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Silver Crusade

Inspired by the 7 deadly sins, comes a mystery for NPCs and PCs consumed by a contagious, devouring hate.

Some people are born in misery, others in luxury, but the most unfortunate grow in a hateful environment. Whether it is hate toward the unknown, the different, a sworn enemy or the imaginary source of one's misfortune, oracles of Wrath find intoxicating power in anger and vile resentment, and they find true power in spreading this sentiment to divide and crush their enemies.

>>> Wrath, a new Pathfinder Oracle mystery ! <<<

I hope this option will bring something new and fun to your table, and am as always open to all your suggestions, critics and questions :)

- Brain-in-a-jar Maxximilius

Silver Crusade

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Inspired by Dante's Divine Comedy, more precisely Inferno's Circle of Gluttony, comes a mystery for NPCs and PCs indulging too much in the pleasures of food, drinks and drugs.

Indulging in the consumption of whatever is within reach rather than spiritual introspection, oracles of Gluttony live with a ceaseless thirst, a devouring hunger for the unknown and the delicious. This unhealthy lifestyle would lead most to think it leads to a short but intense life, but to those touched by the divine, indulging only seems to fill a bottomless pit whose well becomes stronger and bigger with each bite, and numerous primitive civilizations see those oracles as heralds of prosperity that must be kept fed day long, lest the people itself shall suffer famine.

>>> Gluttony, a new Pathfinder Oracle mystery ! <<<

I hope this option will bring something new and fun to your table, and am as always open to all your suggestions, critics and questions :)

- Brain-in-a-jar Maxximilius

Silver Crusade

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Hi everyone, it's been a long time I didn't write some homebrews... but here is something I hope you'll love ! :)
Inspired by Dante's Divine Comedy, more precisely Inferno's Circle of Greed, comes the perfect mystery for slimy NPCs your players will love to hate, and greedy PCs your DM will love to submit to temptation.

Full of envy for the wealthy and curiosity towards the power that can drive the wisest men and women mad for riches, most oracles of Greed find solace in the shiny reflection of gold, cherishing the power they buy enough to inspire a kind of respect even among the foulest dragons. Those oracles often begin their life in extreme poverty or wealth, and are quick to money they revelations, visions and spells to the highest or most desperate bidder.

>>> Greed, a new Pathfinder Oracle mystery ! <<<

(Fellow roleplayers here who never saw my previous works, know that you can find much, much more options in my profile.)
I hope this one will bring something new and fun to your table... I know my DM will soon use this one for a big baddy that's sure to surprise and disgust my group !

- Brain-in-a-jar Maxximilius

Silver Crusade

So, I was wondering.

What happens if a creature provokes an attack of opportunity by attacking you, and you disarm that creature before its attack is resolved ?

- The attack continues but the creature must now perform its results with an unarmed strike (or gauntlet, if any)
- The creature's attack is lost but it can continue its round as normal

Silver Crusade

It’s time to flesh things out !

Hi everyone,

I originally designed the Fleshwraith class variant for Louis Porter Jr. Design’s Machinesmith base class. As written, the Fleshwraith required a revision… and after much tweaking, there it is.

Here is the list of revisions :

- Progression tables for each class variant
- Hit dice precised for each class (both are based on the machinesmith but the Host received a little boost)
- Fluff and crunch rewritten to remove any confusion
- Little balance tweaks there and there
- New fluff to introduce the Host
- Balance revisited for the Host’s powers (including no more “dead” level in terms of abilities)
- 17 Aberrant Traits for the Host archetype, improving customization through cool, icky abilities

In addition to the revisions themselves, you will find quite a sum of goodies as bonus content (written in green in the document) to thank people who supported, support or will support the class :

- ... did I mention the 17 aberrant traits ?
- ... the Phyto Lab : a complete, brand new greatwork to warp the vegetal kingdom to your liking
- ... which comes complete with 5 greatwork augmentations
- ... and to make all greatworks even, 2 new augmentations for the Genetic Lab and the Hivemind !

The revised version's playtest is available HERE. Feel free to give your feedback over this revision and the new options that will be available to your creepy, creepy characters ! I'm obviously still regularly keeping an eye on it to find whatever could be left to improve.

I hope you’ll enjoy it !

- Benjamin “Maxximilius the Brain-in-a-Jar” Rombeaut

Silver Crusade

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Ho hai everyone !
Please find here some tweaks around fighters and archery rules we've been toying with in our group:

- the Heroic Fighter, a variant of the fighter class compatible with all existing class options. It is intended to provide a more heroic feel to the fighter by cutting his dependency to spellcasters and granting him "exploits", a feature similar to talents and deeds.
It comes complete with a list of 34 possible exploits to choose from depending on your style, weapon and character !
- the rules for Archery revisited, reducing the sheer potency of archery while making it fit better in the whole "agile, mobile and precise damage dealer" theme, including an analysis of the reasoning behind the changes. It comes complete with 2 simple conversion rules to introduce these new rules in your game, and 3 famous feats for ranged combat rewritten to reflect this change of orientation !

You’ll note these options are intended to interact with each other (notably the heroic fighter, the archery mechanics nerf and the upcoming revision for magic items crafting rules), so please consider possible interactions.

I hope you'll like them ! :)

Silver Crusade

Hey everyone !

I just finished the Divine Champion (Google Doc link), a variant for the (anti)paladin intended to be akin to a true combat cleric, allowing a greater variety of characters, and a greater liberty in the choice of their codes of conduct. A divine champion may worship any god, and live by the appropriate code of conduct !

You want to play a booze-drinking divine champion of Cayden vowing never to hit a woman or answer to any tribunal ? A sadist divine champion of Zon-Kuthon delighting in suffering and bleeding with his barbed sword ? A tribal divine champion of Gozreh staying afar from metal items, natural enemy of destruction ? There is an archetype for that !

Hope you'll like it, let me know if you have suggestions, commentaries or anything crossing your mind. :)

Silver Crusade

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A bit like what the Titan Mauler is to melee characters, the handcannoneer wields heavy firearms more akin to siege weapons than pistols to break castles and puny enemies alike. Written for a fellow player who got in love at first sight when I explained the concept to him (and who will probably play it as soon as possible, incidentally). This archetype may particularly fit a dwarf both conceptually and mechanically, but all races may become awesome handcannoneers !

Here is a link to the Handcannoneer's google doc presentation.

It's still a work in progress, and some abilities may change when I get to reread it with a clear mind. I hope you will like it !

Silver Crusade

Written for a player in our game who wished to have an undead pet that could actually be enhanced without needing to enslave the body of a stronger monster.

Here is the Bone-Conjurer in a google document, hope you'll like it !

Silver Crusade

Hey everyone ! :)
Today, I exchanged some messages with Ryan Furnas from Lonewolf, about Maxximilius's Archetypes, a free 2-parts supplement I wrote, regularly keep updated and whose content I originaly posted first on the Paizo messageboards (including the poison cookbook to create custom venoms). He showed great appreciation for my archetypes, and suggested me to post a link on both the Paizo and Lonewolf boards in the hope that someone will love it enough to try and convert the supplement into XML files for Herolab usage. I would be happy to provide the text, help and clarifications needed for such a task.

This thread has also been created on the Lonewolf boards.
In any case, I hope you will at least find something to your liking ! :)

(The full exchange follows: )

Ryan wrote:
I love the material, is there any chance this might ever be translated into xml for use with Hero Lab? I know for a fact that the distribution channels would open up if these were created and shared for use with the program, a simple post to the link on the paizo forums and the lonewolf forums would make colaborating easy enough too.
Benjamin (myself) wrote:
Hey Ryan, I'm glad you like what you see ! I don't know much about how the Herolab program works, but anybody can feel free to convert this document into HL files. :) There already is an official thread on the paizo messageboards, but no one asked me for XML files yet. Do you have a nickname I could mention if posting a link to this document on the Lonewolf forums ? I wouldn't want to look like the guy who basically comes out of nowhere saying "Hey everyone, check my awesome archetypes, I'm so awesome so convert them kthxbye". Feel free to link to this document wherever you want by the way. :)
Ryan wrote:
The folks at lonewolf know me personally, I work with them every year at GenCon, I have dabbled in translating custom archetypes, feats and the like into the program before and it is actually much simpler than it sounds at first, and can be done straight out of the demo version of the product as well (last I was aware). There are a small number of folks out there who frequent these forums that tool around with content they like enough to plug it into the software, if they have the chance to review your material I'd venture that eventually someone will come along and take up the reigns and make it livable for public download. (Completely legitimate and legal as well so no worries about that bit)

Silver Crusade

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I missed the fact that you can not build a character able to utterly cripple his foes and produce specific effects according to the points pressed on the enemy's body. The martial artist was a good beginning, but is a little too realistic to fill the whole wuxia "strangers are magic" gap. Think Dim Mak, soap kung-fu movies about masters of a deadly secret technique, or Kenshiro from Hokuto no Ken for all these tropes at once !

You are effectively trading your whole mobility, evasion, CMD, high AC and even damage potential (if you wish so) to become a close range tank body breaker with high debuff skills and roleplaying options.

Am I missing anything ?

Anyway, I hope you will like the...

Grandmaster of the Touch of Death

A grandmaster of the Touch of Death studies the secrets of Ki pressure points, allowing him to force creatures to act upon his whim or break their body and mind alike by aiming at their weakest points.

Dislocating Strike (Ex)

At 1st level, a grandmaster of the Touch of Death gains the Dislocating Strike feat as a bonus feat, even if he does not meet the prerequisites.
A grandmaster of the Touch of Death may use Stunning Fist and Dislocating Strike a number of times per day equal to his Wisdom modifier plus his monk level, plus 1 per every 4 levels in another class, shared between the two feats.

This ability replaces the monk's bonus feat gained at 1st level and modifies the normal amount of times per day a monk may use Stunning Fist and Dislocating Strike.

Spoiler:

Dislocating Strike (Combat)

Your mastery of anatomy allows you to cripple your foes by aiming at vital points, twisting jointures, fracturing bones and breaking spines.

Prerequisites: Improved Unarmed Strike, Improved Grapple, Wis 13, Heal 1 rank.

Benefit: You must declare that you are using this feat before you make an unarmed attack roll, or a grapple check dealing unarmed damage (thus, a failed attack roll or grapple check ruins the attempt). In addition to dealing damage normally, you inflict 1 point of Str or Dex damage. At level 4, and every 4 levels later, this ability damage increases by 1 (up to 6 at 20th level) – on a confirmed critical hit, or by performing an especially brutal blow against the creature you are grappling (effectively releasing the grapple as a free action after your grapple check), you deal double ability damage. The ability damage dealt on a single strike can never exceed your current ranks in the Heal skill. A successful Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier) halves this ability damage (minimum 1). Unlike normal ability damage, this damage can be healed by a Heal check with the same DC. Each successful check heals 1 point of ability damage, +1 for every 5 by which your check exceeds the DC.
You may attempt a dislocating strike a number of times per day equal to your Wisdom modifier, plus 1 for every four levels you attained (but see Special), and no more than once per round. Creatures immune to critical hits cannot suffer ability damage this way. Dislocating Strike is treated in any way as the Stunning Fist feat for the purposes of feats and class features, including bonuses to save DCs and meeting prerequisites of feats (like Mantis Style or Stunning Pin); but if you gain additional uses of Stunning Fist and possess both feats, only one feat benefits from additional uses - this choice is permanent.

Special: A monk who receives Stunning Fist at 1st level may choose to gain Dislocating Strike instead. A monk may attempt a dislocating strike a number of times per day equal to his Wisdom modifier plus one more time at level 2 then every two levels later, plus one more time per day for every four levels he has in classes other than monk.

Bonus Feats

A grandmaster of the Touch of Death must choose his bonus feats from the following list:

Combat Reflexes, Dodge, Improved Grapple, Power Attack, Scorpion Style, and Weapon Focus (Unarmed Strike).

At 6th level, the following feats are added to the list:

Gorgon’s Fist, Improved Disarm, Improved Feint, Improved Trip and Stunning Fist Adept.

At 10th level, the following feats are added to the list:

Bonebreaker, Disorienting Blow, Improved Critical, Medusa’s Wrath and Weapon Specialization (Unarmed Strike).

A grandmaster of the Touch of Death needs not meet the prerequisites normally required for these feats to select them.

Qinggong powers

A grandmaster of the Touch of Death adds the following abilities to his available list of qinggong powers. He may select them as normal, or choose one instead of increasing his unarmed damage at level 4 and every 4 levels later. The following abilities with a range other than personal must be activated with a successful attack made as a standard action or grapple check dealing unarmed damage against the target of the spell-like ability, and they only apply against the target of the attack ; but they otherwise work as per normal qinggong powers.
Failure to hit with the unarmed strike or combat maneuver means the ki points are lost.

4th-Level Ki Powers
Memory Lapse (1 ki point)
Interrogation (1 ki point)

6th-Level Ki Powers
Confess (1 ki point)

10th-Level Ki Powers
Forced Repentance (2 ki points)
Interrogation, Greater (2 ki points)

14th-Level Ki Powers
Divine Power (3 ki points)

18th-Level Ki Powers
Geas/Quest (3 ki points)

Fortified Jointures (Ex)

At 2nd level, a grandmaster of the Touch of Death is able to protect his own pressure points against powerful blows. He gains the effects of light fortification, as per the armor property. At 9th level, he gains medium fortification instead ; at 17th level, he gains heavy fortification. These properties do not stack with other fortification effects.

This ability replaces evasion, improved evasion, timeless body, tongue of the sun and moon and empty body.

Pain Points (Ex)

At 3rd level, a grandmaster of the Touch of Death’s advanced knowledge of humanoid anatomy grants him a +1 bonus on critical hit confirmation rolls and increases the DC of his Stunning Fist and Quivering Palm by 1.

This ability replaces still mind.

Hammer the Gap (Ex)

At 3rd level, a grandmaster of the Touch of Death is able to strike repeatedly at his opponent's weak points. He gains the Hammer the Gap feat, even if he does not meet the prerequisites.

This ability replaces fast movement and maneuver training.

Pain Acceptance (Ex)

At 4th level, when unarmored, the grandmaster of the Touch of Death gains DR 1/-. Every four levels later, his DR increases by 1, up to DR 5/- at 20th level.

This ability replaces the monk's bonus to AC and CMD gained at level 4 and every 4 levels later.

Kyūshojutsu (Ex)

At 4th level, as a swift action, a grandmaster of the Touch of Death may spend 1 point from his ki pool and two daily uses of his Dislocating Strike. Each successful hit with an attack or combat maneuver made with an unarmed strike during his round deals 1 point of Str or Dex damage to the creature hit ; this ability damage may be doubled on a successful critical hit and subsequently reduced as per the feat (minimum 1). Creatures immune to critical hits are immune to this ability damage. This ability counts as the single Dislocating Strike a character may perform in a single round.

This ability replaces slow fall.

Ki Pool (Ex)

A grandmaster of the Touch of Death's ki pool functions as per a monk or monk archetype's ki pool, except that he may not spend a Ki point to increase his base speed or gain a dodge bonus to his AC.

Improved Pain Points (Ex)

At 12th level, a grandmaster of the Touch of Death's bonus gained from his pain points ability increases by 1.

This ability replaces abundant step.

Touch of Justice (Su)

At 13th level, a grandmaster of the Touch of Death may force a foe to perform a specific task by striking the right meridian. As a standard action, he may expand 4 Ki points to perform a single attack roll at his highest bonus. If this attack hits, the creature suffers damage as normal and is under the effect of a Mark of Justice, as per the spell.
At 15th level, the grandmaster of the Touch of Death may choose to spend one use of his quivering palm as part of the attack roll ; in which case the condition set by the Mark of Justice inflicts the effects of his quivering palm instead of the effects allowed by the spell ; this effect remains permanent and can only be removed as per the spell, or by a successful Fortitude save the first time the creature activates the Mark of Justice, dispelling the mark. This quivering palm does not count in the number of abilities the master of Touch of Death may have in effect at a time.

This ability replaces diamond soul.

Quivering palm (Ex)

A master of the Touch of Death may use this ability one additional time per day per level above 15th, but may not have more than one in effect at a time.
When using this ability, he may set a one-round delay before the enemy must perform his saving throw. At the beginning of his next round, the enemy must succeed at a Will saving throw with the same DC or become frightened until the end of his round, at which point he must save against the quivering palm. This is a fear effect.

Silver Crusade

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Hey everyone,

We will soon be starting a new campaign at first level. My DM wishes to play a character whose fighting style would reflect Bane, from the Dark Knight Rises, punching hard and breaking bones with unarmed low blows.
The obvious answers were a monk or an unarmed fighter ; the latter has been chosen for it is closer to the character's background. But since there was no low-level option to cripple enemies outside of magic or rogue levels, I wrote the following feat.

It is meant as a balanced replacement for Stunning Fist, accessible both to monk and low level unarmed grapplers as a whole.
I will look toward writting an alchemist archetype concept using acupuncture, and receiving this feat.
Is it balanced, am I missing something ? Posting it quickly there, and looking forward for your insight on any issue I may have overlooked.

Dislocating Strike (Combat)

Your mastery of anatomy allows you to cripple your foes by aiming at vital points, twisting jointures, fracturing bones and breaking spines.

Prerequisites: Improved Unarmed Strike, Improved Grapple, Wis 13, Heal 1 rank.

Benefit: You must declare that you are using this feat before you make an unarmed attack roll, or a grapple check dealing unarmed damage (thus, a failed attack roll or grapple check ruins the attempt). In addition to dealing damage normally, you inflict 1 point of Str or Dex damage, up to your ranks in the Heal skill. At level 4, and every 4 levels later, this ability damage increases by 1 (up to 6 at 20th level) – on a confirmed critical hit, or by performing an especially brutal blow against the creature you are grappling (effectively releasing the grapple as a free action), you may deal double this ability damage. A successful Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) halves this ability damage. Unlike normal ability damage, this damage can be healed by a Heal check with the same DC. Each successful check heals 1 point of ability damage, +1 for every 5 by which your check exceeds the DC.
You may attempt a dislocating strike a number of times per day equal to your Wisdom modifier, plus 1 for every four levels you attained (but see Special), and no more than once per round. Creatures immune to critical hits cannot suffer ability damage this way. Dislocating Strike is treated in any way as the Stunning Fist feat for the purposes of feats and class features ; including bonuses to save DCs and meeting prerequisites of feats (like Mantis Style or Stunning Pin).

Special: A monk who receives Stunning Fist at 1st level may choose to gain Dislocating Strike instead. A monk may attempt a dislocating strike a number of times per day equal to his Wisdom modifier plus half his monk level, plus one more time per day for every four levels he has in classes other than monk.

Silver Crusade

In the pure tradition of the Revisited series trying to fix awesome concepts suffering from less-awesome executions ; and following the revisited Ragechemist, Titan Mauler, Wild Rager, Crossbowman, Gun Tank, Holy Gun and Trapper, here comes a quick patch for the Thunderstriker !

Wield a greatsword and keep your AC high thanks to your buckler.
Then smash with both.

