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Here's the thing, I've played for years with my close group of friends, but we suffer from one major curse, we haven't finished a single campaign! Sooner or later the curse strikes! For some reason or another we stop playing the campaign!

Is my play group the only one that suffers from this or do your groups also happen to have the same curse?!

If you have broken the curse, please do tell me how to break it!


There's blinded sight, deaf, but no mute oracle curse, so I decided to design my own! can you give me any thought on it please? I appreciate all manners of feedback!

Mute Oracle Curse

You cannot speak, you take a -10 penalty to Bluff, Diplomacy, Handle Animal, and Intimidate checks, cannot put or use any skill points in skills that rely purely on speaking, such a Perform (Sing, Oratory), can only understand languages with Linguistics. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. You cannot cast any spell that is language-dependant and cannot use items that have a command word (Can still use spell completion and spell trigger activation items).

At 5th level you can speak to any willing intelligent being that shares a language with you within touch range, furthermore, if the target is willing, use their voice to speak for you (using their tone) as if using Ventriloquism, except the object is the person touched, and any intelligent being that hears this effect does not need to make a will save since this is not an illusion effect. While using this effect you don’t take the penalties for being mute including items that have a command word, or require that the user speaks to activate.

At 10th level you can talk directly in to the minds of any intelligent individual that shares a language with you within 100 feet of you, treat this effect as a constant telepathy effect, targets that wish to supress this effect can throw one will save (DC is 10 + ½ Oracle level + Charisma modifier), individuals that make their save can supress this effect for 24 hours. While using this effect you don’t take the penalties for being mute, except that you can’t use items that have a command word or as long as unwilling individuals fail their will save (Can still use spell completion and spell trigger activation items).

At 15th level you can use telepathy to speak with any intelligent individual, and they don’t get a will save to supress the effect. Furthermore you can cast Sending a number of times per day equal to your oracle level. While using this effect you don’t take the penalties for being mute except that you can’t use items that have a command word (Can still use spell completion and spell trigger activation items).


Hello there Paizonians, I made a custom class and I'm posting it here to get your feedback and opinions on it, everything is subject to change so, please let me know what do you think/what needs improvement etc.

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The Kinetimancer

Hit Die: d8

Base Attack Bonus: 3/4 (As a Cleric, Druid etc.)

Good Save: Will

Spells per day: Same as a Wizard (See below for more information).

Class Skills

The Kinetimancer’s class skills are Acrobatics (Dex*), Climb (Str*), Craft (Int), Disable Device (Dex*), Escape Artist (Dex*), Fly (Dex*), Knowledge Arcana (Int), Knowledge Geography (Int), Knowledge Engineering (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex*), Spellcraft (Int) and Swim (Str*).

Skill Ranks per level: 4 + Intelligence modifier.

Weapon and Armor Proficiency: Kinetimancers are proficient with all simple and martial weapons. They are also proficient with light armor and shields (except tower shields). A kinetimancer can cast kinetimancer spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a kinetimancer wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass kinetimancer still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Trapfinding: A kinetimancer adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A kinetimancer can use Disable Device to disarm magic traps.

Force Pool: A kinetimancer is adept at manipulating objects and people with the power of his mind alone, as such he has deviced ingenious ways to manipulate his telekinetic ability in various ways. A kinetimancer has a force pool that renews each day after taking 8 hours of sleep, it refreshes at the same time his daily spells refresh. The pool has points equal to 4 + his Intelligence modifier . The kinetimancer increases his force pool by 2 for each level beyond the first.

Force Talents: Starting at first level and every 2 levels thereafter, the kinetimancer may choose a new force talent, provided he meets prerequisites, if any. At 3rd level and above, the kinetimancer may replace his previous force talent with a new one, provided that talent wasn’t used as a prerequisite for an older one. You cannot take any force talent more than once, unless otherwise noted.

Ranged Legerdemain(Su): By spending 1 force pool point a kinetimancer can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 2, and the kinetimancer cannot take 10 on this check. Any object to be manipulated must weigh 25 pounds or less. He can only use this ability if he has at least 1 rank in the skill being used.

Focused Telekinetic Tinkering: By spending 1 force point, as a swift action, you get +4 bonus to your Ranged Legerdemain force talent. You must have the Ranged Legerdemain force talent to take this talent.

Improved Ranged Legerdemain(Su): Your ranged legerdemain no longer increases the DC by 2, you can take 10 on this ability, and can now manipulate any object that weighs 50 pounds or less. You must have Ranged Legerdemain talent and be at least a 7th level kinetimancer in order to take this force talent.

Dancing Weapon(Su): By spending one force point you cause a single one-handed melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, or as a full-round action (provided you can attack more than once per round) you can make an attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier and add your Intelligence Modifier to the damage.

Dancing Whirlwind(Su): By spending 3 points from your force pool, as a full-round action, you can make a single attack at your highest base attack bonus to all enemies within 20 feet of you, the attack and damage is calculated as the Dancing Weapon talent. You must be at least a 9th level kinetimancer and must have the Dancing Weapon force talent.

Two-handed Dancing Weapon(Su): By spending 2 points from his force pool the kinetimancer can now use two-handed weapons with his dancing weapon ability. You must have the Dancing Weapon force talent in order to take this force talent.

Dual Dancing Weapons(Su): By spending 2 points from his force pool the kinetimancer can now use two one-handed weapons with his dancing weapon ability. Dual Dancing Weapons counts as Ambidexterity for feat prerequisites. You take attack penalties the same way as if dual weilding. You must have the Dancing Weapon force talent in order to take this force talent.

Telekinetic Combat Maneuver(Su): By spending 1 point from the force pool per combat maneuver (up to your normal attacks per round), a kinetimancer can perform a bullrush, disarm, grapple (including a pin, grapple uses 1 force pool point every turn if the hold is maintained), reposition, or trip to a target within a range of 30 feet with a size bonus as a medium-sized creature (+0 size bonus). Resolve these attempts as normal , except the kinetimancer does not provokes attacks of opportunity, you use your kinetimancer level in place of your Combat Maneuver Bonus and you add your intelligence modifier in place of your Strength or Dexterity modifier.

Greater Telekinetic Maneuver: You can spend an additional point per combat maneuver in order to use the greater version of that manuever (Greater grapple, greater trip, etc.). You must be at least a 7th level kinetimancer and have Telekinetic Combat Maneuver in order to take this force talent.

