulse—the urge to destroy those that mock or deride him. To this end, engineers start their career with the construction of a death ray, a personal weapon that can inflict lethal harm against their foes. The “death ray” is a two-handed ranged weapon with a range increment of 30 feet. It makes attacks as a ranged touch attack and deals electricity damage equal to 1d6 + the engineer’s Intelligence bonus. Firing the death ray is a standard action. The death ray can be used a number of times each day equal to twice the engineer’s class level + the engineer’s Intelligence bonus. Each day, the alchemist must spend one minute per daily use recharging the device with his own magical aura (generally by sitting quietly and tinkering with the device for that time). The engineer is considered to be proficient in his own death ray, though he cannot use another engineer’s death ray any more than anyone else. The death ray only works for the alchemist, and he can only have one in existence at a time; if his death ray is stolen or destroyed, it takes one day of work and appropriate tools to build a new one. The death ray is a physical device; it must be stored and drawn like any other weapon, it can be stolen, and it is vulnerable to being destroyed. The death ray has a hardness of 5 + the engineer’s class level, and hit points equal to 20 + the engineer’s class level. The damage of an engineer’s death ray increases by 1d6 points at every odd-numbered class level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike).
Craft Wondrous Item (Ex): At 1st level Engineers receive Craft Wondrous Item as a bonus feat. An Engineer can use this feat to create wondrous items out of any blueprints that he knows (up to 3rd level) using his Engineer level as his caster level. The spell must be one that can be made into a wondrous item. The Engineer does not need to meet the prerequisites for this feat. (This replaces the Brew potion feat normally granted to standard Alchemists). Technological Bond (Su): At 1st level, Engineers can forge for themselves a powerful device that can dramatically enhance and change their rather physically weak stature. This device can take one of two forms: an exoskeleton suit of powerful armor that only the engineer can use or a battlefist (see individual descriptions below). This ability replaces the Mutagen ability granted to standard Alchemists. Clock-Work Armor (Su): At 1st level the Engineer can create a suit of clock-work armor out of gears and mechanisms that can enhance his physical stature. Creating this suit of clock-work armor takes the Engineer 24 hours but once created it can be used repeatedly until broken or destroyed. This suit of clock-work armor is considered to be a Light Armor that only characters with levels in Engineer would be proficient with. Starting at 1st level, an Engineer can use his clock-work armor for a number of rounds equal to 4 + Constitution Modifier. At each level after 1st the Engineer can continue to use his clock-work armor for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like "bears endurance", do not increase the total number of rounds that the Engineer can use his clock-work armor that day. An Engineer can activate his clock-work armor as a free action. The total number of rounds that the Engineer can use the clock-work armor is renewed after the Engineer has rested for 8 hours, although these hours do not need to be consecutive. While using the clock-work armor, an Engineer gains a total +4 equipment bonus to either Strength or Dexterity or a +2 Equipment bonus to both Strength and Dexterity. The decision as to what stat or stats receive the equipment bonus from the suit of clock-work armor is made when the Engineer activates his clock-work armor and cannot be changed while its in use, but the bonuses can be changed upon each activation of the suit of clock-work armor. In addition the clock work armor also provides a +4 Armor bonus, a +4 maximum dexterity bonus, a -2 armor check penalty and a speed of 30ft while in use. It has a Hardness of 10 and 40 hit points + the Engineer's class level. If damaged the Engineer can repair it with a craft: armor or shield skill check or if its destroyed then the Engineer can rebuild it within 24 hours. An Engineer can activate his clock-work armor as a free action and becomes fatigued after using his clock-work armor for a number of rounds to 2 x the number of rounds spent using the clock-work armor. An Engineer cannot activate his clock-work armor again while fatigued or exhausted but can otherwise activate his clock-work armor multiple times during a single encounter or combat. The Battle Fist (Su): At 1st level the Engineer can create a Battlefist that he can equip and activate in battle to greatly enhance his melee combat ability. The battle fist resembles a mechanical gauntlet with articulated fingers. It takes 24 hours for the Engineer to construct a battle fist but once created it can be reused until destroyed. Due to the superior construction of this device an Engineer may wear his battle fist indefinitely, even when its abilities are deactivated, and it functions just like his regular hand. It does not impose an armor check penalty or hinder him in the least. Starting at 1st level, an Engineer can use his battle fist to augment his physical stature for a number of rounds equal to 4 + Constitution Modifier. At each level after 1st the Engineer can continue to use his battlefist for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like "bears endurance", do not increase the total number of rounds that the Engineer can use his battlefist that day. An Engineer can activate his battlefist as a free action. The total number of rounds that the Engineer can use the battlefist is renewed after the Engineer has rested for 8 hours, although these hours do not need to be consecutive. While using the battlefist, an Engineer gains a total +4 equipment bonus to either Strength or Dexterity or a +2 Equipment bonus to both Strength and Dexterity. The decision as to what stat or stats receive the equipment bonus from the battlefist is made when the Engineer activates his battlefist and cannot be changed while its in use, but the bonuses can be changed upon each activation of the suit of battlefist. The Engineer is automatically considered proficient with his battlefist, and can use his battlefist to make a natural slam attack that deals 1D6 points of Bludgeon damage + the Engineer's strength modifier. The battlefist has a critical threat range of 20 with a damage multiplier of x2. While wearing his battle fist the Engineer is consider to be armed and threatens any adjacent squares in combat as such. If the Engineer has a base attack bonus of +6 or higher, he can make additional attacks in a round with his battlefist just as if he were wielding a melee weapon. The Engineer's Battle fist is considered a weapon for the purposes of feats and prerequisites. Therefore it qualifies as a weapon and the Engineer can apply feats such as Weapon Focus. Furthermore an Engineer may also apply blue prints to his battlefist as if it were both a natural and manufactured weapon. The battlefist has a hardness of 5 + the engineer’s class level, and hit points equal to 20 + the engineer’s class level. If damaged the Engineer can repair it with a craft: weapon skill check or if its destroyed then the Engineer can rebuild it within 24 hours. An Engineer can activate his battlefist as a free action and becomes fatigued after using his battlefist for a number of rounds equal to 2 x the number of rounds spent using the battlefist. An Engineer cannot activate his battlefist again while fatigued or exhausted but can otherwise activate his battlefist multiple times during a single encounter or combat. At 3rd level the Engineer's battle fist is treated as having a +1 Enhancement bonus. The Engineer may add from the list of magic weapon properties to augment his Battle Fist. This Enhancement bonuses increases by +1 at every 3rd level to a Maximum of +6 at 18th level. Precise Shot (Ex): All Engineer's gain the Precise Shot feat as a bonus feat at 1st level. An Engineer adds his Intelligence modifier to damage done with any ranged weapon. The bonus damage is already included in the Death Ray class feature. An Engineer does not need to meed the prerequisites for this feat. Discovery (Su): At 2nd level, and then again for every 2 levels thereafter (up to 18th level) an Engineer makes an incredible Engineering Discovery. Unless otherwise noted, an Engineer cannot select an individual discovery more than once. Some Discoveries can only be made if the Engineer meets certain prerequisites first, such as uncovering other discoveries. Discoveries that modify the Engineer's Death Ray are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual blast from the Engineer's Death Ray. The DC for any saving throw called for by a discovery is equal to 10 + ½ the Engineer's class level + the Engineer's Intelligence modifier. Due to changes of class features from Alchemist to Engineer the Engineer may not select any bomb discoveries, discoveries that effect extracts, or discoveries that affect Mutagens. The following are the Discoveries that the Engineer may select from. Blinding blast*: When the Engineer fires his death ray, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding ray are blinded for 1 minute unless they succeed at a Fortitude save. This is a light effect. An alchemist must be at least 8th level before selecting this discovery. Caustic blast*: When the engineer makes an attack with his death ray, he can choose to have it inflict acid damage, but the death ray’s range increment is halved. Creatures struck by a caustic blast take an additional 1d6 points of acid damage 1 round later. Concussive blast*: When the engineer makes an attack with his death ray, he can choose to have it inflict sonic damage. A concussive blast deals only 1d4 points of damage + engineer’s Int modifier, plus 1d4 points of bonus damage per odd-numbered level. Creatures struck by a concussive blast are deafened for 1 minute unless they succeed at a Fortitude save. Confusion blast*: The Engineer’s death ray can twist the target’s perception of friend and foe. A creature that takes a direct hit from a confusion ray takes damage from the ray and is under the effect of a confusion spell for 1 round per caster level of the Engineer. 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). An Engineer must be at least 8th level before selecting this discovery. Delicate death ray*: The engineer’s death ray is particularly compact. It is a one-handed weapon rather than a two-handed weapon. Disintegration beam*: When the engineer fires his death ray, he can spend 2 of its daily uses to produce a disintegration beam, inflicting untyped damage. Any creature brought below 0 hit points by the beam is reduced to fine dust, as per the disintegrate spell. Additionally, the engineer can use the beam to disintegrate inanimate matter as per the disintegrate spell. The engineer must be at least 10th level before selecting this discovery. Dispelling beam*: When the engineer fires his death ray, he can choose to have it dispel magic effects. A creature hit by a dispelling beam is subject to a targeted dispel magic, using the engineer’s class level as the caster level. This cannot be used to target a specific spell effect. If a spell is successfully dispelled, the target suffers damage equal to the caster level + the engineer’s Intelligence bonus. The engineer must be at least 6th level before selecting this discovery. Force beam*: When the engineer fires his death ray, he can choose to have it inflict force damage. Force beams inflict 1d4 + engineer’s Int modifier points of force damage, plus 1d4 points of force damage for every odd-numbered level. A creature that is struck by a force beam is knocked prone unless it succeeds on a Reflex save. The engineer can fine-tune this output as well, sacrificing 1d4 points of bonus damage to instead push the creature back 5 feet on a failed save. The engineer must make this choice before firing the death ray, and if the creature cannot be pushed back the whole distance, it simply falls prone in the last square into which it moved with no additional effect; this movement does no provoke attacks of opportunity. An engineer must be at least 8th level before selecting this discovery. Frost beam*: When the engineer fires his death ray, he can choose to have it inflict cold damage. A creature struck by a frost beam is staggered on its next turn unless it succeeds on a Fortitude save.