Spoiler:

Strapped Shield (Ex)

At 3rd level, a thunderstriker takes no penalty on attack rolls when using a weapon in two hands while wearing a buckler. He may decide at the beginning of his round to take a -2 penalty to all attack rolls to keep the shield bonus to AC provided by his buckler ; this penalty lasts for one round.

This ability replaces armor training 1.

Hardbuckler (Ex)

At 7th level, a thunderstriker may make shield bash attacks with a buckler as if it were a light shield. This allows a thunderstriker to use two-weapon fighting with a two-handed weapon and his buckler.

This ability replaces armor training 2.

Knockback Smash (Ex)

At 11th level, when a thunderstriker uses his buckler to attack, he gains a bonus equal to the enhancement bonus of the buckler on both attack and damage rolls.

This ability replaces armor training 3.

Hammer and Anvil (Ex)

At 13th level, when a thunderstriker uses a buckler as his off-hand weapon, he suffers only half the normal penalties for two-weapon fighting.

This ability replaces weapon training 3.

Buckler Defense (Ex)

At 15th level, when wielding a buckler, a thunderstriker way fight defensively with a –2 penalty instead of the normal –4 penalty for fighting defensively.

This ability replaces armor training 4.

Balanced Bashing (Ex)

At 17th level, a thunderstriker no longer suffers two-weapon fighting penalties on attack rolls made using a buckler as his off-hand weapon.

This ability replaces weapon training 4.

Improved Buckler Defense (Ex)

At 19th level, a thunderstriker needs not suffer a -2 penalty to attack rolls to retains his shield bonus to AC from a buckler, even when fighting with a weapon in two hands.

This ability replaces armor mastery.

Hope you'll like it. Any suggestions ?

Silver Crusade

In the pure tradition of the Revisited series trying to fix awesome concepts suffering from less-awesome executions ; and following the revisited Ragechemist, Titan Mauler, Crossbowman, Gun Tank, Holy Gun and Trapper, here comes a quick patch for the Wild Rager !

Become an angry(er), scary(er) meat grinder. Run recklessly in combat, and don't offer your terrified foes any respite until blood clouds your sight and your body finally just gives up on you. "Damadge Reduxion" is for sissies !
Become... a Wild Rager !

Spoiler:

Unleashed Rage (Ex)

A wild rager’s rage functions as normal like a barbarian's or barbarian archetype's rage, except for the following.

While raging, a wild rager suffers a -4 penalty to AC and benefits from an additional +2 bonus on saves against mind-affecting effects and to Intimidate checks. She is mentally unable to fight defensively, retreat, use the total defense action or use rage powers that increase her AC ; but she regains one daily round of rage whenever she puts unconscious or kills a creature with at least half her hit dice. In addition, the wild rager gains a +1 bonus to attack and damage rolls against any creature attacking her, or putting unconscious an ally within 30 feet with at least as much hit dice as herself - this bonus lasts for one round, and doesn't stack with itself.
Finally, once per day, if the wild rager should be staggered or put unconscious due to negative hit points, she may choose to be blinded instead and rage up to a maximum number of rounds equal to her Charisma modifier (minimum 1) ; at which point she becomes exhausted, falls unconscious and starts dying as normal.

Wild Fighting (Ex)

At 2nd level, wild ragers often fight with reckless, savage abandon. A wild rager using the full-attack action while raging can make one extra attack per round at her highest base attack bonus. Until the beginning of her next turn, however, she takes a –2 penalty on attack rolls and to AC.

This ability replaces uncanny dodge.

Rage Conversion (Ex)

At 5th level, a wild rager who fails a saving throw against any mind-affecting effect can attempt a single new saving throw at the beginning of her next turn. If the save succeeds, that effect ends and she instead rages and becomes confused for one round.

This ability replaces improved uncanny dodge.

Hope you'll like it !

Silver Crusade

The Dandy archetype allowed you to blend elegance, style and refinement with unparalleled roguish efficiency.

Now let's blend street fighting, iron personality and sheer hooligan badassery. Because mobsters bosses and your best mouthy comrades sometimes come from the worst parts of the city.

The Dandy is subtility and trickery ; the Scamp is brutal honesty - whether in friendship, love or enmity. Better have him on your side that having to deal with one.
As for the Dandy, the Scamp is an almost-universal archetype that will stack with already existing ones... except the Dandy, of course !

Hope you'll like it ! :)

Spoiler:

Scamp

Some rogues, despite their miserable origins, have an uncanny ability to move the crowds behind their ideals. Coming to life on the cold pavement of a stinky dark alley, introduced to violence by abusive parents or mercenary groups, scamps are often raised by the street and while their backstories of impetuosity and violence often share similarities, poverty is an universal trait that make them move forward - punching themselves a path to glory if necessary. Often, a scamp will be found as the charismatic leader of a mischevious gang or anti-gang milicia ; but such boundaries are fuzzy at best, and the best way to spot a scamp will be when she comes alone and harmless, armed only with her fists, a piece of wood, and a burning desire to repay with blood an affront made to one of her friends.

Weapon and Armor Proficiency

Scamps are proficient with all simple weapons. They are not proficient with any shield or armor.

Street-Wise Weapons (Ex)

A scamp knows how to use the cheapest weapons available when comes the time to defend the integrity of her fellowship - this includes most items that may be wielded legally for they are not deemed as weapons and their own fists sharpened by years of street fighting.
She gains the Improved Unarmed Strike and the Catch Off-Guard feats.
The scamp loses the benefits of these feats (and any other feat for which they are prerequisites) if she wears an armor or a shield.
Furthermore, when wielding a broken simple weapon, the scamp may ignore the penalty to attack and damage rollss induced by the broken condition.

Overwhelming Confidence (Ex)

At 2nd level, the overly confident looks of a scamp are able to greatly deceive her enemies into mistaking her at first glance for an easy, reckless target. Some scamps wear washed out "lucky" rags that proved robust enough to withstand bad hits ; others, luxurious dandy clothes as a snarky nod to their past condition of poverty. This is merely an aesthetic choice.
As long as she doesn't wear any armor or shield, the scamp gains the monk's AC Bonus class feature, using her Charisma instead of her Wisdom modifier, and treating her rogue level as her effective monk level for the purposes of this ability.
She is also treated as one size larger than her current size for the purposes of using the Intimidate skill.

This ability replaces evasion.

Rogue Talents: The following rogue talents complement the dandy archetype: strong impression, underhanded, black market connections, convincing lies, tricky combatant*, deadly tricks* and smarter and harder*.
Advanced Talents: The following advanced rogue talents complement the dandy archetype: crippling strike, hunter's surprise, rumormonger, unwitting ally, and redirect attack.

Suggested feat trees: Disposable Weapon, Shatter Defenses, Extra Rogue Talent.

--------------

DESIGNER NOTE: This archetype's flavor and mechanics work best in conjunction with Cheapy's Vicious Opportunist archetype refined in The Secrets of Tactical Archetypes II.
If using the "Smarter and Harder" opportunist trick, you may use your Charisma modifier instead of your Intelligence modifier.

--------------

New feat :

Dramatic Entrance

Whether your enemy awaited you or didn't believe you would be foolish enough to enter it's lair, now you are here, and all the time of the world could not have prepared it to your shattering determination.

Prerequisites: Cha 15, Dazzling Display, Weapon Focus
Benefit: During a surprise round in which you can act, you may do an Intimidate check to demoralize every creature within 30 feet that can see you. This check is a move action, or part of a succesful attack made against a flat-footed creature.

Silver Crusade

Oh yes, companions and fellow players ! Come and behold tales of monk adventures, dwarfing even the most capable fighter and barbarian legends.
Shunned by those that never saw a properly built one, monks are the best class ever. So much that even bards don't tell their stories out of sheer embarassment because of the incredibly over-the-top awesomeness of their deeds.

Playing a monk, it's allowing yourself to say "I wish I was able to jump to the far-away boat to kick the BBEG in the face", "I wish I could walk on the wall to escape this doom trap", "I wish I could just appear behind it and feed him his own elbows", "I wish to be an unstoppable machine of killing death", "I wish to walk in the air" or "I wish I could swirl like a tornado and leave only devastation in my path"... and actually fricking DO IT in the same round.
Playing a monk is like always being able to perform your crazy ideas or desires by spending a Ki point and a feat.

I'll start with mine, because yes, I want to express the awesomeness that Pathfinder monks allowed me to see in game :

I once played a fat hobo monk, qinggong drunken monk of the mountain's lotus. I drank liters of alcohol each day and never ran out of Ki. I had so much HP and good saves from drinking that even my 8 Dex and 14 Cha didn't make me suffer much in fight, and I was nearly unkillable thanks to high AC, DR, flurry of disarms/trips and new temporary HP each round whenever needed. I True Strike/Spring Attack/Disarm'd big baddies, and made the group's barbarian follow me just by running away with his greataxe whenever a disagreement occured. I fought prone several targets at once while puking venom and holding my foes's precious magic weapons, but it never hurt my efficiency. I had a powder bag that converted foul substances into clear water, except it was the eau-de-vie kind, with a quality depending on the original material's level of impureties.
Elian Cordonnier, you will be remembered as a fat alcoholic monkey with a great charm, despite your bad breath, your questionable hygiene, your tendancy to puke a lethal poison, to drink eau-de-vie from mysterious but disgusting origins, and to eat the snacks you kept between your beads.

I'm playing a qinggong tetori monk wearing only a cloack, a belt, underpants and earrings. I bathe people in mud, make them run and keep a statue pose during hours as to grow their muscular mass. I have ranks in Profession (Peasant) and was once a bad guy that was smashed a bit too much on the head by Elian Cordonnier with Touch of Serenity and Charm Monster until he became a good guy. I once grappled a frogemoth and actually won. I once was grappling a living tornado that teleport'd with me some dozens feets over the ground and threw me to my death, only for me to Dimension Door over it just millimeters before hitting the ground, dealing 46d6 fall damage, exploding the monster and falling back to my death, which would have occured if I didn't freaking ate the aluminium flask containing an extract of Fluid Form that I had in my pocket. In last week's session, I took on three dominated party members on myself : a THF and a TWF ranger whose snake animal companion I used to finally tie them both like a cord with an undoable knot. Today's session, I Dimension Door'd over three flesh golems, grappled them at the same time and falling clothesline'd them three at once on a BBEG wizard's Force Wall to shatter his energy field under some tons of fresh meats, including obviously some monk iron balls. I have humongous AC despite a 14 Dex, huge HP, and obscene saving throws that make people cringe.
Randy Nocho, you will always be remembered as the LG, simple man who walks around almost nude but lacks the subtility to understand that not everyone wants to see your 80's has-been action movie musculature and Dr. Manhattan profile. Also, as the guy who wrestles with giants, throws peoples out of cliffs and Ki Shout's on people that "the Saint Elian would not accept their behavior".

So. What were you experiences with PF's best class ?
Please drown me in monk trivia and stories. Can't get enough of them. Let's show monk haters how it's done !

Silver Crusade

Just toying around the idea. Naturally buffs nimble classes with high Reflex saves like the Rogue, nerfs spellcasters. Lightning Reflexes would obviously not increase this initiative roll ; only Reflex-related saving throws, same for Improved Initiative.
Could it be a viable idea, or am I missing something ?

Silver Crusade

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So it's official, there will be no new or revised subsystem in Ultimate Equipment about crafting or magic items. But hey, who hasn't ever played a poisoner rogue or alchemist, and wondered how cool it would be to have some custom poison crafting rules ?
That would let them, you know, really use the poison skills they are supposed to have.

Well, good news, the first drafts of Maxximilius's Cookbook for poisons, venoms, toxins and marshmallows are good at reproducing the approximative price of some of the most emblematic poisons, and thus at creating custom poisons balanced for use ! I was originally thinking of this as the content of a possible future Pathfinder supplement, but who knows ?

I know poisons weren't intended to follow some kind of precise formula from the beginning and are more priced accordingly to their supposed utility, but when you got no door, just RAGELANCEPOUNCE the wall and enter the Matrix.
Now to fill the gaps, and fix high-brokenness potential pricing issues... including the fact that the test prices tend to be slightly higher than the core ones, something that should probably be quite the opposite despite some poisons getting a little bargain in the process.

The Cookbook is still pretty new and drafty for the time, as thus it isn't perfectly balanced and doesn't fully integrate the following systems yet :
- initial/secondary effect ;
- confused/unconscious/paralyzed effects ;
- mental stats damage.

Finding something you like, fleshy being ?

Silver Crusade

2 people marked this as FAQ candidate.

... can I use the Spell Creation rules to copy an existing spell from another class onto the list of another spellcaster ?

Say, I'm a wizard, and I want to get Timely Inspiration or Cure Light Wounds. How would you handle it if I, the Wizard, am ready to pay good money for this spell to become available ?

Silver Crusade

1 person marked this as a favorite.

As it was suggested to me, following the original thread :

Here is the Comprehensive Guide for Game Masters and players on the form of a google document, which means that you can comment it as you wish directly by clicking on the part of the text that you particularly approve/disapprove with, and propose changes that can be made quickly !

Silver Crusade

26 people marked this as a favorite.

As promised, here is the Google Document where you will find a list of archetypes for use in your games. Comments are opened to everyone on the document, and obviously also on this thread ! :)

Right now not everything has been posted, but here are the already available archetypes :

- The Rocker (Bard archetype)
- The Growler (Bard sub-archetype)
- The Iron-Clad (Alchemist alternate class)
- The Host (Alchemist archetype)
- The Glyph Scholar (Magus archetype)
- The Gun Mage (Magus archetype)

A short description is provided in the Google Doc for each archetype.
I'll keep modifying the doc as to complete it during the following days.

Hope you'll enjoy them ! :)

Silver Crusade

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Spawned from the awesome Fnipernackle's Armored-Engineer core class, using devices and extracting power from matter itself, focusing more on physics and mechanics than biology and volatile components, the...

Spoiler:

Iron-clad

Some alchemists don't focus on devastating bombs and fleshwarping extracts, instead engineering the field of mechanics, and the nature of matter. Finding in these domains of science the cold efficiency and lack of risk involved when toying with biology and volatile components, such alchemists craft themselves a powerful armor and a supposed safer energy generator known as a phlogiston core. Using mechanical devices instead of extracts, these alchemists are known as iron-clads.

Phlogiston Cannon (Su)

At 1st level, the iron-clad is capable of charging raw energy into a phlogiston core from alchemical components to unleash a ray damaging enemies from a distance. He may use this ability a number of times per day equal to his iron-clad class level + his Intelligence modifier.
This ray has a maximum range of 30 feet, and is a ranged touch attack that deals 1d6 points of elemental damage + the iron-clad’s Intelligence modifier ; the elemental damage and effects of the ray depends on the alchemical items consumed in the operation, but unless the iron-clad possesses the appropriate alchemist discovery (which the iron-clad may select as modifications to his armor), the damage dealt by any element other than Fire deals damage dices one step lower. The ray is considered as a bomb for the purpose of determining the effects of discoveries. The iron-clad may put several alchemical components into each ray ; but additional effects to rays cannot be added unless you possess the appropriate discovery, special effects from discoveries with an asterisk (*) dont stack, and any ray dealing several kinds of element deals them in equal part, using the lowest damage dices to determine the damage.

For example, a third level iron-clad with a +3 Intelligence modifier, without the Acid Bomb discovery, using both an Acid Flask and an Alchemical Fire into his phlogiston core would deal 2d4+3 damage with this ray, half being fire and half being acid. The same engineer with the Acid Bomb discovery would fire a 2d6+3 ray dealing half fire and half acid, with the target suffering an additional 1d6 points of acid damage 1 round later.

The following list details what alchemical item deals what kind of damage or special effect, with the appropriate discovery or modification in parenthesis. Refer to the text of each discovery to determine the effects unless noted :

- Acid Flask : acid damage (Acid Bomb*)
- Alchemical Grease : coating (Immolation Bomb)
- Alchemist's Fire : fire damage
- Alchemical Solvent : deals +50% damage against all adhesives
- Antiplague : no damage, provides a second saving throw against disease
- Antitoxin : no damage, provides a second saving throw against poison
- Antimagic Powder : dispells an effect (Dispelling Bomb)
- Bloodblock : no damage, stops bleeding effect
- Darkflare : negates Darkvision for 1d4 rounds (Blinding Bomb)
- Liquid Ice : cold damage (Frost Bomb*)
- Musk : creatures with the scent ability can detect a creature hit by the ray at three times the normal range, note its direction as a free action, pinpoint it when it is within 25 feet, and track it by scent with a +5 bonus on its Survival checks (Immolation Bomb)
- Nitroglycerin : force damage (Force Bomb*)
- Firework, Paper Candle : sound damage (Concussive Bomb*)
- Firework, Skyrocket : propels a projectile (Explosive Missile)
- Firework, Starfountain : cone attack (Breath Weapon Bomb*)
- Phosphorus : high radiance rays (Sunlight Bomb)
- Powder, Black : empowers a siege weapon ammunition (Siege Bomb*)
- Powder, Flash : creature is blinded (Blinding Bomb) ; creature is dazzled for 1 round unless it succeeds with a Fortitude save
- Powder, Heavy Metal : confusion (Confusion Bomb*)
- Powder, Itching : Wisdom damage (Madness Bomb)
- Silversheen : coats target so the next attack on it is treated as coming from a silver weapon (Immolation Bomb)
- Tanglefoot Bag : entangled (Tanglefoot Bomb)
- Thunderstone : electricity damage (Shock bomb*)

The damage of the iron-clad’s elemental ray increases by 1d6 points at every odd-numbered iron-clad level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). The elemental ray is considered a weapon, and can be selected using feats such as Point Blank Shot and Weapon Focus.
Rolling a 1 on an elemental ray attacks deals damage to the iron-clad equal to the minimum damage the ray could inflict to a target (2d6+3 would deal 5 damage to the iron-clad).

Using this ability is a standard action.

Example Gadgets: shoulder cannon, wrist barrel, torso booster, palm repulsors, flamethrower, tesla coils, nitrogen vaporisator.

This ability replaces bombs.

