Dire Bear

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I've hesitated to put this up as it's the most complex and ambitious thing I've worked on. This class is meant as a psychic caster primarily and I have included the feats that it references.

I tried to hew closer to the standard starfinder classes with this one, giving a single progression with multiple different options that radically alter the way it plays.

Criticism and comments welcome.

You cancheck it out here..


Boop beep. This is an assassin class.

Check it out.


Hello!

I'm seeking feedback on the fluff of a campaign setting I've been working on. This is an example of the art I'm using as well as the text, with some examples here and there of alien species and planets and so on.

Please take a look and tell me what you think!


A transhumanist fantasy I welcome criticism for.

Check it out heeeeeere .


This class is meant to be a leader and support type. I welcome even the most brutal criticism. Although it will break my heart.

I have a link! Go to this here linky.

Like my other classes, this one has a 1st level ability to gain resolve. The reason for this, amongst other things, is that in my setting spending resolve to stabilize automatically gives the character corruption, which is bad.


This is the second homebrew class I'm sharing from my campaign setting, Bleak Frontiers. Meant to be a sort of philosophical freelance law enforcement officer with radically altered biology.

I got a link


Tell me what you think of this.

Saboteur

In a universe of constant turmoil, a clever professional saboteur may survive long enough to master the art of eluding imperial justice. Such notorious outlaws have a wide range of skills and prefer to rely on these skills to avoid direct combat when possible. Saboteurs attempt to stack the odds in their favor using strategy, specialized equipment, and deadly traps to ensure they not only survive but thrive in any situation, no matter how dire.

Hit Points: 6
Key attribute score: Dexterity
A high dexterity will make you harder to hit and grant you bonuses with ranged attacks; while Intelligence will help you make the most of your many skill options.

Stamina points: 6 + Constitution modifier
Proficiencies: Armor -light
Weapons -basic melee weapons, small arms, longarms, and grenades

Skill points: 8 + Intelligence modifier
Trained Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computers (Int), Culture (Int), Disguise (Cha), Engineering (Int), Intimidate (Cha), Perception (Wis), Physical Science (Int), Piloting (Dex), Profession, Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex)

Level
Att Fort Ref Will Special

1st
0 0 2 2 Ambush, Excellent Aid, trick attack +1d4, Traps

2nd
1 0 3 3 Master Fence, Trap Spotter, Traps

3rd
2 1 3 3 trick attack +1d8, Exceptionally Lucky, specialization

4th
3 1 4 4 Shoot and Move 1, Traps

5th
3 1 4 4 trick attack +3d8, Series

6th
4 2 5 5 Shady Reputation, Improved Trap Spotter, Traps

7th
5 2 5 5 trick attack +4d8, Fit In

8th
6 2 6 6 Opportunity Attacker, Traps

9th
6 3 6 6 Evasion, Shoot and Move 2, trick attack +5d8

10th
7 3 7 7 Engineering Mastermind, Traps

11th
8 3 7 7 trick attack +6d8, Second Attack

12th
9 4 8 8 Camouflage, Traps

13th
9 4 8 8 Disappear, trick attack +7d8

14th
10 4 9 9 Traps, Step Where I Step

15th
11 5 9 9 One Shot, trick attack +8d8

16th
12 5 10 10 Improved Evasion, Traps

17th
12 5 10 10 Cloaking Field, trick attack +9d8

18th
13 6 11 11 Traps, Deadman Switch

19th
14 6 11 11 trick attack +10d8

20th
15 6 12 12 Master Plan, Bomber

Traps
All saboteurs learn how to set and avoid ambushes. At 1st level a saboteur learns how to create a snare trap and one other saboteur trap of their choice. At 7th level and every two levels thereafter, they learn another trap. The saboteur can use these traps a total number of times per day equal to ½ their saboteur level + their Wisdom modifier. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The saboteur cannot select an individual trap more than once.
Setting a trap is a full-round action. A trap fills a single 5-foot square, and cannot be placed in the same area as another saboteur trap or a magical trap such as a glyph of warding. The saboteur only needs simple materials to create the trap, such as a piece of cloth, a small amount of metal (such as a dagger, iron spike, or a few nails), a foot of rope or vine, and so on. The DCs for checks to notice or disable the trap, and saving throws to avoid it, are equal to 10 + ½ the character’s level + the character’s Wisdom bonus.
All saboteur traps possess the following common features:
Trigger: location
Reset: none.
Type: mechanical

A trap lasts 1 day per saboteur level or until it is triggered, whichever comes first. A trap’s DC decreases by 1 for each full day that passes after it is set. Traps marked with an asterisk (*) add to or modify the effects of another trap; a saboteur can add one of these trap types to any standard trap (this costs 1 additional use of the trap ability).

Acid Trap* (Ex)
EFFECTS
This target is splattered with acid, taking a number of points of acid damage equal to 1d6 + 1/2 the saboteur’s level to the triggering creature (Reflex negates). If it is an extraordinary trap, the saboteur must supply a dose of acid when setting the trap.

Alarm Trap* (Ex)
EFFECTS
When this trap is triggered, it creates a momentary loud noise like the sound of a hand bell, and anyone within 60 feet of the trap can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

Burning Trap* (Ex)
EFFECTS
A saboteur can only add this to a fire trap. If the triggering creature fails its Reflex save, it catches on fire, taking 1d6 points of fire damage at the start of its turn for 1d4 rounds. The burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save.

Rad Trap* (Ex)
EFFECTS
This trap strikes the target with a projectile made of a small source of strong radiation, dealing 2d6 points of fire damage, 1d3 points of Constitution damage, and 1d3 points of Charisma damage. A successful Fortitude save negates the ability damage and halves the fire damage.

Bludgeoning Trap (Ex)
EFFECTS
The trap bludgeons the creature that triggers it. The trap makes an attack with a bonus equal to the saboteur’s character level + their Wisdom bonus. The triggering creature is denied its Dexterity bonus to AC if it was unaware of the trap. If the trap hits, it deals 1d6 points of bludgeoning damage for every 4 levels the saboteur possesses (minimum 1d6).

Solar Energy Trap* (Ex)
EFFECTS
This trap involves a powerful flash of ultraviolet radiation using a psycrafted emitter designed to imbue positive energy. This creates a positive energy effect designed to harm undead creatures. The target takes a number of points of damage equal to 1d8 + the saboteur’s level from positive energy (Will save for half).

Disenfectant Trap (Ex)
EFFECTS
The trap suppresses the target’s ability to use one randomly selected attack, ability, or quality that creates a disease or poison effect; this lasts for 1 round per saboteur level. If the creature has more than one such attack, ability, or quality that creates a disease or poison effect, the attack, ability, or quality to be suppressed when the creature is affected by this trap is determined at random from those not already suppressed.

Trick Trap* (Ex)
EFFECTS
If the triggering creature fails its saving throw against the trap or is struck by the trap’s attack, the trap also attempts a dirty trick combat maneuver against the triggering creature. The type of dirty trick is chosen when the trap is created, and if it isn’t possible or isn’t applicable to the triggering creature, the combat maneuver is wasted. The trap’s attack roll bonus for the dirty trick is equal to the saboteur’s level + their Wisdom modifier.

Distraction Trap* (Ex)
EFFECTS
The target is affected with irritation that detracts from its alertness. It takes a –2 penalty on Perception checks, initiative checks, and Reflex saves for 10 minutes per character level.

Exploding Trap* (Ex)
Restrictions: Can only be added to a fire trap.
EFFECTS
The trap explodes in fire, filling all squares adjacent to the trap and dealing a number of points of fire damage equal to 1d6 + 1/2 the saboteur’s level (Reflex negates).

Fire Trap (Ex)
EFFECTS
The trap explodes in flames, dealing a number of points of fire damage equal to 1d6 + 1/2 the saboteur’s level to the triggering creature (Reflex negates).

Firework Trap* (Ex)
Restrictions: Can only be added to a fire or smoke trap.
EFFECTS
The trap explodes in a flash of colored lights.
All creatures within 10 feet must succeed at a saving throw (Fortitude if an extraordinary firework trap, Will if supernatural) or be blinded for 1d4+1 rounds. If this is an extraordinary trap, the saboteur must use an alchemical weapon when setting the trap, such as flash powder or a firework.

Infected Snare Trap* (Ex)
Restrictions: A saboteur can add this only to a snare trap.
EFFECTS
The snare is made of diseased materials, which contain an aggressive blight that saps the energy and bodily health from the target creature. When initially caught in the snare, the trapped creature must succeed at a Fortitude saving throw or immediately take 2 points of Constitution damage. Each subsequent hour, the creature must succeed at a Fortitude saving throw or take 2 points of Constitution damage. This effect lasts for 12 hours or until the creature makes two successful saving throws in a row, whichever comes first. This is a poison effect.

Illumination Trap (Ex)
EFFECTS
This trap sprays luminescent dust into the trapped square and all adjacent squares. A creature covered in this dust glows like a candle (becoming visibly outlined if invisible) and takes a ?20 penalty on Stealth checks. The dust’s effects last for 1 round per saboteur level or until the creature washes it off (a move action requiring water or some other cleanser).