Inferno beam*: When the engineer fires his death ray, he can choose to have it inflict fire damage. A creature struck by an inferno beam is sickened for 1d4 rounds. Mind control beam*: Some engineers prefer to handle things in a more subtle way than usual. When the engineer fires his death ray, he can choose to inflict no damage to instead fire an invisible beam of energy that scrambles the target’s mind, leaving them vulnerable to outside influence. Using the mind control beam is a full-round action, since the controls must be carefully calibrated. On a successful attack, the target is entitled to a Will save to avoid the effect. If the target fails the save, it is subject to the suggestion spell, except that the target does not need to know the engineer’s language; the command is input directly into his mind. The engineer uses his class level as the caster level for this effect. An engineer must be at least 8th level to select this discovery. If the engineer is at least 14th level, the target can instead be subjected to a dominate person spell. Multi-tasker: When the engineer creates a device, he can use two blueprints for a single device. When the device is used, the effects of both blueprints occur. This device has a level two levels higher than the highest-level blueprint used for the device. An engineer must be at least 8th level before selecting this discovery. Overcharge*: A mad enough engineer finds ways to overcome the raw limitations on his death ray’s output. By spending a full round charging his death ray, the engineer can expends 2 of the death ray’s daily uses on any shot made the following round to increase the bonus damage from 1d6 per odd-numbered class level to 1d8 per odd-numbered class level, and double the engineer’s Intelligence bonus on damage. If the overcharge is not used during the following round, a daily use of the death ray is expended with no effect. Quick rays*: An engineer with this discovery can toggle the energy output on his death ray fast enough to produce multiple rays in a single round. The engineer can fire additional rays as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon, and cannot be combined with any other discovery that turns the death ray into a full-round action to use. An engineer must be at least 8th level before selecting this discovery. Shock blast*: When the engineer fires his death ray, he can choose to have it inflict electricity damage, and gain a +2 bonus to hit creatures wearing metal armor or composed primarily of metal (such as an iron golem). A creature struck by a shock beam is dazzled for 1d4 rounds. Sunlight blast*: The Engineer can fire his death ray so that it explodes with a searing radiance equivalent to that of sunlight. Undead, fungi,molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take +2 damage per die from the death ray. Undead that are harmed by sunlight and that fail their saves against the the death ray are staggered for 1 round. An Engineer must be at least 10th level and must have the blinding ray discovery before he can select this discovery. Stable device: When an engineer builds a device, he can infuse it with an extra bit of his own magical power. The device created now persists even after the engineer sets it down. As long as the device exists, it continues to occupy one of the engineer’s daily device slots. A stable device may be used by a non-engineer, but the device acts as a spell-trigger item, meaning that the character must have the appropriate spell on his list or make a successful Use Magic Device check. Strafing beam*: When the engineer fires his death ray, he can expend 2 of its daily uses to change the ray to a 30-foot line, or 3 daily uses to create a 60-foot line. The ray no longer has a range increment and does not require a touch attack, but any creature in the line can attempt a Reflex save for reduced damage. On a successful save, any affected creature suffers the ray’s minimum normal damage and none of its additional effects. (So, a death ray that dealt 1d8+5d6+5 damage normally would inflict 11 points of damage.) This damage is negated as usual for a creature with evasion; a creature with improved evasion takes the minimum damage on a failed save. The engineer must be at least 8th level to select this discovery. Widen beam*: When the engineer fires his death ray, he can expend 2 of its daily uses to widen the beam, potentially catching multiple creatures in the area. The targeted creature now receives a Reflex save to become a splash target instead of a primary target. All other creatures within 5 feet of the original target are now splash targets. Any creature hit as a splash target suffers none of the beam’s primary effects (including any additional effects, such as the extra damage from a caustic blast), but suffer damage equal to the minimum damage of the ray. So, a death ray that dealt 1d8+5d6+5 damage normally would inflict 11 points of damage (of the same energy type) to all creatures within 5 feet of the main target. The engineer must be at least 4th level to select this discovery. Resurrection Device: Once per day the Engineer can create a device that can bring the dead back to life. This device costs 25,000gp to create an takes 1 hour of work to assemble. Only the Engineer can activate the device, which is a free action, but once activated the device restores life to a dead creature as per the true resurrection spell. Once activated the device is completely destroyed but the Engineer can construct a new one (see above). Alternatively the Engineer may use the device on himself, after which point he is immediately targeted with a resurrection spell the next time he is killed. Used in this way the effects of the resurrection device persist only for a number of days equal to the Engineer's Intelligence Modifier. If he does not die before that time expires the effects of the Resurrection Device end. An Engineer can only have one use of the Resurrection Device upon himself at any given time, they do not stack. An Engineer must be at least 16 level before selecting this discovery. Slam Attacks: Whenever the Engineer activates his clock-work armor he gains up to two slam attacks that he can use each round. The Engineer is considered to be proficient with these slam attacks. Since these are primary attacks they are made using the Engineer's full base attack bonus. The Slam attack deals 1D6 points of damage (1d4 if the Engineer is small or 1D8 if the Engineer is large). Enhanced Clock-Work Armor: The Engineer's clock-work armor may also be augmented with up to a +2 enhancement bonus. If the Engineer posses the Slam Attacks Discovery he may also select from the weapon enhancements in addition to armor enhancements although the total enhancement bonus may still not exceed +2. The Engineer must pay for any additional properties to be added to his clock-work armor but doing so only costs the Engineer half as much in terms of gold and materials. If the Engineer does the work himself then the cost is halved again. The Engineer may also "deconstruct" his enhancements bonuses to his armor and build in new ones but doing so takes at least 24 hours and the Engineer must pay for the new enhancement bonus again, as described above. An Engineer must be at least 3rd level before selecting this discovery. Improved Clock-Work Armor: The Engineer's clock-work armor may now be augmented with up to a +4 enhancement bonus. If the Engineer posses the Slam Attacks Discovery he may also select from the weapon enhancements in addition to armor enhancements although the total enhancement bonus may still not exceed +4. An Engineer must be at least 6th level before selecting this discovery and must posses the Enhanced Clock-work Armor Discovery. Greater Clock-Work Armor: The Engineer's Clock-Work Armor now grants a +6 Armor Bonus, +3 Maximum Dexterity bonus, a -4 armor check penalty and a maximum speed of 20ft while in use. The clock-work armor now grants a +4 equipment bonus to both Strength and Dexterity. The armor type improves to Medium, which the Engineer remains proficient with, but this does not grant him the feat Medium Armor Proficiency. Its hardness remains 10 but it now has at least 60 hit points + the Engineer's class level. The clock-work armor may also be augmented with up to a +6 enhancement bonus. If the Engineer posses the Slam Attacks Discovery he may also select from the weapon enhancements in addition to armor enhancements although the total enhancement bonus may still not exceed +6. The Engineer must pay for any additional properties to be added to his clock-work armor but doing so only costs the Engineer half as much in terms of gold and materials. If the Engineer does the work himself then the cost is halved again. The Engineer may also "deconstruct" his enhancements bonuses to his armor and build in new ones but doing so takes at least 24 hours and the Engineer must pay for the new enhancement bonus again, as described above. An Engineer must be at least 12th level before selecting this discovery and possess the Improved Clock-Work Armor Discovery. Grand Clock-Work Armor: The Engineer's Clock-Work Armor now grants a +8 Armor Bonus, +1 Maximum Dexterity bonus, a -6 armor check penalty and a maximum speed of 20ft while in use. The clock-work armor now grants a +6 equipment bonus to both Strength and Dexterity. The armor type improves to Heavy, which the Engineer remains proficient with, but this does not grant him the feat Heavy Armor Proficiency. Its hardness remains 10 but it now has at least 80 hit points + the Engineer's class level. The clock-work armor may also be augmented with up to a +8 enhancement bonus. If the Engineer posses the Slam Attacks Discovery he may also select from the weapon enhancements in addition to armor enhancements although the total enhancement bonus may still not exceed +8. An Engineer must be at least 16th level and posses the Greater Clock-Work Armor discovery before selecting this discovery. Clawed Battle Fist. The Battle fist now has the option of dealing slashing damage. Its critical range is now 19-20/x2. It is also considered a natural claw attack for the engineer with which he is automatically proficient with. The Engineer can spend a move action to change his battle fist back and forth from this form to its original configuration. Burrowing Battle Fist: The Battle fist now has the option of attaching a tunneling drill bit to the end of itself in place of your regular fingers. In this form the Engineer gains a burrowing speed of 30ft per round and can tunnel through dirt and rock. Also the Engineer can choose to have his battle fist deal piercing damage. Greater Battle Fist: The Engineer's battle fist now deals 1D8 Damage and provides a +6 Enhancement bonus to Strength. The Engineer must be at least 12th level before selecting this discovery. Grand Battle Fist: The Engineer's battle fist now deals 1D10 Damage and provides a +8 Enhancement bonus to Strength. The Engineer must be at least 16th level before selecting this discovery. Organ Replacement: Through excruciating surgery the Engineer replaces his own bodily organs with mechanical devices making him progressively more machine than man. Each time the Engineer takes this discovery he gains 25% Fortification. When first selected this ability grants a 25% to negated a Critical Hit or Sneak attack thus forcing the damage to be dealt normally. The discovery can be selected a 2nd time improving the fortification to 50% and a third time improving the fortification to 75% maximum. This fortification does not stack with any other sources of fortification that the Engineer may possess. The Engineer must have selected the “Battle Fist” as his technological bond to select this discovery. Spontaneous Healing: Same as the Alchemist discovery. (Ultimate Magic) Healing Touch: Same as the Alchemist discovery. (Ultimate Magic) Living Construct: Through constant replacement of his own flesh and organs the Engineer has incorporated so many mechanical components that he becomes a construct that is still partially alive. It takes the Engineer 30 days of work on himself after which he must complete a complex surgical process taking 24 hours. At the end of this time he becomes immune to cold, nonlethal damage, paralysis and sleep. And Engineer must be at least 10th level and have selected the Organ replacement discovery at least