Telekinetic Combat Defense(Su): Whenever you are the target of a combat manuever, the kinetimancer can, as an immediate action, spend force pool points in order to increase his size modifier until the beginning of his next turn and use his Intelligence modifier in place of his Strength or Dexterity modifier. You must be at least a 5th level kinetimancer in order to take this force talent.

Size Modifier Force Cost Minimum Level
Large +1 1 5th
Huge +2 2 7th
Gargantuan +4 4 9th
Colossal +8 5 11th

Indomitable Will: If the kinetimancer fails a will saving throw, he can, as an immediate action, spend 2 force points in order to roll another save with a +4 bonus.

Tandem Dancing Maneuver: By spending 3 force points as a standard action , you can make a single dancing weapon attack and attempt one telekinetic combat maneuver against the same target. You must have the Dancing Weapon and Telekinetic Combat Maneuver force talents in order to choose this force talent.

Empower Maneuver: You can expend more force pool points in order to affect targets that are otherwise too large to target with your combat maneuvers. You must be a level 7th kinetimancer in order to choose this talent. You are considered to be that size when using a combat maneuver:

Size Modifier Force Cost Minimum Level
Large +1 2 7th
Huge +2 4 10th
Gargantuan +4 6 13th
Colossal +8 10 15th

Extend Range: Choose either Dancing Weapon, Ranged Legerdemain, or Telekinetic Combat Maneuver and increase the range of that talent by 30 feet. You can choose this talent more than once, its effect does not stack, instead choose another talent to increase the range.

Force Talent Mastery: Select a force talent that uses force pool points. That force talent uses 1 less force point (minimum 1 point used). You can choose this talent more than once, its effect does not stack, each time you take this talent, select another talent that qualifies.

Force Synergy: You can spend 1 force pool point as you cast any spell with the force descriptor that allows a save to increase the spell save DC by +1 or to add +1 to any spell resistant check made by you .

Greater Force Synergy: Increase the spell save DC by +1 or to add +1 to any spell resistant check made by you. Stacks with Force Synergy for a total of +2 to a force spell DC or to overcome spell resistance. You must have the Force Synergy talent in order to take Greater Force Synergy.

Force Admixture: Once per day, you can cast a kinetimancer spell and use a force talent as a full-round action. You must be at least an 11th level kinetimancer in order to take this force talent.

Mass Telekinetic Maneuver: By spending 5 force pool points, as a full-round action, choose a combat maneuver, a kinetimancer can target all units within 20 feet of each other within range of the Telekeinetic Maneuver force talent and have them all be target of the selected combat manuever (Roll once and compare to each creature affected). You can spend additional points to increase your size modifier with Empower Manuever. You must be at least a level 11th kinetimancer and have the Telekinetic Combat Maneuver and the Empower Maneuver force talents in order to take this talent.

Kinetic Apotheosis: At level 20, whenever a kinetimancer uses force pool points or casts a spell, he has a 20% chance of recovering the force pool points or spell slot used.

Cantrips:
A Kinetimancer can cast Open/Close, Scoop and Mage Hand spells at will.

Spells:
A kinetimancer casts arcane spells drawn from the kinetimancer spell list. He can cast any spell found in his spell list without preparing it ahead of time assuming he has not yet used up his allotment of spells per day for the spell’s level. To cast a spell, a kinetimancer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a kinetimancer’s spell is 10 + the spell level + the kinetimancer’s Intelligence modifier. Like other spellcasters, a kinetimancer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1–3). A kinetimancer knows all spells he is able to cast of appropriate to his current level.

Kinetimancer Spell List:

1st – Adjuring Step ,Animate Rope , Dancing Lantern, Feather Fall, Jump, Floating Disk, Hold Portal, Liberating Command, Mage Armor, Magic Missile, Peacebond, Shield, Unseen Servant.

2nd – Admonishing Ray, Arcane Lock, Cushioning Bands, Instant Armor, Glide,Kinetic Reverberation, Levitate, Pilfering Hand, Protection from Arrows, Returning Weapon, Spiritual Weapon, Telekinetic Assembly,Warding Weapon.

3rd – Ablative Barrier, Armor Lock, Battering Blast, Chain of Perdition, Explosive Runes, Fly, Force Hook Charge, Force Punch, Hostile Levitation, Protection From Arrows (Communal),Returning Weapon (Communal), Sepia Snake Sigil, Shining Cord, Tiny Hut, Twilight Knife, Wrathful Mantle.

4th – Emergency Force sphere, Forceful Strike, Globe of Invulnerability (Lesser), Resilient Sphere, Spiritual Ally, Telekinetic Charge, Ward Shield.

5th – Interposing Hand, Life Bubble, Overland Flight, Telekinesis (Sustained Force or Violent Thrust only), Unseen Crew, Wall of Force, Wreath of Blades.

6th – Blade Barrier, Control Water, Enemy Hammer, Forceful Hand, Globe of Invulnerability, Leashed Shackles, Move Earth, Sign of Wrath, Symbol of Sealing.

7th – Deflection, Fly (Mass), Forcecage, Grasping Hand, Mage’s Sword, Spell Turning, Reverse Gravity.

8th – Clenched Fist,Telekinetic Sphere, Temporal Stasis .

9th – Crushing Hand, Implosion, Winds of Vengeance.

New Bonus Feats

Extra Force Pool
You have an improved force pool.
Prerequisite: Force Pool
Benefit: Your force pool increases by six points.
Special: You can take Extra Force Pool multiple times. Its effects stack.

Extra Force Talent
You have made a new force talent discovery.
Prerequisite: Force Talent Class Feature
Benefit: You gain one additional Force Talent. You must meet all of the prerequisites for this force talent.
Special: You can gain Extra Force Talent multiple times.


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Greetings, I was browsing the Dwarf fighter archetype found in the advanced race guide, and found this ability:

Devastating Blow (Ex): At 19th level, as a standard
action, a foehammer may make a single melee attack with
a weapon from the hammer weapon training group at a
–5 penalty. If the attack hits, it is treated as a critical threat.
Weapon special abilities that only activate on a critical hit
do not activate if this critical hit is confirmed. This ability
replaces armor mastery.

Assuming I can combine this with the vital strike chain and a good 2handed hammer, like:

Longhammer, dwarven 70 gp 1d10(small) 2d6(medium) ×3 — 20 lbs. B reach

On a critical I could do 24d6, if I use a potion of enlarge person, it goes to 36d6 for one attack, and I even haven't factored in the many +'s fighters get yet, does it seem useful? The only bad thing is that the ability comes so late (19th level).