Marking Trap* (Ex)
EFFECTS
If the triggering creature fails its save against the trap, it is marked with a dye and/or scent of the saboteur’s choosing. A scent mark decreases the DC of tracking the marked creature by scent by 4. The mark can be washed off with vigorous scrubbing, but fades on its own over several days.

Over-sized Barbs* (Ex)
EFFECTS
The target is speared with barbs that penetrate and protrude from its body, making squeezing, climbing, and swimming challenging. The trap implants 1d4+1 barbs, each dealing 1 point of damage. A successful Reflex save halves the number of barbs. The target takes a penalty on Climb checks and Swim checks equal to the number of barbs attached, and is considered one size category larger for the purposes of determining what size of opening or passageway it must squeeze through as long as at least 1 barb remains attached. Each barb can be removed with a full minute of work and a Heal check that equals or exceeds the trap’s DC. If this check fails, the barb is still removed but the target takes 1d4 points of damage.
The barbs shake loose harmlessly after 10 minutes per saboteur level.

Penetrating Trap* (Ex)
Special Requirements or Restrictions: Can only be added to a wounding trap.
EFFECTS
The damage die of a penetrating trap increases to 1d8. Choose either adamantine, cold iron, or silver. The trap counts as that material for the purposes of overcoming damage reduction.

Pit Trap* (Ex)
EFFECTS
This simple pit is covered over with leaves or appropriate materials for the area. It’s 5 feet deep plus 5 feet for every 4 saboteur levels. A victim that succeeds at a Reflex save doesn’t fall into the pit. This trap may only be set in terrain with soft ground.

Poison Trap (Ex)
EFFECTS
The trap poisons the creature that triggers it. The saboteur must provide 1 dose of contact, inhaled, or injury poison when setting the trap, and the trap uses that poison’s effects and DC.

Rust Trap (Ex)
EFFECTS
The trap throws up a cloud of oxidizing compound, dealing 1d4 points of damage to the target’s metal equipment. An saboteur may increase the damage by 1 point for each additional daily use of his trap ability he spends when creating this trap.
A successful Reflex save negates this damage.

Selective Trigger (Ex)
EFFECTS
The saboteur adds a race, type, or minimum weight restriction to the trap’s trigger.

Smoke Trap (Ex)
EFFECTS
This trap bellows out thick, choking smoke that fills the trapped square and all adjacent squares. Any breathing creature in these squares must succeed at a Fortitude saving throws or take a ?4 penalty to Strength and Dexterity every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke. All sight, even darkvision, is ineffective in or through the smoke. The smoke lasts for 1 round per 2 saboteur levels, and is dispersed by wind as fog cloud.

Snare Trap (Ex)
EFFECTS
The trap constricts around a limb or other part of the triggering creature’s body (Reflex avoids). The creature cannot move from the location of the trap, unless the saboteur included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Acrobatics check (DC equal to the trap’s DC) as a full-round action. The trap or its leash has a number of hit points equal to 1/2 the saboteur’s level, or can be burst as a full-round action with a DC 25 Strength check. The trap can hold up to a Medium creature; each extra daily use of the saboteur’s trap ability spent when the trap is set increases the maximum size of creature the trap can hold. At the saboteur’s option, if there is a tall object or structure nearby, she can have the trap lift the creature.

Tar Trap (Ex)
EFFECTS
The target is coated in a thin layer of sticky tar unless it succeeds at a Reflex save. It is entangled, and becomes susceptible to catching fire from any source of flame. If lit on fire, the tar burns intensely for 1 round; it deals 2d6 points of fire damage and is destroyed in the process. Unless burned away, the tar remains for 1 round per character level.

Toxic Fumes Trap* (Ex)
EFFECTS
A saboteur can add this to a smoke trap. The smoke this trap creates is extremely noxious. Any breathing creature must succeed at a Fortitude saving throw (in addition to the Fortitude save for the smoke trap) or be nauseated every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke.

Tripwire (Ex)
EFFECTS
A taut wire stretched between two vertical surfaces knocks the target prone unless it succeeds at a Reflex save. A running or charging creature takes a –6 penalty on its save.

Wounding Trap (Ex)
EFFECTS
This trap makes a melee attack against the target using the saboteur’s base attack bonus + their Wisdom modifier for the attack roll. It deals an amount of damage equal to 1d6 + 1/2 the saboteur’s level. The saboteur chooses whether this damage is bludgeoning, piercing, or slashing.

Series (Ex)
When you place a trap using the traps ability, you may immediately place one or more additional traps in adjacent squares. Using this ability you may place a maximum number of traps at once equal to your Dex bonus.

Step Where I Step (Ex)
You cannot trigger your own traps and gain a +10 insight bonus to avoid other traps. You may grant allies within 30 ft a +10 bonus to avoid traps you are aware of.

Deadman Switch (Ex)
When you are reduced to 0 hp, you may immediately trigger any number of traps which you previously set using the Traps ability.

Ambush (Ex)
A saboteur is an expert at setting up an ambush location. Gain a +1 bonus to Stealth checks for every round devoted to setting up the perfect location, to a maximum of +10. At lvl 7, you may extend this bonus to all allies within 30 feet. If the saboteur acts during a surprise round they gain 1 resolve point.

Master Fence (Ex)
A saboteur has access to black markets not easily accessed by other characters. For a 20% increase in price, a saboteur may purchase equipment up to their level +3 at major settlements.

Shady Reputation (Ex)
Gain a +3 bonus to Bluff, Intimidate, and Diplomacy checks.

Engineering Mastermind (Ex)
Gain a +3 bonus to checks using the Engineering skill to arm explosives, disable devices, or identify technology.

Trap Spotter (Ex)
Gain a +4 bonus to detect traps with perception checks.

Excellent Aid (Ex)
A saboteur has an amazing talent for getting the most out of those who assist them. Increase the bonus they get from aid another by +1. This increases by another +1 at 6th level and again at 10th level. This increase does not apply to when they use aid another to help others, only when others aid them.

Exceptionally Lucky (Ex)
At 3rd level, a saboteur learns how to squeeze even more from their innate luck. Gain a +1 bonus on saving throws. At 10th level, this bonus increases to +2. This bonus increases to +3 at 16th level.

Unexpected Strike (Ex)
You can trick or startle a foe and then attack when they drop their guard. As a full action, you may move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon or with any small arm. Just before making your attack, attempt a Bluff, Diplomacy, or Stealth check with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack. If a saboteur possesses another ability that grants extra damage dice following a skill check, these dice stack with those granted by unexpected strike but the skill checks must be made separately.

Improved Trap Spotter (Ex)
At 6th level, the bonus a saboteur receives to detect traps increases to +8.

Fit In (Ex)
At 6th level, a saboteur masters the art of sending out nonverbal cues that suggest agreement and affiliation. This enables them to act as if they belong in any situation, whether an aristocratic garden party or an evil cult’s inner sanctum. they can make a Disguise check in lieu of a Diplomacy check to influence the initial attitudes of NPCs. they do not need to change their appearance to make this check—this ability relies on instinctively knowing how to act to make it appear they belongs. If multiple creatures with differing views of appropriate behavior are present, they cannot simultaneously affect them and must choose a target creature or group to influence - they can’t pretend to be a guest at a fancy party to impress the nobles and pretend to be a maid to mingle with the servants at the same time.

Opportunity Attacker (Ex)
At 7th level, a saboteur masters the art of striking foes when they are at their most vulnerable. When making an attack of opportunity, the saboteur may spend a resolve point in order to deal trick attack damage. The saboteur must spend the resolve before making the attack and if the attack fails, the resolve is still lost.

Chameleon Field (Ex)
At 17th level you can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This chameleon field doesn’t make you invisible, but it does make it easier to sneak around. Activating the chameleon field is a move action. While the chameleon field is active, you can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesn’t end the chameleon field, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a +10 bonus to Stealth checks (which doesn’t stack with invisibility) until you move.
Your chameleon field lasts for up to 10 rounds before it becomes inactive. While inactive, the chameleon field recharges automatically at the rate of 1 round of cloaking per minute.
Shoot and Move (Ex)
A saboteur must reposition frequently in order to remain hidden. At 4th level, gain the Mobility feat (even if you do not meet the prereqs) and add +5 to the saboteur’s base movement. At 9th level, gain the Shot on the Run feat (even if you don’t meet prereqs).

Deadly Precision (Ex)
At 14th level, if an enemy is within 1 range increment of the saboteur, the saboteur may add 1 die of damage to their ranged trick attacks versus that target. At 18th level, the saboteur may add 2 dice of damage to their trick attacks versus targets within 1 range increment.

Disappear (Ex)
At 13th level the saboteur becomes even better at concealing their shots. Any enemy attempting to spot the saboteur following one of their ranged attacks takes a penalty to their perception check equal to -2 per 50 feet of distance between them and the saboteur. If the saboteur is using a silenced or suppressed weapon, the penalty increases to -4 per 50 ft. This penalty stacks with standard distance penalties to perception.