once in order to select this discovery. Alchemical Zombie: Same as the Alchemist discovery. (Ultimate Magic) Alchemical Simulacrum: Same as the Alchemist discovery. (Ultimate Magic) Greater Alchemical Simulacrum: Same as the Alchemist discovery. (Ultimate Magic) Doppelganger Simulacrum: Same as the Alchemist discovery. (Ultimate Magic) Wings: Same as the Alchemist discovery except the wings are mechanical. (Ultimate Magic) Trapfinding (Ex): An engineer is a master of clockwork machines and infernal devices. Starting at 2nd level, an engineer adds 1/2 his class level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An engineer can use Disable Device to disarm magic traps. If the Engineer takes levels in a class that also grants the Trapfinding class feature then his class levels stack to determine the total bonus applied to his perception and disable device skill checks. This replaces the alchemist’s poison use. Swift Engineering (Ex): Beginning at 3rd level, when an alchemist creates alchemical items or clockwork devices of any sort, it takes him only half the normal amount of time. This replaces the swift alchemy class ability. Trap Sense (Ex): At 4th level, an Engineer gains an intuitive sense that alerts him to dangers from traps, granting him a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Engineer reaches 8th level, to +3 when he reaches 12th level, to +4 when he reaches 16th level, and to +5 when he reaches 20th level. This replaces the poison resistance gained at 2nd, 5th, and 8th level and the poison immunity ability gained at 10th level. Quick Disable (Ex): At 6th level, an Engineer gains the quick disable rogue talent. It takes an Engineer with this ability ½ the normal amount of time to disable traps using the disable device skill (minimum of 1 round). This ability replaces swift poisoning normally gained at 6th level by the Standard Alchemist. Technological Endurance (Ex): At 14th level the Engineer's Constitution score is considered to be 4 points higher for the purposes of determining how long he can continue to use his clock-work armor or battlefist. This does not actually increase his constitution score. Example (Engineer with constitution of 12 is treated as having a constitution of 16 for the purposes of determining how long he can continue to use his Clock-Work Armor or Battlefist). This ability replaces Persistent Mutagen. Instant Engineering (Ex): At 18th level, the engineer can create alchemical items with almost supernatural speed, and none can match his proficiency at fixing or breaking machines. 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. Additionally, he can perform any Disable Device check that would normally take up to a minute as a swift action. This feature replaces the instant alchemy class feature. Grand Discovery (Su): The engineer does not gain access to the poison touch grand discovery or True Mutagen, though he can still utilize the others normally. The following abilities are available to an engineer: Awaken Intellect: As per the Alchemist's Grand discovery except that the increase in intelligence is due to the implantation of a technological device which permanently raises the Engineer's intelligence score by 2 points. Eternal Youth: As per the Alchemist's Grand discovery. Fast Healing: As per the Alchemist's Grand discovery. Philosophers Stone: As per the Alchemists Grand discovery. Clockwork Heart: The engineer performs the most delicate procedure of his career when he removes his own still-beating heart and replaces it with a construct of brass, tubes, and wires. The engineer’s Constitution is increased by 4 points and his age limits at each age category are doubled. He becomes immune to critical hits and sneak attacks, but he gains vulnerability to electricity. Steel Limbs: The engineer must spend a month performing grotesque acts of surgery on himself, gradually whittling away his own weak flesh and replacing it with sterner stuff. When he is finished, all four of his limbs (and a good portion of his skeleton) are made of gleaming steel. The engineer’s Strength is increased by 2 points, Dexterity increases by 2 points, he gains +2 natural armor, and his base land speed is increased by 10 feet. Due to his new frame’s conductivity, he gains vulnerability to electricity. Ultimate Clock-Work Armor: The Engineer's Clock-Work Armor now grants a +8 Armor Bonus, +1 Maximum Dexterity bonus, a -6 armor check penalty and a maximum speed of 30ft while in use. The clock-work armor now grants a +8 equipment bonus to both Strength and Dexterity. The armor type improves to Heavy, which the Engineer remains proficient with, but this does not grant him the feat Heavy Armor Proficiency. Its hardness remains 10 but it now has at least 80 hit points + the Engineer's class level. The clock-work armor may also be augmented with up to a +10 enhancement bonus. If the Engineer posses the Slam Attacks Discovery he may also select from the weapon enhancements in addition to armor enhancements although the total enhancement bonus may still not exceed +10. An Engineer must be at least 20th level and posses the Grand Clock-Work Armor discovery before selecting this discovery. Ultimate Battle Fist: At 20th level the Engineer fully understands how to use his battle fist. Whenever he wields it he is considered to have a full Base Attack Bonus, The Critical Damage multiplier is increased to X3 and all Critical hits are automatically confirmed. An Engineer must be at least 20th level and posses the Grand Battle Fist discovery before selecting this discovery. Engineer blueprint list wrote:
I'm sorry GoblinsEightyFive. I know you want to be told you're wrong, and that would lead to a discussion. But no-one is going to do that. Hell hath frozen over, and the entire forums are in agreement on this point. It's.... really weird. But there's nothing to discuss when everyone agrees. You're just right, and everyone knows it. Done. Peace is boring. :-) Bryan Stiltz wrote:
Note to self: When I see Bryan next, I must ask him which minis are compatible with Pathfinder. Here you go: This includes most the changes recommended by the original author of the Hexblade, plus a lot more. Dark Companion and Curse Caster variants modified to fit included as well, as well as the new feats. Sadly the formatting is a little off here. Details of some abilities described in CW intentionally omitted for safety, reference your copy as needed. Spoiler:
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BAB Fort Ref Will Abilities 1. +1 +2 +0 +2 Hexblade's Curse 1/Encounter, Armored Spellcasting
Spells Per Day Spells Known
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[/pre] Hexblade’s Curse: A Hexblade's Curse works a number of times per encounter instead of per day. The number of uses by level are the same. Additionally, a use of this ability is not consumed if the target successfully resists it. Armored Spellcasting: Hexblades ignore the arcane spell failure chance of light and medium armor, bucklers, and light shields. Swift Spell: Starting at 6th level, a Hexblade can, once per encounter, cast any spell with a cast time of one standard action or less as a swift action. He gains an additional use of this ability every four levels thereafter. Aura of Unluck: This aura is constantly active, and is gained at 8th level. At 12th level and every 4 levels after, the miss chance increases by 5%, to 35% at 20th level. Greater Hexblade's Curse: In addition to it's other affects, all enemies within a 10' burst of the initial target take a -2 penalty, as if they had been hit with the standard Hexblade's Curse. Dire Hexblade's Curse: In addition to it's other affects, all enemies within a 10' burst of the initial target take a -4 penalty, as if they had been hit with the Greater Hexblade's Curse, and all enemies within 30' burst (but not within the 10' burst) take a -2 penalty, as if they had been hit with the standard Hexblade's Curse. Spells: Hexblades add the following spells at the listed level to the list of Hexblade spells they can cast: 1: Enlarge Person, Wraithstrike, Remove Scent, Swift Expeditious Retreat, Net of Shadows, Serene Visage, Blood Wind, Master's Touch
Curse Caster: Some Hexblades choose to focus their arcane potential almost solely into their curses and aura of unluck, though they do retain a nominal spellcasting ability. Spoiler:
Hexblade’s Curse: Each time a Curse Caster uses his Hexblade's Curse, he can choose to affect two separate targets (or two separate areas if he has the Greater or Dire curse) without consuming an additional use. Aura of Unluck: A Curse Caster’s Aura of Unluck affects all opponent’s within 40’ feet, regardless of if they are targeting the Hexblade or not. Spellcasting: A Curse Caster knows ones less spell of his highest level, and casts one less spell per day of all levels. Dark Companion: Many Hexblades choose to give up their ability to summon a familiar for the ability to call a shadowy extension of their will. By expending 100 gp and 24 hours, the Hexblade summons a Dark Companion.
Spoiler:
All enemies that are adjacent to the Dark Companion receive a -2 penalty on all saves and AC. Enemies in the same 5’ space as the Dark Companion suffer a -3 penalty instead. A Dark Companion targeted by the spell Augment Familiar provides a -2 penalty to all enemies within 10’, a -3 penalty to all enemies within 5’, and a -4 penalty to any enemy occupying the same 5’ square. A Dark Companion targeted by the spell Fortify Familiar applies a further -2 to all creatures it affects. The Dark Companion cannot provide flanking, nor can it be harmed, though it can be Dispelled (effective level is 1/2 Hexblade level) or Turned (effective HD is 3/4 Hexblade level). If dispelled or destroyed it reappears in 24 hours. The Dark Companion moves at the Hexblade’s speed and on his initiative, and it instantly reappears at his side if ever more than 120’ from the Hexblade at the start of a turn. Feats for Hexblades: Spoiler:
Hexing Strike: The Hexblade has such knowledge of cursing that each time his weapon strikes his foe, that foe is affected by the Hexblade's curse.
Contagious Hex: Enemies find themselves cursed just by coming too close to you.
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I'll start. A Bard doesn't need the Perform skill. The only performances that require it are Countersong and Distraction. Inspire Courage et al don't mention it at all, and you don't even need to use your primary artform when using it. It was intentionally left ambiguous so bards didn't have to keep on playing their instrument while using the performances. It's a free action to continue the performance. Generally speaking this might just fly in Eberron, although the "once-colony of a mighty evil empire" flair will be hard to achieve. especially so, if Korvosa is not a politically independent entity, but only a dukedom in a larger realm - and most of the Eberronian realms are far too sizable for use as the backdrop for the AP. Also, with Eberron's many races some difficulties will arise. Changelings can be very problematic in-game (both on the players' side as well as GM tools), as identity-change is just too easy with them, and can drive characters to intense paranoia. Take that into account with planning for the initial three installments' plots. The same might hold true for the less than civilized tribes/clans the characters are bound to stumble upon in the 4th and 5th installments.
I am unsure inhowfar the Demon Wastes will work as the Cinderlands, from my reading of Eberron they appear as far more deadly and ill-reputed than the Cinderlands. tehre is also the problem of the geographical remoteness from most realms (except the Eldeen Reaches ). Maybe some borderland wastes inhabited by semi-feral shifters might work better - not every spot on the Khorvaire map is civilized just because it s located within a major realm..... The major problem I foresee though, is the abundancy of magic in Eberron, plus the detached view of the world prevalent among Eberron's dieties. With artificers easily able to create wands of cure light wounds and or remove disease, the tone of "Seven Days to the Grave" should be notably different iby my reckoning. With the clergyhood mnore detached, and alternative sources for healing being available, quite a bit of expositioonal material might have to be rewritten.