Power Armor (Su)

At first level, the iron-clad creates an armor to protect himself against enemies. The creation points cost of this armor is equal to the armor bonus it provides, and all modifications cost 2 creation points unless otherwise noted (like racial modifications which cost 1 point if the iron-clad is of the appropriate race). An iron-clad must select a specific type of power armor, which provides him with specific benefits and annoyances. This choice is made at first level and cannot be changed :

- Steam-powered :
Benefit: May create 1/day a fog of smoke on your square as a move action, with a 5' radius. Gain the Elemental Shield (cold) modification.
Drawback: The wearer of a steam-powered armor is slowed (as per the spell) during one round when suffering cold damage.
- Electricity-powered :
Benefit: Gain the Shock Bomb discovery. May expand one daily use of your phlogiston canon to create a 5' aura dealing electricity damage equal to the minimum damage of a ray to all creatures starting their round in the aura during one round.
Drawback: Fire rays deal d4 damage. The wearer of an electricity-powered armor loses -2 AC when asperged with water or when under the rain. If immerged, the armor breaks and deals the damage of a shocking ray to each creature in a 30 foot radius.
- Petrol-powered :
Benefit : Gain the Breath Weapon Bomb discovery. Your armor is considered as having the Slick property.
Drawback : When suffering a critical hit, there is a 5% risk of the armor exploding, gaining the broken condition and creating a 10' radius burst of fire damage equal to the damage of a ray (reflex save for half-damage, DC : 10 + 1/2 your iron-clad level + your Intelligence modifier), you automatically fail this save.
- Clockwork-powered :
Benefit : Your armor has a 5% chance to stop critical hits and sneak attacks. This bonus stacks with the fortification magical armor property.
Drawback : You must spend one minute to up your armor's mechanisms every 12 hours, otherwise it takes the broken condition. You may spend one modification point to increase the time needed before reloading your armor by 12 hours.
- Cryo-powered :
Benefit : Gain the Frost Bomb discovery. You may stack the Frost Bomb and Breath Weapon discoveries, and convert any damage dealt by a device to Cold damage.
Drawback : Fire rays deal d4 damage. You suffer from vulnerability to fire.
- Bio-powered :
Benefit: Gain the Acid Bomb discovery. A creature struck by a critical hit with a ray suffers damage equal to your Intelligence modifier on the following round.
Drawback: Fire rays deal d4 damage. Critical hits on you make you sickened during one round.

This ability otherwise works as per the armored-engineer ability of the same name.

This ability replaces mutagen and persistent mutagen.

Modification Pool

An iron-clad possesses a pool of points he can use to activate modifications on his armor. This works as per the armored-engineer ability of the same name.

This ability replaces throw anything.

Engineering

The iron-clad creates mechanical devices to simulate spells. This works as per the iron-clad ability of the same name.

This ability replaces alchemy and brew potion.

Armor Upgrade (Su)

At level 2, and every three levels later, the armor bonus provided by the iron-clad's power armor is increased by +1, and it gains an additional 2 points of hardness and 10 additional hit points.
At level 5, and every five levels later, the power armor provides a +1 bonus to one of the iron-clad's physical ability scores (Strength, Dexterity or Constitution) when worn, as long as it isn't broken.

This ability replaces poison use, poison resistance +2, +4 and +6 and poison immunity.

Modifications (Su)

At level 2, and every two levels later (4, 6, 8...), the iron-clad can select a modification for his Power Armor. This works as per the iron-clad ability of the same name, except that the iron-clad has no access to the Enhance Elemental Ray and Flamethrower modifications. At level 10, the iron-clad adds advanced modifications to the list of modifications he can choose from.
At level 20, the iron-clad selects two modifications, plus one grand modification.

This ability replaces discovery and grand discovery.

Swift Engineering (Ex)

At level 3, an iron-clad can create alchemical items with astounding speed. It takes an iron-clad half the normal amount of time to create alchemical items. As a swift action, a number of times per day equal to his Intelligence modifier, the iron-clad may repair 1d6 hit points from an item of his choice.

This ability replaces swift alchemy.

Instant Engineering (Ex)

At level 18, an iron-clad can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. Repairing an item becomes a free action, and the iron-clad may add his Intelligence modifier to the hit points repaired on an item.

This ability replaces instant alchemy.

Silver Crusade

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So you are a GM (or a player).
Recently, or on a recurring basis, you were surprised by how much damage a certain character around the table is able to deal.

Before level 7, the character casually deals 100 damage per round, and hits ACs well beyond it's level.
He's able to shape into an undead monk dragon, and do a flurry of blows while breathing negative fire raising angel zombies.
He multiclassed three times, becoming an avatar of power and destruction.
Or maybe he's casting three spells per round, because "the rules say so".

Whatever the situation, one of your player seems to have discovered the magical key to break the game ; and if he isn't already overshadowing the party or steamrolling encounters, it's only because he didn't find it yet.
Now this is impressing !

If these situations seem similar to what you are experiencing, if you are a GM in an upcoming game and feel like one of the characters isn't really kosher, or simply because you are curious about what the rules would say about some overpowered character you know :

Post the character's build on this thread !

Almost every time, such characters aren't following the RAW (Rules As Written). Whether by honest misinterpretation or slimy cheating, knowing if a player's character isn't legal will make your game much more fun for everyone else, and easier to balance as a GM.
So if you are wondering why some character from your group is so good at it's job, or simply because you want to be totally sure that every player you will play with is on equal foot before beginning a new game (or isn't trying to cheat under your nose), please post the character's build. The boards will be quick to dissecate and analyze every loophole to make your life easier.

So, do you have any character to check on ?

(AM BARBARIAN is only allowed on this thread as the quality of jury member. AM BARBARIAN is asked to let his LANCE outside when entering the room. Any mention of AM BARBARIAN on this thread will give you a Pathfindwin Point. Pathfindwin Points are redeemable at AM BARBARIAN for one application of RAGELANCEPOUNCE. Applications of RAGELANCEPOUNCE must be done outside the room. Please don't feed AM BARBARIAN.)

Silver Crusade

I stomped upon this while looking before building a BBEG Dirge Bard for the DM.
Isn't the price, like, totally off ?

Silver Crusade

2 people marked this as a favorite.

Secret Techniques :

Secret Techniques are special moves a character may accomplish when reaching the pinacle of his own martial style. As they require a perfect timing, and because they are so difficult to accomplish, these techniques are usable only once per encounter ; this complexity is also what makes them the stuff of legends. Few people pretending to have witnessed them are saying the truth, as such techniques are usually used on adversaries that shall not stay alive, or jealously kept in martial art schools to be shown only on exceptional events, or when one's honor is challenged in a duel to death.

Boar Evisceration (Combat)

Prerequisites: Improved Unarmed Strike, Boar Ferocity, Boar Style, Boar Shred, Devastating Strike, Vital Strike, Intimidate 12 Ranks

Benefit: When using boar style, as an attack action you may plunge both of your fists into your enemy's body. You do two unarmed (or claw) attacks at your best BAB, and add 1/1-2 times your strength bonus to the damage of each attack ; you may add the effects of the Vital Strike feats to each attack.
Because of the numbing pain and fear provoked by the feeling of the hands trying to crawl into his body, if both attacks hit, the opponent is sickened until the bleeding stops and you may do an Intimidate check as a swift action against the opponent ; if the opponent is already shaken, he becomes frightened.

Crane Flow (Combat)

You imitate the grace of the crane to the perfection, shielding you and riposting against all incoming attacks during a short period of time.

Prerequisites: Combat Reflexes, Crane Style, Crane Wing, Crane Riposte, Dodge, Improved Unarmed Strike, base attack bonus +11 or monk level 10th.

Benefit: When using crane style, as a full-round action, you may enter a defensive stance to deflect incoming attacks. In this stance, you get the normal maluses and penalties of fighting defensively, and you may spend attacks of opportunity to deflect incoming attacks : each time you are attacked, you may spend one attack of opportunity to get another use of crane wing and crane riposte (the attack of opportunity made with crane riposte is made as part of the attack spent to deflect an incoming attack), or deflect arrows and catch arrows ; up to the maximum number of attacks of opportunity you may use each round.

Dragon Punch (Combat)

The spirit of the dragon invades your fist, rising a fire column on a successful, devastating uppercut.

Prerequisites: Str 18, Improved Unarmed Strike, Dragon Style, Stunning Fist, Dragon Roar, Acrobatics 11 ranks.

Benefit: While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to punch an adjacent opponent with a devastating, rising uppercut burning out of sheer speed and spirit. You add twice your strength and Power Attack modifiers to the damage roll of this attack, +1d10 fire. This attack is made at your full BAB. You may also do a dragon punch as your last itterative attack of a full-attack action or flurry of blows, gaining a +1 bonus to this attack per hit landed during the round.
The creature hit by this attack must save against the stunning fist effects or be stunned, and catch fire for 1d6 fire damage each round ; the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save.
On a hit, the creature is also sent flying 10ft. in the air (-5ft. per size category larger than you, +5ft. per size category smaller), suffering normal fall damage both if it hits the ceiling and when it falls to the ground, and must succeed at a DC 15 reflex save or end prone ; a stunned character automatically fails this save.

(Maybe more to come !)

Silver Crusade

11 people marked this as FAQ candidate. Staff response: no reply required. 53 people marked this as a favorite.

So you want to play Pathfinder RPG

A comprehensive guide for Dungeon Masters and Players.

---

First off, welcome on the Pathfinder RPG community !

This guide is intended to help Dungeon Masters ("DM") and Players alike to understand how to make sure everyone is having fun around the table, a task well-suited to a roleplaying tabletop game.

Maybe your DM sent you a link to this guide.
This is a good indication that you currently have a comprehensive DM who wants you to have fun in his coming game, and is wanting to take his time to build adventures which will give you a good time.

This DM is thinking about you, player. He wants you to have fun, and wants you to know it. He also wants to make sure everyone understands how to behave in this collaborative, social game. By showing you this thread, he wants you to understand what are it's duties, it's rights, and what are yours.
While he plays any and every foe you will meet in the adventure, and while your life always depends on his will ; he is also the one who makes sure you will want to play again next time with a smile on your face, and to talk again about your upcoming adventures in the years to come.

Or, maybe you are a DM having difficulties to deal with your role, and are searching for answers or advices to make the game more fun for everyone - you included.

In any case, this guide will provide you with important rules of conduct when it comes to play roleplaying games that one normally acquires through experience - and most often, BAD experiences. Please read it carefully.

"Brain-in-a-Jar" Maxximilius

---

Table of content :

1. Pathfinder : a collaborative game
- The Most Important Rule
- The 5 Pathfinder Rules

2. FAQ
a. Do you have advices for a new DM ?
b. My DM isn't letting me play X/do X !
c. How to deal with difficult players ?
d. How to deal with difficult DMs ?

---

1. Pathfinder : a collaborative game

Pathfinder RPG, before anything else, is a game. Simple and stupid.
A game is something people do to have fun. The only way to play this game wrong is by not having fun, not because the rules aren't followed exactly as written.

It is thus important to emphasize this statement : the DM and the players are playing with each other.
The DM isn't here to kick player's asses. He's here to challenge them with deadly situations, and provide them with fun and memorable adventures. But with great responsability come great powers, and, as written on the Core Rulebook :

The Mighty Pathfinder Core Rulebook(c), page 9 wrote:

The Most Important Rule

The rules in this book are here to help you breathe life into your characters and the world they explore. While they are designed to make your game easy and exciting, you might find that some of them do not suit the style of play that your gaming group enjoys. Remember that these rules are yours. You can change them to fit your needs. Most Game Masters have a number of “house rules” that they use in their games. The Game Master and players should always discuss any rules changes to make sure that everyone understands how the game will be played. Although the Game Master is the final arbiter of the rules, the Pathfinder RPG is a shared experience, and all of the players should contribute their thoughts when the rules are in doubt.

Read it.

Then read it again just to be sure.

Pathfinder's N°1 Rule :
Dungeon Masters have all authority on their game, and are the final deciders on any topic ever brought on the table.

Players, DMs, there is no "in our group, the DM must" ; "explain yourself or I don't accept it" ; or "but you are doing it wrong, you are DOING IT WRONG AND SEE I SAY IT LOUDER SO I'M RIGHT OK" argument to have. If the DM says "no", it's f$#@ing "NO". Stop b@%$$ing around. Don't be a spoiled, immature, stupid, childish and ridiculous brat peeing himself. The DM is god at his table, he is using his time to provide you with a game, and this means you have to follow his rules, deal with it. BUT, thankfully for everyone, you can...

Pathfinder's N°2 Rule :
Talk to each other.

One of the most ignored, and simplest solution for DMs and players when it comes to arguments, is to talk to each other. DMs, players, do it before playing. Do it during the game. Do it between sessions. DMs, check if your players are having fun, ask them what you could make better. If you aren't having fun, explain them why and ask for change.
Players, talk to your DM about what you would like to see happen in the game, what kind of dilemmas you would like for your characters to deal with, what could be fun to happen to a fellow player as to encourage roleplay drama, talk to him about what you don't like and could be changed.
While the DM is God in his game, he is also a human being.
He is here for you to have fun. You are here to have fun.

=> Talk. To. Each. Other.

Pathfinder's N°3 Rule :
There is no fun if someone in the group isn't having fun.

DM, you are not a writer working on a novel. The players are individuals, and have characters with free will. While banning some classes for roleplay and setting reasons can make an universe more interesting, saying to a player what he HAS to play, or suggesting him in a forceful way is a no-no. It's up to you to make the sessions challenging whatever the group's composition, not to the players to absolutely "have a cleric" or "play a rogue". Railroading the adventure is also a big no. Do concessions, and if your player wants to do something strange, make sure it would work and the player is able to use this opportunity.
Players, don't optimize so much your characters that they are overshadowing the group. You wouldn't want to be the Robin of their Batmans, don't make them suffer the situation. Play what you want to play, in the limits defined by the DM. Don't be a jerk by playing voluntarily an antagonist to another player's character (like a Chaotic Evil necromancer with a paladin), it never ends well, except if you talk to each other beforehand to make it work in a fun and mature way during the adventure.

Pathfinder's N°4 Rule :
Roleplay. Lots of it.

DMs, use your player's characters to create interesting and stimulating situations. A player's NPC brother is a roleplay goldmine, and you will make sure that everyone around the table is interested and implicated in the story.
Players, always explain your characters, how they became what they are. Provide a minimum informations to the DM so he may create a story just for you. Don't scuttle the roleplay occasions just for the fun of it, you will lose at this game, your adversary (which it shouldn't be) is God. Play your character as he is on the sheet, have the character on the sheet be what you play.

Pathfinder's N°5 Rule :
You love it, or you leave it.

DM, your players are bullying you ? They take your advices or fiats for s@+@, play non-legal characters, refuse your limitations, argue the N°1 rule, then have the nerve to use the Rules As Written (but badly read) as an argument afterhand ? They argue during hours your decisions despite your will to be open-minded ? They physically assault a fellow player or yourself ? They are overly lacking respect to you, your neighboors ?
Players, your DM is the insufferable jerk who railroads the story, makes rocks fall, cheats rolls when it makes him "win", follows the rules only when it arranges him, and seems like he is in a power trip with his Alpha Male position of all-powerfulness ?

Call the police if necessary, say goodbye, take your pack, and leave.

This is a GAME.
When you don't have fun with a game, you just leave it and do something better. Remember this. Pathfinder is no exception. There are a lots of nice groups out there or even the Play By Post, don't stick with the stinky group when it comes to RPGs ; especially when they are your friends and your experience could ruin this relationship.

2. FAQ

a. Do you have advices for a new GM ?

Well, as a rule of thumbs :

- Stick with the least amount of rules possible. Even try grabbing the Pathfinder Beginner Box, to enter into the system with a convivial and simple version of the rules !
- If you play in a new group, try being a player during several sessions before being a DM, so you know better what style of game and characters the group likes.
- The DM must always warn players of the rules he wants or doesn't want to use in his game before the game begins, including any houserules. Suddenly changing the rules during the course of the game is both bad form and bad DMing, and should be avoided.
- Your should ALWAYS have your players's character sheet accessible both in paper, and numerical form to check on when needed.
- Don't hesitate to search on the Paizo Messageboards if you need an advice, if you have a rules question, or if something looks fishy and overly powerful in a player's build - like someone double-wielding bows with a four-armed race from an obscure supplement in alpha playtest you don't have access to ; a druid/monk flurrying with natural attacks plus unarmed strikes plus a lot of damage bonus ; or a sorcerer/monk/arcane archer casting several spells per round.* Paizo Messageboards are like Skynet, if Skynet was made of rules-lawyer whose favorite hobby was to play with a complicated RPG with each potential loophole acknowledged and toyed with.
- Do concessions for everyone's fun. But accept no lack of respect, nor argumentation over your decisions.
- You have to know the rules you use ; or to have someone around the table you trust and who knows the right rule at the right time (often called a "rules lawyer"). If during the course of the game a rules argument appears, use the short rule provided in the Core Rulebook : a +2 or -2 to a roll usually is enough. Your duty is to check on the rule for the next time this situation occurs ; your player's duty is to keep the game rolling, not to interrupt it and begin an endless argument about it. YOU are the rulebook once the game begins.
- The Pathfinder Game Mastery Guide provides a lot of deeper advices about how to run a campaign. Grab it when possible on Paizo Store or your local dealer.
- Send this thread to your players. ;)

b. My DM isn't letting me play X/do X !

- Anything you want to play is subject to DM fiat and approval, including AFTER inclusion in the game. If the DM says no to your character or is using a houserule, refer to Pathfinder's N°1 Rule.
- If the DM banned a rule/supplement/class/concept/spell, DON'T argue.
- If you really want to use this rule/whatever, ask him why he banned it.
- If you REALLY want to use this rule/whatever, propose to play with the banned rule, with the condition that your character may be retired at any time if he breaks the balance of the game and makes the game less fun for others. You are signing a social contract of "not being a dick", and it is better for everyone's fun if you don't abuse it.

c. How to deal with difficult players ?

So your players are the kind to argue a lot. Like, all the time, while not being the cleanest when it comes to see how they built their character by forgetting some "details". Despite you applying all this guide's advices so everyone can enjoy the game, they don't even apply the N°4 rule. Or they don't listen to you, or make the rules pass before anything else - including your parole. Maybe they made a list about what the DM can or cannot do. Well, they are f+!@ing wrong, as the Most Important, the N°1 and the N°3 rules already explained.

Use °2. Discuss with them. Make them understand you don't have fun, and would like more respect for the work you originally provide so everyone can have fun around the table with a good ambiance. You're their friend in this game, not their enemy, and this implies that everyone knows it's place.

If this simple thing doesn't work after one or more sessions, use rule °5 as soon as possible.
Some people are just stupid and you will change nothing to this fact. You just have to leave and find better players. Dump them, walk without looking at the explosion. Don't give them a childish "rocks fall, everyone dies", you'll feel much better once you're out and ready to play again with better people.

d. How to deal with difficult DMs ?

So your DM is sometimes dickish, or really doing a lot of things that annoy players around the table. Changing rules on the fly, playing an overshadowing DMPC, trying to kill the PCs as his principal objective before "putting a good experience and adventure for everyone". You wish things would change. You don't have fun because another player is way more powerful, or because the DM seems to hate your character so much that there are only barbarians to fight with your rogue, or antipaladins attacking your paladin by surprise.
Try rule N°2. Explain your problems in private, your current griefs, and what you suggest so everyone can have a better experience during the game. You could even send him this thread as a friendly advice. You just want to have fun, like everyone else, without impairing your fellow players's.

If this doesn't work after some more sessions, use rule N°5. Simple. You don't have to play when you don't have fun.

(*These are real-life examples of players stupidity and munchkinism, not exagerations to make a point. I let you think about them.)

Silver Crusade

After having revisited the Titan Mauler, the Gun Tank, the Ragechemist and the Trapper, there comes the Crossbowman.