One Shot (Ex)
At 15th level the saboteur makes every shot count. Increase the crit range of all ranged weapons the saboteur uses by 1.

Master Plan (Ex)
A saboteur who makes use of their ambush ability before initiating combat gains a number of bonuses:
First, they may make an additional attack as part of a full attack, bringing their total number of attacks to three. They take standard penalties for making multiple attacks per round.
Second, the saboteur gains a bonus to bluff, intimidate, and stealth checks for the duration of combat, equal to the number of allies who are able to act during the surprise round. This bonus has a minimum value of +1 and a maximum of +5.
Finally, the saboteur may choose a single attack during each combat which qualifies for an unexpected strike, this attack targets two enemies instead of one. Each enemy must be a valid target and the saboteur makes a single roll to affect both of them. Each enemy takes full damage from the unexpected strike as well as any additional effects, however, only the original target receives weapon damage.


Hello everyone!

The following are some home-brew races I've been working on. Opinions on the fluff is my primary goal but I included some of the racial abilities I'm mucking around with, so feel free to share opinions on that too. Edit: Er, ignore references to insanity points, gifts, and imperial authorities. That's all homebrew setting stuff.

Basz

A humanoid torso with mottled blue skin held aloft by eight multi-segmented, armored legs like those of a crab; extending from the massive vertebrae of their spine near the middle of their hunched back. Their humanoid head features a large brain protected by a tough skull and two sets of forward-facing eyes. One larger than those of a human while the others are small and deep-set. Although the Basz do not truly “blink” they are capable of briefly washing their quartet of eyes by contorting the loose skin of their mouthless skull and bathing their eyes in the thin mucus that coats their skin. Due to a complex array of subdermal muscles used for this purpose, Basz are more than capable of mimicking the expressions of most humanoids to an uncanny degree despite their bizarre appearance. This is often considered fairly unsettling by viewers, a fact which the Basz are perfectly aware of and find amusing, as well as occasionally useful. Basz possess no legs below their body’s trunk, instead their body terminates in a large, beaked orifice that acts as both a mouth and a cloaca, through which the Basz eat, expel waste, and extend a tongue-like ovipositor appendage up to a foot beyond their beak. Basz breathe through a series of nose slits along their back,

Scuttle: Gain a climb speed equal to your base movement speed.
Gifted Negotiators: Most NPCs who do not have a specific dislike for you or your species react to you one step more positively on the attitude scale. This makes the average NPC Friendly rather than Indifferent.
Swift: Gain the Fleet feat.

*****

Eislo

Each Eislo is a fusion of several symbiotic creatures functioning in harmony. An Eislo’s body is that of a large, shaggy-haired mammal. This “outer face” of the Eislo is called an Ein and it possesses a trio of clawed, muscular legs; two smaller legs below it’s chest with an enormous single rear appendage that is used to propel the Eislo through the air with great force. The canine face of the Ein is capable of producing an array of booming growls, howls, and whines which can be used to convey a general sense of aggression or contentment even to those who do not understand the complex vocal language employed by the Eislo.
Within the Ein’s massive body are two symbiotic parasites, referred to individually as the Isl and the Slone. Ths Isl is a supernatural parasite tainted by the dream realm. If the Eislo gains enough insanity points to develop a dream gift, the gift will follow the inscrutable purposes of the Isl, linked to an ideal or goal that the Eislo may be somewhat obsessed with satisfying. The Isl is otherwise non-sentient and does little else to inform the Eislo’s behavior. This small creature is located within the Ein’s torso, nestled firmly against the second rib in the left side of the chest. The final part of this three-way bond, the Slone, is an intelligent symbiote far more capable of reason and less prone to instinct than either the Isl or the Ein. The “body” of the Slone is a small nodule located within the Ein’s brain which sends out a network of hair-like filaments. These act as a neurological control network, enhancing the Ein’s natural mental abilities while subverting much of its instinctive behavior. The Slone extends other filaments throughout the epidermis of the Ein, acting as feeding tendrils which feast on the gore unleashed by the Eislo’s slashing claws. Due to the need of the Slone to feed in this manner, an Eislo rarely if ever cleans its fur and regards the concept of shaving itself with horror. When these three entities work in tandem, an Eislo is a cunning predator with supernatural powers.
Eislo reproduction is a deliberate and ritualized endeavor requiring the assistance of an Eislo birthing creche. Each “piece” of the gestalt organism is capable of reproduction independent of the rest; but Eislo view “free-range” Ein and Slone as being mentally and physically disabled, respectively. They view the triad combination common to the race to be the pinnacle of being; this is a belief most Eislo hold with fanatical fervor and it is rarely challenged. Isl that manage to reproduce in the wild are regarded neutrally or with mild revulsion but no pity, they are too simple an organism for Eislo to bother acknowledging beyond their necessity for reproduction.

Three-Legged: Eislo enjoy a base movement speed of 40 feet and a +2 bonus to their KAC when being targeted by a trip combat maneuver. However, Eislo lack true manipulators, relying on the thickest and strongest tendrils of the Slone to grasp tools, Despite their size and strength, Eislo are unable to make use of weapons or other equipment requiring more than one hand to wield.
Terrifying: Eislo enjoy a well-deserved reputation for savagery and may make one intimidate check per round in combat as a move action. This Intimidate check may be made using the Eislo’s Str bonus instead of their Cha bonus. Any opponent with a CR lower than the Eislo’s level that would be shaken by this ability is frightened instead and will attempt to disengage from combat with you in order to flee.
Fearsome Claws: Eislo possess wickedly-sharp claws on all three of their legs. An Eislo may choose to attack with its claws, dealing 1d6 + 1.5 x Str bonus in slashing damage to anyone hit by this attack. This does not grant the Eislo additional attacks per round.

*****

Ferox
Slender humanoids with smooth, angular bodies and pointed teeth. Their almost featureless heads display large mouths and indentations that hide ears, nostrils, and eyes. Their sparkling, silvery-grey skin affords them limited protection from laser damage and they travel in nomad flotillas throughout the void. They are often driven away by local militia forces due to accusations of theft, piracy, and engaging in illegal practices of various kinds. Ferox are a highly spiritual people who are barely tolerated by the empire due to their ability to acquire various exotic goods for the nobility.

Kleptomancy
Ferox are remarkably talented thieves, and nearly any problem they encounter may be overcome by their tendency to steal very important things at random. Once a day, a Ferox may obtain a single object with a bulk of L or - which they do not possess but that they wish to. The Ferox does not have to have a particular type of item in mind, they simply focus on their desire to solve a given problem. The Ferox then makes a Sleight of Hand check with a DC of 20. If successful, they produce an item from their person, having previously stolen it without realizing its importance. The item discovered generally lacks an explanation for its presence and its use may not be immediately obvious.
Ex: A Ferox in a locked room may wish they had the means to leave, and discover after a successful Sleight of Hand check that they had previously stolen an access card necessary to unlock the door. However, this access card may be disguised as a credit chip or dataslate, making it difficult to decipher its purpose without further skill checks. Even if the purpose of the object is not immediately clear, the Ferox is aware of its importance to the task in question.
Natural Gifts
Ferox are uniformly lithe, limber creatures whose smooth, metallic skin is difficult to bind. They are remarkably nimble and quick, with incredible balance. Ferox gain a +5 bonus to all Acrobatics and Sleight of Hand checks.
Shimmer
Ferox possess a resistance to heat and laser damage due to their highly reflective skin surface, however, whatever metallic substance in their physical composition that grants this ability also causes Ferox to suffer from a severe inability to adapt to cold climates. Ferox possess fire resistance 10 and cold vulnerability.

*****

Howphan
Tall, cloaked creatures in elaborate masks, Howphan are notable information brokers and investigators. They favor clothing that hides their features but appear to have dark, matte flesh with spindly builds and angular features. Their masks bear a striking resemblance to various species of animal and often feature a simple facade, such as a wooden outer layer; however, they are filled with an array of sophisticated technology. Howphan masks typically mimic an animal which the individual Howphan identifies with or idealizes and the sincerity with which they craft such features belies their otherwise secretive natures. Howphan hands and fingers are incredibly powerful and large. The four fingers of a Howphan hand are incredibly dextrous due to the five omni-directional joints that each digit features. Beneath their masks, Howphan have moist skin and flat, goggle-eyed faces with a sharp, three-part, plated upper lip used to crush and chop food. Howphan also possess a jagged, spear-like, radula which can extend up to three feet from their mouths in order to spear prey.