Besides Daniel Moyer wrote:
Term I've heard used for this is Fed Ex Quest. Thing is your generally choosing roughly between this style of gaming in which many smaller scenes are parceled out or between mega dungeons (Castles, tombs cave complexes etc. etc.). Structurally its very difficult to break an adventure up into many component parts in order to create many interesting and exciting scenes without having lots of Fed Ex quests built in. If one thinks about a good action flick from this perspective you can probably break the movie down into the action hero essentially getting what amounts to one Fed Ex Quest after another in order to stick him (or her) into one death defying location after another. Hence we are down to the nitty gritty of constraints within adventure design. We can have a mega location - works as a Sandbox and the players can do what they will in the sandbox though they are usually trying to accomplish something in the location. Fun and popular style of gaming but no longer pretty much the only way to play - as was the case maybe 20 years ago (God I'm getting old). Alternatively, many popular adventures know try and break things up to be more like modern action movie where the players are moved from one interesting scene to the next. This however generally involves many Fex Ex Quests given out by NPCs. These NPCs are essentially the glue that holds the adventure together - without them there is no coherent way to move the players on to the next interesting scene. These really are the two main ways of dealing with an adventure - mega sandbox locations or spliced into scenes connected by Fed Ex Quest givers. There are some other alternatives but they tend to have issues. One is the road adventure - players try and get from point A to point B and they encounter interesting scenes along the way. Most of the time this just feels like a less dynamic version of many Fed Ex quests - its very similar except without the NPC interaction. This sort of thing works best if there is something interesting about the road, A exploration mission into Darkest Mwangi, a race against the clock through Break Neck pass to warn the Five Nations of Good about the impending atatck by the minions of the Darklord, or a journey into the depths of the Underdark. This sort of thing makes the road, and traveling it, interesting and it works in these cases but otherwise road adventures are usually second best to the many Fed Ex Quest option since Fed Ex Quests provide one with the opportunity to introduce NPCs that might play an interesting role later. Finally one can have something really dynamic involving all sorts of clues and leads and such like. When the players figure out the clues they move themselves to the next interesting location. Call of Cuthulu is famous for doing this really well. Its really, really, hard to pull off and D&D does not make the task any easier. Occasionally we'll get this sort of thing in a published adventure and when its done well the adventure gets heaps of praise but its a rare thing and not likely to come about that often. There might be other ways of setting up an adventure beyond this but I can't think of any. There should not be a problem with the capital in place of the city state. Even with the city state before the Eberron enhancement, there are many neighboring towns and settlements in Varsia. The Sable Marines can be represented as the Rekkenmark. You will see just how little of help they will become. IF the PC's are adamant on help, as suggested they can be chased by a duped Sentinel Marshall to keep them off the path of outside help. Perhaps what they do to Lamm will bring about the Marshall or maybe Kaius employs the help. The PC's could hire a Master Inquistor but have him die by the Mantis or something sinister to ward that help away. The party will be working exclusively with the Guard, who turns out need there help more than they can provide on there own. The whole feeling of hope should only come from within each party member when they see they have little choice but to take care of the matter themselves. Rekkenmark - Sable Marines
We have had a lot of fun running as a evil party. The goal being, get rid of the queen so we we can be free to enact our own goals. Trade one evil for another so to speak. Evil group that hates the queen and will do whatever to be rid of her rule. In Ultimate Combat, there are several metal weapons (such as the tekko-kagi, the fighting fan, the iron brush, the kerambit, and so forth) that have no weight listed. How much does it cost to get a mithral one? In the equipment chapter of the CRB, you get prices for armors and shields, and then everything else is priced at 500gp per pound. So if it's "-" pounds at 500gp per pound...? Yeah, I'm thinking we need to get a FAQ on this. Please click the FAQ button on this post. Thanks! KaeYoss wrote: The problem consoles have is that you can't throw out the old graphics card to get a new one, or top up the RAM because it has so little. So sooner or later they'll be way behind the PC again. On the other hand, you buy a new game for it, and it works without having to upgrade your drivers or add more RAM or upgrade your OS or get a new processor or install a liquid-cooling system for your video card. And it *still* works after a decade. Dear "daywalkers", Congratulations, you've jumped on the cutting edge of Pathfinder play by grabbing hold of the latest new playable race to hit the market. I'm just wondering if you've thought this racial choice through. I'm a cleric of Pharasma. I realize you're not undead, you mean me no harm, and you really want to be a contributing member of the party. However, you're rapidly becoming a special needs case that is cramping my style. This whole "healed by negative energy" thing is really a pain. Normally, I can prepare any sort of spell I want. With all the channeling I can do during the adventuring day I hardly have to worry about spontaneously casting healing. Now you've come along, and I feel like I've become some goatee-wearing alternate universe version of the 2nd edition walking medi-kit. I'd like to prep some good spells for this upcoming part of the adventure, but I've got to make sure I have enough inflict spells packed away to keep you up and in the fight...both of you. The cleric-to-damphir ratio is way off whack here, and you're seriously harshing my mellow. Might I suggest that you start taking all that treasure and investing in some negative energy dealing goodies of your own? Potions are affordable at our low level. (No, I'm not taking Brew Potion to keep your costs down; it's bad enough I'm taking Versatile Channeler, and that won't be for another two levels.) Maybe once you've recieved your legacy you can each buy yourselves a wand of inflict light wounds to give to me. Then I can get back to being the bad-ass undead slayer I was meant to be. Seriously, guys, you need to work with me. There isn't a whole lot more of this I can take. If there isn't more cooperation on this matter, I swear I'm going to commit suicide and be replaced with a hagspawn witch. That'll teach you. Love and hugs, Your party cleric Detect Magic wrote:
Here's a bit of a work in process.... ENFORCER BAB: +¾
Class Skills: Acrobatics, Climb, Craft, Fly, Intimidate, Knowledge arcana, Knowledge local, Profession, Ride, Spellcraft, Swim, Use Magic Device. Skill Ranks per Level: 4 + Intelligence modifier. Enforcers are proficient with all simple weapons. Enforcers are not proficient with any armor or shields. LEVEL ABILITY
Enforcer (Ex): The enforcer gains the Enforcer feat as a bonus feat 1st level. Far Hand (Sp): As a standard action, the enforcer can use mage hand as a spell-like ability. It has Strength and Dexterity scores equal to the enforcer’s level. The enforcer can use the far had to manipulate objects or wield weapons with it. He can make combat maneuvers with his far hand, using a CMB modified by his BAB and by the far hand’s Strength modifier. Its CMD is equal to the enforcer’s BAB modified by the far hand’s Strength and Dexterity modifiers. Kinetic Armor (Su): The enforcer is able to generate a field of kinetic energy to protect himself from danger. While conscious, he gains an armor bonus equal to his Charisma to his AC. At 4th level, and every 4 levels thereafter, the enforcer’s armor bonus to AC increases by 1. The enforcer can activate his kinetic armor ability as an immediate action, its duration is 24 hours or until the enforcer is unconscious. Ram (Sp): As a standard action, the enforcer can project a burst of telekinetic force. The enforcer can make a ranged touch attack with a range of 60 feet, if he succeeds, his target takes 1d6 points of force damage and is subjected to a bull rush attempt with a CMB equal to the enforcer’s level + his Charisma modifier; this bull rush attempt does not provoke attacks of opportunity and the enforcer does not have to move to push the target more than 5 feet back. This ability causes half damage to non-living objects. The enforcer can choose to cause non-lethal damage with his ram ability; if he does so, he can use his enforcer feat in coordination with that attack. The enforcer uses his Charisma modifier on Concentration checks. The ram has a threat range and critical multiplier of 20/x2. Force Powers (Sp or Su): At 2nd level, and every 2 levels thereafter, the enforcer gains one of the following force powers. The enforcer’s caster level for these abilities is equal to his class level. The save DC, if any, of any force power is 10 + ½ the enforcer’s class level + the enforcer’s Charisma modifier. Cone of Force (Sp): You can project your ram ability in a cone 30 long, all within it are allowed a Reflex Save for half damage and to avoid the bull rush attempt Deflecting Hand: The enforcer can use his far hand to protect him with the Deflect Arrows feat. This also gives him a +1 deflection bonus to his AC. Disarming Ram (Sp): Float (Sp): As an immediate action, the enforcer is protected by a feather fall effect, and gains a bonus on Swim skill checks equal to his level. Floating Disc (Sp): Force Fist (Su): The enforcer can add his ram effect to his unarmed attacks. He is considered armed when making an unarmed attack using his Force Fist ability. Hammering Ram: The enforcer causes full damage with his ram ability against non-living objects. Kinetic Athlete (Su): The enforcer adds his level to Acrobatic skill checks made to balance or jump, and to Climb skill checks. Kinetic Durability (Su): The enforcer gains DR/- equal to half his level. This ability only works when his Kinetic Armor ability is functioning. Line of Force (Sp): You can project your ram ability in a line 60 long, all within it are allowed a Reflex Save for half damage and to avoid the bull rush attempt. Multiple Hands (Sp): As a full round action, the enforcer can control a number of far hands equal to his Intelligence modifier (minimum 1). If the enforcer has the deflecting hand or snatching hand force power, he can use them each once per round per far hand he currently has manifested. Potent Hand (Sp): The enforcer adds his Charisma modifier to the Strength score of his far hand. Potent Ram (Sp): The enforcer adds his Charisma modifier to his ram damage rolls and to his caster level checks made to bypass spell resistance when using his ram ability. Resilient Sphere (Sp): Snatching Hand (Sp): The enforcer can use his far hand ability use the Snatch Arrows feat. He gains a +2 deflection bonus to his AC. The enforcer must have the deflecting hand force power before selecting this force power. Spiritual Weapon (Sp): Swift Flight (Sp): As a swift action, the enforcer can fly with a speed of 60 feet and good maneuverability for 1 round. The enforcer must have the float force power before selecting this force power. Sudden Barrier (Sp): As an immediate action, the enforcer can create a 5 foot by 5 foot wall of force for 1 round. This grants the enforcer full cover against attacks made from the other side of the barrier. The enforcer must have the sudden shield force power before selecting this force power. Sudden Shield (Sp): As an immediate action, the enforcer can grant himself a +4 shield bonus to his AC for 1 round. Sundering Ram (Sp): Tripping Ram (Sp): Twilight Knife (Sp): Unseen Servant (Sp): Advanced Force Powers (Sp or Su): Beginning at 10th level, the enforcer can select an advanced force power in place of a force power. Blade Barrier (Sp): Clenched Fist (Sp): Crushing Fist (Sp): Fling Skyward (Sp): Force Cage (Sp): Forceful Hand (Sp): Grasping Hand (Sp) Interposing Hand (Sp): Mage’s Sword (Sp) Overland Flight (Sp): Piercing Ram (Sp): The critical multiplier of the enforcer’s ram increases to x3. Reverse Gravity (Sp): Slashing Ram (Sp): The threat range of the enforcer’s ram increases to 19-20. It can be improved using the Improved Critical feat or keen weapon special ability, etc. Swift Hand (Sp): The enforcer can use his far hand as a swift action. Swift Ram (Sp): The enforcer can use his ram ability as a swift action. Telekinetic Sphere (Sp): Telekinesis (Sp): Wall of Force (Sp): darth_borehd wrote:
Noble BAB: +3/4
Class Skills: Appraise, Bluff, Craft, Diplomacy, Disguise, Handle Animal, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Survival, Swim. Skill Ranks Per Level: 6 + Intelligence modifier. Nobles are proficient in all Simple and Martial Weapons, All Armors, and Shields (except Tower Shields). LEVEL ABILITY
Baron's Influence:
Baron's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Baron's Influence uses up one point from the character's Noble Pool (see below). To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the skill check, the Noble grants the one of the following benefits to all allies who can hear and understand him: +1 circumstance bonus to Attack and Damage Rolls, +1 circumstance bonus on all Saving Throws, or +1 circumstance bonus to all Skill Checks. This bonus persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round). Thus, a 20 on the Knowledge nobility provides a +2 bonus, a 30 provides a +3 bonus, etc. To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. For example, to influence a dragon, the Noble must make a Knowledge arcana skill check; to influence a humanoid, he must make a Knowledge local skill check. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. For every 10 points of the skill check, the Noble grants the one of the following penalties to all targets who can hear and understand him: -1 circumstance penalty to Attack and Damage Rolls, -1 circumstance penalty on all Saving Throws, or -1 circumstance penalty to all Skill Checks. This penalty persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round). Noble Pool (Ex). The Noble possesses a Noble Pool with a number of Noble Points equal to 1/2 his Noble class level plus his Charisma bonus (minimum 1), which is replenished each day at dawn. The Noble may spend these points to activate some of his class abilities. Noble Will (Ex). As long as the Noble has at least 1 Noble Point in his Noble Pool, he adds his Charisma bonus (if any) to his Will Saves. Noble Talents:
Noble Talent. At 2nd level, and every even level thereafter, the Noble gains one of the following Noble Talents. Each Noble Talent may only be selected once unless otherwise noted in its description. Ancestral Knowledge (Su). By spending 1 Noble Point as a free action, you add your class level to a single Knowledge skill check. Charm (Ex). Choose one sex. You add 1/2 your class level to all Charisma based checks to members of the chosen sex. Combat Talent. You gain 1 Combat Feat that you qualify for. Commanding Presence (Ex). Spend 1 Noble Point as a free action and add your class level to a single Diplomacy or Intimidate skill check. Curse of Regicide (Su). As long as you have at least Noble Point in your Noble Pool, whenever an opponent drops you to negative hit points, or kills you, it must make a Will Save with a DC of 20 + your class level + your Charisma modifier or be subjected to a Bestow Curse effect that can only be removed by a Miracle or Wish. Extra Class Skill. Choose one cross-class skill. It is now a class skill for you. You may select this Noble Talent multiple times, each time choosing a different skill. Favor (Ex). Spend 1 Noble Point and you can make a Favor check (1d20 + 1/2 your class level + your Charisma bonus) and gain a Favor as described under the Charismatic Hero Talent of the same name in d20 Modern. Feat. You gain 1 bonus feat that you qualify for. You must be 10th level to select this Talent. Great Ally (Ex). When using or targeted with an Aid Another action, you gain an additional +1 bonus. When you flank a creature, you gain an additional +2 bonus on your attack rolls. Knowledge Talent (Ex). You gain a bonus equal to 1/2 your class level on all Knowledge skill checks. Leadership. You gain the Leadership feat. You must be 6th level or higher to select this Talent. Lesser Magic Talent (Sp). Choose one 0 level spell. You can cast it a number of times per day equal to your Charisma bonus. Magic Talent (Sp). You must have the Lesser Magic Talent before choosing this talent. Choose 1 spell from the following list with a level that does not exceed 1/2 your class level. By spending a number of Noble Points equal to the spell level, you may cast that spell. The Save DC, if any, is equal to 10 + the spell level + your Charisma modifier. You must have an Intelligence score of at least 10 + the spell level to choose that spell.