Thoughts?


Greetings, I have a small question, can half-elves take Elf only or Human only archetypes? Since they count as both human and elf for all intents and purposes, same applies to half-orcs as well.


Hi, this has been in my mind for quite a bit, but why didn't the protection from alignment get consolidated in to a single spell like the summon monster/nature's ally or energy resistance have? I don't think it would make the spell overpowered in any way shape or form, thoughts?


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I'm a bit annoyed, seriously like 50% of the Paizo forums concerning Paladins is "how can I make my friend's Paladin fall" or "Is this action gonna make my Paladin fall?". Cut Paladins some flak, its getting quite stale.Not all Paladins are lawful stupid!


Greetings Paizonians, I want to make a chakram ranger that is viable, sure longbows are effective but everyone and their mother has made one, and chakrams aren't that bad, they deal 1d8 and you can add your str mod without wasting so much gold, they are ligh weight and cheap to make, the only problem i've encountered is when a creature has DR it can get tricky, and since they are not treated as ammunition like say, arrows or shurikens, it can get quite expensive making 4 returning weapons!

I have in mind taking Rapid Shot, Two-weapon fighting and quickdraw all by level 3, at that level you can throw 3 per round! ...(at -4 penalty, good luck with that).

Since quickdraw is a requisite for throwing multiple weapons in the same round, I could be a switch hitter ranger as well.

If anyone could make a suggestion of items to circumvent my problems as well as a full feat progression I would really appreciate it!


Improved Natural Attack (Monster)

Attacks made by one of this creature's natural attacks leave vicious wounds.

Prerequisite: Natural weapon, base attack bonus +4.

Benefit: Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Special: This feat can be taken multiple times. Each time it is taken, it applies to a different natural attack.

Question, if for example I choose claws, do I get the dmg increase to one claw or both? how about creatures (or humanoids with tentacles and the like, do they count as 1 or as separate?)


Hello all, I was wondering if anyone could make a list of spells 0-9th level that allow you to do different things with the same spell, to allow spontaneous spellcasters to do something different with just 1 spell. Keep in mind that the spell must allow you to do different things with one spell, so protection from energy is kind of out since while it lets you get resistance to many types, its still just resistance. Here are some of my choices, but feel free to add more and why if able.

From 1st level to 9th level = I would put summoning since while you only summon something, those summons usually have different abilities on their own.

1st level
I would say grease, since you can basically do 3 things with the same spell,a well designed spell and choice for spontaneous spellcasters.

2nd level
I like the spell animal aspect (ultimate combat), i lets you move a bit faster, climb, or swim better, plus a few more other things.

From here out, I don't know what else fills the bill, so this is where you guys come up ;)


Title says it all.

I wanted to know if I can use power attack with a thrown weapon, like a chakram or even a shuriken.


Death or Glory (Combat)

Even when facing a larger foe, you aren't afraid to take great risks in order to finish the fight.

Prerequisites: Str 13, Power Attack, base attack bonus +6.

Benefit: Against a creature of size Large or larger, you can make a single melee attack as a full-round action, gaining a +4 bonus on the attack roll, damage roll, and critical confirmation roll. You gain an additional +1 on this bonus at base attack bonus +11, +16, and +20 (for a maximum of +7 at base attack +20). After you resolve your attack, the opponent you attack can spend an immediate action to make a single melee attack against you with the same bonuses.

Special: You can combine the full-round action attack this feat allows with the benefit of Vital Strike, Improved Vital Strike, or Greater Vital Strike.

Ok so, if you attack a creature with a reach weapon using this feat, and enlarged person via spell/potion/whatever you get 20 feet reach if I'm not mistaken (add 5 from lunge if they can be used together) that means you have a good chance of getting away with +4 attack/damage with 1 feat (and provided the target is large+) without the risks!

I wonder if this combo turns death or glory from a horrible feat to a great one? (Not to mention making the vital strike chain look more appealing)


Can I use lead blades in conjuction with a chakram by throwing them?
A Chakram can be used as a melee weapon at -1 penalty, and a chance to deal damage to you (or none if wearing heavy armor). I don't know what to think, since it can be used as a melee weapon and as a thrown ranged weapon.

I would like to think yes, since it can carry more force when thrown out, but I would like the insight of other people.

This is for a chakram heavy martial character I want to build up, Don't know whether to go ranger or fighter.

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Lead Blades

School transmutation; Level ranger 1

Casting Time 1 standard action

Components V, S

Range personal

Target touch

Duration 1 minute/level (D)

Lead blades increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. For instance, a Medium longsword normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if benefiting from lead blades. Only you can benefit from this spell. If anyone else uses one of your weapons to make an attack it deals damage as normal for its size.


As the title says, seems awesome for the Magus, especially since later on, they can enhance their common quarterstaff from the +1 the spell provides, to many others +'s, not to mention dealing 2d6/2d6 damage (provided you take two-weapon fighting), the problem is, reliably casting said spell, since its a druid spell, not a Magus spell, perhaps contacting a druid and order a shillelagh wand, then activate via use magic device, or having a druid buddy.

Any other ideas (than don't include a level dip of druid)?


I while ago I posted this race before the system was officially announced, but I want to see what people can come up with. Just read and post, it's that simple.

Sentians

Sentians are an intelligent native species of the planet Melot. They have a metallic skin and their eyes are like gems which come in a variety of colors. Pacifists and curious by nature, their base form is a liquid metal, but they can copy the appearance of any humanoid race by engulfing a host that the sentian finds fascinating, this copy ability does not hinder the subject at all, but he/she is covered in tiny shards of leftover metal that shine when exposed to the sun for about two to three weeks. The sentian takes the basic shape of the subject but does some minor adjustments here and there, such as appearance, these changes are what, in the mind of the sentian, are improvements to the race it has copied. After taking the shape of a humanoid, the sentian loses the ability to copy another humanoid forever.

Physical Description: It is difficult to give a general description of a sentian because they meld with existing races, taking their forms and making adjustments to “improve” the race, there is a quality that all sentians do share, and is that they look about the same as the humanoid they copied, except for the obvious metal skin and gem-like eyes, their hair is as varied as the sentian wished it to be, but its pretty flexible. The sentians have no male or female genders as they reproduce asexually once a year by depositing a “metallic cell” inside raw metals of sufficient size to produce up to a medium sized humanoid, the “metallic cell” takes about a month to develop in to liquid version of the material used. Its diet consist of rocks and soils which they use to replenish the minerals found in them. Sentians can live up to about 300 years, they sleep like any other humanoid race. When a sentian dies, its body quickly rusts, leaving a pile of unusable metal that it was composed of.