Charming: You have a knack for making friends and influencing people. At 1st level and every five levels after that (6, 11, 17) you gain the Skill Focus feat for one of the following feats: Bluff, Culture, Diplomacy, or Perception.
Mask: At 1st level you may choose a single attribute. When wearing your mask you gain a +1 bonus to this attribute. Every three character levels (4th, 7th, etc.) you may choose an additional attribute to receive this bonus. At 19th level, increase the bonuses provided by the mask to +2. This mask takes up the howphan’s head/helmet slot and is capable of forming a seal with any armor which possesses a sealed environment.
Powerful Fingers: Gain a climb speed equal to your base movement speed.
Mysterious: Even allies have trouble understanding your culture and physiology. Non-Howphan that target you with beneficial spells, psychic powers, or spell-like abilities must succeed at a concentration check DC15 in order to assist you. Attempts to provide medical treatment to you suffer from a -10 penalty unless delivered by another Howphan.

*****

Janneran

Hailing from a distant nebula they call Janner-Sud, the Jannerans are a race of small, extremely genetically diverse creatures that exhibit traits from a variety of disparate forms of life. Some Jannerans display insectile traits, while others appear reptilian or avian, still more are heavily furred. The only trait that all Jannerans share are their six limbs and their unusual ability to engender affection in others. This is well-known, although rarely seen as a threat. Repeated tests have shown that this ability is neither magical nor psychic in nature and as the Jannerans themselves generally only travel in small groups of three to six, Imperial authorities do not bother Jannerans much without cause.

Hypnotic Charm:
Jannerans possess an innate +12 bonus to Diplomacy checks to influence attitude.

*****

Lycomian
Like so many alien races, Lycomians defy easy definition. An eel-like race with powerful telekinetic abilities, the Lycomians subsist primarily on sound waves. Although no more threatening than many other races, Lycomians are voracious and gatherings of Lycomians can begin to affect the ability of other nearby creatures to communicate with one another. For this reason many regard Lycomians with distaste, while a few see them as invaluable for purposes of discretion.

Lycomians may grow to be around four feet long and are much taller than they are wide. Lycomian teeth are rear-facing and they subsist by carving out crescent-moon shaped bites from their prey. Lycomians tend to prefer carrion, although they are capable of hunting, and have a habit of eating small rocks in order to assist their inefficient digestive systems in grinding food. When they do hunt, Lycomians prefer to ambush birds by lying in wait in dense bushes or piles of rock.

Consume Sound
All sound within 30 ft. is eliminated completely, there is no save for this effect. Spellcasting and abilities which require a verbal component or rely on sound will not function within this area. The Lycomian may suppress this ability for a number of rounds each day equal to twice their Con score, using a swift action to activate and deactivate the effect.
Natural Hover
Lycomians are able to fly with perfect maneuverability but cannot exceed an elevation of 15 ft. Lycomians cannot be tripped and never suffer fall damage. Lycomians cannot benefit from any gear that requires limbs, hands, feet, or a humanoid frame. Lycomians may wear helmets, necklaces, a single ring (around their tail), masks, or eyewear. Lycomians may gain artificial limbs like any other character but are unable to make consistent contact with the ground, making artificial legs useless.
Vicious Bite
Lycomians have powerful jaws and incredibly sharp teeth. They possess a natural bite attack which deals 1d8 + 1.5 x Str bonus in slashing damage.

*****

Magridal
An organism composed of sentient, silicon-brained life with a metallic body; Magridal are astoundingly hardy and strong. These incredible creatures at rest often resemble solid, shining columns of various metals from a distance. Up close, however, it’s clear that these 8-foot pillars are composed of many small, interconnected metallic sections which flex and move with one another easily, allowing the Magridal to move and interact with the environment.
Magridal bodies are arrangements of many small, interconnectable, and shiftable structures suspended on a flexible but incredibly resilient lattice of metal and crystal. Magridal are seemingly the result of natural evolution, arising on a planet that shares their name and possesses an incredibly high pressure atmosphere and an abundance of ammonia rather than water, all living creatures from Magridal are some form of silicone or metal-oxide based life. Although incapable of traditional speech, Magridal who do not possess a speech upgrade communicate with a surprisingly musical language of staccato tones produced by quickly striking their own bodies to produce sound and “whistling” by creating electrical feedback in nearby receivers. All Magridal may communicate easily via electronic broadcasts of text or artificial speech.
Magridal are omniphages capable of ingesting flora, fauna, and most stone with ease, their internal structure exerts amazing heat and pressure on ingested materials. Internally Magridal have several different configurations depending on what is required to digest what they consume. Biological matter is fermented or composted, creating useful gases or biofuels. More durable materials are rendered down through grinding and heat. Magridal are able to move and shift their forms due to precise control of intense magnetic effects generated within their bodies.
They are capable of altering their form in a few limited ways, such as reducing their height and widening themselves to achieve a roughly spherical shape which allows the Magridal to roll itself in any direction by altering its internal weight differential. They are even capable of moving up stairs or inclines in this way, although they must rely heavily on other forms of limited shape alteration in order to climb - the creation of temporary appendages and bending or twisting their trunk. Magridal are able to extend small portions of their body to act as hands, feet, or weapons; this also allows them to use equipment like rings.
Magridal blood is composed of molten silica dioxide, making them dangerous to confront in melee.

Universal Movement: Magridal are capable of climbing, walking, and burrowing at the same rate without slowing. When moving in any of these ways a Magridal’s base speed is 20 ft. When burrowing through harder substances such as rock or concrete, Magridal reduce their speed to 10 ft. Magridal cannot burrow through most metals.

Non-Biological: Magridal possess an amorphous body which does not take double damage from critical hits, but it is affected by critical hit effects normally. In addition, Magridal are immune to bleed, death effects, disease, necromancy effects, paralysis, poison, sleep, and stunning.

Metal skin, glass blood: A magridal naturally possesses acid, fire, and cold resistance 5. Unfortunately, their metallic and crystal structures suffer increased damage from electricity or sonic damage, granting them sonic and electricity vulnerability. Anyone who injures a magridal with a melee weapon takes 1d4 points of fire damage as the Magridal’s molten glass blood ejects from the wound in a brief but explosive jet of molten silica that rapidly cools and hardens into a jagged spear of burning hot glass. Anyone attempting to heal an injured Magridal using first aid or other touch-dependent healing also takes 1d4 fire damage.

Sturdy: Magridal add 5 to their maximum bulk carried.

*****

Tikrik
Tikrik are renowned warriors and merchants, although dark rumors suggest that they are secretly allied with the spice serpents. Tikrik often bear an eclectic array of equipment traded or stolen from other races. In conflict, they prefer to engage enemies from a distance with superior firepower and protection. Physically the Tikrik are ursine, possessing thick, luxurious coats of fur and large, sharp claws on each of their digits; as well as small but sensitive ears. However, the Tikrik do not have live births, instead they lay egg sacs similar to those of an insect. They possess lamprey-like mouths and prefer to subsist on blood consumed by pinning creatures down and latching their jagged-toothed maws upon the living victim.

Mercantile: You may always reduce the cost of your purchases by 10%, in addition to any other modifiers.
Warrior Culture: Gain a combat feat that you meet the prerequisites for.
Blood Drinker: You possess a vicious bite attack. This bite deals 1d6 damage + 1.5x your Str bonus. At 8th level, your bite deals 2d6 damage + 2x your strength bonus. At 15th level, your bite deals 3d6 + 2.5x your strength bonus. Each time you hit a pinned target and deal damage with this bite attack, that target suffers 1 bleed damage. Each time you hit a pinned target with this attack and deal damage, you regain 5hp.
Void Accustomed: Tikrik never need to make checks in order to take a move action in zero G.


I'm coming up on another move in the next year or so, and so I wanted to run one final game for the guys I play with now. Because we've been playing so many Paizo modules, we have a lot of characters in the 13-17 level range who have influenced events on Golarion. I wanted to do something kind of big as a last hurrah, so I've asked the guys to decide on a character from one of our past games (including Age of Worms, although converted from 3.5 and de-leveled appropriately) and dredge them up to join a 16th level supergroup. I'm planning to allow them to run multiple kingdoms and I expect to have more than one mass combat during the course of things, the rules for both of which I'm lifting from Kingmaker. ;D

I'm pretty excited about the whole thing and it looks like we might even convince some former players to rejoin us for this! Since I'm not using a module this time it's going to require a lot more from me in the way of GM homework than usual, and I could really use more sets of eyes looking over things and telling me what they think. That said, if anyone reading this is in the game, you'd be doing yourself a disservice by reading further...