Noble Fate (Ex). When you fall below 0 hit points, you may spend 1 Noble Point as an immediate action and gain a number of temporary hit points equal to your character level. These temporary hit points last for 1 minute. Noble Smite (Ex). Spend 1 Noble Point as a swift action and add your Charisma bonus to your next attack roll and your class level to your damage roll if you successfully hit. Skill Mastery. Select a number of skills equal to 3 + your Intelligence modifier. You make take 10 on the selected skills even if doing so is not normally permitted. Skill Talent. Select either Skill Focus or a +2/+2 feat. Slippery Mind (Ex). If you fail a Will Save, you may make a single additional Will Save 1 round later. Taunt (Ex). You target 1 creature that can see and hear you and understand the language you are speaking. As a move action, you spend 1 Noble Point and the target creature must make a Will Save with a DC 10 + 1/2 your Noble level + your Charisma modifier or attack you for 1 round. Weapon Talent. You gain Weapon Focus in a weapon of your choice that you are proficient in. Noble Skill Use:
Noble Skill Use (Ex). At 3rd level and every 4 levels thereafter (7th, 11th, 15th, and 19th), the Noble learns a special use of a class skill. Appraise. By spending 1 Noble Point and making an Appraise skill check with a DC of 20 + the caster level, the Noble gains the benefit of an Identify spell for the object in question. This takes 1 minute. Bluff. You can use the Bluff skill to sow distrust amongst your enemies. You must know the name of the target you are seeking to influence, as well as the name of the character you are seeking to sow distrust against. As a full round action, you spend 1 Noble Point and make a Bluff skill check opposed by the Sense Motive skill check of your target. If you are successful, your target's attitude towards the designated character worsens by 1 step (from helpful to friendly, friendly to indifferent, indifferent to unfriendly, unfriendly to hostile). If you succeeded, you may continue to use a full round action to continue to influence your target by making additional Bluff checks opposed by his Sense Motive checks. When the target's attitude towards the designated character becomes hostile, the target attacks the designated character. Once the target succeeds on a Sense Motive check, he cannot be affected by this ability for 24 hours. Diplomacy. The Noble can spend 1 point from his Noble Pool as a swift action and make a Diplomacy check opposed by an opponent's Will Save who can understand him. If the Diplomacy check is successful, the opponent will not attack the Noble for 1 round. If the Diplomacy check beats the Will Save by 20 points, the Noble can direct the opponent to attack a target of the Noble's choice for 1 round. Disguise. The Noble can emulate another alignment. If an opponent attempts a magical means to determine the Noble's alignment, the opponent must succeed on a caster level check opposed by the Noble's Disguise skill check to get an accurate reading. If the opponent loses the opposed roll, he detects the alignment that the Noble has designated. Handle Animal. The Noble can spend 1 point from his Noble Pool as a swift action and make a Handle Animal check opposed by an animal opponent's Will Save. If the Handle Animal check is successful, the opponent will not attack the Noble for 1 round. If the Handle Animal check beats the Will Save by 20 points, the Noble can direct the opponent to attack a target of the Noble's choice for 1 round. The Noble can also use this ability on a magical beast with an intelligence of 1 or 2, but he takes a -4 penalty to his Handle Animal skill check. The Noble can use this ability against any other creature type with an Intelligence of 1 or 2, but takes a -8 penalty to his Handle Animal check. Creatures with an Intelligence score of 3 or more, or without an Intelligence score, are immune to this ability. Intimidate. The Noble can spend 1 point from his Noble Pool as a swift action and make an Intimidate check against all opponents within 30 feet. Any who fail their Will Save are shaken for a number of rounds equal to the Noble’s Charisma bonus (minimum +1). At 7th level, the Noble can spend 2 points from his Noble Pool and cause affected characters within 60 feet to be frightened. At 11th level, the Noble can spend 3 points from his Noble Pool and cause affected creatures within 120 feet to be panicked. Linguistics. By spending 1 point from your Noble Pool and observing a creature for 1 round, you gain an instinctive insight into briefly communicating with it. This allows you to use a language-dependent effect against the creature even if you are unable to communicate in a language it knows. The language-dependent effect must be used or begun the round immediately after you activate this ability. Perception. The Noble is keenly aware of attempts to assassinate him. As an immediate action, the Noble makes a Perception check with a bonus equal to his class level against an opponent who is using Stealth or Invisibility to hide from the Noble just prior to an attack; when an opponent uses Sleight of Hand to slip poison into the Noble's drink, etc. If the Perception beats the opponent's Stealth check, the Noble is not considered flat-footed against that opponent's attack. Perform. The Noble is able to use the Perform skill check instead of the Knowledge (nobility) skill check when using his Baron's Influence, Viscount's Influence, Earl's Influence, Marquis's Influence, and Duke's Influence abilities. Profession (noble). The Noble is adept at handling his personal finances. Every time the Noble gains an additional Noble level (including the level that this ability is chosen), he makes a Profession (noble) check and gains 100 gp per point of the Profession (noble) check. Ride. The Noble gains an animal companion as if he were a druid of his Noble class level. The selected animal companion must be a suitable mount for the Noble. Sense Motive. As an immediate action, the Noble can spend 1 point from his Noble Pool and make a Sense Motive check opposed by the attack roll of an opponent that is adjacent to the Noble. If the Sense Motive check is successful, the opponent's attack roll misses. Survival. The Noble is an expert tracker and huntsman. He adds one half his Noble class level on Survival checks made to track. Swim. You add half your Noble class level on all Swim checks and to Constitution checks to determine how long you can hold your breath. You can hold your breath for a number of rounds equal to Constitution score plus your Noble class level. Viscount's Influence:
Viscount's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Viscount's Influence uses up 2 points from the character's Noble Pool. To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the skill check, the Noble grants the one of the following benefits to all allies who can hear and understand him: +1 circumstance bonus to Armor Class, Damage Reduction 1/-, or +5 foot circumstance bonus to Speed. This bonus persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round). Thus, a 20 on the Knowledge nobility provides a +2 bonus, a 30 provides a +3 bonus, etc. To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. For example, to influence a dragon, the Noble must make a Knowledge arcana skill check; to influence a humanoid, he must make a Knowledge local skill check. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. For every 10 points of the skill check, the Noble provides one of the following penalties to all targets who can hear and understand him: -1 circumstance penalty to Armor Class, when damaged, take an additional 1 point of damage, or -5 foot circumstance penalty to speed. This penalty persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round). Earl's Influence:
Earl's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Earl's Influence uses up 3 points from the character's Noble Pool. To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the skill check, the Noble grants the one of the following benefits to all allies who can hear and understand him: +1 circumstance bonus to the Save DC of their spells, spell-like abilities, supernatural abilities, or extraordinary abilities (if any), +1 circumstance bonus to caster level checks, or fast healing 1. This bonus persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round). Thus, a 20 on the Knowledge nobility provides a +2 bonus, a 30 provides a +3 bonus, etc. To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. For example, to influence a dragon, the Noble must make a Knowledge arcana skill check; to influence a humanoid, he must make a Knowledge local skill check. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. For every 10 points of the skill check, the Noble provides one of the following penalties to all targets who can hear and understand him: -1 circumstance penalty to the Save DCs of their spells, spell-like abilities, supernatural abilities, or extraordinary abilities (if any), suffer a -1 circumstance penalty to their caster level checks (if any), or suffer 1 point of damage per round. This effect persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round). Marquis's Influence:
Marquis's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Marquis's Influence uses up 4 points from the character's Noble Pool. To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the skill check, the Noble grants the one of the following benefits to all allies who can hear and understand him: Gain 1 extra standard, move, or swift action that must be used before the Noble's next turn; gain a number of hit points equal to the target's Hit Dice x 1/10 the Knowledge check (rounded down), or gain the benefits of evasion and mettle for a number of rounds equal to the Noble's Charisma bonus (minimum 1 round). To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. For example, to influence a dragon, the Noble must make a Knowledge arcana skill check; to influence a humanoid, he must make a Knowledge local skill check. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. For every 10 points of the skill check, the Noble provides one of the following penalties to all targets who can hear and understand him: limited to a single move or standard action, take an amount of non-lethal damage equal to the target's HD multiplied by 1/10 the Knowledge check, or lose the ability to use evasion or mettle for a number of rounds equal to the Noble's Charisma bonus (minimum 1 round). Duke's Influence:
Duke's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Duke's Influence uses up 5 points from the character's Noble Pool. To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the skill check, the Noble grants the one of the following benefits to all allies who can hear and understand him: Gain 1 extra full round action that must be used before the Noble's next turn, restore one negative level per plus of the Knowledge check, or gain SR equal to 5 + 5 per 10 points of the Knowledge check for a number of rounds equal to the Noble's Charisma bonus (minimum 1 round). Thus, a 20 on the Knowledge nobility provides a +2 bonus, a 30 provides a +3 bonus, etc. To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. For example, to influence a dragon, the Noble must make a Knowledge arcana skill check; to influence a humanoid, he must make a Knowledge local skill check. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. For every 10 points of the skill check, the Noble provides one of the following penalties to all targets who can hear and understand him: The targets are dazed or stunned (Noble's choice) for 1 round per 1/10 of the Knowledge check, gain 1 negative level per 1/10 of the Knowledge Check for a number of hours equal to the Noble's Charisma bonus (minimum 1 hour), or have their Spell Resistance reduced by 5 per 10 points of the Knowledge check for a number of rounds equal to the Noble's Charisma bonus (minimum 1 round). Remco Sommeling wrote:
I already got you covered!:
Evolver BAB: +¾
Class Skills: Acrobatics, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Perform (acting), Profession, Ride, Sense Motive, Sleight of Hand, Stealth, Survival, Swim. Skill Ranks per Level: 6 + Intelligence modifier. Evolvers are proficient in all Simple and Martial Weapons. Evolvers are also proficient in any natural weapons they gain by assuming other forms. Evolvers are not proficient with any armor or shields. LEVEL ABILITY
Evolution Pool (Su). You have a pool of evolution points equal to ½ your class level + your Constitution modifier. You use these points to power your shape changing abilities. Evolutions (Su). Whenever you change your form using your Evolve Form ability, you can spend extra points from your Evolution Pool to add one or more Evolutions your new form. Use your evolver level as your summoner level for the purposes of determining which Evolutions you can use. Evolve Form (Su). You can change your shape as a full round action by spending 1 point from your Evolution Pool.