Because, honestly, I think it was the one that needed the most a loving hand, and since a long time ago.
If this doesn't almost make you want to play one someday, just for the pleasure to Ready/Vital Strike a double crossbow, then you should be ashamed of yourself. Ash-amed !

Hope you'll like it ! :)

Spoiler:

Crossbowman

Those who wield weapons aren't always hardened warriors. Sometimes pushed to resort to violence against invaders or brigands against which conventional weapons could be useless, most cunning peasants, farmers, and civilians found in the crossbow the perfect weapon to deal against armored foes. Simple, cheap and efficient, the crossbow quickly became a weapon of predilection beyond poor people and dedicated armies to defend against invaders ; but rare individuals, named crossbowmen, perfected the use of the crossbow to a deadly art, turning the cheap weapon into a lethal tool able to exploit the weaknesses of any foe within range of bolt.

Weapon and Armor Proficiency

A crossbowman is not proficient with medium armor, and heavy armor.
A crossbowman is proficient only with simple crossbows, plus one exotic crossbow or balista of his choice ; in addition, when shooting with a crossbow, a crossbowman ignores a number of points from it's target's AC equal to his Intelligence modifier, up to half his crossbowman level.

Iron Curtain Standoff (Ex)

At 3rd level, when a crossbowman makes a full attack with a crossbow, he gains a +1 bonus to AC against melee attacks until the beginning of his next turn. If he readies an action, he gains a +1 bonus to AC against ranged attacks until the beginning of his next turn. These bonuses increase by +1 every four levels after 3rd.

This ability replaces Armor Training 1.

Crossbow Expert (Ex)

At 5th level, a crossbowman adds 1/2 his Dexterity modifier to the damage of crossbows. Each four levels after 5th, he also gains a +1 bonus on damage rolls with crossbows.

This ability replaces Weapon Training 1.

Surprise Accuracy (Ex)

At 7th level, when a crossbowman attacks with a crossbow during a readied action, his target is denied its Dexterity bonus to it's AC. The crossbowman may apply the effects of the Vital Strike feats to any attack made during a readied action.

This ability replaces Armor Training 2.

Quick Sniper (Ex)

At 9th level, a crossbowman gains a bonus equal to 1/2 his fighter level on Stealth checks when sniping. When he is hit with a ranged attack, he can shoot his crossbow at his attacker as an immediate action if it is loaded.

This ability replaces Weapon Training 2.

Weak Spotter (Ex)

At 11th level, when a crossbowman attacks with a crossbow during a readied action, he may add his Intelligence modifier (minimum +1) on his damage roll. If he rolls a critical hit during this attack, he also adds his Intelligence modifier on his confirmation roll.

This ability replaces Armor Training 3.

Safe Shot (Ex)

At 13th level, a crossbowman does not provoke attacks of opportunity when making ranged attacks with a crossbow.

This ability replaces Weapon Training 3.

Pinpoint Targeting (Ex)

At 15th level, a crossbowman gains Pinpoint Targeting as a bonus feat.

This ability replaces Armor Training 4.

Meteor Shot (Ex)

At 17th level, as a standard action, a crossbowman can make one attack with a crossbow at a –4 penalty. If the attack hits, it inflicts damage normally and the target is subject to a bull rush or a trip maneuver using the attack roll as the combat maneuver check. The crossbowman must decide which maneuver to attempt before making his attack roll.

This ability replaces Weapon Training 4.

Penetrating Shot (Ex)

At 19th level, when a crossbowman confirms a critical hit with a crossbow, the bolt pierces the target and can strike another creature in line behind it. The crossbowman must be able to trace a line starting at his space and passing through both targets to make this additional attack. The secondary attack is made at a –4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, the bolt can continue to hit another target, but the penalties stack.

This ability replaces Armor Mastery.

Weapon Mastery (Ex)

A crossbowman must choose a type of crossbow for his Weapon Mastery class feature.

Silver Crusade

1 person marked this as FAQ candidate.

... I already know that you can shoot with both barrels during a Dead Shot.

But :

- are these two separate attacks, essentially being treated as a double Dead Shot ;
- or is it a single shot, with essentially each attack from your BAB being doubled at the cost of a lower bonus to attack for each of them ?

It's important for the purposes of weapon qualities like Flaming Burst. Doing a critical hit on each bullet shot from Dead Shot would add 6d10+2d6 to the final damage.
Doing a critical hit with only one Dead Shot would add only 3d10+1d6 but could ultimately hurt more.

I'm pretty sure you only hit once at all, and a level 11 double-tap Dead Shot with a +1 weapon and a +5 Dex modifier would look like this : +13/13/+8/+8/+3/+3, even if you ultimately fire two bullets... odd exception.

Silver Crusade

If I'm using a one-handed main weapon, a quickdraw light shield as an off-hand weapon while TWFing, and that I have the quickdraw feat, can I :

- Declare a full-round attack taking the normal -2 penalty,
- Attack with my main one-handed weapon two-handed,
- Don my shield as a free action and bash with it as an off-hand weapon,
- Remove it as a free action,
- Attack with my main one-handed weapon two-handed,
- Don my shield as a free action and bash with it as an off-hand weapon,
- ...
- Rincing and reharsing until I have made all my attacks this turn, and finish by donning my shield so I'm protected during the enemy's round ?

Seems like there is nothing wrong rules-wise, am I overlooking something ? In the same way, could you replace the shield with a weapon and a glove of storing ?

Silver Crusade

Again, obvious title is obvious.
It's a bit like playing Mowgly, if Mowgly was able to talk to animals and send them destroy, burn and pillage the human village he doesn't like, while assuming the shape of a tigerbear. (Spoiler = he totally did it in the original, non-Disney version, except the tigerbear part.)

Also, don't you feel bad now striking owlbears ? These are only druids with some kind of permanency spell on them who turned mad. Now we know were they come from.

Hope you'll like it !

Spoiler:

Master of Many Shapes

Some druids, either by a powerful bestial instinct or a lack of affinity with the more mystical aspects of nature's mysteries, focus on the ability to change shape. These druids usually hide in the wildest places of nature, sometimes living among other creatures acknowledging them as one of them even when they don't assume their bestial shape ; but some of them sometimes live closer to the cities, curious as they feel that their true home may a long time ago have been among their own kind. These masters of many shapes are able to assume any form when needed, gaining an uncanny stealth and versatility against obstacles at the cost of reduced spellcasting abilities, and a greater natural vulnerability to some ailments of the wild life.

Weapon and Armor Proficiency

Masters of many shapes are proficient only with the club, dagger, dart, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume when shapeshifting (see below). Masters of many shapes are only proficient with light armors ; they still are prohibited to wear metal armors.

Diminished Spellcasting

A master of many shapes may cast one spell less per level and per day. If this puts a number of spells per day to 0, a master of many shapes may only cast a spell of this level if he possesses a high enough Wisdom modifier to get bonus spells of this level.

This ability also replaces orisons, but the master of many shapes may prepare Read Magic and Detect Magic as 1st level spells.

Spontaneous Casting

A druid can channel stored spell energy into shapeshifting spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any spell of the same level or lower through the following list :

- A level 1 spell or more can be used to cast Animal Aspect,
- A level 2 spell or more can be used to cast Greater Animal Aspect,
- A level 3 to 8 spell or more can be used to cast any spell including the words "Shape", "Form", "Physique", "Elemental Body" or "Undead Anatomy" of same level or lower from the wizard/sorcerer spell list,
- Finally, a level 9 spell can be used to cast Shapechange.

Nature Bond (Ex)

A master of many shapes druid must choose a domain as his nature bond. This domain doesn't provides the druid with any domain spell slot, instead adding the indicated domain spells to her druid spell list.

Shapeshifter (Su)

Beginning at 1st level, a druid gains the ability to turn herself into any small or medium humanoid or animal and back again once per day. This ability functions like the alter self or the beast shape I spell, in which case her options for new forms include all creatures with the animal type ; except for the following noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to humanoid/animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an humanoid or an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 4th level and every two levels thereafter, for a total of ten times at 18th level. At 20th level, a druid can use shapeshifter at will. As a druid gains in levels, this ability allows her to take on the form of larger and smaller animals, humanoids, elementals, plants, undeads, magical creatures, etc. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, a master of many shapes can use shapeshifter to reproduce the effects of a 4th level spell including the words "Shape", "Form", "Physique", "Elemental Body" or "Undead Anatomy" from the wizard/sorcerer spell list.

Each two levels later (8, 10, 12, 14, 16), a master of many shape can use his shapeshifter ability to reproduce the effects of a spell one level higher including the words "Shape", "Form", "Physique", "Elemental Body" or "Undead Anatomy" from the wizard/sorcerer spell list.

Like the ability gained at first level, the effect of all these spells lasts for 1 hour per druid level, or until she changes back. Changing form (to the appropriate creature or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of a creature the druid is familiar with.

This ability replaces Wild Shape.

A Thousand Face (Su)

At 9th level, a master of many shapes gains the druid's A Thousand Face ability.

This ability replaces venom immunity.

Dual Shapeshifter

At 13th level, a druid may be affected by the effects of two polymorph spells at once. This allows a druid to take on a hybrid form of two different creatures with two consecutive uses of her wild shape, by casting a polymorph spell before using her wild shape, or by casting two polymorph spells.

This ability replaces the druid's ability a thousand face.

Silver Crusade

... saw my DM's PC roll a natural 1 on a Coup de Grace, with an admixture bomb dealing 6d6+20.

... made a God bleed. 18+8 on Will save to get up and close distance by 5 feet. Power Attack on the Unnommable God of Chaos and Evil ; natural 20. Enthousiasm explosion around the table.

Thanks, D&D, thanks, Pathfinder, thanks, Paizo.

And you, what did you behold on your last game ?
Worst and best experiences alike accepted !

Silver Crusade

Title is self-explaining.
Obvious title is obvious.

Hope you'll like it !

Spoiler:

Gunmage

Adepts of both blackpowder and explosive magic, gunmages blend the marksmanship of gunslingers with the magus's mastery of magic.

Weapon Proficiency

A gunmage only gains proficiency with one-handed firearms.

Gunsmith

At 1st level, a gunmage gains the Gunsmithing feat as a bonus feat. He also gains a battered weapon identical to the one gained by the Gunslinger ; and must choose a pistol.
This ability replaces cantrips, but the pistomage gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.

Ranged Spell Combat (Ex)

At 1st level, a magus learns to cast spells and wield his firearm at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a pistol in the other hand. As a full-round action, he can make all of his attacks with his ranged weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

This ability replaces spell combat.

Bullet Bond

At 1st level, a gunmage chooses wether he wishes to later bond with the battered firearm he gains at first level or not. If he decides to do so, he follows the rules of the bladebound magus, using his firearm instead of a one-handed melee weapon as his black blade ; if he doesn't choose to do so, he doesn't suffer any drawbacks nor benefits of the bladebound archetype.

Ranged Spellstrike (Su)

At 2nd level, a gunmage can use spellstrike to cast a single-target touch attack ranged spell and deliver it through a ranged firearm attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack. At 9th level, a gunmage using a multiple-target spell with this ability may deliver one ray or line of effect with each attack when using a full-attack action, up to the maximum allowed by the spell (in the case of ray effects). Any effects not used in the round the spell is cast are lost.
This ability replaces spellstrike and the magus arcana gained at 9th level.

Reach Spells (Ex)

At 4th level, a gunmage can deliver spells that feature a melee touch attack as if they required a ranged touch attack. These spells can be used with the ranged spellstrike class feature.

This ability replaces spell recall.

Pistol Training (Ex)

At 7th level, the gunmage gains a bonus on one-handed firearms damage rolls equal to his Dexterity modifier, and when he misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. At 13th level, a gunmage never misfires with a one-handed firearm.

This ability replaces medium armor and heavy armor.

Magus Arcana: The following magus arcana complement the gunmage archetype: accurate strike, arcane edge, lingering pain, lucky strike, precise prowess, spell shield.

Silver Crusade

2 people marked this as a favorite.

People complained that you could not play Miyamoto Musaishi, or the whole kimono and robe wandering killing machine.
Oh, and that horse. And mounted archery for a wandering swordsman. And banner. Pesky class features !

So, here you go ! There comes the kenshi ronin/errant swordsman, a samurai without master, without armor, without bow, without mount, living and dying by the sword. (Or by any nasty critter you thought off, you sick DMs.)

Hope you'll like it ! :)

Spoiler:

Weapons and Armor Proficiency

Kenshi ronins are proficient with all simple and martial weapons, plus the katana, naginata, wakizashi and the bastard sword. They are not proficient with any armor or shields.

Order

Kenshi Ronins are all members of the kenshi ronin order (see below).

Way Of The Sword (Su)

At 1st level, the kenshi ronin may enhance his weapons as a standard action for 1 minute per level by focusing upon his senses and internal energy. When focusing this way, the kenshi ronin emanates a deadly aura providing him a +1 bonus to Intimidation checks, and a +1 bonus to saving throws against fear. At 5th level, and every five levels thereafter, these bonuses increase by +1.

At 1st level, as long as he is focusing, the kenshi ronin also grants to one melee weapon he wields a +1 bonus to damage. At 4th level, it grants instead a +1 enhancement bonus. For every four levels beyond 4th, the weapon gains another +1 to this enhancement bonus, to a maximum of +5 at 20th level. A kenshi ronin may sacrifice this bonus to add any of the following weapon properties to his weapon: agile (PFS Field Guide), defending, dueling (PFS Field Guide), guided, keen, ki focus, merciful, mighty cleaving, wounding, speed, vorpal.

Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack, and the weapon's maximum enhancements are still limited as normal. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added.
The bonuses and properties granted by this ability are determined when the kenshi ronin focuses, and cannot be changed until he releases his attention. The bonuses apply to one weapon the kenshi ronin wields during his focus, or one end of a double weapon ; .

A kenshi ronin can use this ability once per day at 1st level, and one additional time per day at 10th level and every 5 levels beyond, to a total of four times per day at 20th level.

This ability replaces mount, mounted archer and banner.

Armorless Combatant (Ex)

A kenshi ronin, often by lack of wealth and appropriate training gear, is adept at fighting without wearing armor. When unarmored and unencumbered, the kenshi ronin adds his Wisdom bonus (if any) to his AC and his CMD. In addition, he gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four kenshi ronin levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the kenshi ronin is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

At 4th level, a kenshi ronin also gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1).

Kenshi Ronin/Errant Swordsman Order

Spoiler:

Some ronins never had the opportunity to become a samurai or knight, either by being born in a poverty-stricken family, by following a different path that expected by family, by originally being a simple soldier on a lord's army, or by being heir of a lost nobility. Honing their skills from the lowest ranks of society, often with an heirloom weapon or a sword found and kept secret from a local negligent lord, these ronins are masters of swordmanship. Known as kenshi ronin, these samurai wander the lands, serving their own code of ideals and following the way of the sword - often to meet a brutal end by the sword in their quest for strength, notoriety, wealth or recognition. While kenshi ronin are significantly freer to do as they please, they do not receive the same respect and support that a more dedicated samurai can count on ; and are sometimes shunned as bandits or wandering murderers.

Note that cavaliers can select this order, but they are typically called errant swordsmen instead of ronins.

Becoming Kenshi Ronin: Being a kenshi ronin is rarely if ever the result of a choice for any samourai ; as kenshi ronins tend to never have such oppportunity to begin with, and to be given any respect only by virtue of their admirable skill at arms. A kenshi ronin is dedicated to the only thing in life he's able to do best, and never truly leaves this state of mind. In exceptional cases, a desillusioned ronin may become a kenshi ronin by using the normal rules of dedicating himself to another order, also gaining the kenshi ronin archetype. If a kenshi ronin wishes to dedicate himself to another order, he must do so using the normal rules, losing the kenshi ronin archetype.

Edicts: Kenshi ronins follow their own personal code of ethics and honor. As such, their edicts are extremely flexible and subject to change. Each kenshi ronin should determine his own edicts, which should include at least three provisions. These edicts are subject to GM approval.

Challenge: Whenever a kenshi ronin decares a challenge, he gains a +1 bonus on critical confirmation checks made against the target of his challenge. If the a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, he also gains a a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +5 at 20th level).

Skills: A ronin adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills.

Order Abilities: A ronin samurai gains the following abilities as he increases in level.

Self Reliant (Ex)

At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result.

Without Master (Ex)

At 8th level, the ronin’s fierce independence allows him to overcome staggering odds. The ronin can summon up this willpower as an immediate action, and can use it in one of three ways. He can use his willpower whenever an attack would reduce him to fewer than 0 hit points but wouldn’t kill him, to instead be at 1 hit point and conscious. He can use his willpower after making an attack roll to confirm a critical hit in order to reroll the confirmation roll. Finally, he can use his willpower to take 10 on a skill check during combat, even if the situation or the skill would not normally allow him to take 10. A ronin can use this ability once during a combat.

Chosen Destiny (Ex)

At 15th level, the ronin is the master of his own destiny. Whenever the ronin makes a saving throw against a charm or compulsion effect, he may roll twice and take the better result. In addition, once per day, the ronin can treat any one d20 roll as if the result were a natural 20. He must declare the use of this ability before the roll is made.

Silver Crusade

Oh yeah, you name it !

So I heard you want a character/villain that seems badass, without actually looking threatening. The kind of guy you wonder what he could be doing, only to believe he is a squishy sorcerer at best.

Words truly are weapons. Even items have a soul. Summon their soul.
Golden Internet Cookie of Awesomeness to the first who finds the original inspiration for the archetype.

Hope you will like it ! (And all comments welcomed, like always.) :)

Spoiler:

Glyph Scholar

Glyphs are visual sceals, representative of the magic energy present in every element, creature or object, and which hold the power to unleash the magical energies for anyone skilled enough to use them. Some maguses are trained in the recognition and use of glyphs, writting – or carving – them into their flesh to harness quickly on their power. And while such maguses are called glyph scholars, forgoing any weapon training, it would be a mistake to reduce them as simple bookworms, as they are able to use the power of scriptures as true weapons.

Diminished Spellcasting

Glyph scholars may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Weapon and Armor Proficiency

A glyph scholar is proficient with no weapons, no shields and no armors. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

The glyph scholar instead gains the Scroll Blade and the Scroll Shield class features, as per the scrollmaster wizard archetype ; but the enhancement bonuses provided by such scrolls depends on the highest spell level on the scroll, and do not rely only on wizard spells only.

A glyph scholar may select another archetype which modifies the normal magus weapon proficiencies by reducing their versatility, but a magus with the glyph scholar archetype is never proficient in any weapons.

This replaces the normal magus weapon and armor proficiency feature.

Glyphs (Su)

At 1st level, a glyph scholar begins the study of glyphs, visual representations of the magic present in all things, similar to what true names are to outsiders. A glyph scholar studies spells like a magus, but uses arcane tattoos or scarifications to shape his flesh into a spellbook. A magus doesn't need to see the glyphs when preparing his spells for the day, as he senses their energetic presence on his body.

As a result of this uncanny knowledge in magical writtings and drawings, a glyph scholar gains the Scribe Scroll feat as a bonus feat at first level.