So, without further ado, this is the first NPC I've come up with. I'm planning to introduce the characters to the campaign by sending them down Candlestone Caverns, and to that end I've created a leader for the Black Claw kobolds. His name is Rakken the Trigger, and he is a peerless trapmaker that I've taken a little license on as far as his equipment is concerned. One of the things I want to do for this campaign is hand out some really unique loot. (I was a big fan of Planescape:Torment back in the day)

Rakken the Trigger, Kobold, NE Rogue 17 Fort: 8 Ref: 19 Will: 8 BA: 12/7/2 AC: 30 HP: 68
CMB: 8 CMD: 24 Spd: 30

Str: 4
Dex: 22
Con: 10
Int: 20
Wis: 10
Cha: 8

Fts:
Skill Focus Stealth
Skill Focus Craft Traps
Skill Focus Disguise
Improved Natural Armor x5
Weapon Finesse

Traits:

Racial Abilities:
Light sensitivity
Common, Dwarven, Gnome, Undercommon, Draconic, Aklo, Terran, Orc, Ignan, Goblin, Giant, Elven, Terran, Abyssal, Infernal
AC+1
Darkvision 60
Small - +1AC, +1att, -1CMD/B, +4stealth

Class Abilities:
Sneak 9d6
Trap Sense +5
Evasion
Improved Uncanny Dodge
Cunning Trigger - set off trap within 30ft.
Fast Stealth
Fast Getaway - Withdraw after successful sneak attack or sleight of hand
Quick Trapsmith - set trap as full round
Powerful Sneak - *
*Deadly Sneak - treat 1s/2s as 3s on sneak
Frugal Trapsmith
Camouflage - natural caves +4stealth

Skills: Bns: Ablty: Rnks: Ttl:
Craft Trap 21 5 17 43
Profession Miner 5 0 17 22
Stealth 42 6 17 65
Perception 5 0 17 22
Acrobatics 3 6 17 26
Disable Device 3 6 17 26
Search 3 0 17 20
Climb 3 -3 17 17
Swim 3 -3 17 17
Bluff 3 -1 17 19
Disguise 9 -1 17 25
Sense Motive 3 0 17 20
UMD 3 -1 17 19
Linguistics 3 5 10 18

Equipment:
15,000 gp worth of mastercrafted trap parts (a relatively small, light collection of parts that is worthless for resale but useful for crafting traps)
Ring of Chameleon Power +10 Stealth/Disguise Self
Greater Shadowed +3 Studded Leather Armor
Cloak of Resistance +3
Trigger's Steel Tooth (Tiny enchanted dagger)
Permanent -1MHP to install
+5 Craft traps, Cast Hungry Pit 2/day
Bonesinger - +4 NE Intelligent Shortsword d6+4, 19-20
10Int 16Wis 12Cha 12Ego 57000gpv
Empathic
120 ft Bonesense (Can only detect creatures with bones,includes constructs/undead)
Teleport to Owner 1/day
Deadly(+1confirm crits)
Bonesinger wants to kill at least one bone-havin' creature per day after 1 week no kills, refuses to teleport or help confirm crits
after 3 weeks will not "speak", will not warn owner of threats
after 1 month, will attempt to control user

Background:
Rakken "the Trigger" was born a member of the deep-cavern dwelling Hatescale tribe of kobolds. Rakken was the son of the clan chief, a particularly sly, old kobold named Rikk. Originally, Rakken's father planned to dispose of the brilliant young kobold when it became clear he was smart enough to be a threat. However, Rakken proved to be so engrossed by, and talented with, the creation and modification of mechanical devices that his father decided to spare him. This was a wise decision, as Rakken's layers upon layers of traps proved to be an increasingly deadly web of defense around the clan's territory. Eventually, a lack of space and material made it difficult for Rakken to further perfect his art, a situation he found intolerable. Rakken's
father attempted to restrict his movements when he made his desire to leave the clan clear but the master trapsmith easily evaded pursuit and left his tribe behind. Rakken spent years exploring progressively deeper caverns, bartering with some inhabitants and avoiding or killing others. His trapmaking skills became uncannily fast and exquisite, and his fame spread throughout the Darklands. Rakken is now retired, following his single-handed orchestration of the defense of Karadh-Nurr, a duergar city under siege by a seemingly-endless army of drow. Unfortunately, Rakken's traps couldn't provide the defenders
with food, and the fortress cavern was eventually overrun. Rakken easily escaped the fall of his dwarven employers and now labors in relative obscurity, quickly having risen to power amongst the Black Claw clan of Candlestone Caverns.

During his youth, barely scrabbling out survival by trapping and killing dangerous darklands fauna, Rakken found it useful to augment his naturally tough kobold hide. His Improved Natural Armor feats are not the result of natural growth, but of replacing many of his dusky, black scales with small bits of iron or stone. He also replaced one of his teeth with a tiny-sized dagger found on the corpse of a dead svirfneblin crushed by a cave-in that Rakken arranged.
The hilt of the dagger stabs painfully into the gums of anyone who does the same, and seems to provide the same bonuses whether wielded by an appropriately sized creature or used as a tooth in a similar fashion to Rakken. When mounted as a tooth, the dagger doesn't take up an item slot.

Bonesinger is Rakken's sword, a loyal companion and the closest thing that Rakken has to a friend. Bonesinger only wishes to feel it's jagged edge grind and chew through bone, and Rakken has never failed to concede to that wish when Bonesinger demanded it. The sword is itself made of ivory from some unknown, deep-dwelling, beast; a single piece carved by a master craftsman and enchanted with a simple, straightforward personality and set of abilities. Bonesinger saves its ability to teleport 1/day in case Rakken is somehow disabled or disarmed, in which case it will attempt to aid him in his escape or
return to his hand. However, Bonesinger does not resent the death of its master, should it occur. It will be slightly more demanding of a new owner, requiring a kill each day for several weeks, just to make certain that they are dedicated to the same ends.

Combat:
Rakken prefers to flee conflict over all other options. Keeping in mind that his ability to lay traps is lightning-fast and cheap, he is more than capable of turning a small lead into a trail of snares, pits, and devices. He will also lurk at the edges of caverns, using his ability to remain undetected in order to trigger traps that an enemy might otherwise avoid or disarm. He has become so accustomed to this tactic of falling back in the face of aggression that Rakken has a slight phobia of being cornered. If he feels he has no option but to turn and fight, the otherwise shy kobold enters a savage frenzy; foaming at the mouth, and screeching curses in Aklo and Draconic while he hurls himself at the least physically-imposing threat in an attempt
to break through his enemies and escape.

One of Rakken's favorite traps for use around a long-term dwelling is the colorfully named "S*~%shaft". The trap is a complicated multi-trap designed to target less nimble invaders (initially). The trigger is well hidden, typically DC25 or higher, depending on the skill of the expected targets. When a character steps on one of the squares designated as the trigger, a pit will typically open 10 or 20 feet to one side of the trigger in order to catch casters and fighters following behind a scout. The pit itself is generally around 40 feet deep and lined with sewage intakes drained from local cesspits. The bottom of the pit will fill to a level of five feet deep within 1d3 rounds of the pit being triggered. The slick, filthy
walls of the shaft are nearly impossible to climb. Once the bottom of the pit has filled with offal and sewage, a second false floor is triggered. This second pit is typically twice as deep as the first and features a number of pieces of jagged, rusted metal that easily break off from their mooring and remain lodged within a victim. Anyone falling to the bottom of pit is automatically hit by 1d3 of these spikes for 1d6 damage apiece. These filth-covered, rusted lengths of iron require a DC20 strength or heal check to remove, and usually carry a highly contagious disease called "S%!!shaft Shakes". If they
are removed via a strength check the spikes deal an additional 2d4 damage to the victim, per spike. S*#*shaft Shakes requires a DC25 Fort save and if contracted has the following stats: (1d8 Dex damage, Frequency 1/day, Cure 2 consecutive saves. In addition to the daily save and ability damage dealt by this disease, a DC20 Fort save must be made each each day or 1 point of ability damage for that day is converted to ability drain.) Two rounds after the second pit trap is triggered, a pair of Headchompers (poisoned bear traps on chains) are released on either side of the top pit in an attempt to snare concerned allies attempting to rescue pit victims. The bottom of the second pit features several drainage shafts to prevent sewage and gore from backing up too much. On a good day, a S~##shaft can disable or eradicate entire parties of enemies.

***
I'm not sure what CR to set for the described trap, by the way. I've considered going as high as CR17, depending on how effective it proves against the party. I'm aware that it's technically several traps, but I'd rather give one large xp reward than six CR 10s.

I'm planning to add more in the way of NPCs and setting, if anyone cares to comment or make corrections. Appreciate the help.


So let's say that there's this Legacy of Fire campaign.

And let's say that the party is entirely comprised of characters who are siblings (everyone took the Finding Haleen trait) but every character chose a different race. The genes of the family are already pretty scrambled, is what I'm implying.

So let's say that one of those characters, a Suli, is a bit of a loose woman who enjoys travelling to exotic locations and isn't too picky about the nature of her suitors. Further, while pregnant from mating with a number of monstrous humanoids, outsiders, etc. with no knowledge of which is the father, the mom gets stabbed in the stomach with a syringe by an alchemist who worships Lamashtu or Rovagug or some such.

Now, much later in the campaign, let's say the mom has given birth to a child who ages incredibly quickly (at least until the teens), has natural shapeshifting and magic powers, and appears to be largely carnivorous and amoral.

Where would you suggest raising the child/enrolling it in tradeschool?

This scenario has the potential to pull the mother away from the rest of the party just as they enter the final module of the AP.