Evolver’s Defense (Ex). The evolver adds his Wisdom bonus to his AC when he is not wearing any armor or carrying a medium or heavy load. This bonus applies to his touch AC, and he does not lose this bonus to his AC when he is flatfooted or otherwise denied his Dexterity bonus to AC. He does lose it if he is immobilized or helpless. At level 4, and every 4 levels thereafter, this bonus to his AC increases by +1. Evolver’s Trick (Su). At 1st level, 4th level, and every 4 levels thereafter, the evolver chooses one of the following abilities. Ability Damage/Drain Resistance. When you use Evolve Form, you can spend an additional point from your Evolution Pool and gain the ability to reduce the amount of ability damage, ability drain, and ability penalties you sustain by an amount equal to the number of Evolver’s Tricks that you have. Chameleon. You gain a bonus equal to your class level on Disguise and Stealth skill checks. Damage Reduction. When you use Evolve Form, you can spend an additional point from your Evolution Pool to grant yourself DR 1/silver for every Evolver’s Trick you know (including this one). At 20th level, when you use this ability you gain DR 10/silver instead. Early Form. When you choose this Evolver’s Trick, you add an Evolve Form type of level equal to 1 higher than you currently can use to your list of known Evolved Forms. For example, at 1st level, you could add alter self, barkskin, or tree shape to your list of known Evolved Forms. Fast Healing. When you use Evolve Form, you can spend an additional point from your Evolution Pool to grant yourself Fast Healing 1 if your hit point total is less than ½ your normal maximum. Fortification. When you are using Evolve Form, you can spend an additional point from your Evolution Pool to gain the benefits of Light Fortification. At level 8, you gain the ability to spend 2 additional points from your Evolution Pool to gain the benefits of Medium Fortification. At level 16, you gain the ability to spend 3 additional points from your Evolution Pool to gain the benefits of Heavy Fortification. Hand Tool. By spending 1 point from your Evolution Pool, you can turn one or both of your hands into a tool. If you spend an additional point from your Evolution Pool, this is considered a masterwork tool. Hand Weapon. By spending 1 point from your Evolution Pool, you can turn one or both of your hands into a light or one-handed Simple weapon. By spending 2 points from your Evolution Pool, you can turn one or both of your hands into a light or one-handed Martial weapon. Kangaroo Pouch. You can grow a pouch with an extradimensional capacity on your body. You can store up to 10 pounds per level in the pouch. You can remove or place an item in the pouch as a free action; this essentially lets you use Quick Draw for any weapons that are stored in your pouch. Living Weapon. By spending 1 point from your Evolution Pool, you can transform your hands into claws that do damage equal to the unarmed strike of a monk of your level. Magic Fang. When you use Evolve Form, you can spend an additional point from your Evolution Pool to gain the benefits of magic fang to one of your natural attacks. You can spend 2 additional points from your Evolution Pool to gain the benefits of greater magic fang instead. You can spend 1 additional point from your Evolution Pool to gain the benefits of align fang. Quick Change. You decrease the amount of time it takes to use Evolve Form by one step, from a full round action to a standard action at 1st level, from a standard action to a move action at 6th level, from a move action to a swift action at 12th level, and from a swift action to a free action at 18th level. Quick Curing. You can spend one point from your Evolution Pool as an immediate action and heal yourself 1d8 hit points for every Evolver’s Trick that you have. Quick Foot. When you are using Evolve Form, you can spend an additional point from your Evolution Pool to give yourself a +10 foot enhancement bonus to your speed for every Evolver’s Trick you know (including this one). Evolving Enhancement (Ex). Whenever you use your Evolve Form ability, you gain one of the following enhancements: +2 to Strength, +2 to Dexterity, +2 to Constitution, or +2 to your natural armor. At 7th level, you choose two of the above enhancements, and one of them provides a +4 bonus. At 13th level, you choose three of the above enhancements, and one of them provides a +6 bonus and one provides a +4 bonus. At 19th level, you gain a +8, +6, +4, and +2 bonus, distributed amongst all four enhancements. Evolving Trait (Ex). At 2nd level, you gain an evolving trait. You gain an additional evolving trait at levels 6, 10, 14, and 18. An evolving trait is an ability you can change each day; once it is selected it lasts for 24 hours or until you spend a point from your Evolution Pool to change it. At 2nd level, you can use your evolving trait to gain a number of skill ranks equal to your level. At 6th level, you may select any feat you qualify for as a bonus feat. At 10th level, you can select any extraordinary class ability from any other class, this ability must be available at the other class’s level equal to half your class level. If the ability has any prerequisites, you must meet those requirements. At 14th level, you can select any supernatural class ability from any other class; this ability must be available to the other class at a level equal to half of your class level. At 18th level, you can select any spell-like ability class feature from any other class; this ability must be available to the other class at a level equal to half of your class level. Rapid Change (Su). At 6th level, you can use Evolve Form as a standard action. At 12th level, you can use Evolve Form as a move action. At 18th level, you can use Evolve Form as a swift action. Fluid Form (Su). You can use Evolve Form at will without spending any points from your Evolution Pool. You may still spend points from your Evolution points to enhance your form or activate any of your other class abilities, as normal. Goblins Eighty-Five wrote: How about a non-magical (or at least non-spell casting) Doctor/Physician (healer)? You'll find all the requisite feats not int the Pathfinder Core Rulebook here. Goblins Eighty-Five wrote: How about a non-magical (or at least non-spell casting) Doctor/Physician (healer)? This does more than just heal, but it is non-magical healing. Kind of an alchemist that heals instead of bombs....and relies a lot more on poison. Apothecary Apothecaries use alchemy to heal their friends, harm their foes, and change their forms. BAB: +3/4
Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Heal, Intimidate, Knowledge arcane, Knowledge dungeoneering, Knowledge engineering, Knowledge local, Knowledge nature, Knowledge planes, Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, Stealth, Survival, Swim, Use Magic Device. Skill Ranks per Level: 6 + Intelligence modifier. Apothecaries are proficient with all Simple Weapons, plus the hand crossbow, short bow, and all Light and One-Handed Martial Melee Weapons. Apothecaries are proficient in
LEVEL ABILITY 1. Brew Medicine (1d2), Brew Potion, Fields of Expertise, Medicine Pool, Poison Use, Self Medicate, Side Effects (First Level), Surgery, Surgical Strike +1d6, Trapfinding
Brew Medicine (Su). As a swift action, the apothecary spends 1 point from his Medicine Pool and magically conjures a venomous substance to coat his weapon. This venomous substance persists for up to 1 hour per class level, or until the apothecary successfully strikes a target with the envenomed weapon. At the time the apothecary creates the poison, he decides if it does Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma damage. At 1st level, it causes 1d2 points of ability damage. This increases to 1d4 at 3rd level, 1d6 at 7th, 1d8 at 11th, 1d10 at 15th, and 1d12 at 19th. The target of the poison is allowed a Fortitude save with a DC of 10 + 1/2 the apothecary's class level + the apothecary's Intelligence modifier to negate the poison each round. The target of the poison must make a Fortitude save each round for a number of rounds equal to the apothecary's Intelligence bonus (minimum 1 round) or until it makes a successful Fortitude save. Brew Potion. The apothecary receives Brew Potion as a bonus feat at 1st level. Fields of Expertise. At 1st level, the apothecary selects a primary field of expertise from poison use, self medicate, and surgery. The apothecary learns a discovery based on his primary field of expertise at 1st level and every level thereafter. The apothecary learns a discovery based on his secondary fields of expertise at 2nd level and every two levels thereafter. Medicine Pool (Su). At 1st level, the apothecary has a Medicine Pool with a number of points in it equal to 4 + his Intelligence bonus. At 2nd level, and every level thereafter, the apothecary adds 2 to his Medicine Pool. Poison Use (Ex). The apothecary never risks poisoning himself when he poisons his weapon. Self Medicate (Su). As a swift action, the apothecary can take a dose of his own medicine and use it transform himself. This transformation grants the apothecary a natural armor bonus equal to his Brew Medicine amount plus an alchemical bonus to his choice of Strength, Dexterity, or Constitution equal to his Brew Medicine amount. Each round the apothecary is transformed uses up 1 point from his Medicine Pool. Surgery (Ex). The apothecary adds his Intelligence bonus to any Heal check he makes. He can take 1 hour and make a DC 20 Heal check and restore a number of hit points equal to 1d6 per Hit Die of the creature the apothecary is performing on the Heal check on. The subject of the Heal check is exhausted for 24 hours after receiving surgery; it can make a DC 20 Fortitude save to reduce this to fatigued.
Surgical Strike (Ex). The apothecary is an expert at studying anatomy. When striking an opponent that is flanked, flat-footed, or otherwise denied their Dexterity modifier to AC, the apothecary causes 1d6 points of additional damage, plus an additional 1d6 points of damage every 4 levels beyond 1st. When using the Heal skill to restore hit points, the apothecary can spend a point from his Medicine Pool as a free action and restore an additional amount of damage equal to 1d6 at 1st level, plus an additional 1d6 points of damage every 4 levels beyond 1st (5th, 9th, 13th, and 17th). Trapfinding (Ex). As the rogue ability of the same name. Side Effects (Ex). Whenever the apothecary uses his Create Poison ability, he can also add a carrier effect to the poison. The apothecary learns 2 Side Effects at 1st level and 1 additional Side Effect each class level thereafter. At 1st level, the apothecary can only choose First Level Side Effects; at 5th level, he can learn Second Level Side Effects; at 9th, Third Level; at 13th, Fourth Level; at 17th, Fifth Level. Each Side Effect adds a condition or effect to the poison created by the apothecary; if the target fails the save for the poison, he also suffers from the condition or effect of the Side Effect. First Level
Second Level
Third Level
Fourth Level
Fifth Level
Discovery (Ex, Sp, or Su). At 2nd level and every 2 levels thereafter, the apothecary learns a Discovery about his secondary fields of expertise from the following list. After 10th level, he can also choose Advanced Discoveries from the list of Advanced Discoveries. The Save DC of any apothecary discovery is 10 + ½ the apothecary’s level + the apothecary’s Intelligence modifier. Acrobatic Transformation (Su). When the apothecary transforms using his Self Medicate ability, he adds his Brew Medicine result to his Acrobatic and Escape Artist skill checks. Additional Toxicity (Su). When the apothecary uses his Brew Medicine ability to create poison, he can choose to apply 2 Side Effects to his target. Improved Toxicity (Su). When the apothecary uses his Brew Medicine ability to create poison, he can choose to apply 3 Side Effects to his target. Greater Toxicity (Su). When the apothecary uses his Brew Medicine ability to create poison, he can choose to apply 4 Side Effects to his target. Ultimate Toxicity (Su). When the apothecary uses his Brew Medicine ability to create poison, he can choose to apply 5 Side Effects to his target. Anti-venom (Ex). When using the Heal skill to treat poison, the apothecary can spend a point from his Medicine Pool and grant the creature he is treating a bonus on its Fortitude save equal to the apothecary’s ranks in Craft (alchemy). Aquatic Transformation (Su). When the apothecary transforms using his Self Medicate ability, he gains a Swim Speed equal to his land speed, a +8 racial bonus to his Swim skill checks, and the ability to Take 10 on Swim skill checks even when threatened. He also gains the ability to breathe water and does not lose the ability to breathe air. Athletic Transformation (Su). When the apothecary transforms using his Self Medicate ability, he adds his Brew Medicine result to his Climb and Swim skill checks. Bestial Transformation (Su). When the apothecary transforms using his Self Medicate ability, he can choose to use Beast Shape I instead. At 6th level, he can use Beast Shape II. At 8th level, he can use Beast Shape III. At 10th level, he can use Beast Shape IV. Body Weaponry (Su). When the apothecary transforms using his Self Medicate ability, he can transform one or more of his limbs into a living weapon that causes damage equal to his Brew Medicine result + his Strength modifier. If the form of the weapon he forms causes slashing damage, it has a threat range of 19-20. If the form of the weapon he forms causes piercing damage, it has a critical multiplier of x3. If the form of the weapon he forms causes bludgeoning damage, he gets a +2 bonus to his CMB. Breath Weapon Transformation (Su). When the apothecary transforms using his Self Medicate ability, he gains a breath weapon that he can use once every 1d4 rounds. This breath weapon is either a 30 foot line of acid or electricity, or a 15 foot cone of cold or fire. The breath weapon causes damage equal to the apothecary’s Surgical Strike damage. Creatures targeted by the apothecary’s breath weapon may make a Reflex save for half damage. Each use of the apothecary’s breath weapon costs 1 point from his Medicine Pool.