A glyph scholar is also able to extract the magic essence of a weapon, and to summon it whenever needed. By spending 1 point from his arcane pool as a free action, the glyph scholar may summon during one minute an item whose essence was absorbed and turned into a glyph. A glyph scholar begins play by knowing 1 weapon, shield, or non-magical item at level 1, then 1 more at levels 5, 10, 15 and 20. At the beginning of the day, when preparing his spells, the magus may « prepare » this item by engraving the corresponding glyph onto one of his shoulders ; he may then summon this item in the corresponding hand by spending points from his arcane pool. As this summoned object represents the finest quality ever achievable with such an item, it is treated as having the masterwork quality whenever possible.

As glyphs are intimely tied to his powers and because he understands the soul of each item, a glyph scholar is proficient with any weapon he summons through a glyph. A ranged weapon produces it's own basic projectiles, unless the magus decides to use ammunition of his own.

Finally, a glyph scholar may choose to replace one known glyph by the magic essence of one item (or a stock of 50 projectiles) of his choice, including magic items, but not intelligent ones. Doing so requires a 8 hours ritual, at the end of which the item is destroyed, and it's essence kept in the form of a magical glyph the glyph scholar can learn. A summoned item works as normal ; as such, the glyph of an item with limited uses (like a scroll) disappears once the item (or the stock of projectiles) is fully expanded ; and a broken item would be summoned as such. If a glyph disappears, the magus recovers the glyph he possessed before trading it for such item.

This ability replaces cantrips, fighter training, and modifies the spellbook ability, but the glyph scholar gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.

Magic Words

At 3rd level, and later on, a glyph scholar may select one of the following abilities in place of a magus arcana :

- Cunning Glyphs (Su): the glyphs used by the glyph scholar are able to recognize similar auras and summon them whenever needed. Any glyph used by the glyph scholar doesn't disappear if the associated item has been destroyed or expanded, as long as the magus possesses on his person an identical item. For instance, a magus summoning a scroll of Shocking Grasp (caster level 5) and expanding it, could keep on summoning this scroll if he currently transports more scrolls containing the same scroll with the same caster level.

- Glyph Studies (Su): the glyph scholar may expand 1 point from his arcane pool to cast an arcane spell from a scroll, as if the spell was on his class spell list. He may also spend 2 points from his arcane pool to cast a divine spell from a scroll, as if the spell was on his class spell list.

- Metaglyphs (Su): the glyph scholar may associate the magic energies of two items into a single glyph, and summon/dismiss them as a free action during the minute they are summoned, for example allowing him to alternate attacks with two different weapons.

- Quick Summon (Su): any weapon summoned through the glyphs ability teleports in the magus's hand immediately after the attack is resolved, allowing a magus to throw weapons (or recover them) with an uncanny speed. If the weapon is forcefully removed from the magus's hand, as per the disarm combat maneuver, the magus must spend 1 arcane point to recover his weapon, or 2 points if the weapon is held by someone unwilling to let the weapon loose.

- Scroll Mastery (Ex): whenever the magus uses a scroll, he calculates the DC for any spell it contains using his own appropriate mental stat modifiers, instead of the minimum modifier needed to cast a spell of that level.

- Scroll Wielder (Ex): The magus can activate a scroll in place of casting a spell when using spell combat. Such scroll keeps it's properties until the end of the round, at which point it is consumed.

Magus Arcana: The following magus arcanas complement the glyph scholar archetype: accurate strike, arcane edge, precise prowess, reflection, spell shield, spell blending.

Silver Crusade

1 person marked this as a favorite.

The Rocker, an archetype to put the volume to eleven !

Smash orcs with your guitar, impale them on your flute or slash them with your violin, put everything on fire, walk on top of the dragon's treasure trove, drink your ennemies's blood (or wine, you sick monster), then grunt. Or hey, awake zombies and make them dance like there is no tomorrow.

Just sayin' : level 10, Discordant Voice feat, put your allies' weapons on fire, ???, profit.

IT'S TOTALLY METAL MAN.

Spoiler:

Rocker

Some bards wish to be more than simple artists, aiming for a dream lifestyle of fame, party and easy money ; but while there are as much kinds of rockers than there are of domains of performance, they always know how to impress and make themselves unforgettable.

Toasty

At 1st level, a rocker is naturally impressive, either by fame or by allways improving it's iconic, emblematic personality ; some adopt heavy make-up, a recognizable piece of clothing, inimitable moves during performance, strange piercings, an unique voice, excentric looks and attitude... which helps them getting more and more famous and influence people.
The rocker adds half his class level to Intimidate and Perform checks.

This ability replaces Bardic Knowledge.

Metal is Heavy (Ex)

At 2nd level, a rocker's expertise allows him to use a music instrument as a weapon, or modify a weapon to be used as a music instrument. These are all one-handed weapons, considered as a heavy pick, a warhammer or a longsword, depending both on the weapon chosen and the kind of damage they deal, and the instrument the rocker wishes to use or simulate. This ability assumes a different shape depending on the instrument used and the way it is wielded : a rocker may use his violon's bow as a slashing weapon, a guitar as a bludgeoning weapon, a flute as a piercing weapon, etc. On the opposite, a rocker may use a longsword to play a violin, apply cords to a warhammer to get a luth...
A rocker is proficient with these weapon-instruments, and with instruments used as weapons. If the instrument is composed of several parts, like a drum with it's drumsticks, each part must be enhanced separately if the rocker wishes to use them as weapons. Thus, a rocker using a violin's bow as a weapon may enhance it, but this enhancement would not apply to the instrument itself used as a bludgeoning weapon. The rocker needs not to pay the masterwork quality for an instrument several times, it applies to every part of it.

This replaces versatile performance.

Burning Spotlights

At 4th level, the rocker gains the Fire Music feat. He doesn't need to meet the prerequisites of the feat. Also, whenever he inflicts or creates an effect inflicting sound damage, he may add 1 point of fire damage per sound damage dice rolled.

Shining Star (Su)

At 9th level, the rocker gains the ability to captivate even more those fascinated by his abilities. This is identical to the shining star ability of the celebrity bard archetype.

This replaces inspire greatness.

Bardic Performance

A rocker gains the following type of bardic performance:

Gather Crowd (Ex): At 5th level, the rocker gains the ability to quickly gather a crowd. This is identical to the gather crowd ability of the celebrity bard archetype.

This ability replaces lore master.

Performance Master : At 10th level, the rocker gains one kind of bardic performance from a bard archetype of his choice accessible at 10th level or lower. He may use this bardic performance as normal.

This ability replaces jack-of-all-trades.

Immortal Fame (Ex)

A rocker of 20th level or higher becomes matter for legends. The rocker's life expectancy becomes the higher for his race. Should he die, the rocker would come back as a ghost to keep performing, usually in a place of great importance to him, or as a trace in people's hearts ; even if no one is present or the place doesn't exist anymore as it was at that time. If slain, the ghost of a rocker comes back after 1d4 days, as long as at least one person in the world remembers him.

This ability replaces deadly performance.

Silver Crusade

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The title says it all.

What character do you take, and why ? What would you do, but can't (sub-par concept/not doable with the rules/DM ban...) ?

Silver Crusade

So you want to set traps everywhere while being a real hunter in communion with nature, like your grand-father who catch rabbits (but with you catching ogres, trolls, or the most worthy of foes : Man) ?
So you want to set traps that will make your enemies cringe in despair ? Did you shiver of excitation when reading Grimtooth manuals ?

Then I hope you will appreciate the...

Spoiler:

Trapper

Some rangers focus on their ability to set deadly traps, rather than learning additional combat abilities. These rangers are trappers, skilled nature specialist who believe that traps are the most useful and versatile of weapons when used wisely.

A trapper has the following class features:

Weapon and Armor Proficiency

A trapper is proficient with all simple weapons plus all light and one-handed melee martial weapons ; and with shortbows (including composite bows), nets, whips, and crossbows. A trapper is only proficient with light armors.

Class Skills

A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills.

Trapfinding

A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

Trap

At 2nd level, and every 4 levels later, a trapper gains a feat or rogue talent in the following list :
Cunning trigger, Quick disable, Trapper’s Setup, Trap Spotter.

At 6th level, a trapper adds the following feats and talents the those he may choose from :
Quick trapsmith, Advanced Ranger Trap.

At 10th level, a trapper adds the following advanced rogue talents to the list of talents he may choose from :
Frugal trapsmith, Skill mastery, Deadly Cocktail (when applied to a trap).

The effective rogue level of the trapper for the purposes of rogue talents is equal to his ranger level.
This ability replaces the ranger's combat style feat class feature.

Agressive Trap

At 10th level, a trapper can affix a magical trap to an arrow, crossbow bolt, or thrown weapon, allowing him to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the full-round action of creating a new trap. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the ranger had set the trap in that square, except the DC is 5 lower than normal. If fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (saving throw applies, if any). The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The duration of the trapped projectile starts from when it is created, not from when it is used.

Silver Crusade

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After having revisited the Titan Mauler and the Gun Tank, here is another archetype that provokes urticary, headaches, laughs, hate, a hurting belly, an absence of love, and sometimes constipative diarrhea to anyone reading it and wondering if it could be actually worth playing without regretting the choice.

But wait, wait.

- The ragechemist may HULK SMASH !
- Batman had the back broken by a ragechemist. A ragechemist will be the bad guy in the next Nolan's Batman movie.

Yes, starting from today, you could be the guy who beat The Batman.

What isn't there to love ? (Ok, this, but well.)

So, please behold, ladies and gentleman, the...

Spoiler:

Ragechemist

Some alchemists cannot use mutagens. Not because they refuse to accept their efficiency, or didn't study them ; such alchemists may not use mutagens because they simply are immune to their effects. Either because of a failed experiment or by accidental exposition to massive amounts of mutagenic substances, a ragechemist's body is irremediably bursting with mutagenic residutes, and reacts violently to adrenaline and emotions ; simple mutagens don't have any effect anymore on such alchemists, who tap into a primal anger that fuels their physical transformation. These alchemists have little control over their altered selves that emerge from their anger.

Mutate (Ex)

At 1st level, as a result of massive exposure to violent mutagenic substances, the ragechemist can assume a mutagenic form by focusing on his anger and bloodthirst. The ragechemist must not be fatigued, and must have at least one full hour of rest before he can mutate.
The mutagenic form usually is a grotesque, bulkier version of the ragechemist that presents a visible skin distinction, like a weird skin pigmentation or a scaly texture ; it also has a personality of it's own (see the Mutagenic Form class feature description). While assuming this form, it grants the ragechemist a +6 morale bonus to Strength, a +2 natural armor bonus, and a –2 penalty to Intelligence.
While in mutagenic form, a ragechemist cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A mutagenic form lasts for 10 minutes per alchemist level, after which the ragechemist is fatigued during an amount of time equal to the time spent in mutagenic form. If the ragechemist possesses the Roused Anger power, or if he forcefully enters his mutagenic form while being fatigued or exhausted, he becomes respectively exhausted or unconscious during the same amount of time. A ragechemist may otherwise not enter voluntarily in mutagenic form while fatigued or exhausted.

A ragechemist may be forced to take his mutagenic form against his will by stress or damage. Anytime the character is in his normal form, he may be forced to switch after suffering a critical hit, failing a Fortitude save, or being subject to an emotional shock. In these situations, the ragechemist must make a DC 15 Will save; if he fails, on his next turn he uses a standard action to change to his mutagenic form. If a ragechemist is fatigued or exhausted when this happens, the DC increases respectively by +5 or +10 and the ragechemist is confused, as per the spell. At the end of this round, and each round thereafter, he can attempt a new saving throw to end the confusion effect at the same DC he needed to avoid enter mutagenic form.

For the purposes of discoveries and the Master Chymist prestige class prerequisites, mutate is considered as the Mutagen class feature ; and assuming a mutagenic form, as imbibing a mutagen.
If the ragechemist possesses the Greater Mutagen discovery, it provides him instead a +8 morale bonus to strength, a +4 natural armor bonus and a +4 morale bonus to a second physical stat. The ragechemist takes a –2 penalty to his Intelligence and his second associated mental score as long as he is in mutagenic form.
The Grand Mutagen discovery provides him a +10 morale bonus to strength, a +6 natural armor bonus, a +6 morale bonus to a second physical stat and a +4 morale bonus to a third physical stat. The ragechemist takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as he is in mutagenic form.
The True Mutagen discovery provides him a +10 Morale bonus to Strength, Dexterity and Constitution, a +10 natural armor bonus, and a –2 penalty to his Intelligence, Wisdom, and Charisma as long as he is in mutagenic form.

A ragechemist is immune to mutagens, and thus gains no benefit by imbibing one.

This replaces the alchemist's Mutagen ability.

Mutagenic Form (Ex)

At 1st level, the ragechemist gains this ability, as per the Master Chymist class feature of the same name.

Rage Study (Ex)

At 2nd level, a ragechemist gains a rage power, as per the barbarian class feature. In addition, each time he could select a discovery, the ragechemist may instead select a rage power. Powers usable once per rage are instead usable once per mutagenic transformation.
His effective barbarian level for the purposes of this ability is equal to his ragechemist level ; these levels stack with barbarian levels.

This ability replaces poison use and swift poisoning.

Discoveries: The following discoveries complement the ragechemist: feral mutagen, grand mutagen, greater mutagen, tentacle, and vestigial arm.

Rage powers: The following rage powers complement the ragechemist archetype: animal fury, bloody blow, body bludgeon, brawler, greater brawler, ground breaker, greater ground breaker, intimidating glare, mighty swing, no escape, powerful blow, roused anger and quick reflexes.

Silver Crusade

"Pauline ? Where is the slug that was in my bocal ? Pauline ?..."

Lots of people like the Synthesist.

Few people would want to play one or see one in their game... especially within hands of an optimizer.

Here is a creepy alchemist sharing a body with a parasite aberration, because you know sharing your body with an aberration and gaining weird evolutions from a talking mouth on your stomach is what you have always wished for !

Any comments welcomed, as allways. Hope you will like it. ;)

Spoiler:

Host

Sometimes, because of a failed spell, a rift through planes, or through horrible manipulations, are born strange creatures defying classification. Such alien beings are most commonly known by scholars as aberrations. While most aberrations end up scattering madness on their path, at best claiming the depths of the darkest dungeons to fest on adventurers, others are parasites. These parasites quickly sneak on the first creature under their reach, invading it's brain to assume control, and become distorded, shape-changing monsters. But some parasites fail to take over the creature. Because the parasite's survival now depends on it's victim's, this creature becomes a Host, blessed – or cursed – with twisted body features, and an uncanny knowledge of the substances needed to survive and become stronger. While few hosts enjoy sharing their body with this strange ally, all acknowledge it's boundless loyalty.

Weapon and Armor Proficiencies

Hosts are proficient with simple weapons. Hosts gain no proficiency in armors and shields.

Symbiont

At 1st level, by a combination of circumstances, a host is invaded by a parasitic aberration. Such entity is usually stuck in the body part the host was able to apply a tourniquet to when it attempted to reach his brain, thus forcing the creature to merge with the body part as a survival reflex ; but other circumstances influence the position of the symbiont, and parasites merging in the wrong way while trying to save the life of a dying host, for example, aren't unheard of.

A symbiont is a creature with it's own mind and Intelligence, though it's way of apprehending life is usually cold and mechanical, thinking only about it's own survival. A symbiont is incorruptibly loyal to it's host, since the host's death pretty much signifies theirs : a symbiont may attempt to merge with another host, but such operation is so dangerous that few to none would attempt it. As such, all symbionts are strictly Neutral, often suggesting to their host the course to follow, keeping it's morale high, checking his blood pressure or nutritious apports, and complying to his desires, including those that could put it in danger. But the symbiont isn't a slave, and may not hesitate to deprive it's host of any « un-needed » feature (a judgement the host wouldn't probably agree with), should he prove overly agressive and determined enough to get rid of it. As such, a symbiont and a host usually have a close, weird relation and tend to work in concert.

Despite not controlling the brain, a symbiont controls the body part it is stuck in when it desires so, and can speak all of it's host languages. A symbiont may assume the normal apparence of the body part it is stuck in, or distort, extend, and bend in twisted ways up to several feet of distance to act and move light items on it's own. It can freely create eyes or mouths of diverse sizes and on diverses places of the body part, which are required to speak or see it's surroundings. When a host sleeps, a symbiont enters into hibernation and becomes unconscious. A symbiont may enter into hibernation at any time while the host is awake to give him back the control of the body part, and immediately exit hibernation when the host is endangered or calling for it's assistance.

But the most benefical way a symbiont interacts with it's host is by it's offensive and defensive enhancements to the host's body. On these aspects, a symbiont is similar to a synthesist summoner's eidolon, with the exception that a symbiont doesn't have it's own physical scores or statistics, and totally depends on the « quality » of it's host body, which it enhances by the ability to shape blade-like weapons from the body part, assume a hardened coating around the body, create membranous wings, etc.

Such abilities are only usable when the host wears no armor, as it disrupts the symbiont's shape-changing powers.

A symbiont emits constantly a magical aura of Transmutation whose power depends on the host's level. It has no hit points of it's own, shares the host's physical stats and has a score in each mental stat equal to the Intelligence of a familiar of appropriate level for the host.

The symbiont and the host cannot take separate actions – even though they sometimes seem to attack on their own, this is merely for a common goal, and attacks made from the symbiont aren't different from an attack made by the host. The host uses his own BAB and feats to attack. If the host is put inconscious by an attack, the symbiont stabilizes the host and hibernates immediately until the host is slain or possesses again half his hit points, whichever comes first. The link between the host and his symbiont is odd and powerful : if the host dies, the symbiont dies ; and if the host is bring back to life, the symbiont is too.

Because of it's nature, a symbiont reacts badly to mutagens, and as such, ingesting one is treated as a poison dealing instantly the ability damage it is intended to improve, once per round during 6 rounds, requiring one save with a DC equal to 10 + ½ the alchemist's level + the Intelligence modifier of the alchemist who brew it.

The symbiont must hibernate 8 hours before providing any benefit. Once fully reposed, by sharing a nerve connection during 1 minute, the symbiont provides the following benefits to a host as long as he is conscious :

At 1st level, the symbiont provides a +2 natural armor bonus to the host, and a +1 bonus to it's host's Strength and Dexterity. These bonuses increase respectively by +2 and +1 at level 2, then each three levels later (5, 8, 11...) up to +16 and +8 at level 20.
The symbiont also gains an Evolution pool as an eidolon of his host's level, the limbs (arms) and the claw evolution for free. The symbiont must still meet the prerequisites of the evolutions it chooses. The host gains access to these evolutions, and is considered as having the Eidolon class feature for the purposes of feats. At the difference of an eidolon, any visible evolutions may be hidden, or shaped as a move action.
Finally, the symbiont is considered as an eidolon for the purposes of the special abilities it possesses by gaining levels. As such, it gains Darkvision, Link and Share Spells at first level, and others in later levels. The host gains these abilities.