Does anyone think that it would be a good idea to contact the Proteans for aid in understanding/helping the child? Should the child be encouraged to pursue what "feels natural" even if that involves eating the hearts of intelligent creatures to gain their memories? (Mom is LN)

How do you even discipline a kid who might be able to kill you at a couple of weeks old?


You would not BELIEVE how hard all that was to get by the post monster. Thank god I've learned the "always copy before you submit" lesson.

So as you can see up there, I don't have more than a handful of techniques and combo attacks, both of which should be fleshed out a lot more (especially the combo attacks, there should be at least a couple dozen to pick from) and I haven't started assigning which are available to which style, although that should be fairly evident. I also haven't put up any finishers yet, but finishers should be more powerful than standard combo attacks due to the greater restrictions (one per round, can only use combo attacks). Also, as you probably already inferred, I deliberately made "finishers" dovetail with the Kata ability. I can't decide if the Grandmastery ability is underwhelming or overwhelming. Depends on the power level of the finished stances, I suppose.

Oh, and the techniques/styles have some overlap. Like granting DR, etc. Typical rules apply. (DR doesn't stack, etc.)


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I've been pretty vocal about hating the Monk for quite some time, and about the fact that a fighter can be a superior (if unsatisfying due to the light damage their strikes inflict) unarmed combatant because of their sheer number of feats. Having stopped by the boards last night I found a lot of discussion about the new Gish class (sorry guys, I'm not going to call it a Magus) and it reminded me that there have been all sorts of new classes put out. This is NOT a problem in my mind. Those who don't like adding new core classes are welcome to their opinions but for those of us who crave variety having more options sanctioned by the creators of the game is simply fantastic. My only issue is that it seems like magic always gets more love than martial classes. SO. Since I'm tired of waiting for someone else to "fix" the Monk. (And I hear tell that some people actually want the whole "mystic" flavor attached to it) I decided to make my own core class - one which is about kicking the snot out of people instead of falling really far.

The problem I've run into is one of imagination. I have a couple of unique class features that I really like: Stances, Styles, Techniques, and Combination Attacks. I need help with variety though, my imagination is a bit tapped out so suggestions for new things to add to those sections would be welcome. Also, I'm uncertain about power level because I've never homebrewed something to this extent, and certainly not for PF. So a lot of the numerical effects were drawn directly out of BS, although I tried to keep things tame.

Anyway, what follows is my (currently incomplete, give me a hand) Martial Artist class. This is, in my mind, a replacement for monk although the two are vastly different and could probably both exist in the same campaign with a minimum of fuss. (Essentially the Martial Artist is Bruce Lee, while the existing Monk would be... some asian guy who gets knocked around a lot by fighters, I guess.)

Feel free to offer suggestions. Please try to be constructive. I'll do my best to be thick-skinned if you'll do your best to be kind.

***

Martial Artist
Flavor text goes here.

Alignment
Any.

Hit Die
d10.

Starting Wealth
Don’t care.

Class Skills
The Martial Artist's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level
4 + Int modifier.

Table: Martial Artist
Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Unarmed Strike, Armor Restriction, Combination Attack, AC Bonus, Unarmed 1d6, Unarmed Combat, Style

2nd +2 +3 +3 +0 Technique

3rd +3 +3 +3 +1 Combination Attack

4th +4 +4 +4 +1 Stance, Unarmed 1d8

5th +5 +4 +4 +1 Combination Attack

6th +6/+1 +5 +5 +2 Kata

7th +7/+2 +5 +5 +2 Combination Attack

8th +8/+3 +6 +6 +2 Stance, Technique, Unarmed 1d10

9th +9/+4 +6 +6 +3 Combination Attack

10th +10/+5 +7 +7 +3 Mastery

11th +11/+6/+1 +7 +7 +3 Combination Attack

12th +12/+7/+2 +8 +8 +4 Stance, Improved Kata, Unarmed 2d6

13th +13/+8/+3 +8 +8 +4 Combination Attack

14th +14/+9/+4 +9 +9 +4 Technique

15th +15/+10/+5 +9 +9 +5 Combination Attack

16th +16/+11/+6/+1 +10 +10 +5 Stance, Unarmed 2d8

17th +17/+12/+7/+2 +10 +10 +5 Combination Attack

18th +18/+13/+8/+3 +11 +11 +6 Superior Kata

19th +19/+14/+9/+4 +11 +11 +6 Combination Attack

20th +20/+15/+10/+5 +12 +12 +6 Stance, Technique, Grandmastery, Unarmed 2d10

Class Features
The following are class features of the Martial Artist.

Weapon and Armor Proficiency
A Martial Artist is proficient with all simple weapons and gains no armor proficiencies.

AC Bonus (Ex)
A Martial Artist trains without armor, relying on his skill to protect him from harm. Martial Artists gain a bonus to AC equal to ¼ their class level (rounded down) plus the dominant ability modifier of their chosen style. This bonus cannot be less than 0, even if the Martial Artist has a low ability score. This AC Bonus is lost if the Martial Artist wears any armor or wields a weapon.

Unarmed Strike
At 1st level, an unarmed specialist gains Unarmed Strike, as per the Monk class ability. Unlike the Monk class ability, this ability also allows the Martial Artist to replace their strength bonus to unarmed damage with that of their style's dominant ability score.

Stances (Ex)
At 1st level, 4th level and every four levels thereafter (1st, 4th , 8th , 12th , etc.), a Martial Artist gains a new stance picked from those available to him, with additional stances added to this list as the Martial Artist advances in level. Stances typically provide both a bonus and a penalty. Martial Artists may benefit from only one stance at a time. Entering or leaving a stances is a free action but a Martial Artist may only activate one stance per round.

Unarmed Combat
A Martial Artist may qualify for feats that are restricted by Fighter class levels (i.e., Weapon Specialization, Greater Weapon Focus) at the same level that Fighters would be eligible, but may only select these feats for his unarmed strikes. (Credit for this idea goes to Philetus and his Unarmed Specialist)

Armor Restriction
An unarmed specialist loses the ability to use Martial Artist class abilities, including AC bonus, while wearing armor; even if he is proficient with the use of that armor.

Style (Ex)
Every Martial Artist has a core fighting style that helps to determine their available Techniques, Stances, and Combination Attacks. This style is chosen at first level and cannot be changed afterward.

Combination Attack (Ex)
At every odd-numbered level (1st, 3rd, etc.) a Martial Artist may choose to learn a new combination attack from those available to him. These combination attacks may be used in place of any standard attack with two limitations - A particular combination attack can only be used once per round unless otherwise noted in the attack’s description. Combination attacks can be mixed freely with normal armed or unarmed attacks, but only during a full attack: combination attacks cannot be used as a standard action. Some combination attacks are marked as “finishers” these especially powerful combination attacks may only be used as the last attack in a full attack action and only if they were preceded exclusively by other combination attacks. Martial Artists may choose to replace a known combination attack with another that they qualify for any time they gain a new combination attack, however they may only retrain one attack at any given level.

Techniques (Ex)
Techniques are powerful and unique abilities that Martial Artists perfect via rigorous training. A Martial Artist may activate a technique as a swift action and may use only one technique at a time, even if they are somehow able to use more than one swift action in a single round. Martial Artists gain techniques at 2nd level and every six levels thereafter. (8th, 14th, 20th).

Kata (Ex)
At 6th level, if a Martial Artist makes a full attack action using only combination attacks he may make one additional attack at his highest base attack bonus. This attack must also be a combination attack.

Mastery (Ex)
At 10th level, a Martial Artist may choose one stance in which he has trained. All beneficial numerical effects of this stance are doubled while penalties remain the same.

Improved Kata (Ex)
At 12th level, if a Martial Artist makes a full attack action using only combination attacks (as per the Kata ability) he may add two additional strikes instead of the one provided by Kata. These extra attacks are made at the Martial Artist’s highest base attack bonus and must be combination attacks.

Superior Kata (Ex)
At 18th level, if a Martial Artist makes a full attack action using only combination attacks (as per the Kata ability) he may add three additional strikes instead of the one provided by Kata. These extra attacks are made at the Martial Artist’s highest base attack bonus and must be combination attacks.

Grandmastery (Ex)
At 20th level a Martial Artist may choose to benefit from the effects of any two stances at the same time, their bonuses stack. In addition, the Martial Artist no longer suffers the penalties associated with any stance he knows.