Climbing Transformation (Su). When the apothecary transforms using his Self Medicate ability, he gains a +8 racial bonus on Climb skills, can take 10 on Climb skill checks, and the apothecary gains a Climb speed equal to ½ his base land speed. Dark Discorporate (Su). As the warlock ability. Deceptive Transformation (Su). When the apothecary transforms using his Self Medicate ability, he can choose to gain the benefits of an alter self effect instead of the normal effect of his Self Medicate ability. Device Mastery (Ex). The apothecary can choose to Take 10 on Disable Device and Use Magic Device skill checks. Devious Devices (Ex): The apothecary adds his Intelligence modifier to Disable Device and Use Magic Device skill checks. Double Transformation (Su). When the apothecary transforms using his Self Medicate ability, he may select 2 physical ability scores (Strength, Dexterity, or Constitution) to increase. Draining Toxicity (Su). By spending 1 additional Medicine Point, the apothecary increases the toxicity of his Create Poison ability. For 1 round, the apothecary's Create Poison ability causes ability drain instead of ability damage. Durable Transformation (Su). When the apothecary transforms using his Self Medicate ability, he gains DR 5/-. Enlarging Transformation (Su). When the apothecary transforms, his size doubles and his weight increases by a factor of 8. He gains a +2 size bonus to Strength, a -2 size penalty to Dexterity, and his Reach and Spacing change to match his new size category. If he becomes Large, he gains a -1 size penalty to AC and attack rolls, a +1 size bonus to CMB and CMD, a -4 size penalty to Stealth checks, a -2 size penalty to Fly checks, and a Spacing and Reach of 10 feet. Extend Poison (Su). By spending 1 additional Medicine Point, the apothecary can double the duration of his Create Poison ability. Extend Potion (Su). Any potion the apothecary drinks has its duration doubled. Extend Transformation (Su). When the apothecary transforms using his Self Medicate ability, he remains transformed for 1 minute per Medicine Point spent. Extra Limbs (Su). Feral Transformation (Su). When the apothecary transforms using his Self Medicate ability, he gains 2 primary claw attacks and 1 primary bite attack. If the apothecary is Medium size, these natural attacks cause 1d6 points of damage + the apothecary’s Strength modifier. Their base damage is 1d4 if the apothecary is Small, and 1d8 points of damage if the apothecary is Large. Greater Combined Poisoning (Su). When using his Brew Medicine ability to create poison, the apothecary can choose to cause damage to both a single mental ability score (Intelligence, Wisdom, or Charisma) and a single physical ability score (Strength, Dexterity, or Constitution). Greater Extend Transformation (Su). When the apothecary transforms using his Self Medicate ability, he remains transformed for 1 hour per Medicine Point spent. He must have the Extend Transformation and Improved Extend Transformation discoveries before selecting this discovery. Greater Master Surgeon (Ex). When using his Surgery ability, the apothecary increases the size of his Surgical Strike dice by 3 steps, from 1d6 to 1d12. He can also restore a creature to life if he makes a DC 40 Heal check within a number of hours equal to his Intelligence bonus of the creature dying. The apothecary must have the Master Surgeon and Improved Master Surgeon discoveries before selecting this discovery. Greater Mental Poisoning (Su). When using his Brew Medicine ability to create poison, the apothecary can choose to cause damage to all 3 mental ability scores (Intelligence, Wisdom, and Charisma). Greater Physical Poisoning (Su). When using his Brew Medicine ability to create poison, the apothecary can choose to cause damage to all 3 physical ability scores (Strength, Dexterity, and Constitution). Greater Potion Brewing (Ex). When the apothecary brews potions, he can apply metamagic effects to the potion without increasing the price or caster level of the potion. He cannot raise the effective level of the potion above 9th level, and he cannot add more levels of metamagic than his Intelligence bonus. Grotesque Transformation (Su). When the apothecary transforms using his Self Medicate ability, he increases the alchemical bonus to his physical ability score or scores by +2, but suffers a penalty equal to his Brew Medicine roll on all Charisma based checks except Intimidate, which gains an alchemical bonus equal to his Brew Medicine roll. Hand of Doom (Su). When the apothecary transforms using his Self Medicate ability, his non-dominant hand and arm grows by an obscene amount. The Hand of Doom can make a primary melee attack that causes 3d6 points of damage plus double the apothecary’s Strength bonus. Combat maneuvers performed by the Hand of Doom gain a bonus equal to the apothecary’s Strength bonus. The Hand of Doom’s natural reach is 5 feet greater than the apothecary’s normal reach. Horned Transformation (Su). When the apothecary transforms using his Self Medicate ability, he grows a pair of horns. He gains a primary gore attack that does 1d8 points of damage + 1 ½ his Strength bonus. This gore attack does double damage on a charge. Improved Climbing Transformation (Su). When the apothecary transforms using his Self Medicate ability, he gains a +16 racial bonus on Climb skills, can take 10 on Climb skill checks, and the apothecary gains a Climb speed equal to his base land speed. Improved Extend Transformation (Su). When the apothecary transforms using his Self Medicate ability, he remains transformed for 10 minutes per Medicine Point spent. He must have the Extend Transformation discovery before selecting this discovery. Improved Master Surgeon (Ex). When using his Surgery ability, the apothecary increases the size of his Surgical Strike dice by 2 steps, from 1d6 to 1d10. He can also restore a creature to life if he makes a DC 40 Heal check within a number of minutes equal to his Intelligence bonus of the creature dying. The apothecary must have the Master Surgeon discovery before selecting this discovery. Improved Mental Poisoning (Su). When using his Brew Medicine ability to create poison, the apothecary can choose to cause damage to two physical ability scores (Strength, Dexterity, or Constitution). Improved Physical Poisoning (Su). When using his Brew Medicine ability to create poison, the apothecary can choose to cause damage to two mental ability scores (Intelligence, Wisdom, or Charisma). Improved Potion Brewing (Ex). The apothecary gains the ability to brew potions of a higher than normal level. The apothecary can brew potions with a spell level up to ½ his class level. Increase Cure (Su). By spending 1 additional Medicine Point, the apothecary can increase the number of successful Fortitude saves to resist his Create Poison from 1 to 2. Inner Ichor (Ex). Any creature that bites the apothecary must make a Fortitude Save or take Constitution damage equal to the apothecary’s Brew Medicine result. Leaping Transformation (Su). When the apothecary transforms using his Self Medicate ability, he gains a bonus on Acrobatics skill checks used to jump equal to 5 multiplied by the results of his Brew Medicine roll. Long Limbs (Su). When the apothecary transforms using his Self Medicate ability, is limbs grow unusually long. His reach increases by 5 feet. Master Surgeon (Ex). When using his Surgery ability, the apothecary increases the size of his Surgical Strike dice by 1 step, from 1d6 to 1d8. He can also restore a creature to life if he makes a DC 40 Heal check within a number of rounds equal to his Intelligence bonus of the creature dying. Maximize Potion (Su). Whenever the apothecary drinks a potion, he treats all variable effects of the potion as if they are maximized. Oozing Pustules (Su). When the apothecary transforms using his Medicate Self ability, he grows hundreds of disgusting, oozing pustules. Whenever a creature strikes the apothecary with a natural weapon, unarmed strike, or non-reach weapon, it acid damage equal to the apothecary’s Surgical Strike amount. Each round after the first, the creature continues to take acid damage, but the amount of acid damage is reduced by 1d6 each round. Oversized Limbs (Su). When the apothecary transforms using his Self Medicate ability, his limbs grow unusually large. His natural attacks cause damage as if he were one size category larger than normal. He can wield manufactured weapons one size category larger than normal without penalty. Permanent Deformity (Su). The apothecary chooses one discovery that affects his Self Medicate ability. The apothecary benefits from the discovery even when he is not using his Self Medicate ability. The apothecary takes a -2 alchemical penalty to a random ability score every time he selects this discovery. The apothecary may select this discovery multiple times. The effects do not stack. Each time the apothecary selects this discovery, he applies it to a new Self Medicate ability-related discovery and he suffers an additional -2 alchemical penalty to a random ability score. These alchemical penalties do stack. Pheromone Persuasion (Ex). The apothecary can emit pheromones that influence the reactions of those near them. He gains a bonus to Bluff, Diplomacy, Handle Animal, and Intimidate skill checks against those within a range of 5 times his Constitution bonus. This range is doubled against creatures with the scent ability. Poison Resistance (Ex). By spending 1 Medicine Point as an immediate action, the apothecary reduces the ability damage or ability drain he suffers from a failed Fortitude save against a poison by an amount of equal to the apothecary’s Intelligence bonus. Potent Potion (Su). A number of times per day equal to his Intelligence bonus, the apothecary can treat the caster level of a potion he drinks as his class level. Running Transformation (Su). When the apothecary transforms using his Self Medicate ability, he gains an alchemical bonus to his Speed of 5 multiplied by the result of his Brew Medicine roll. This increased speed gives him a +2 bonus on Acrobatics checks to jump for every +5 foot increase in speed. Shrinking Transformation (Su). When the apothecary transforms, his size halves and his weight decreases by a factor of 8. He gains a +2 size bonus to Dexterity, a -2 size penalty to Strength, and his Reach and Spacing change to match his new size category. If he transforms from Medium to Small, he gains a +1 size bonus to AC and attack rolls, a -1 size penalty to CMB and CMD, a +4 size bonus to Stealth checks, a +2 size bonus to Fly checks, and a Spacing and Reach of 5 feet. If he transforms from Small to Tiny, he gains a +1 size bonus to AC and attack rolls, a -1 size penalty to CMB and CMD, a +4 size bonus to Stealth checks, a +2 size bonus to Fly checks, and a Spacing of 2 ½ feet and a Reach of 0 feet. Spiky Transformation (Su). When the apothecary transforms using his Medicate Self ability, he grows hundreds of bony spurs from his body. Whenever a creature strikes the apothecary with a natural weapon, unarmed strike, or non-reach weapon, it takes piercing and slashing damage equal to the apothecary’s Surgical Strike amount. Stalker Transformation (Su). When the apothecary transforms using his Medicate Self ability, he gains an alchemical bonus to Stealth and Survival skill checks equal to the results of his Brew Medicine roll. He also gains the Scent ability. Surgical Potency (Ex). On a successful Surgical Strike, the apothecary increases the Save DC of any poison he uses on the Surgical Strike by the number of Surgical Strike Dice he has. Swarm Form (Su). When the apothecary transforms using his Self Medicate ability, he can choose to assume the form a swarm instead. He turns into a 1000 fine versions of himself. He causes swarm damage equal to his Surgical Strike amount. He gains the swarm sub-type. Triple Transformation (Su). When the apothecary transforms using his Self Medicate ability, he increases all of his physical ability scores (Strength, Dexterity, and Constitution). The apothecary must select the Double Transformation discovery before selecting this discovery. Undetectable Poison (Sp). As a free action, the apothecary can spend 1 Medicine Point and mask the toxicity of any poison he handles for up to 1 hour per class level. Any attempts to magically detect poison fail if the caster fails a caster level check with a DC of 10 + the apothecary's class level. Visionary Transformation (Su). When the apothecary transforms using his Self Medicate ability, he gains an alchemical bonus to his Perception skill checks equal to the result of his Brew Medicine roll and low-light vision. At 6th level, the apothecary gains darkvision with a range of 60 feet. At 12th level, he gains blindsense with a range of 60 feet. At 18th level, he gains blindsight with a range of 30 feet. Advanced