Society: Due to their ability to copy and “perfect” other humanoid races, they see no incentive to gather, and thus can be found anywhere, since they can be valued allies to many races, some are kept as slaves, whereas others roam free. Among the humanoid races, they get along with the dwarves, often forming pacts to better serve the necessity of their communities. Sentians are the only race able to “speak” sentian, since it is done by emitting metal hums and sounds.
Relations: Sentians get along very well with all races, as they are always finding a way to perfect their chosen base forms, they hate slavery as any other race, and although serene and curious, sentians can go in to outburst of rage if they find any mistreat of another sentian.

Alignment and Religion: Sentians are very diverse in their aligments, but they tend towards good, for they are so obsessed with perfecting life forms, that they often loathe to harm any other intelligent race. Sentians tend to adopt the local religion of their chosen community, and make up for fervent leaders.

Adventurers: Sentians who have adopted a form are usually found among their absorbed form, a few however seek out other races places where they can leave a youngling in order to copy that race, and commence the circle of “perfection” once again.


Hello, I'm sorry if this is the wrong section, but I just wanted to ask the devs if they have any plans to let the standard races which their racial modifieres are set in stone, if there were plannin on working out a way to let races get unusual modifieres (like for example, letting a dwarf move tha charisma penalty to another mental stat etc, as a way to make unusual race deviations?)


As it stands now, someone could grab extra feat twice, don't know about you, but some classes are very feat starved, 2 feats at level one from race alone is too good perhaps?


Title says it all.

Haunted: Malevolent spirits follow you wherever you go,
causing minor mishaps and strange occurrences (such as
unexpected breezes, small objects moving on their own,
and faint noises). Retrieving any stored item from your
gear requires a standard action, unless it would normally
take longer. Any item you drop lands 10 feet away from
you in a random direction. Add mage hand and ghost sound
to your list of spells known. At 5th level, add levitate and
minor image to your list of spells known. At 10th level, add
telekinesis to your list of spells known. At 15th level, add
reverse gravity to your list of spells known.

I read in the pathfinder ocg that getting items from your spell component pouch do not count, what about retreiving ammunition from a quiver? what about javelins? do I have to waste a standard action to get more javelins?


Spiritual Weapon

Spoiler:

School evocation [force]; Level cleric 2
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Effect magic weapon of force
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
A weapon made of force appears and attacks foes at a distance,
as you direct it, dealing 1d8 force damage per hit, + 1 point per
three caster levels (maximum +5 at 15th level). The weapon takes
the shape of a weapon favored by your deity or a weapon with
some spiritual significance or symbolism to you (see below)
and has the same threat range and critical multipliers as a real
weapon of its form. It strikes the opponent you designate,
starting with one attack in the round the spell is cast and
continuing each round thereafter on your turn. It uses your base
attack bonus (possibly allowing it multiple attacks per round
in subsequent rounds) plus your Wisdom modifier as its attack
bonus. It strikes as a spell, not as a weapon, so for example, it
can damage creatures that have damage reduction. As a force
effect, it can strike incorporeal creatures without the reduction
in damage associated with incorporeality. The weapon always
strikes from your direction. It does not get a flanking bonus or
help a combatant get one. Your feats or combat actions do not
affect the weapon. If the weapon goes beyond the spell range,
if it goes out of your sight, or if you are not directing it, the
weapon returns to you and hovers.
Each round after the first, you can use a move action to redirect
the weapon to a new target. If you do not, the weapon continues to
attack the previous round’s target. On any round that the weapon
switches targets, it gets one attack. Subsequent rounds of attacking
that target allow the weapon to make multiple attacks if your base
attack bonus would allow it to. Even if the spiritual weapon is a
ranged weapon, use the spell’s range, not the weapon’s normal
range increment, and switching targets still is a move action.
A spiritual weapon cannot be attacked or harmed by physical
attacks, but dispel magic, disintegrate, a sphere of annihilation, or a
rod of cancellation affects it. A spiritual weapon’s AC against touch
attacks is 12 (10 + size bonus for Tiny object).
If an attacked creature has spell resistance, you make a caster
level check (1d20 + caster level) against that spell resistance the first
time the spiritual weapon strikes it. If the weapon is successfully
resisted, the spell is dispelled. If not, the weapon has its normal full
effect on that creature for the duration of the spell.
The weapon that you get is often a force replica of your deity’s
own personal weapon. A cleric without a deity gets a weapon
based on his alignment. A neutral cleric without a deity can create
a spiritual weapon of any alignment, provided he is acting at least
generally in accord with that alignment at the time. The weapons
associated with each alignment are as follows: chaos (battleaxe), evil
(light flail), good (warhammer), law (longsword).

Well can I? would be fun making a bunch of spiritual weapons lol

Also, can oracles use charisma instead of wisdom to determine attack bonus? considering this spell was designed before the oracle was released.


The alchemist discovery that gives you extra arms, can it be used to reload a crossbow, or reload a repeating crossbow?

Vestigial Arm (Ex): The alchemist gains a new arm (left or
right) on his torso. The arm is fully under his control and
cannot be concealed except with magic or bulky clothing.
The arm does not give the alchemist any extra attacks or
actions per round, though the arm can wield a weapon
and make attacks as part of the alchemist’s attack routine
(using two-weapon fighting). The arm can manipulate or
hold items as well as the alchemist’s original arms (for
example, allowing the alchemist to use one hand to wield
a weapon, another hand to hold a potion, and the third
hand to throw a bomb)
. The arm has its own “hand” and
“ring” magic item slots (though the alchemist can still
only wear two rings and two hand magic items at a time).
An alchemist may take this discovery up to two times.


Hello, I'm planning on making a sin eater, his/her diety will be Urgathoa, since it fits the concept of eating stuff (diety of gluttony after all), anyways, I have everything planned out, but, I can't seem to pick a domain/inquisition that fits the concept well AND that is mechanically relevant,so, I need your advice on which domain/inquisition to pick for my sin eater.


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So, the Cleric, he didn't receive any gun love in ultimate combat, so I brewed him an archetype, I hope it to be flavorful as well as mechanically equivalent, so opinions are welcomed.