Style List
Blinding Speed: A Martial Artist who utilizes Blinding Speed is an agile combatant who employs their amazing dexterity in order to avoid attacks and place precision counterstrikes. +1 competence bonus to AC and +10 feet of movement. (Dex)

Mighty Blows: Able to destroy castle walls with a single strike, Martial Artists of this style favor offense over defense and can choose some of the most vicious combination attacks. +1 competence bonus to hit with Unarmed strikes and may reroll 1s on Unarmed Strike damage. The Martial Artist may only reroll any given damage die once, even if the second roll results in a 1. (Str)

Wise Warrior: Specializing in spotting weak points in an enemy’s defense, the Wise Warrior achieves victory through keen senses and absolute timing. May ignore DR of equal or less than ¼ of their Martial Artist level (rounded down), minimum 1. (Wis)

Kung Fu Genius: Brilliant tacticians and natural combatants, the Kung Fu Genius can formulate a plan of attack in the time it takes most men to blink, earning them the respect of their peers. +1 initiative and +4 to all social interactions (Bluff, Diplomacy, etc.) with martial classes. (ie: d10 HD) (Int)

Undying Champion: Having trained in esoteric methods of weathering pain and mitigating damage, the Undying Champion can resist the mightiest of blows. Gain DR equal to ¼ class level (rounded down), minimum 1. (Con)

Stance List
Patient Scorpion Stance: access to precise combos, techniques
Hunting Hawk Stance: access to aerial/high ground combos/techs
Agile Lemur Stance: access to evasive combos/techs
Endless Assault Stance: access to rapid-fire combos/techs?

Combination Attack List
Jab: bonus to hit, penalty to damage
Spinning Strike: power attackish, penalty to ac
Peircing Strike: bypass ac/dr?
Hurricane Attack: attack several adjacent enemies
Punishing Blow: attack bonus on weapon that hit you

Technique List
Iron Shirt: dr or ac?
Godhand: huge damage
Adamantine Fist: ignore hardness/construct DR, extra damage to them
Keen Senses: Improved Uncanny Dodge?
Power Kiai: stun/nauseate short range
Light Body: Run up walls, across fluids, etc.
Faceless Opponent: become unidentifiable
Snatch Weapon: free disarms
Silent Fist: d6 sneak, multiple times, stacks


I'm just re-posting this because it was so ridiculous I had to share.

************************

"ran" this teh other night as a 1 off.

planescape:
lets say a pit fiend with a whole buncha sorcerer levels wakes up and decides he's in a midlife crisis. he quits being a devil and does this instead:

he takes a scryin' pool to a demiplane with a mild positive alignment. (so there's hit point regeneration and therefor harder to die) makes a few more scrying pools...connects them all via one "network"... only ...these scryin' pools work in reverse...allowing any wizard who knows where they are to zero in on them and watch the action. He flyers a LOT. Lots of folks know where they are...it's very popular.

he sets up shop in the Smoldering Corpse Bar and Grill in Sigil hirin' low level adventures to go to this plane and take the quests of "Savage Randal the Savage (half orc barbarian 5...did I mention he wears a GIANT cowboy hat and spandex tights and constantly screams "OOOOOHHH YEAHHH!!!") on his Scry TV program Savage Randal the Savage's Savage World of Super Adventures Forever.

game mechanics worked as such: DM comes up with a small challenge for a few 1st level adventurers. the one who does the best gains a level...and gets to vote one of the characters off the show. He also gets to design the next challenge and runs it as the DM while his character is treated to an all you can eat ham buffet. You are given bonus XP/items for playing up to the crowd...every time your character gets voted off you have to build a new first level character. Once a character gets to 5th level he gets the option to go one on one with Savage Randal in a Steel Cage match.

the winner was a Lawful Evil human Monk named: D'jaki Chann

the best challenge was a round of Super Sloppy Double Dare against an ooze mephit.

Sorry if this is just incoherient. It was a lotta fun. The game had a "Wow...Vh1 used to do specials about ACDC but now they're just all about New York doin' different stuff she's not so good at" kinda vibe. It was and I'll say this again cause it bears repeating...lotta fun.


I've been kicking around the idea of an evil campaign for quite some time, and talked my players into trying it out for our upcoming Council of Thieves game I'll be running in a week or two.

So basically I'm curious what they'll do with all the brakes off, and Chelliax is a great place for it. The players are:

A tiefling summoner who is particularly horrible-looking. He's got small metallic horns, an inner glow, smoking breath, shark teeth, the works. He's kind of embraced his scary appearance after a painful childhood as an unwanted child of minor nobility. He now hires himself out summoning what-have-you and plays up his connection to the infernal because he needs hugs. Lawful Evil and Rakshasa-spawned. He was convinced to attend the initial meeting via a letter promising his usual fee for an evening's work in exchange for participation in a community discussion. He assumes there is something illegal going on.

A strix rogue who was something of a black sheep on their mountain rookery due to his orphan status and lack of communal spirit. He left due to disinterest in the mythology of his people and concern about attacks from imperial troops. He's been living in the slums of Westcrown for weeks and has become something of a bogeyman among the locals. (Like Spring-heeled Jack or something) He was convinced to attend the initial meeting in exchange for some non-rotten food and the promise of being able to one day live in something more stable than a half-caved in bell tower. Neutral Evil.

A tiefling inquisitor. Despite being loyal to the Empress and Asmodeus, this tiefling (featuring eyestalks and claws) is forced to work three times as hard as his colleagues and is still despised for his freakish appearance and achievements. He's Daemon-spawn, I think; whichever one gave him an Int bonus. He has certain issues with the heavy-handed tactics of some Hellknights. Lawful Evil. Hasn't been invited to the initial meeting yet, and may be more likely to be a mole than an honest participant.

A tiefling cleric. This character is still conceptual, but will likely be a nuker first and healer second.

And finally, the control group. A Lawful Good Half-Orc Paladin. This Wiscrani native is the rare half-orc son of a stable if not the most romantic pairing of a particularly ugly human dockworker and a reasonably fetching orc woman. Unfortunately junior's habit of rabble-rousing and playing amateur lawman from time to time has seen his parents briefly "interviewed" at Citadel Rivad. Although they were released with no permanent damage the fact that all questions regarded their son's activities sent a pretty clear message. Works as a clerk for a day job, and is employed directly below a certain NPC member of the Westcrown resistance. Has agreed to attend the initial meeting after a strange meeting with an idealistic redhead while picking up ink for his boss.

I have been pretty pleased with the thought most players put in their backgrounds. Also, the tieflings all took the Fiendish Heritage feat which I feel makes them a lot more unique and fun. (I offered to give them a random heritage, but no takers. :D)

I'm looking forward to the party dynamic with the paladin. The character concept was in place before I requested an evil game, and I was kind of curious whether a good character in an evil party would be a divisive force or not. I'm not worried about the players having problems even if the characters do, so this should be fun. :)

I'm thinking about reporting the game sessions either here or in the Council of Thieves board. Partly because I like musing over it, partly to help me remember, and partly because I thought others might be curious. If anyone feels this is unnecessary clutter I'll just keep it to my notebook. ;)


Looking for questions or comments or recommendations (and the heat of a thousand flames)

The basic premise for this character was an unyielding mountain of metal. It's not fast, it doesn't control the battlefield, and it has the will-save of a sick child; but it will obliterate anything brave enough to stand toe-to-toe with it. I needed to update this build because evidently the "one combat feat per round" rule is now gone from Beta; and I was curious as to how much this affects the character. My major problem here is going to be math especially where attacks and damage are calculated. I always make a mistake there.

Cyril Shatterstone LE Fighter 15 Rolled stats: 15, 10, 12, 18, 16, 8

Str: 20 (26) {+1 @ lvls 4/8}
Dex: 16 {+1 @ lvl 12}
Con: 18 {+2 @ creation}
Int: 12
Wis: 8
Cha: 10

Type: Humanoid
Size: Medium
Speed: 30 (Cannot run)

AC: 36 (+13 Armor, +4 Armor Training, +3 Dex, +2 Natural, +2 Dodge, +2 Greater Heavy Armor Optimization)
HP: 208 (+18 Toughness, +15 Favored, +60 Con)
BAtt: +15
Fort: 17
Ref: 11
Will: 8 (11 vs fear)

Attacks:
Standard - +32/27/22 Damage = 3d8+23
Power - 24/19/14 Damage = 3d8+39
Vital - 32/27 Damage = 6d8+23
Power Vital - 24/19 Damage = 6d8+39
Overhand 32 Damage = 3d8+31
Power Overhand 24 Damage = 3d8+47
Backswing - 32/27/22 Damage = 3d8+35/23
Power Backswing - 24/19/14 Damage = 3d8+51/39
Power Vital Backswing - 24/19 Damage = 6d8+51/39
Devastating - 27 Damage = 12d8+92
Power Devastating - 15 = 12d8+156

Brutal Strike, once per round Fort save DC=(Power attack damage) or target is dazed for one round.