At 2nd level, the host gains the Tumor Familiar discovery, using his symbiont as a familiar. This also allows the symbiont to detach a part of itself from the host ; doing so doesn't affect the benefits provided to the host, including if the familiar is killed (though it must still be replaced as normal).

At 4th level, thanks to it's symbiont's parrying and dragging moves, the host gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on it's saving throws.

At 6th level, the host can cast dimension door as a spell-like ability using his caster level. This ability only affects the host and it's symbiont. The host can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.

At 12th level, the symbiont improves it's ability to absorb hits and put it's host out of danger. The host gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.

At 16th level, the symbiont is able to protect the body of it's host even when it is put unconscious. Once per day, when the host's hit points reach -1, he is stabilized, and gains a number of temporary hit points equal to his level during one hour. The symbiont may keep moving as if it was the host as long as the body has at least 1 temporary hit point.

At 20th level, a host and his symbiont fully merge, in body and soul. Their personalities, if it wasn't already the case, converge into one. The host does not need to sleep, and the symbiont does not need to hibernate anymore, including when the host is put unconscious ; allowing them to keep living and fighting as long as they are able to regenerate their wounds.

This ability replaces mutagen, throw Anything, brew potion, discovery and the grand discovery class feature.

Silver Crusade

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"So, young one, you say you want to apply to our emminent school, and someday enter the Wizardry Council ?

Do you wish to summon creatures to fight for you ?
Set ablaze, break your foes ?
Manipulate them so they act according to your will ?
Create the most amazing illusions, to deceive or terrify those who wish you harm ?
Discover the secrets of the future ?
Maybe... necromancy ? White, of course, we don't indulge in any black... no ?
You want to focus on controlling time itself ? Ha ! I fear you should follow the path of the Church if achieving miracles is what you truly desire, young one.

Young one ? Where are you going ? Young one !..."

... are you feeling like following your own, eternal path ? :)

Spoiler:

Chronomage

Even beyond wizards, exist exceptional individuals whose understanding of the world's secrets proves able to influence not only the nature of space, but also of time. But while any knowledgeable enough wizard is able to warp time through complex formulas, this is merely an amateur's work in the eyes of a chronomage. Excentric individuals obsessed with time and it's effects, chronomages apprehend this dimension as the mother of all other ; and while some are willing to consecrate their lives to reach the secrets of immortality or reverse a tragic event of the past, few are able to reach the state of mind needed to manipulate time wisely, sometimes litteraly erasing themselves from existence.

Time Is A Mesure (Su)

At 1st level, chronomages form a powerful bond with an object representing the course of time, usually a little hourglass, pocket watch, sundial or magical clepsydra. This bonded object is an item a chronomage can use as a magical item to obtain benefits during the day. Once a chronomage makes this choice, it is permanent and cannot be changed.

Chronomages who select a bonded object begin play with one at no cost. These objects are always masterwork quality. If the object is an amulet or ring, it must be worn to have effect, while any other item must be wielded. If a chronomage attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. The following powers are only usable when the chronomage is wielding or wearing his bonded object.

At 1st level, the time warps around the chronomage, who seems to be acting a bit quicker than his surroundings. He gains a +1 bonus to reflex saves, and adds +5 feet to his base land speed. These are treated as enhancement bonuses. These bonuses increase respectively by +1 and +5 feet for every five wizard levels, up to a maximum of +5 and +25 feet at 20th level.

At level 8, the chronomage gains the Quicken Spell metamagic feat. Once per day, he may use this metamagic feat by increasing the level of a spell by 2 instead of 4. This does not alter the level of the spell or the casting time. He can use this ability one more time per day for every four chronomage levels he possesses beyond 8th (at levels 12, 16 and 20), up to 5 times at level 20. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a chronomage with a bonded amulet must be at least 5th level to add magic abilities to it (see Craft Wondrous Item feat). The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the chronomage prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per chronomage level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A chronomage can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

This ability replaces arcane bond.

Revelation

At level 1, and every five levels thereafter (5th, 10th, and 15th), a chronomage's obsessional studies of time uncovers a new secret granting him powers and abilities normally unaccessible to the common run of people. The chronomage must select a revelation in the list of revelations from the oracle's Time mystery. A chronomage's effective level for the purpose of these abilities is equal to his chronomage level. Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the chronomage’s level + the chronomage’s Intelligence modifier. The chronomage is considered as having the oracle's class feature of the same name for the purposes of qualifying for feats or using magic items. If a revelation is chosen at a later level, the chronomage gains all of the abilities and bonuses granted by that revelation based on his current level. Unless otherwise noted, activating the power of a revelation is a standard action.

This ability replaces Scribe Scroll and the bonus feats gained at levels 5, 10, and 15.

Time Is Money (Su)

A chronomage is adept at lending his own time to spend it later, on a more useful occasion, never wasting a second if he has the power to do so. As a move action, the chronomage can sacrifice a spell and transform that energy into an Insight bonus equal to the level of the spell sacrificed. He may apply this bonus to his AC against the next attack, to his next initiative roll, to an attack roll, or a critical confirmation check. The chronomage can use this ability a number of times per day equal to 3 + his Intelligence modifier. This bonus lasts during 24 hours or until used, whichever comes first.

This ability replaces cantrips, but the chronomage gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.

Time Is The School In Which We Learn

The care, and attention required to master the erratic variations in the flow of time is so great, that a chronomage forsakes three schools of magic. Due to it's close relation to time, a chronomage may not choose the Divination school as an opposition school. These opposition schools are chosen at 1st level and cannot be changed later. A chronomage who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, the chronomage takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.

This ability replaces arcane school.

Time Is The Fire In Which We Burn (Ex)

At 20th-Level, the chronomage discovers the secrets of eternal youth. He gains the immortality arcane discovery.

This ability replaces the wizard bonus feat gained at 20th level.

(Picture used from this blog.)

Silver Crusade

2 people marked this as a favorite.

After having revisited the Titan Mauler, I wanted to give a try at revamping another official archetype that let more than one people disappointed :
The Gun Tank.

When I first read the name, I imaginated something awesome. It would be like fireballs everywhere. It's crazy awesomeness combined, explosions and big scary armors, showering lead on the battlefield, standing up against dragons while shouting all kinds of flowery dwarven insults between two shotgun hotshots.

But... well, we'll first do a little test.
Who, among you, has ever played, or even suggested to someone, to use the Gun Tank archetype ?

...

>.>
*Crickets noise*
<.<

...

No one ? Well. (Dots are links to webpages.)

So, here is my take at doing the Gun Tank, something that wouldn't deliver a "meh" reaction when compared to a pistolero or musketeer.

I hope you'll like it.
Heck, I hope you'll love it. And have... a blast.
I hope your enemies will hate, and fear it. (They will. That's not a metaphor.)
And I hope you'll deliver a comment on how you just imploded from coolness overcharge ! 8)

Please behold, ladies and gentleman : towering under her heavy armor and shield, firing highly dangerous weapons point-blank, and even reloading her weapons like the go*ddamn Terminator, the...

Spoiler:

Gun Tank

Those who once met a gunslinger, either by some hazard of life or because they wished to behold one's deeds, could swear that all people of their kind are fiery, blazing tornadoes, cold sharpshooters, wannabee legends, or a combination of these traits ; but even on the ranks of people having witnessed the deeds of a gunslinger, few had the chance to meet the most unusual, and the most frightening of these firearms users. Like living armors showering the battlefield with lead, thunder and smoke, gun tanks are the few who use and modify their armor to protect themselves from both traditional weapons and gunfire. These gunslingers trundle into battle with barrels blazing, dealing out punishment with their firearms while knowing few can penetrate their hard protective shells.

Weapons and Armor Proficiency

A gun tank is proficient with all armors and shields, including tower shields. Gun Tanks are proficient only with their shields as martial weapons, with firearms with the scatter special property, and firearm siege engines. She must take Exotic Weapon Proficiency (firearm) to gain proficiency with all others one-handed and two-handed firearms.

Gunsmith

At 1st level, a gunslinger must choose a blunderbuss or dragon pistol. This ability is otherwise identic to the gunslinger's gunsmith first level ability.

Deeds

A gun tank swaps a pair of deeds for the following. The new deed descriptions include information on which deeds from the gunslinger class feature these new deeds replace.

Gun Tank’s Resolve (Ex)

At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the critical hit or sneak attack damage. At 1st level, she has a 25% chance of doing so. At 10th level, the chance increases to 50%. At 15th level, the chance increases to 75%. While a gun tank’s resolve does not stack with the fortification armor special ability, it does work in concert with that armor special ability or similar effects, so a gun tank can use this ability even after the armor of fortification has failed to negate the critical hit or sneak attack damage.

This deed replaces the gunslinger’s Dodge deed.

Wall Of Lead (Ex)

At 1st level, the gun tank can use modified grape shot on her weapons with the scatter weapon quality to reach farther enemies. When doing a scattering shot, the gun tank may increase the scatter range of her firearm by 5 feet, suffering a -2 penalty to attack and increasing the misfire range of her firearm by 2. Performing this deed costs 1 grit point per 5 feet of range added to the scattering shot.

This deed replaces the gunslinger’s deadeye deed.

Black Teeth (Ex)

At 1st level, the gun tank already masters an efficient technique to reload a firearm while protecting herself behind a shield ; because the most usual trick for a gun tank is to use her teeth to hold and manipulate reloading tools, they are commonly described as having a row of teeth darkened, and threadbared by powder and burnt residues. As long as she has at least 1 grit point, the gun tank may reload a one-handed firearm without a free hand while holding a shield. This deed doesn't change the firearm's reloading time.

This deed replaces the gunslinger’s quick clear deed.

Flip-Cocking (Ex)

At 3rd level, the gun tank improves her technique to reload a firearm while protecting herself behind a shield. She may add a mechanism containing the needed quantity of powder and ammunition for one shot to any two-handed firearm, allowing her to reload the weapon with a quick counterclockwise rotation called a flip-cock, and fire it with a strong grip. As long as she has at least 1 grit point, the gun tank may reload a two-handed firearm without a free hand while holding a shield, and may shoot an appropriately sized two-handed firearm with one-hand by suffering a -2 penalty to attack, in addition to any other penalty (like from using the wall of lead deed, or by wielding a tower shield). This deed doesn't change the firearm's reloading time.

This deed replaces the pistol-whip deed.

Shrapnel (Ex)

At 3rd level, the gun tank is able to easily shred to bits any group of opponents thanks to her skills with scattering firearms. When she attacks with a scattering shot, the gun tank can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the targets, dealing half the extra damage anyway. She must choose to spend the grit point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 7th level, to 3d6 at 11th level, to 4d6 at 15th level, and to 5d6 at 19th level. If using a Dragon's Breath cartridge, the weapon misfires only if the gun tank rolls a number of 1 on it's d6s equal to 1 + the number of extra damage dices. This precision damage stacks with sneak attack and other forms of precision damage.

This deed replaces the gunslinger's initiative deed.

Aim For The Head (Ex)

At 7th level, as a full-round action, the gun tank can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target within her weapon's scattering range (see the following). For each 10 feet of scattering range she sacrifices (up to a minimum range left of 5 feet, and to the range needed to hit the creature), she makes an attack roll at her best base attack bonus. If any of the attack rolls hit the target, the gun tank’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gun tank increases the damage of the shot by the base damage dice of the firearm, plus her normal damage modifiers. For instance, if a 7th-level gun tank firing a blunderbuss sacrifices 20 feets of range and hits with both attacks, she does 2d10 points of damage with the shot, instead of 1d10 points of damage, before adding any damage modifiers twice. Precision damage and extra damage from weapon special abilities (such as flaming) are added only once with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gun tank only misfires on this attack if all the attack rolls are misfires, in which case her weapon immediately explodes. She cannot perform this deed when attacking creatures in a cone, but may use the Wall of Lead deed to increase her range for the purposes of this deed – when using the Wall of Lead deed with the Aim For The Head deed, the misfire range of the weapon increases by 1 per 5 feet instead of 2. The gun tank can only use this deed with a dragon pistol or a blunderbuss. He must spend 1 grit point to perform this deed.

This deed replaces the dead shot deed.

Thundering Terror (Ex)

At 7th level, a gun tank with at least 1 grit point can spend a standard action to purposely shoot in the air with a scattering shot. When she does, all creatures under 30 feet become shaken until the start of her next turn. The DC of the Will save against this effect is equal to 10 + 1/2 the gunslinger’s level + the gunslinger’s Wisdom modifier. This deed cannot be used to make a creature frightened or panicked, even if the targets are already shaken from another effect. Thundering Terror is a mind-affecting fear effect, and it relies on audible and visual components.

This deed replaces the startling shot deed.

Precise Scatter (Ex)

At 7th level, a gun tank with at least 1 grit point can apply damage increasing feats like Deadly Aim to the damage of her scattering shots.

This deed replaces the targeting deed.

Gun Tank’s Resilience (Ex)

At 15th level, when the gun tank has at least 1 grit point and makes a successful Fortitude saving throw against an attack that would deal half damage or have a partial effect, she takes no damage or other effects from that attack. Furthermore, she gains a +2 bonus on all saving throws against fear and mind-affecting effects.

This deed replaces the evasive deed.

Bullet Defection (Ex)

A gun tank is adept at modifying, and using her armor to stop firearm attacks. Starting at 2nd level, whenever she is wearing armor, the armor check penalty is reduced by 1 (to a minimum of 0) and the maximum Dexterity bonus allowed by her armor increases by 1. Every four levels thereafter (6th, 10th, and 14th), the bonus increases by 1, to a maximum of a –4 reduction of the armor check penalty and a +4 increase to the maximum Dexterity bonus allowed. This ability doesn't stack with the fighter's Armor Training class ability. If the gun tank has both class features, she takes the most advantageous benefit of the two class features.

In addition, the gun tank may add half her armor’s bonus plus the armor’s enhancement bonus (if any) as a deflection bonus to her touch AC against any splash weapon (including the alchemist’s bomb class ability; Advanced Player’s Guide 28) or non-siege firearm. This ability has no affect on spells, spell-like abilities, or supernatural abilities that make a touch attack.

This ability replaces nimble.

Shotgun Training (Ex)

Starting at 5th level, a gun tank increases her skill with firearms doing scattering shots. She gains a bonus on damage rolls equal to her Dexterity modifier with these firearms. Within a gun tank's hands, a blunderbuss has a scattering range of 20 feet instead of 15, and a critical range of 20x3. If using alchemical cartridges or if her weapon explodes, the reflex save to reduce damage increases by 1. Every four levels thereafter (9th, 13th, and 17th), the reflex save increases by +1. At 13th level, a gun tank's misfire range on her scattering weapons is reduced by 2.

This replaces gun training 1, 2, 3, and 4.

Silver Crusade

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For all people who wanted to play with firearms, for all people who wanted to do awesome things with firearms, for all people who drooled at the Spellslinger but didn't want to play a spellcaster, and all those who just didn't like the gunslinger...

Dear fellow path finders, here is a very special monk that doesn't feel like one = the Gun-fu Master ! It dual wields pistols, flurries, and with the qinggong archetype, uses thematic spell-like abilities to fight like no one before. Because when you can modify reality, every move is a deed.

I hope you will like it !
And all comments appreciated, as allways. ;)

Spoiler:

Gun-fu Master

With the emergence of firearms, came a time of doubt. While common archers may be easy to deal with for a skilled monk, bullets, even with common magical protections, proved more lethal than arrows at closer range. Some young cast-offs, unable to demonstrate enough proficiency with unarmed strikes or martial weapons to survive in a fight, choose to adopt these firearms as a legitimate way to prove their true worth. These artists soon became known as gun-fu masters, a self-proclaimed title that they would nevertheless prove worthy of. Using their keen senses, acrobatic moves and martial mastery to perfect their skills at close combat, gun-fu masters consider the battlefield as a complex layout into which every move should be calculated to bring the most destruction, with the quickest moves, at the lower cost – often surprising the enemy with unpredictable moves. Despite being shunned by their pairs, the lethality of their strange martial art inspires a tainted respect among the wisest, even if few would admit it.

Weapon Proficiency

A gun-fu master is proficient with all one-handed firearms as monk weapons, and with muskets, double barreled muskets and blunderbusses in addition to their normal proficiencies.

Variant Ki Powers

A gun-fu master with the qinggong archetype must chose his powers from this list :

4th-Level Ki Powers
Peacebond (1 ki point)
Jury-Rig (1 ki point)
Tactical Acumen (2 ki points)

6th-Level Ki Powers
Bullet Shield (self only, 1 ki points)
Ricochet Shot (1 ki point)
Twisted Space (1 ki point)
Locate Weakness (2 ki points)
High jump (monk ability, 1 ki point)

8th-Level Ki Powers
Recoil Fire (1 ki point)
Hostile Juxtaposition (2 ki point)
Wholeness of body (monk ability, level 7, 2 ki points)

10th-Level Ki Powers
Named Bullet (2 ki points)
Improved Blind-Fight [APG], † (1 ki point)
Wind Stance (2 ki points)

12th-Level Ki Powers
Abundant step (monk ability, 2 ki points)
Battlemind link [UM] (4 ki points)
Diamond body (monk ability)

14th-Level Ki Powers
Greater Named Bullet (3 ki points)
Diamond soul (monk ability)
Disarming Strike [APG] (2 ki points)

16th-Level Ki Powers
Greater Hostile Juxtaposition (3 ki points)
Bleeding Critical (3 ki points)
Greater Blind-Fight [APG], † (2 ki points)
Improved Vital Strike (2 ki points)
Lightning Stance (3 ki points)
Quivering palm (monk ability, 2 ki points)

18th-Level Ki Powers
Timeless body (monk ability, 1 ki point)
Tongue of the sun and moon (monk ability, 1 ki point)

20th-Level Ki Powers
Walk Through Space (3 ki points)
Blinding Critical (3 ki points)
Crippling Critical [APG] (3 ki points)
Deafening Critical (3 ki points)
Empty body (monk ability, 3 ki points)
Perfect self (monk ability, level 20)
Tiring Critical (3 ki points)

Flurry of Bullets (Ex)

Starting at 1st level, a gun-fu master can make a flurry of blows as a full-attack action, but only when wielding and firing at least one firearm (even though it is a ranged weapon). Firing or gun-whipping with only one firearm during the flurry imposes a -2 penalty to attack during the round because of imbalance - the gun-fu master must attack with both weapons at least once to take no penalty to attack. He may not make a flurry of blows with his unarmed attacks. A gun-fu master’s flurry of blows otherwise functions as normal for a monk of his level.

A gun-fu master cannot use Rapid Shot when making a flurry of blows with firearms, but is considered as having this feat for the purposes of qualifying for a feat.

Gunsmith

At 1st level, a gun-fu master gains one of the following firearms of his choice: pistol, dragon pistol, or coat pistol. His starting weapon is battered, and only he knows how to use it properly. All other creatures treat his gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gun-fu master also gains Gunsmithing as a bonus feat.