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DIVINE GUNNER (ARCHETYPE)

In order to preserve their influence over the world, some clerics have dedicated their lives learning new ways to defend their faith. Many see the advent of blackpowder-and guns as a new era. As a result , few recruits have unlocked marvellous techniques with the gun, which many attribute to the ever fervent devotion to their god.

Weapon and Armor Proficiency:

divine gunners are proficient with the club, dagger, heavy crossbow, light crossbow, and
quarterstaff, and with all firearms. divine gunners are proficient with light armor and shields (except tower shields).

Channeled Shot (Su):

As a standard action, the divine gunner can channel positive or negative energy (depending on the Divine gunner’s diety) and deliver it through a firearm. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on) + the firearm’s damage dice + the divine Gunner’s charisma modifier.This ability works similar to the channel energy class feature, except the divine gunner uses a firearm as the divine focus, and only targets a unit within range rather than as a burst. The Barrel of the gun must be empty for this ability to be used, the divine gunner produces a bullet of sacred positive energy if the Divine Gunner channels positive energy, (or profane negative energy if the Divine gunner channels negative energy). A Divine gunner may take feats that add to this ability (such as extra channeling), as well as feats that alter this ability (such as elemental channel), but not feats that help with targeting multiple creatures (such as selective channeling).

Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the divine gunner’s level + the divine gunner’s Charisma modifier. A divine gunner may use channeled shot a number of times per day equal to 3 + her Charisma modifier.

This ability replaces the standard channel energy.

Gun Domain
Deities: Any
Granted Powers: With dedication and a little prayer, you are able of performing grandeous feats with a firearm.
Gun Adept (Ex): You gain the Amateur Gunslinger and Gunsmithing as bonus feats.
Faith Shooting (Su): At 6th level, may use Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using any firearm. At 12th level, you may add your wisdom modifier to damage dealt with a firearm.

Domain Spells: 1st—abundant ammunition (Ultimate Combat), 2nd—bestow weapon proficiency (Ultimate Combat), 3rd—explosive runes, 4th—secure shelter, 5th—flamestrike, 6th—fire seeds, 7th— walk through space (Ultimate Combat), 8th—iron body, 9th—repel metal or stone.

You must choose this domain as one of your two domains at 1st level.


Greetings

Of all the APG new classes, the one I liked the most was the Oracle, she looks so freaking cool, I wanted to know if there is a background story of her anywhere that I could look in to.


Hello Paizonians.

I was wondering, if with the advent of new products, perhaps Paizo could make feats available every level instead of every 2 levels, There are so many feats to choose from (not to mention some of them even become mandatory), it would give players a bit more leeway in which feats to choose, heck, they could even take those feats usually no body takes, but that can add a bit of flavor to your character (such as deceitful). It would also ease with some feats chains (cough** whirlwind attack, cough**).


Hello

title says it all, can I use em in conjuction, because If i can I'm soooo gonna pick em up (Working on a dervish dancer).

thanks in advance.

For lazy people:

Battle Dance: A dervish dancer is trained in the use of
the Perform skill, especially dance, to create magical effects
on himself. This works like bardic performance, except the
dervish dancer only affects himself, and does not need to
be able to see or hear his own performance. Battle dancing
is treated as bardic performance for the purposes of feats,
abilities, effects, and the like that affect bardic performance,
except that battle dancing does not benefit from the
Lingering Performance feat or any other ability that allows
a bardic performance to grant bonuses after it has ended.
Battle dancing benefits apply only when the bard is wearing
light or no armor. Like bardic performance, it
cannot be maintained at the same time as other
performance abilities.
Starting a battle dance is a move
action, but it can be maintained each
round as a free action. Changing
a battle dance from one effect
to another requires the dervish
dancer to stop the previous
performance and start the new one as a
move action. Like a bard, a dervish dancer’s
performance ends immediately if he is killed,
paralyzed, stunned, knocked unconscious,
or otherwise prevented from taking a
free action each round. A dervish dancer
cannot perform more than one battle
dance at a time. At 10th level, a dervish
dancer can start a battle dance as a swift
action instead of a move action.
Dervish dancers gain the inspire
courage, inspire greatness, and inspire
heroics bardic performance types
as battle dances, but these only
provide benefit to the dervish
dancer himself.

The Dance of 23 Steps (Dance)
This complex dance makes you difficult to strike.
Prerequisite: Perform (dance) 4 ranks.
Cost: Feat or 2nd-level bard spell known.
Effect: The shuff ling steps, bends, and leaps of this
intricate dance make you a difficult target to hit, but also
make it more difficult for you to perform other actions.
When using this masterpiece, you take a –2 penalty on melee
attack rolls and combat maneuver checks,
and you must make a concentration
check to cast any spell (DC 15 + the
spell’s level), but you gain a +2
dodge bonus to your Armor
Class. When you have 8
ranks in Perform (dance),
and every 4 ranks thereafter,
the penalty increases by
–1 and the dodge bonus
increases by +1. You can
combine this masterpiece
with fighting defensively and
Combat Expertise, but not total
defense. When you use this masterpiece,
it lasts until the start of your next turn.
Abilities that extend the duration of a
bardic performance (such as Lingering
Performance; see page 164 of the
Advanced Player’s Guide) affect this
masterpiece; this allows you to get
multiple rounds of its benefit (and
its penalties) at the cost of only 1
round of bardic performance.
Use: 1 bardic performance round.
Action: 1 free action.

Leaf on the Wind (Su): At 14th level, a dervish dancer can use
his battle dance to evade attacks with unearthly grace and
to shake off the effects of his wounds. Unlike other battle
dances, leaf on the wind requires a standard action each
round to start or maintain the performance. Each round
it is maintained, including the first, the dervish dancer
gains a +6 dodge bonus to Armor Class and on
Ref lex saves. If wounded, he heals 1 hit point
of damage per bard level. This ability
replaces frightening performance.


Hello.

Im working on a 15th level oracle for a campaign, but I cannot decide which curse fits the character concept the most. I'm gonna play a dark tapestry oracle.

His motivations are a bit questionable, he likes to deceive people with bluffs and disguises to cause all sorts of mischief without getting caught. His pranks are mostly harmless but can get carried away with them (Like impersonating people doing questionable actions). I was thinking on giving him the tongues curse, but after some thinking, it doesn't fit, since he needs to talk clearly almost all the time to do some bluffage.Also, not gonna pick deaf, because it utterly sucks.