Discoveries Double Poison (Ex). The apothecary can spend 2 Poison Points and cause 2 different kinds of ability damage when using his Create Poison ability. Empower Poison (Su). When using his Create Poison ability, the apothecary can spend 2 additional Poison Points and multiply the ability damage caused by that use of Create Poison by 1.5 Eternal Potion (Su). Whenever the apothecary drinks a potion, he can choose for the duration of the potion be permanent. The apothecary can only have a single potion effect be made permanent at a time. Extra Venomous (Su). When using his Create Poison ability, the apothecary can spend 1 additional Poison Point and add a second Side Effect to the poison. Flickering Transformation (Su). When the apothecary transforms using his Self Medicate ability, the apothecary gains the ability to teleport 20 feet as an immediate action. If this is done in response to an attack, there is a 50% chance the attack misses. Ghostly Transformation (Su). When the apothecary transforms using his Self Medicate ability, the apothecary becomes incorporeal. Greater Increase Cure (Su). By spending 2 additional Medicine Points, the apothecary can increase the number of successful Fortitude saves to resist his Create Poison from 1 to 3. The apothecary must have the Increase Cure Poison Power before selecting this Advanced Poison Power. Greater Undetectable Poison (Sp). As a free action, the apothecary can spend 1 Medicine Point and mask the toxicity of any poison he handles for up to 1 day per class level. Any attempts to magically detect poison fail if the caster fails a caster level check with a DC of 20 + the apothecary's class level. Hardy Body (Ex). As an immediate action, the apothecary can spend 1 Medicine Point and re-roll a failed Fortitude save. He must abide by the results of the re-roll, even if it is worse than the original roll. Hasted Transformation (Su). When the apothecary transforms using his Medicate Self ability, he gains the benefits of a haste spell. Heighten Poison (Ex). When using his Create Poison ability, the apothecary can spend a number of additional Medicine Points (up to 1/2 his class level) and add that number to the Save DC of his poison. Intensify Poison (Su). When using his Create Poison ability, the apothecary can spend 8 additional Medicine Points and Maximize, and then Double, the ability damage caused by that use of Create Poison. The apothecary must have Empower Poison and Maximize Poison before selecting this Discovery. Invisible Transformation (Su). When the apothecary transforms using his Self Medicate ability, he becomes invisible. When he attacks, he does not become fully visible, and gains concealment, including a 20% miss chance, for 1 round before automatically returning to invisibility as a free action. Maximize Poison (Su). When using his Create Poison ability, the apothecary can spend 3 additional Medicine Points and cause the maximum amount of ability damage for this dose of poison. Monstrous Transformation (Su). When using his Self Medicate ability, the apothecary can choose to gain a Polymorph effect instead. At 12th level, he can use Greater Polymorph. The apothecary must have the Bestial Transformation discovery before selecting this discovery. Overcome Immunity (Su). When using his Create Poison ability, the apothecary can spend 2 additional Medicine Points and affect a target that is normally immune to poison. Persistent Poison (Su). The apothecary affects a number of attacks equal to his Intelligence bonus with each use of Create Poison ability. Poison Immunity (Ex). The apothecary is immune to all poisons. He must have the Poison Resistance Discovery before selecting this Advanced Discovery. Terrifying Transformation (Su). When the apothecary transforms using his Self Medicate ability, he can gain the benefits of a Transformation effect instead. Winged Transformation (Su). When the apothecary transforms using his Self Medicate ability, he grows a pair of wings and gains a flight speed equal to double his land speed, with good maneuverability. Ultimate Discovery. At 20th level, the apothecary chooses one of the following discoveries. Ultimate Virulence (Ex). At 20th level, on a successful Surgical Strike, the apothecary can spend 1 Medicine Point as an immediate action to increase the Save DC of any poison he uses on that Surgical Strike by an amount equal to the extra damage caused by that Surgical Strike. Ultimate Poisoning (Su). When the apothecary uses his Brew Medicine ability to create poison, he can choose cause ability damage to all six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). Ultimate Potency (Su). When the apothecary uses his Brew Medicine ability to create poison, he can choose to cause ability damage to a single ability score equal to his Surgical Strike damage. Ultimate Surgeon (Ex). When the apothecary uses his Surgery ability, he restores a number of hit points equal to his Surgical Strike ability per Hit Die of the creature the apothecary is operating on. The apothecary can make a DC 50 Heal check and restore to life a creature that has been dead for a number of days equal to the apothecary’s Intelligence bonus. Ultimate Transformation (Su). When the apothecary transforms using his Self Medicate ability, he can choose to benefit from a Shapechange effect. Remco Sommeling wrote:
Just speaking from experience here. I've never seen a GM that arbitrarily denies abilities a character is supposed to have and was actually a good GM. I've never seen a GM who does this that has anything resembling a firm grasp on the rules, nor have I seen them actually make use of the insanely large toolbox of GMing horrors that we, GMs, have access to. Many of them will always fall back on the tired excuse "It's the GM's job to challenge the players". Yes, and at the same time a resounding no. The GM is not against the players. Included in challenging PCs is also storytelling and narrative, conflict negotiation, helping your players with mechanical issues, introducing new people to the game, overseeing the addition of additional material, and encounter design. Much of the challenging PCs section comes in the storytelling and narrative and encounter design portions of the GMing. This is akin to some dude who was talking about banning create water because as he put it, "it makes wilderness travel trivial". This is the statement of someone who has no clue of the GMing toolbox and narrative power that GMs have access to. Have you checked the environment section lately? Sheesh, there is some bad things in there that can definitely screw with PCs (oh, sorry, your horse took some nonlethal damage from heat because it's a really hot day, so now your mount is fatigued so he can't run or charge) that are part of the normal game. He apparently seemed to think that the ONLY challenge for the PCs was in gaining food and water. That shows a gross lack of familiarity with the GM's toolbox. Likewise, in regards to the original post, there's nothing that says that mirror image shouldn't make the rider harder to hit. However, it likewise gives no protection to the mount. I guess you just made Mr. Ed the most likely target (Ok, well the rider is hard to hit, so everyone shoot the horse). Denying him the ability and then citing that it is to make it "challenging" is making a poor decision and hiding behind a poorer excuse. Since it is trivially easy to outright kill PCs in this game without over CR-ing encounters, I am unimpressed by anyone who argues that they're denying class features on the grounds of making the game more challenging. Also, on a side-note, you can lay off comments like "your highness". I don't give my fellow GMs any slack 'cause I don't give myself any slack. I don't see GMs as infallible because I'm not infallible. GMs should be able to accept some criticism because they are ultimately the ones who everyone is turning to to run the game. GMing is an honor and a privilege, not some sort of thing people owe you for doing. Any fool can get behind a screen and rolls some dice, so as a GM you're nothing special unless you are an especially good GM. Instead of hiding behind excuses, making up problems for the PCs that don't exist, and then taking offense to or complaining when someone is passingly discussing bad-GMing, maybe they should actually learn their toolbox. Remco Sommeling wrote: Many people tend to try imagine how something plays out rather than looking at the effect, especially GMs are guilty of this, since they actually have to tell the story and paint a picture for himself and everyone else. Yup. It's natural but something we need to work for. For me, mirror image is much like TV/movies portray point-of-view shots for a drunk person or someone who's had a head-injury. You're seeming multiples. Only subtract out the multiples for objects the spell doesn't apply to. Want to shoot the mount? No problem. Want to stab the rider? Well, man... looking at him... my head just hurts... which... one... is real? Ugh. Stab. Miss. This is an application I created for myself a few months back and have been slowly improving. It's a simple initiave manager linked with the monsters data pulled from the SRD (as posted at d20pfsrd.com). I've also got tabs for Searching Spells (updated for APG) and Feats. The application runs on Windows XP, Windows Vista, and Windows 7, and requires the .Net Framework 4.0. I've got screenshots here so you can take a look before installing. Guys, you just have to understand, this is gaming. Products don't get a crew of 100 people on them. They just don't. And "editors" often don't know the rules crunch well. They might catch a missing period or other grammatical mistake, but they won't know the spell refers to a feat name that has changed. Once the manuscript gets from the author to the developer and to the editor, it is likely not getting any gamer or number review. Paizo makes great books. The best in the biz (other that Wizards and for my money better). BUT this is gaming. A book for gaming just doesnt have the time or budget or manpower of other books that are published. It is just true and you just have to accept it. There are too few people and too many products and too tight of deadlines. Plus, RPG products are on tight deadlines and that means your time looking over the galley proofs you get back from layout is also very short. You are always pushing to make deadlines. It is real hard when you miss them. Particularly for products that are hard release products--the adventure path monthly mag, that can't be late; the book that has to be out for PaizoCon or GenCon, that can't be late. Its just a real world reality. And don't forget that editing also presume tons of time to do it. You don't have that in gaming. And there just is not the amount of playtesting of a game product that is needed. The sole exception pretty much in the history of the game industry being the original Pathfinder core rules. That thing was alpha'd, beta'd, posted, reviewed, posted on these boards, etc., for a long time and there were STILL mistakes in that manuscript. I hope that proves my point. Paizo is as perfect as it gets. So instead of complaining about it, help compile the errata. And if you don't want errata, don't game. Not being defensive, not saying you aren't right to find mistakes. But the "I'm paying for it so it has to be perfect" is just simply never going to happen in gaming. It NEVER has and never will. There is not now, never has been and never will be a perfectly edited, error free gaming book. You are expecting something that will never occur. So just accept it and help the process. In addition to the realities of lack of staff, time and resources in the game industry, gaming books are compounded by the problem that they aren't just fluff (which is easier to edit) they have lots of crunch. And that stuff is nearly impossible to edit. Now, some companies try to trick everyone into believing their products are perfect and not compiling errata, as if by not compiling it they have no mistakes. Paizo does the opposite, which shows their level of goodwill and obligation to the gaming community--they actively compile and encourage the compiling of errata. There is an acceptable error rate in a book and Paizo is within that error rate. It simply doesn't justify the time, delay and cost to do it differently. And let's not forget post-turnover tweaking by developers at the last minute to make the proper page layout. That adds in new cuts which mean new mistakes even if the author did it right and the first editorial pass had it perfect. So please, acknowledge that Paizo does the best in the business by far. They are as committed as you to a perfect book and they try to deliver. They just won't because it is impossible to do so. But they care and they want to. Clark
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