Gun-Whip (Ex)

Starting at 1st level, the gun-fu master can make melee attacks with the butt, handle or barrel of his firearms. When he does, he is considered to be proficient with the firearm as a light melee weapon with the monk property, and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. Any magical quality applicable to both types of weapons, like flaming, functions when the firearm is used this way ; including specific melee weapon enhancements that would otherwise not benefit a ranged weapon, like the agile property. The damage dealt by the pistol-whip is of the bludgeoning type, and is equal to the unarmed damage dealt by half the gun-fu master's monk level, with a critical multiplier of 20x2.

Gunsmith and gun-whip replace the Improved Unarmed Strike monk bonus feat at first level.

Perfect Strike (Ex)

At 1st level, a gun-fu master gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A gun-fu master can use Perfect Strike with any firearm. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.

This ability replaces stunning fist.

Bonus Feats

A gun-fu master’s bonus feats must be taken from the following list:
Combat Reflexes, Dodge, Quick Draw, Point-Blank Shot, Precise Shot, Opening Volley, Crane Style and Rapid Reload.

At 6th level, the following feats are added to the list:
Clustered Shots, Crane Wing, Deft Shootist, False Opening, Improved Precise Shot and Snap Shot.

At 10th level, the following feats are added to the list:
Improved Critical, Shot on the Run, Improved Snap Shot and Greater Snap Shot.

These feats replace the monk’s normal bonus feats.

Snap Reload (Ex)

At 2nd level, through quick moves and acrobatic shenanigans, a gun-fu master may reload any weapon for which he possesses the Rapid Reload feat without having a free hand. This doesn't change the reloading time of the weapon.

This ability replaces the monk bonus feat gained at 2nd level.

Guided Hilts (Ex)

At level 3, the gun-fu master may use his Wisdom modifier instead of his Strength modifier on gun-whips attack rolls. If he confirms a critical hit with a gun-whip while using a loaded firearm, the gun-fu master may fire it and attack the creature as an immediate action, doing a firearm ranged attack at point blank with the same base attack bonus. Unless the gun-fu master has a feat or ability to not provoke attacks of opportunity by shooting with a firearm, this attack provokes attacks of opportunity from any creature except the creature hit.

This ability replaces fast movement.

Gritty Ki (Ex)

At level 4, the gun-fu master gains a ki pool equal to half his level. In addition, he gains a pool of grit points equal to his Wisdom modifier ; gritty ki counts as the gunslinger's Grit class feature for the purposes of qualifying for feats and deeds. This grit pool doesn't stack with the gunslinger's Grit class feature.
A gun-fu master can spend 1 ki point to risk no misfire with his firearms during one round. He can also spend one ki point to make one additional attack at his highest attack bonus when making a flurry of blows attack. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool, including grit points, is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Grit points can be spent as ki points ; but the gun-fu master can't spend ki points as grit points.

This ability replaces ki pool.

Guided Firearms (Ex)

At level 5, the gun-fu master adds his Wisdom modifier to the damage rolls of his firearms. This doesn't stack with any ability that allows the gun-fu master to add his Dexterity, Wisdom or Charisma bonus to damage rolls with firearms.

This ability replaces high jump and purity of body.

Trick Shot (Ex)

At 11th level, a gun-fu master may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the gun-fu master can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing bullets around corners. The bullet must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.

This ability replaces diamond body.

Silver Crusade

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While we're all praising Paizo for the quality of the rules they provide, sometimes, there is something than everyone admits is just plain wrong.
Some archetypes, like the Titan Mauler, are what seems at first like a loss of paper. Because even if the concept is nice, the execution failed at some point to take everything into account to really follow the fluff, be interesting and worthwile enough to ever be taken, and they become practical jokes or "maybe-it's-just-broken" samples to explain another archetype's oddity, to the point even rules-lawyers can't find anything to do with them without sucking at their job.
No one is perfect, and the objective of threads like these isn't to rant about it. Especially not about little chunks of rules in a roleplay game. This kind of mistakes happen, especially in big books and something as hard as game design, but most DMs will not want or can not affort to take the time and correct them, so they just decide to handwave the rules if there is no official correction.

Since the Titan Mauler indeed received a FAQ ruling which was far from the slight rewrite people really waited for to consider the archetype fully usable, here is an attempt at correcting it, making the Titan Mauler something you would actually want to play at first glance !

Because the concept is powerful and pretty much universal, to the point even Amiri, the iconic Pathfinder barbarian could be one of them, there was not too much to change as to make the archetype better.

Hope you'll awesomely like it ! And all comments are welcomed, as always. :)

Spoiler:

Titan Mauler

In lands overrun by giants, dragons, and other hulking beasts, exist exceptional barbarians who, either by tradition or obligation, excell at bringing low these massive foes. While her enemies’ size makes the creatures strong, the titan mauler is even stronger, looting from her fallen foes or crafting weapons that no lesser warrior can lift. While for most people these weapons look more like large hunks of iron, wood, or whatever part of a creature the titan mauler extracted them from, she is able to wield them to crush any foes, as monumental they could be.

Big Game Hunter (Ex)

A titan mauler gains a +1 bonus on attack rolls and a +1 dodge bonus to AC in melee with creatures larger than themselves.

This ability replaces fast movement.

Jotungrip (Ex)

At 2nd level, when a titan mauler is raging, she may wield a weapon as if she was one size category larger, suffering a -2 penalty to attack when doing so. This also allows her to use an appropriately sized two-handed melee weapon as an one-handed weapon. The Titan Mauler still takes the penalty to attack for using an inappropriately sized weapon for her base size (an appropriately sized weapon isn't considered as a weapon one size smaller when using this ability, and thus doesn't give any attack penalty if wielded befittingly).
For example, a medium titan mauler with the exotic weapon proficiency (bastard sword) feat, while raging, could hold a large 2d8 bastard sword as an one-handed weapon or two-handed weapon with a -4 penalty, or a huge 3d8 bastard sword as a two-handed weapon with a -6 penalty to attack.
He could also wield a medium 2d6 greatsword as an one-handed weapon with a -2 penalty, a large 3d6 greatsword as a two-handed weapon with a -2 penalty, a huge 3d6 longsword as a two-handed weapon with a -4 penalty, or a gargantuan 3d6 short sword as a two-handed weapon with a -6 penalty to attack.

Size Doesn't Count (Su)

At level 2, any effect increasing the titan mauler's size, like the enlarge person spell, doesn't increase her size, including her equipment or base weapon damage. Rather, she gains the ability to wield even the mightiest of weapons looted from it's titanic foes, or improvised from surrounding environment.
When enlarged, the titan mauler instead gains a +2 size bonus to Strength, is considered one size larger for the purpose of CMD and rage powers, and adds one size to her grip for the purposes of the Jotungrip ability (up to -8 to attack for wielding a light weapon four sizes higher than her base size as a two-handed weapon).

This ability and jotungrip replace uncanny dodge.

Massive Weapons (Ex)

At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted or crafted from her titanic foes. The attack roll penalty for using weapons too large for her size is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of -2 when whielding weapons four size categories larger).
She also gains a +1 bonus to damage with weapons that need two hands to wield, whether she is using Jotungrip or not. This bonus increases by 1 each five levels later, up to +1 to damage per size category (respectively +1 for an appropriately sized weapon, +2 for a weapon one size larger, +3 for a weapon two sizes larger and +4 for a weapon three sizes larger or more).

This ability replaces trap sense.

Evade Reach (Ex)

At 5th level, as a swift action, a titan mauler may choose one creature within her line of sight. Until the end of her turn, that target’s reach is treated as if it were 5 feet shorter with respect to reaching the titan mauler, and this reduction increases by 5 feet for every five levels beyond 5th.

This ability replaces improved uncanny dodge.

Rending Rage (Ex)

At 14th level, a titan mauler may choose to gain the benefits of enlarge person when she enters a rage. While using titanic rage, she must spend 2 rounds of rage per round. In addition, when she is raging, the titan mauler deals double damage whenever she does only one attack during her round. She rolls damage as normally, then adds the result to her damage on this attack before applying any additional bonus dices from special weapon abilities or feats like vital strike. This additional damage isn't multiplied on a critical hit.

This ability replaces indomitable will.

Rage Powers: The following rage powers complement the titan mauler archetype: body bludgeon, greater ground breaker, ground breaker, knockback, mighty swing, powerful blow, roused anger, smasher, and strength surge.

Silver Crusade

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So I remembered what a lot of people said about the fact there was basically no grit mechanic open to the fighter, allowing them cool moves and achievements a limited number of times per day.
After some hours, there it is, the Braggart, allowing you to do whatever charismatic fighter you need from a swashbuckler to a badass scarred veteran !

Hope you will like it ! All potential comments are appreciated if you feel like it, as always, especially on this one for which I still have some doubts - or at least more doubts than usually. :)

Spoiler:

Braggart

Most fighters tend to avoid unnecessary conflict, relying on their acts and reputation to attest for their true worth. But some of them are not so silent when it comes to recount their deeds. These warriors are known as braggarts. Often loud-mouthed and prompt to defy anyone unfortunate enough to doubt their word ; or showing enough presence and scars to make any adventurer shiver at the sight of one, all braggarts have one thing in common : for them, a legend is never better written than with impressive achievements. Because of this, they are willing to take all the risks needed to become part of history – and better, to tell the tale by themselves.

Weapon and Armor Proficiency

A braggart is not proficient with heavy shields and tower shields.

Skills

Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Escape Artist (Dex), Appraise (Int), Knowledge (Local), Perception (Wis) and Sense Motive (Wis) are class skills for a braggart.

Grit (Ex)

A braggart gains the grit class feature like a gunslinger, with the following differences : the grit pool is based on the fighter's Charisma bonus, and regaining grit can be done with any kind of weapon.

Grit points obtained from this ability don't stack with the grit class feature obtained through gunslinger levels. Only the higher grit pool applies at a time.

Deeds (Ex)

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

Hot-blooded Assault (Ex): At 1st level, the braggart can perform a charge through allies and difficult terrain. Performing this deed costs 1 grit point. The braggart still suffers the –2 penalty on AC from charging when he performs this deed.

Braggart’s Luck (Ex): At 1st level, the braggart gains the formidable ability to turn the tides of battle whenever he needs it the most. When an attack is made against the braggart, he can spend 1 grit point as an immediate action to add his Charisma bonus (if any), up to 1 point per braggart class level, as a luck bonus to his Armor Class against this attack. If this bonus is enough to avoid a blow, the attack fails. Alternatively, the braggart can spend 1 grit point as an immediate action to add his Charisma bonus (if any), up to 1 point per braggart class level, as a luck bonus to an attack, critical threat confirmation or damage roll.

And Stay Down (Ex): At 1st level, when he uses a melee weapon to confirm a critical threat, the braggart can choose to give the broken condition to this weapon to add his charisma modifier as a bonus to the roll. The braggart must have at least 1 grit point to perform this deed.

Not So Fast (Ex): At 4rd level, as long as the braggart has at least 1 grit point, he gains the uncanny dodge rogue class feature.

Vicious Headbutt (Ex): At 4rd level, the braggart can surprise enemies trying to hinder him through a well-placed headbutt. He can make an attack of opportunity against adjacent creatures trying to use combat maneuvers against him, even if they possess the Improved feat for these maneuvers, or special attacks like Grab. If the creature possesses such feats or abilities, the braggart suffers a -5 penalty to his attack of opportunity. This unarmed attack doesn't provoke attacks of opportunity, even if the braggart doesn't have the Improved Unarmed Strike feat. Performing this deed costs 1 grit point.

Come Closer (Ex): At 8th level, as an immediate action, the braggart can spend 1 grit point to deflect an incoming ranged attack, as per the Deflect Arrows feat.

Here I Come (Ex): At 8th level, a braggart may spend 1 grit point as a swift action to increase his speed by 20 feet for 1 round.

Versatile Fighter (Ex): At 8th level, as long as the braggart has at least 1 grit point, he can apply the effects of the Weapon Focus and Weapon Specialization feats to whole groups of weapons, as per the Weapon Training class feature (axes, bows, close...), instead of applying them to only one weapon. If the braggart already has these feats, they apply to any weapon in the same group of weapons than the weapon he selected. This doesn't apply to Greater Weapon Focus and Greater Weapon Specialization.

Bleeding Wound (Ex): At 12th level, when the braggart hits a living creature with an attack, he can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the braggart's stat modifier used on this attack (usually Strength for melee weapons and Dexterity for ranged weapons). Alternatively, the braggart can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (braggart’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.

Monster Climber (Ex): At 12th level, as a full-round action, the braggart may spend 1 grit point to climb an adjacent creature at least one size bigger than himself and attack a weak point. He may prepare this full-round action to climb creatures attacking from reach. To climb the creature, the braggart must beat the creature's CMD with an Acrobatics or Climb check. The braggart suffers a -5 penalty to this check if he doesn't have at least one free hand. The creature is considered flat-footed against the following attack, and the critical range for this attack is one point higher than normal (applied after any effect increasing critical range, like a keen weapon). The braggart may benefit from the Vital Strike feats during this full-round action. Once the attack is resolved, the braggart is grappled and can attempt this deed each round to remain on the creature, until he decides to get off it or is forced to do so by a successful opposite grapple check, suffering normal fall damage in addition.

Evasive (Ex): At 16th level, when the braggart has at least 1 grit point, he gains the benefit of the improved uncanny dodge rogue class features. He uses his fighter level as his rogue level for improved uncanny dodge. 

Versatility Master (Ex): At 16th level, as long as the braggart has at least 1 grit point, he can apply the effects of the greater weapon focus and greater weapon specialization feats to whole groups of weapons, as per the weapon training class feature (axes, bows, close...), instead of applying them to only one weapon. If the braggart already has these feats, they apply to any weapon in the same group of weapons than the weapon he selected.

Braggart’s Uncanny Luck (Ex): At 16th level, the braggart can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The braggart must take the result of the second roll, even if it is lower. The deed’s cost cannot be reduced.

Live Another Day (Ex): At 20th level, whenever the braggart is reduced to 0 or fewer hit points, he can spend all of his remaining grit points (minimum 1) to instead be reduced to 1 hit point.

This ability and the Grit class feature replace the fighter bonus feats gained at levels 1, 4, 8, 12, 16 and 20.

Silver Crusade

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As it was pointed to me that I should create such a thread as to compile the archetypes I wrote once they are achieved, or at least made fully integrable in a game without hurting balance, there it is !

On this thread, you will find :

-----

"Creepy and flavorful and awesome." - Brambleman
"Very, very cool." - Trinam

=> The Cannibal, a barbarian archetype who obtains special powers by eating her victims. Don't throw her a bone !

Spoiler:

Cannibal

Despite being a deeply taboo activity in most civilized societies, some barbarians, either by superstition, wicked tastes, or daily famine, don't fear to indulge themselves in the regulary consumption of creatures, and notably of intelligent beings. Most cannibals take pride in ingesting the most dangerous foes available whenever possible, thinking this ritual provides them the strength and the courage of the fallen, through litteral ingestion of their soul under their own power. While some barbarians are surprisingly skilled gourmets, and others, bestial antropophages eating their preys alive, it is never a good idea to excite their frenzy by spilling blood – especially yours.

Blood Frenzy (Ex)

A cannibal’s rage functions as normal like a barbarian's or barbarian archetype's rage, except that once per day, whenever she is able to scent, track or taste fresh blood of a living creature with less than half it's hit points, either through a survival skill check, the Scent ability, a bite attack on a creature suffering from a bleed effect, or a critical hit with a bite attack, she gains a +2 bonus to her Strength, and an additional -2 penalty to AC during one minute or until the bleeding creature is dead.

A cannibal may not stop her frenzy voluntarily, though she may restrain herself from attacking and focus her hostility on something else if the bleeding target is an ally. This doesn't furthermore affect her mental abilities during the rage.

Some Like It Raw (Ex)

At 2nd level, a cannibal gains the Razortusk feat as a bonus feat. She does not need to be a half-orc. If the barbarian has a primary bite attack from another source, like from a rage power or racial trait, increase the damage dice of one step for each additional source, and add one to the damage of the bite whenever the damage step increases for the bite (1d4,1d6+1,1d8+2, etc).
In addition, once per day, if the barbarian engages in the consumption of a creature she helped to kill or at least put unconscious in the last 24 hours, she may gain one of the following bonuses during 24 hours, depending on the body part she devours :

- Blood: The barbarian gains a number of temporary hit points equal to the creature's number of hit dice + the creature's Constitution modifier. These temporary hit points stack with temporary hit points provided by a temporary increase of her Constitution modifier.

- Brains: The barbarian gains a +2 enhancement bonus to one mental stat of her choice, usually the highest of the creature eaten. Once during the following 24 hours, the cannibal may gain the effects of an Augury spell-like ability, using her barbarian level as her caster level.

- Eyes: The barbarian gains a +2 bonus to Perception checks. Once during the following 24 hours, the cannibal may gain the effects of a See Invisibility spell-like ability, using her barbarian level as her caster level.

- Heart: The barbarian gains a +2 sacred bonus to saves against fear and mind-affecting effects.

- Marrow: The barbarian gains DR 1/-. This stacks with any DR received from a class feature.

- Muscles: Once during the following day, the barbarian may gain a +2 bonus to Strength during one round as an immediate action.

Festing on a creature that has fewer Hit Dice than half the cannibal’s character level does not provide any bonus. On the opposite, the bonuses provided by eating a creature with at least three more class levels, or more than double the barbarian's Hit Dice last for one week, and do not count in the daily limit of body parts a cannibal may gain benefits from. This allows a cannibal to benefit from a specific organ during one week, and of another one each day.
A cannibal may eat more than one body part on the same meal, but only one of them ritualistically provides a bonus to the cannibal, and a barbarian may never gain the benefits of a specific body part twice at the same time. This choice is made when the meal is taken.
Eating the flesh has a 5% risk of transmitting Disentry, Shakes or Firegut, a 10% risk to transmit Filth Fever or Red Ache, and a 10% risk to transmit Ghoul Fever if taken from an undead. Roll the risk and sickness when the meal is taken. These numbers double every 6 hours if the meat is left unattended. These risks are reduced by 5% if the flesh is extracted or eaten from a living creature, in which case it is an evil act ; or by 50% by cooking the flesh. Cooking or preparing properly the flesh needs 30 minutes of preparation, and the food begins to rot as if extracted from a living creature after 12 hours.

This ability has no effect on constructs, oozes, incorporeal creatures, and globally on any creature without a discernable biological anatomy.

This ability replaces uncanny dodge.

Fat is Life (Su)

At 5th level, a cannibal gains the Cook People witch hex. This works like the hex of the same name, with the following differences : the cannibal does not need a cauldron (though this doesn't remove the need for cooking tools), she may not produce a homonculus, and cooking or eating the food made from an evil intelligent humanoid that is already dead, even if taboo, isn't an evil act, merely a neutral one. With proper conservation, a meal made with this hex may be conservated up to a number of days equal to 1 for every 4 levels the cannibal has attained.