For feats I have (so far):
1- Extra revelation (pierce the veil)
3-Reach Spell
5-Toughness
7-Improved Initiative
9-Deceitful
11-Selective Spell * (does it work with non-instantaneous effects such as black tentacles? if not, i'm picking something else)
13-Quicken Spell
15-Spell Perfection (Black Tentacles)

For Reveletions I have (so far):

1-Cloak of Darkness
3-Many Forms
7th-Wings of Darkness
11-Gift of Madness
15-Read the Tapestry

For Skills:
Max bluff, Disguise, Spellcraft and Stealth

(If my dm allows traits i plan to pick fast talker, which makes bluff a class skill and Magical Lineage (Black Tentacles)

As for spells, I'm between cold ice strike or blade barrier


I see this question pop a lot in here, people try to fix spell resistance in a way or another, some even question its existance, I don't want a solution, I just want to know the logic and reasons that what went behind the implementation of spell resistance.


Hello all, I'm making a homebrew campaign and the native race of a planet is this race, I was just wondering if anyone could give me their opinion of it to see if its too good:

Sentians are an intelligent native species of the planet Melot. They have a metallic skin and their eyes are like gems which come in a variety of colors. Pacifists and curious by nature, their base form is a liquid metal, but they can copy the appearance of any humanoid race by engulfing a host that the sentian finds fascinating, this copy ability does not hinder the subject at all, but he/she is covered in tiny shards of leftover metal that shine when exposed to the sun for about two to three weeks. The sentian takes the basic shape of the subject but does some minor adjustments here and there, such as appearance, these changes are what, in the mind of the sentian, are improvements to the race it has copied. After taking the shape of a humanoid, the sentian loses the ability to copy another humanoid forever.

Physical Description: It is difficult to give a general description of a sentian because they meld with existing races, taking their forms and making adjustments to “improve” the race, there is a quality that all sentians do share, and is that they look about the same as the humanoid they copied, except for the obvious metal skin and gem-like eyes, their hair is as varied as the sentian wished it to be, but its pretty flexible. The sentians have no male or female genders as they reproduce asexually once a year by depositing a “metallic cell” inside raw metals of sufficient size to produce a medium sized humanoid, the “metallic cell” takes about a month to develop in to liquid version of the material used. Its diet consist of rocks and soils which they use to replenish the minerals found in them. Their feces are sought after many greedy adventurers for, if treated properly, it can be used as raw metal of the type the sentian is. The sentians dislike this feces much like any other humanoid race dislikes their feces. Sentians can live up to about 300 years, they sleep like any other humanoid race. When a sentian dies, its body quickly rusts, leaving a pile of rust of whatever metal it was composed of.
Society: Due to their ability to copy and “perfect” other humanoid races, they see no incentive to gather, and thus can be found anywhere, since they can be valued allies to many races, some are kept as slaves, whereas others roam free. Among the humanoid races, they get along with the dwarves, often forming pacts to better serve the necessity of their communities.

Relations: Sentians get along very well with all races, as they are always finding a way to perfect their chosen base forms, they hate slavery as any other race, and although serene and curious, sentians can go in to outburst of rage if they find any mistreat of another sentian.

Alignment and Religion: Sentians are very diverse in their aligments, but they tend towards good, for they are so obsessed with perfecting life forms, that they often loathe to harm any other intelligent race. Sentians tend to adopt the local religion of their chosen community, and make up for fervent leaders.

Adventurers: Sentians who have adopted a form are usually found among their absorbed form, a few however seek out other races places where they can leave a youngling in order to copy that race, and commence the circle of “perfection” once again.

Sentian Racial Traits:

+2 to One Ability Score: Sentian characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Variant Size & Weight: Sentians are the same size as their chosen form. They weight 50% more than their chosen race.

Variant Speed: Sentians have the same base movement speeds of their chosen race.

Metallic Skin: +1 natural armor, Damage Reduction 1/- (stacks). Sentian skin is made of metal, while not as sturdy as the raw ones, they are indeed a bit more resilient than their chosen race.

Sturdy: Sentians have a 25% of ignoring a critical hit or sneak attack.

Darkvision: Sentians can see in the dark up to 60 feet.

Metal Type: Chose a type of metal the sentian is at the time of creation:

Copper: Acid Resistance 5.
Bronze: Fire Resistance 5.
Silver: Cold Resistance 5.
Gold: Sonic Resistance 5.

Admiration: +2 Diplomacy with copied race. Sentians get along, and are admired by the race they chose to copy.

Adapted Skill: Sentians receive a racial bonus from the chosen race that applies to skills. (Example: +2 intimitade from half-orcs, +2 acrobatics from halflings).

Metal Based: Sentians are subject to any effect that affects metals.

Conductive: Sentians have a -4 penalty to saves related to electricity.

Languages: Common, Sentian, and any racial languages from their chosen race.


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Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell summons an extraplanar creature (typically an outsider,
elemental, or magical beast native to another plane). It appears
where you designate and acts immediately, on your turn. It attacks
your opponents to the best of its ability.
If you can communicate
with the creature, you can direct it not to attack, to attack particular
enemies, or to perform other actions. The spell conjures one of the
creatures from the 1st Level list on Table 10–1. You choose which
kind of creature to summon, and you can choose a different one
each time you cast the spell.
A summoned monster cannot summon or otherwise conjure
another creature, nor can it use any teleportation or planar travel
abilities. Creatures cannot be summoned into an environment that
cannot support them. Creatures summoned using this spell cannot
use spells or spell-like abilities that duplicate spells with expensive
material components (such as wish).
When you use a summoning spell to summon a creature with an
alignment or elemental subtype, it is a spell of that type. Creatures
on Table 10–1 marked with an “*” are summoned with the celestial
template, if you are good, and the fiendish template, if you are
evil. If you are neutral, you may choose which template to apply
to the creature. Creatures marked with an “*” always have an
alignment that matches yours, regardless of their usual alignment.
Summoning these creatures makes the summoning spell’s type
match your alignment.

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

I plan to play a Master Summoner soon and I have a few questions regarding this.

What happens if I summon an evil creature such as a devil/demon whatever, they are not my slaves by definition, I doubt that they would like to help me in any shape or form, can they turn against me or my party members?

Also, does repeatedly Summoning Evil outsiders could turn me evil?

By spell definition being neutral is like the "best" choice, I hate it when alignments restrict you like a straight jacket...

I ask this because I was looking at the Eldritch Heritage and one of them caught my attention.

At level 17 you can stack superior summoning with Greater Eldritch Heritage (Abyssal) and summon 1d3+2 Creatures (Provided that you summon a fiendish/demon subtypes of a lower spell list than able).