Racial abilities:
Shaky - -2 to ranged attack rolls.
Weak-willed - -3 to will saves
Bonus Feat x2 - For flaws
Bonus Feat - Human bonus
Bonus Skills - Human bonus
Standard Feat x8 - For levels 1,3,5,7,9,11,13,15

Class abilities:
Bravery - +3 vs Fear
Armor Training - +4 AC, -4 check penalty, +4 Max Dex
Weapon Training - +3 Hammers, +2 Close, +1 Heavy Blades
Bonus Feat x8 - For levels 1,2,4,6,8,10,12,14

Feats: (19)
Toughness - Core
Power Attack - Core
Cleave - Core
Dodge - Core
Exotic Weapon Proficiency (World Crusher) - Core(ish)
Weapon Focus - Core
Weapon Specialization - Core
Great Cleave - Core
Overhand Chop - Core
Backswing - Core
Greater Weapon Focus - Core
Bludgeoning Weapon Mastery - PHB2
Devastating Blow - Core
Heavy Armor Optimization - Races of Stone
Greater Heavy Armor Optimization - Ros
Exotic Armor Proficiency - RoS
Vital Strike - Core
Greater Weapon Specialization - Core
Brutal Strike - PHB2

Skills: Name Ranks Ability Misc Total 72 ranks, * = cross-class
*Acrobatics 12 3 0 15 (20 jump)
Climb 3 8 3 14
Handle Animal 3 0 3 6
*Heal 3 1 0 4
Intimidate 4 0 3 7
Knowledge (Dung) 5 1 3 9
Knowledge (Eng) 5 1 3 9
*Linguistics 6 1 0 7
*Perception 10 -1 0 9
Prof (Trapper) 5 1 3 9
Ride 3 3 3 9
Survival 10 -1 3 12
Swim 3 8 3 14

Possessions:
+3 Spiked Mithral Mountain Plate "Resistance" (AC 15, Max Dex +6, Check Penalty -0 = mithral, armor train, armor optimization)
+2 Large World Crusher "Inertia" (3d8+2 crit x4)
Strongarm Bracers
+2 Amulet of Natural Armor
+3 Cloak of Resistance
+6 Belt of Giant Strength
Crystal Mask of Mind Armor

A note on my group. We fly kind of fast and loose where equipment is concerned because we've all been gaming since AD&D and no one wants another ho hum
+4 knife. We tend to personalize equipment as well, allowing greater than average benefits for greater than average investments of time and money.

A note on mithral mountain plate. I don't believe it's specifically mentioned in the rules, but I thought it was appropriate to give a movement of 20 ft.
That's what medium exotic armor in the same book has, and even if it's mithral that's a lot of weight. Boots of Striding and Springing bring it up to 30 ft.
There was some discussion about whether Heavy Armor Optimization would work if the plate was mithral, because it's treated as medium. But upon review we
decided that RAW indicates this is supposed to apply to limitations only: "for purposes of movement and other limitations". Not to beneficial effects (or
proficiency, for that matter. Mithral full plate still requires heavy armor prof.)

A note on the "world crusher". It's essentially a large goliath greathammer, but does less damage. 2d8 instead of 3d6 (avg 9 vs avg 10.5). I happen to
like the flavor of earth breakers better, and so I talked it over with my DM. For a very large sum of money for custom work and the investment of the
Exotic Weapon proficiency feat, he allowed me to obtain and use this custom design. Yes, I'm aware that 2d8 with a x4 is a pretty major weapon; I've just
always wanted a character who whips around a couple of anvils strapped to a pole. I also snagged strongarm bracers so I could have a large version and bump
the damage to 3d8, but if it were really min-maxed; it could be a lot worse. *shrug* The line for freudian jokes forms to the right.

So for the last five levels of progression, I'm thinking Improved Vital strike, Weapon Supremacy from PHB2, maybe Driving Blows or whatever it's called from PHB2 (the special bludgeoning one that gives +1 to hit per successful attack in a round, it helps mitigate iterative attack penalties). Don't know about the other 2 feats.

Cyril is a Varisian born of peasant stock. He stands a couple inches over six feet tall, and never slouches. He has a heavy build, and due to many long hours of solitary training, has the physique of a gladiator or career soldier. He is somewhat slow to speak, and frequently grits his teeth when upset. He prefers to crop his hair short, and does so with a skinning knife; leaving it spiky and a bit uneven. He has a silver straight razor that belonged to his great uncle that he uses to trim his beard. It is important to understand that while Cyril does not lack passion, he doesn't have much in the way of compassion. That is to say that he is accustomed to taking care of himself, and sometimes has difficulty accepting that others are less capable; this has caused him some degree of confusion when other party members wish to involve themselves in the plights of others. There is also the issue of women and children, who cyril typically sees as frivolous and irritating rather than deserving of special consideration or any amount of help. He doesn't concern himself much with whether anyone else has a happy or peaceful life; assuming that they should take care of it themselves. He generally tries to obey the laws of any land he visits and doesn't care whether those laws are just, he's more than willing to use an unjust law to his advantage if possible.

His father was a widower and blacksmith who had little interest in his son's personal interests. He attempted to teach his boy the family trade, but it quickly became evident that Cyril had the strength but not the patience for forge work. When Cyril entered his early teens he and his father had several increasingly violent arguments, which drew to a head six months after the boy's fourteenth birthday. Following a all out brawl Cyril's father sported a broken jaw, while Cyril had extensive burns from being pressed against a hot plowshare. He left home that afternoon, stealing as much as he could carry while his father was visiting an apothecary for medication. The two never spoke again, and Cyril later learned that his father died some time around his seventeenth birthday. He dislikes city life somewhat and instead chose to spend a lot of time in the wilderness. He met a Shoanti tribesman, who lived down south for undisclosed personal reasons, during one of his trips along the coast in his wandering youth. The old warrior taught him how to use an earth breaker and the two remained friends until the Shoanti's death a few years later (peaceful, he was old). Cyril eventually wandered his way back to Sandpoint (he was raised nearby). By the time RotRL starts, Cyril has spent several years trapping game in the area around Sandpoint. He's not well-known in the town, but recognized from when he brings in furs to trade. He rarely bothered to check out places of interest in the town, so was surprised and more than a little smitten upon first meeting Amiku at the inn. (After becoming a somewhat reluctant "hero" of Sandpoint). By the time of the Skinsaw Murders, Cyril was well-ensconced in the party; no longer uncomfortable about spending large amounts of time in the presence of other people. He was a little creeped out by notes addressed directly to him at murder scenes, and received a dressing-down from the sheriff regarding his behavior at the asylum (Cyril has a short temper, and sometimes struggles with the lawful aspect of his alignment). Nonetheless, he has managed to bond with the party cleric, who is in many ways a warrior. He's also saved the halfling rogue from being burned alive on three separate occasions, and can occasionally crack a smile at the suggestion that goblins must have some kind of special knowledge regarding the flammability of halfers. On an even more personal note, Cyril spent a good portion of his funds at one point in order to stage an elaborate dinner celebration for Amiku in her own inn, using the complicity of her employees to give her a night off. Following her brief kidnapping, he bestowed a particularly savage beating on her half-brother before being kidnapped himself. He was finally a victim of his poor internal focus, and spent quite some time as a mentally dominated servant of the party's enemies. (I had to leave town for a while)

Assuming that everything ends well, Cyril hopes to continue wooing Amiku; although he is uncertain whether he wants to enter the world of Sandpoint nobility. He is, however, a great deal more comfortable with city life than he used to be and wants to make some changes to ensure that life in Sandpoint is no longer as tumultuous as it has been recently. There has been some discussion that Amiku may have softened Cyril, pushing his alignment towards Neutral. Party members who were present during her disappearance and his vicious torture of her brother are less certain of love's long-term effects on Cyril's bouts of anger.


Okay, some illustrations because I'm maybe being kind of vague. These were kinda lifted from star wars, with slight modifications. I hope I'm not stepping on any copyright toes. I just happen to like how Star Wars set things up, martial arts-wise. There were basic martial arts feats, and then each style had two or three feats that roughly corresponded to the basic feats. So martial arts, improved martial arts, and advanced martial arts were used to gain access to, say, K'thri/K'thri Expertise/K'thri Mastery, respectively.

Examples:

Martial Arts - Basically just Improved Unarmed Strike

Improved Martial Arts
Improves crit range by one (19-20) and gives a second die of damage. ie: small goes from 1d3 to 2d3, medium from 1d4 to 2d4

Advanced Martial Arts
Another +1 bump to crit range, and another die.

Defensive Martial Arts
+2 Dodge bonus to Defense (AC). Interesting because there are no requirements to meet, take the feat and get the bonus as long as you're not flat footed. Doesn't matter if you wear armor, hold a weapon, or carry heavy things.

Style feats typically revolve around one or two kinds of actions.

Examples:

Stava
Gives a second unarmed attack on a charge, at a -5.

Stava Expertise
Double strength bonus on unarmed attacks made during a charge.

Stava Mastery
As a full round, make a single attack and deal max damage. For every five points of BaB, deal +2 damage on this attack.

Now I suppose you could use the Star Wars stuff and change the flavor for the styles, but there's only four or five of them. I'd like to see a dancing plethora of style feats for D20. Oh, and more feats for Martial Arts in general.


Should I assume that the flood of ideas means that the rules are fine as is? Or that you don't like the d20 version? Or that you've all been consumed by unnameable horrors from outside time?


I was just glancing at the combat maneuvers, and I noticed that sunder says you can use it on held or worn items.

I seem to recall that you could only use it on held items in 3.5, and I was just curious if this means you could literally strip someone of equipment with sunder after sunder? Can you sunder worn armor now? Amulets? Gloves?