In addition, a number of times per day equal to half her level, when a cannibal hits with a bite attack, she may tear off and devour a bit of the creature to heal a number of HPs equal to the base damage dice rolled, also inflicting 1 point of bleed damage to the target.
The cannibal can't gain more than the subject's current hit points + the subject's Constitution score (which is enough to kill the subject). The cannibal may not regain HP from constructs, oozes, and incorporeal creatures unless she has the eat anything rage power.

This ability replaces improved uncanny dodge.

Rage Powers: The following rage powers complement the cannibal archetype: animal fury, bleeding blow, come and get me, crippling blow, devourer, eat anything, eater of magic, mighty swing, primal scent, powerful blow, scent, strength surge, superstition.

Additional Rage Powers :

(No prerequisites)
Devourer, lesser (Ex): While raging, the barbarian gains the benefits of the ranger's Favored Enemy class feature against any creature sharing the type (and if necessary, the subtype) of a creature from which she ate a body part. She must have eaten the body part in the 24 hours following the creature's death (see the Some like it raw Cannibal class feature for the disease risk involved in eating a creature). A barbarian may only benefit of this rage power against one type -or the associated subtype- of creature at a time, and during 24 hours after the meal has been taken.

(Prerequisites : Level 6, Devourer, lesser)
Devourer (Ex): While she is raging, the barbarian gains the Some like it raw class feature from the Cannibal barbarian archetype, allowing her to gain bonuses from eating body parts of an unconscious or dead creature. If she already has this class feature, she instead may eat an organ while raging in addition to another one during the day ; allowing her to gain bonuses from two organs per day instead of one as long as one of them is consumed during a rage.

(Prerequisites : Level 12, Devourer)
Devourer, greater (Su): Eating a creature killed during the last 24 hours litteraly provides the barbarian with it's traits, powers and abilities.
If the consumed creature possessed special abilities in the following list, the barbarian may choose to gain the benefits of one ability per organ eaten (and giving her a bonus through the Some like it raw class feature) when she is raging :
Burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, blood frenzy, breath weapon, cold vigor, constrict, elven immunities, ferocity, freeze, grab, halfling luck, horrific appearance, illusion resistance, jet, mimicry, natural cunning, overwhelming, poison, pounce, rake, rend, roar, sound mimicry, speak with sharks, spikes, trample, trip, and web.

(Prerequisite : Devourer)
Eat Anything (Ex): A barbarian with this power is immune to diseases catch from eating raw or rotten flesh. When she is raging, she may tear appart and consume body parts of constructs and oozes as if they were respectively marrow and blood without damaging herself. Since these are mindless creatures, doing so isn't an evil act.
Special : A barbarian with the ghost rager rage power may consume incorporeal creatures during a rage, as if they were corporeal and dead.

----

Coming soon :

The Dandy rogue, for tricky players and elegant villains !
The Mime Artist bard, for expressive and mysterious characters warping reality...
And the Saboteur rogue, making life harder for any foe hit by a sneak attack, or stronghold owner.

Silver Crusade

So yes, there it is, since I don't know how to make it clearer than with it's own archetype name.
Ingesting it's foes to absorb their strength, courage or wits and sunder bones more effectively as to keep the natural, eternal cycle Barbarian -> You -> Animals -> Little animals -> Insects -> You after meeting AM BARBARIAN, here is the Cannibal.

It is obviously stackable with True Primitive and Savage barbarians... but also with Urban Barbarians, for all these classy Hannibal gourmets with ranks in Sense Motive and Knowledge (Ancient Arts).

Hope you'll like the archetype !
Like always, any comment is appreciated if you feel like it. ;)

Spoiler:

Cannibal

Despite being a deeply taboo activity in most civilized societies, some barbarians, either by superstition, wicked tastes, or daily famine, don't fear to indulge themselves in the regulary consumption of creatures, and notably of intelligent beings. Most cannibals take pride in ingesting the most dangerous foes available whenever possible, thinking this ritual provides them the strength and the courage of the fallen, through litteral ingestion of their soul under their own power. While some barbarians are surprisingly skilled gourmets, and others, bestial antropophages eating their preys alive, it is never a good idea to excite their frenzy by spilling blood – especially yours.

Class Skills

A cannibal adds Profession (Cook) to her class skills.

Blood Frenzy (Ex)

A cannibal’s rage functions as normal like a barbarian's or barbarian archetype's rage, except that once per day, whenever she is able to scent, track or taste fresh blood of a living creature with less than half it's hit points, either through a survival skill check, the Scent ability, a bite attack on a creature suffering from a bleed effect, or a critical hit with a bite attack, she gains a +2 bonus to her Strength, and an additional -1 penalty to AC during one minute or until the target is dead.

A cannibal may not stop her frenzy voluntarily, though she may restrain herself from attacking and focus her hostility on something else if the bleeding target is an ally. This doesn't furthermore affect her mental abilities during the rage.

Some Like It Raw (Ex)

At 2nd level, a cannibal gains the Razortusk feat as a bonus feat. She does not need to be a half-orc. If the barbarian has a primary bite attack from another source, like from a rage power or racial trait, increase the damage dice of one step for each additional source, and add one to the damage of the bite whenever the damage step increases for the bite (1d4,1d6+1,1d8+2, etc).

In addition, once per day, if the barbarian engages in the consumption of a creature she killed or at least put unconscious by herself in the last 24 hours, she may gain one of the following bonuses during 24 hours, depending on the body part she devours :

- Blood : The barbarian recovers a number of hit points equal to the creature's number of hit dice + the creature's Constitution modifier. Any hit points in addition to her maximum of hit points become temporary hit points which stack with temporary hit points provided by a temporary increase of her Constitution modifier.

- Brains : The barbarian gains a +2 enhancement bonus to one mental stat of her choice, usually the highest of the creature eaten. Once during the following 24 hours, the cannibal may gain the effects of an Augury spell, using her barbarian level as her caster level.

- Eyes : The barbarian gains a +2 bonus to Perception checks. Once during the following 24 hours, the cannibal may gain the effects of a See Invisibility spell, using her barbarian level as her caster level.

- Heart : The barbarian gains a +2 sacred bonus to saves against fear and mind-affecting effects.

- Marrow : The barbarian gains DR 1/-. This stacks with any DR received from a class feature.

- Muscles : Once during the following day, the barbarian may gain a +2 bonus to Strength during one round as an immediate action.

Festing on a creature that has fewer Hit Dice than half the cannibal’s character level does not provide any bonus. A cannibal may eat more than one body part at a time, but only one of them ritualistically provides a bonus to the cannibal. This choice is made when the meal is taken. Eating the flesh has a 5% risk of transmitting Disentry, Shakes or Firegut, and a 10% risk to transmit Filth Fever or Red Ache. These numbers double every day if the meat is left unattended. These risks are reduced by 5% if the flesh is extracted or eaten from a living creature, in which case it is an evil act. Cooking the flesh eliminates the risk of catching a sickness, but needs 20 minutes of preparation, and it begins to rot as if extracted from a living creature after 24 hours.

This ability replaces uncanny dodge.

Fat is Life (Su)

At 5th level, a cannibal gains the Cook People witch hex. This works like the hex of the same name, with the following differences : the cannibal does not need a cauldron (though this doesn't remove the need for cooking tools), she may not produce a homonculus, and cooking or eating the food made from an evil intelligent humanoid that is already dead, even if taboo, isn't an evil act, merely a neutral one. With proper conservation, a meal made with this hex may be conservated up to a number of days equal to 1 for every 4 levels the cannibal has attained.

In addition, once per round and a number of times per day equal to her constitution modifier, when a cannibal hits with a bite attack, she may heal a number of HPs equal to the base damage dice rolled. The cannibal can't gain more than the subject's current hit points + the subject's Constitution score (which is enough to kill the subject).

This ability replaces improved uncanny dodge.

Rage Powers: The following rage powers complement the cannibal archetype: animal fury, bleeding blow, come and get me, crippling blow, eater of magic, mighty swing, primal scent, powerful blow, scent, strength surge, superstition.

Silver Crusade

Following the Dandy and the Saboteur, here is an archetype whose concept I love = the Mime Artist. Also, my mind just blowed for two reasons : the tremendous time needed for a bard archetype, and the fact I just saw there is some kind of... french common point with these archetypes.

In gaming terms, the Mime is a nice addition to the following domains : protection, battlefield control, and stealth, thanks to defensive performances relying on cunning moves. More versatile in combat than a standard bard thanks to it's reality-warping powers, it lacks a bit in the skills territory, but makes up for it by always having something useful to do, whatever the situation. An ideal party may even have a bard and a mime for awesome synergy.

Also, yes, any issue about roleplaying a "mute" character has been adressed preventively in the class features, and you'll not need to be silent when roleplaying the character. ;)

I hope you'll like it enough to want one in your group or on your sheet !
If you feel like it, any comment or suggestion is appreciated, I'm already fascinated just for you. :)

Spoiler:

Mime Artist

Some bards don't rely on music or dance to fascinate crowds. Masters of expressive arts, mimes create all kinds of magical effects by modeling them, warping reality to meet their needs through weird moves and stunning make-believe performances. While not the most inspiring when it comes to soothe combat performances, the influence of a mime is more than often what makes the difference between down, bleeding allies, and a flawless victory.

Expressive Courtesy (Su)

A mime adds half his class level (minimum 1) on Bluff, Diplomacy, Sense Motive and Stealth checks.

This ability replaces bardic knowledge.

Bardic Performance

A mime's bardic performance works as the ability of the same name, with the following exception : treat all bardic performances as relying only on visual performances.

A mime gains the following types of bardic performance:

Protective Expression (Su): A 1st level mime can use his performance to protect his allies (including himself) from attacks and spells, improving their defensive abilities through subtile manipulation of their moves, and the quick creation of magic sheets of force. To be affected, an ally must be under 30 feet of the mime. An affected ally receives a +1 dodge bonus on Armor Class, a +1 morale bonus on saving throws and DR 1/magic. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. At 5th level, and every six bard levels thereafter, the mime chooses one of the following kind of weapons to add to the DR provided by the performance, in addition to magic : bludgeoning, piercing, slashing. The DR doesn't stack with any other DR from another source, and only the higher applies.

This performance replaces inspire courage.

Friendship Expression (Su): At 6th level, a mime can use performance to influence the behavior of a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. It can provoke one of the following effects :

- The mime pretends to hold a lasso and catch the target. He can grapple and move a creature toward himself, up to the base speed of the creature. This movement provokes attacks of opportunity as normal.

- The mime gives an item to a fascinated creature. The creature uses it to the best of it's ability and knowledge, as visually described by the mime. Any obviously harmful use of the item, as recognizing the item as cursed or using a weapon in a dangerous way for the creature, breaks the fascination. Though, a mime could find a way to pretend this isn't dangerous at all, like substituting a fake, theater weapon with a real one, or pretending he's himself hurt by his own imaginary performance to divert attention, thus giving all fascinated creatures a new saving throw instead of instantly breaking the effect. Suffering any kind of ailment through this ability breaks the effect for the creature.

- The mime enters in a fake duel with an enemy. Each round, the mime may attempt a combat maneuver against it, using his level as his BAB, and his Charisma modifier to CMB. The enemy is flat-footed against all these attempts, and may do a new saving throw each round to stop the effect. Dealing damage to the enemy breaks the fascination.
A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see fellowship expression, below). Friendship Expression is an enchantment (compulsion), mind-affecting ability and relies on visual components.

This performance replaces suggestion.

Vanishing Expression (Su): At 9th level, a mime can use performance to disappear in a place and reappear in another, looking like he falls through the ground or downs imaginary stairs, as though casting Dimension Door. Using this ability is a move action which consumes two rounds of bardic performance. His caster level for this effect is equal to his bard level. He cannot take other creatures with him when he uses this ability.

This performance replaces inspire greatness.

Fellowship Expression (Su): This ability functions just like Friendship Expression, but allows a mime of 18th level or higher to simultaneously provoke an effect to any number of creatures that he has already fascinated. Fellowship Expression is an enchantment (compulsion), mind-affecting ability that relies on visual components.

This performance replaces mass suggestion.

Corporeal Mime Strike (Su)

At 2nd level, a mime can choose one weapon he is proficient with. By spending one round of bardic performance as a free action, a mime can materialize this weapon during one round. When materializing a weapon in this way, the mime typically pretends to hold the weapon in a common, exagerated fashion, or as if his arms or fingers were part of the weapon. The weapon is invisible, and only a vague crystalline, shimmering silhouette of it appears when an attack is made with it. The weapon deals 1d4 + the bard's Charisma modifier damage on a succesful hit, or 1d8 + 1–1/2 times the bard's Charisma modifier if the weapon is two-handed, but otherwise has the same properties than the original weapon, including critical range and modifier, special weapon properties, damage type, etc.

At 2nd level, the materialized weapon is treated as a +1 weapon. At level 6, and every four levels later, the mime may choose another weapon he can materialize, and these weapons gain another +1 enhancement bonus, to a maximum of +5 at 18th level.

At 6th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, dueling (from the Pathfinder Society Field Guide) or vorpal.
Finally, at 6th level, a mime can choose to spend one more round of bardic performance to have the weapon deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. At 10th level, he can spend two more rounds to deal sonic or force damage instead of weapon damage.

These bonuses and properties are decided when the rounds of bardic performance are spent, and cannot be changed until the next time the mime uses this ability.

This ability replaces versatile performance.

Silent Understanding (Su)

At 2nd level, the mime must take a Vow of Silence, as per the monk Vows. Whenever the mime tries to communicate with a creature, it is affected by the effects of a Comprehend Languages spell, which allows the creature to understand the global meaning of a mime's expressions as if they were words of scriptures. This doesn't give full insight about the mime's communicated words. If the creature can feel the magic effect, it knows it is harmless.
Additionaly, by spending one round of bardic performance as a free action when he casts a spell, the mime may cast the spell as if it was affected by the Silent Spell metamagic feat. This doesn't increase the level of the spell.
The mime loses the effects of this ability during 24 hours if he voluntarily breaks his vow.

This ability replaces well-versed.

Invisible Walls (Su)

At 5th level, the mime is able to create little walls of force to protect himself against attacks. Whenever he uses the Protective Expression bardic performance, the mime can use an attack of opportunity when attacked or the target of a spell, to double the bonuses provided by his performance on himself against the attack or spell. Half of this bonus is a shield bonus when applied to AC. As a standard action, the mime may also gain total cover on one side of his square, as if using an appropriately sized Tower Shield to protect himself.
At level 10, the mime may gain the normal bonuses of the protective expression bardic performance by using an attack of opportunity, even when he isn't using the performance.

This ability replaces lore master and jack of all-trades.

Wall Mastery

In addition, a mime’s class spell list includes the following:

1st—Mage Armor
2nd—Wind Wall
3rd—Wall of Ice, Wall of Fire
4th—Wall of Stone, Emergency Force Sphere
5th—Wall of Thorns, Wall of Force, Wall of Iron
6th—Prismatic Wall, Wall of Lava

A mime may add one of these spells on the bard spell list to his list of spells known at 2nd level, 4th level, and every four levels thereafter.

Puppeteer Expression (Su)

A mime of 20th level or higher can use his performance to create an effect equivalent to Dominate Monster, using the bard’s level as the caster level. To be affected, the target must be able to see and hear the mime perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard’s level + the mime’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is subject to a Suggestion spell for 1d4 rounds, and the mime cannot use puppeteer expression on that creature again for 24 hours. If a creature's saving throw fails, it is dominated, and follows every visual orders given by the mime as a free action, as if it was a living puppet. Puppeteer expression is a mind-affecting effect that relies on visual components.

This ability replaces deadly performance.

Silver Crusade

So, I was asking myself why the fighter was the best at being dirty in combat... and reading all those "Rogues suck" threads, I wondered how you could give a little something to the rogue/ninja as to make it a class every player would want in his group, whatever the campaign.
In roleplay/gaming terms, the Saboteur is a master at crippling ennemies, whether directly, or by hitting vital infrastructures ; and it quickly fills a debuffer/battlefield control role, including higher sneaky infiltration skills.

I hope you'll love it enough to play it or wish one was in your group, and if you feel like it, please evaluate and critique honestly ! :)

Spoiler:

Saboteur

Some inconspicuous professionals don't rely on exceptional instinct and dodge skills to face danger. Instead, they deal with foes the quick and dirty way, putting luck on their side through every means available. These saboteurs are a destructive force to be reckoned with. Often paid by private forces to infiltrate strongholds or enemy camps to deal with guards and sabotage important machineries, saboteurs can skillfully scuttle the path to anyone lucky enough to have them on their side... even more so in an adventurers group, where their ability to make any fight easier through crippling low blows proves more valuable every day.

Sabotage (Ex)

At 2nd level, a number of times per day equal to her Intelligence modifier (if any), a saboteur may attempt a Dirty Trick, Sunder, or Steal combat maneuver against an enemy hit by her sneak attack. This attempt doesn't provoke attacks of opportunity.
Additionally, a saboteur may use her Disable Device bonus instead of her normal combat maneuver bonus when using these maneuvers.

This ability replaces evasion, or the ninja trick gained at second level.

Devastating Sneak (Ex)

At 4th level, a saboteur may apply the effects of two different rogue or ninja talents marked with an asterisk to a single sneak attack.

This ability replaces uncanny dodge.

Cursing Sneak (Ex)

At 8th level, a saboteur may select one of the following witch hexes instead of a rogue or ninja talent whenever she gains a new talent : Charm, Evil Eye, Misfortune, Scar, Slumber, Unnerve Beasts. Once per round, the saboteur may choose to deal no damage during a sneak attack to inflict a hex to the target she hits as if it was a talent marked with an asterisk. At level 16, she may select one of the following major hexes in place of an advanced talent : Agony, Infected Wounds, Nightmare, Retribution.

The save to resist a hex is equal to 10 + 1/2 the rogue’s level + the rogue’s Intelligence modifier.
Using a hex during a sneak attack is a supernatural ability.

This ability replaces improved uncanny dodge.

Rogue Talents: The following rogue talents complement the saboteur archetype: befuddling strike, bleeding attack, distracting attack, offensive defense, powerful sneak, ninja trick and slow reactions.

Advanced Talents: The following advanced rogue talents complement the saboteur archetype: confounding blades, crippling strike, deadly sneak, dispelling attack, and entanglement of blades.

Silver Crusade

This kind of weapon seems the only one to not have an entry in the "Table: Common Armor, Weapon, and Shield Hardness and Hit Points".

My pal will enter play with a scary two-handed fighter, and his weapon of predilection is basically a wickedly barbed +3 adamantium shatterspike Maul, since it works as a Shatterspike when using Improved Sunder.

I know adamantium gives the weapon 1/3 more hp, but I don't know how much base HP the weapon has. If I follow the "2 -> 5 -> 10" HP rule for other weapons, then it should basically become "10 -> 20 -> 40"... which seems a bit much when you consider that right now, the weapon would have 16 Hardness and 83 HP.
But well, it's a g*+&%@n +3 adamantium maul after all.
A more sensible answer would be "10 -> 20 -> 30", for 16 Hardness and 70 HP on a +3 adamantium weapon.

Any idea or official answer about this ?