The Feat Chain is:

Skill Focus (Planes) Not that bad considering you dabble in summoning monsters from other planes of existence, fits nice with the summoner theme.

Eldritch Heritage (Abyssal) nets you claws for Cha+3 rounds per day...

Improved Eldritch Heritage (Minimum level is 11): Can either get +2 str or Electricity resistance and +2 versus poisons.

Greater Eldritch Heritage:
***********************************************************************
Greater Eldritch Heritage
Your discovered bloodline power reaches its zenith.
Prerequisites: Cha 17, Eldritch Heritage, Improved
Eldritch Heritage, character level 17th.
Benefit: You gain an additional power from the
bloodline you selected with the Eldritch Heritage feat.
You gain a 15th-level (or lower) sorcerer bloodline power
that you do not already have. For purposes of using that
power, treat your character level as your sorcerer level for
all your sorcerer bloodline powers granted by this feat,
Eldritch Heritage, and Improved Eldritch Heritage.
************************************************************************

The problem is that you must waste 3 feats just to get this one (and the others don't sync very well with the Master summoner), I wonder if its useful, Summoners are not very feat starved as other classes in my opinion.


Hello Paizonians.

I was looking at the new summoner material in the PSRD and I was quite impressed with the master summoner, it looks very interesting.

So I was wondering, would you as a player, ever consider taking quicken spell-like ability? if so at what level? (minimum must be 10+ to make it work) or can you use metamagic rods instead?

Is there such a thing as extend spell-like ability? (If not, there should exist one imo).


Hello Paizonians.

I was looking at the new summoner material in the PSRD and I was quite impressed with the master summoner, it looks very interesting.

So I was wondering, would you as a player, ever consider taking quicken spell-like ability? if so at what level? (minimum must be 10+ to make it work) or can you use metamagic rods instead?

Is there such a thing as extend spell-like ability? (If not, there should exist one imo).


Hello Pathfinders!

The other day I was browsing thru the TV trops and came across this:

Cast from hit points trope

Looking at the core and advanced books, and I noticed that there is no such thing for arcane/divine spells casters (Psionics had an old one, not sure if it was updated in the Psionics unleashed book or not) and decided to homebrew one, so, I need your opinions on the feats.

Soul Tap
You can tap into your very life force in order to cast additional spells.
Prerequisites: Constitution 13+, Endurance, Toughness.
Benefit: Whenever you use all your spells per day (excluding cantrips/orisons), you can utilize your very own life force to fuel the energy needed to cast a spell. For each spell level of the spell cast, you lose 3 hit points. Spellcasters that prepare spells ahead of time can only cast spells previously prepared. The damage taken from using this feat cannot be restored via any spell, spell-like ability, or supernatural ability.

Soul Tap, Improved
You can tap into your very life force in order to enhance spells with metamagic effects.
Prerequisites: Soul Tap, any metamagic feat, spellcaster level 10+.
Benefit: You can apply any metamagic feat you know to a spell you are about to cast without increasing its casting time or modified spell level. For each spell level adjustment of the metamagic effect, you lose 2 hit points, the total modified spell level cannot be more than the highest spell level that you can cast. The damage taken from using this feat cannot be restored via any spell, spell-like ability, or supernatural ability.


I plan to play a one shot campaign with a few friends soon, and to break the monotony, I'm rolling up a martial character, (A Phalanx fighter to be precise), I was looking at the plethora of feats looking for feats that would fit the concept of this character, so I stumbled upon the old whirlwind attack, then I looked at all the requirements for it, and here I was thinking to myself, why a so-so feat has so many requirements? it requires 4 feats (not including itself) 13 int, and 13 dex, and all for this? do you think it is worth it? Am I missing something that makes this feat worth taking 5 total feats?

It does have a bit of synergy with the phalanx fighter, since he can attack with a reach weapon, (and add lunge at level 6 for more range), but the cost is too much when I can take Power attack, Cleave and Greater Cleave for 2 less feats (granted Greater Cleave takes 2 armor class away and can only hit adjacent targets, and Whirlwind attack can hit 360 degrees).

So in short, I want your opinion.


I've had this thought for quite a while, imagine this, a person is in front of a spell caster which has a stilled + silent spell, it shouldn't provoke an attack of opportunity since he is no using any somatic components nor even speaking, so technically he doesn't have to drop its guard to cast a spell. Do you agree with me?


Hello all.

I'm not sure where to post this, but I will post it here as a future suggestion and possible slight homebrewing.

I really liked these extra races (Along with the dhampir, Kayal, and grippli) and noticed that these four humanoid races give bonuses to Elemental sorcerers and to clerics of the respective alignment Oread (Earth), Sylph (Air), Undine (Water) and Ifrit (fire).

I was wondering if you could also include these effects to cover Oracles as well, I know it's a simple tweak to the rules to add to the part that mentions sorcerers to also cover oracles, I can homebrew it myself but I wanted to make a suggestion to the paizo employees.


Hello all.

Just a quick question here, is a focus considered a material for the purposes of eschew materials?


Hello forum.

I have a question regarding Surprise spell:

Surprise Spells: At 10th level, an arcane trickster can add
her sneak attack damage to any spell that deals damage,
if the targets are flat-footed. This additional damage
only applies to spells that deal hit point damage, and the
additional damage is of the same type as the spell. If the
spell allows a saving throw to negate or halve the damage,
it also negates or halves the sneak attack damage.

Flat-Footed: A character who has not yet acted during
a combat is flat-footed
, unable to react normally to the
situation.
A flat-footed character loses his Dexterity bonus
to AC (if any) and cannot make attacks of opportunity.

Then the Shadowdancer mentions this:

Uncanny Dodge (Ex): At 2nd level, a shadowdancer cannot
be caught flat-footed, even if the attacker is invisible. He
still loses her Dexterity bonus to AC if immobilized. A
shadowdancer with this ability can still lose his Dexterity
bonus to AC if an opponent successfully uses the feint
action against him.
If a shadowdancer already has uncanny dodge from a
different class, he automatically gains improved uncanny
dodge instead (see page 393).

I am confused, does negating dexterity bonus to AC considered flat footed, or is flat footed considered when you haven't acted yet in a round?


Exactly what says on the tin...

Spell Perfection
You are unequaled at the casting of one particular spell.
Prerequisites: Spellcraft 15 ranks, at least three
metamagic feats.
Benefit: Pick one spell which you have the ability to
cast. Whenever you cast that spell you may apply any one
metamagic feat you have to that spell without affecting its
level or casting time, as long as the total modified level
of the spell does not use a spell slot above 9th level. In
addition, if you have other feats which allow you to apply
a set numerical bonus to any aspect of this spell (such as
Spell Focus, Spell Penetration, Weapon Focus [ray], and so
on), double the bonus granted by that feat when applied to
this spell.


Just a random thought, would it be possible?

I know mechanically speaking shield bonuses would not stack, but would make a fun concept!


Hello forum dwellers, I have a question regarding how to distribute experience points to players using pathfinder.

Do I award each player the listed xp or do I divide that number between the player characters?


Hi all, I'm gonna run a campaign soon and one of my friends wants to play a two handed greatsword rogue with the Swashbuckler's alternate class feature found in the advanced player's guide. While I don't much mind him doing that, we did had a conversation over it, because, apparently they removed the restrictions that rogues had in 3.5, anyways, a rogue doing sneak attacks with a melee two handed weapon (Bows seems rather logical i guess)is rather dubious to me, what are your thoughts on this? (How would you rule this one out?)


I need to know your opinion to see if this is overpowered or balanced. Constructive Critisism is always welcomed.

Psychic Acrobat

These prodigious thieves blend the subtlest aspects of the mind with the natural cunning of the bandit and the scoundrel, using telekinesis to enhance their natural thieving abilities. Psychic acrobats can pick locks, disarm traps, and lift purses from a safe distance using their ever developing psychic talents. Psychic acrobats are most often found in large, cosmopolitan cities where their talents for telekinetic larceny can be most effectively put to use, prowling the streets, entertaining onlookers, and stealing from the unwary.

Role: With their mastery of telekinesis and acrobatic skills, psychic acrobats can make for confounding and controlling opponents. Ranged legerdemain enhances their skill as thieves, and their ability to make weapons strike from a distance without getting in harm's way allows psychic acrobats the chance to control the flow of battle.

Alignment: Any.
Hit Die: d6.

Class Skills
The psychic acrobat’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy
(Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Knowledge (arcana), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.
Table 1–1: Psychic Acrobat
(Sigh, my custom table keeps messing up)
Base attack Bonus: Medium (As Cleric)
Good Saves: Reflex, Will

Manifestation Progression:

Level 1st 2nd 3rd 4th 5th 6th
1st 1 - - - - -
2nd 2 - - - - -
3rd 3 - - - - -
4th 3 1 - - - -
5th 4 2 - - - -
6th 4 3 - - - -
7th 4 3 1 - - -
8th 4 4 2 - - -
9th 4 4 3 - - -
10th 5 4 3 1 - -
11th 5 4 4 2 - -
12th 5 5 4 3 - -
13th 5 5 4 3 1 -
14th 5 5 4 4 2 -
15th 5 5 5 4 3 -
16th 5 5 5 4 3 1
17th 5 5 5 4 4 2
18th 5 5 5 5 4 3
19th 5 5 5 5 5 4
20th 5 5 5 5 5 5

Class Features
The following are class features of the psychic acrobat.

Weapon and Armor Proficiency: Psychic acrobats are proficient with all simple weapons, plus the hand crossbow, rapier,
sap, shortbow, short sword, and with one martial weapon per point of intelligence. They are proficient with light armor, but not with shields.

Cantrips: Psychic acrobats can cast the cantrips Mage Hand and Open/Close at will.

Manifestations: A psychic acrobat can manifest spells drawn from the psychic acrobat lists. A manifestation is neither divine nor arcane but psionic, with the exception that they can be countered and/or dispelled by divine and arcane spells. A psychic acrobat can utilize spell-trigger items if the spell appears on his manifestation list, but not spell-completion items (unless he uses Use Magic Device to do so). The psychic acrobat uses his level as the caster level to determine any effect based on caster level. He/She can manifest any spell he/she knows without preparing it ahead of time. A psychic acrobat automatically knows all manifestations found in his/her list when he/she is high enough to manifest them.To make a manifestation, a psychic acrobat must have an Intelligence score equal to at least 10 + the manifestation’s level. The Difficulty Class for a saving throw against a psychic acrobat’s manifestation is 10 + the spell’s level + the psychic acrobat’s Intelligence modifier. Like other spellcasters, a psychic acrobat can manifest only a certain number of manifestations per day of each manifestation level. His/Her base daily manifestation allotment is given on Table 1–2. In addition, he/she receives bonus manifestations per day if he/she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

Psychic Acrobat Manifestation List
Psychic acrobats gain access to a limited manifestation list. While most of these spells are found in the Core Rulebook, those marked with an asterisk (*) appear in Chapter 5 of he advanced player's guide book.

1st-Level Psychic Acrobat Manifestations—Animate Rope, Feather Fall, Floating Disk, Hold Portal, Jump, Mage Armor, Magic Missile, Shield, Unseen Servant

2nd-Level Psychic Acrobat Manifestations—Entropic Shield, Knock, Levitate, Glide*, Shield of Faith

3rd-Level Psychic Acrobat Manifestations—Fly, Haste, Hold Person, Slow, Twilight Knife*

4th-Level Psychic Acrobat Manifestations—Freedom of Movement, Resilient Sphere, Telekinesis (Sustained force only), Wall of Force

5th-Level Psychic Acrobat Manifestations—Forceful Hand, Hold Monster, Overland Flight, Repulsion(M)

6th-Level Psychic Acrobat Manifestations—Clenched Fist, Reverse Gravity, Telekinetic Sphere

Trapfinding: A psychic acrobat adds 1/2 his/her level to Perception skill checks made to locate traps and to Disable Device
skill checks (minimum +1). A psychic acrobat can use Disable Device to disarm magic traps.

Psionic Points: Psychic acrobats have a daily allotment of psionic points, which are used to fuel many of the psychic acrobat special class features. The psychic acrobat's psionic points pool is equal to 3 + psychic acrobat level + intelligence modifier. In order to regain psionic points, a character must get 8 hours of sleep.

Telekinetic Weapon: Psychic acrobats can manipulate any one handed unattended weapon or one they are weilding, by expending one psionic point, the weapon then can move up to 25 feet (+5 feet per two psychic acrobat levels) per round (up, down, or diagonal) as a move action and strike any target as a standard action (or full-round action if attacking more than once) using your psychic acrobat levels as base attack bonus (which may grant additional attacks) plus your intelligence modifier, the weapon deals normal weapon damage plus intelligence modifier. If you are not proficient with the weapon, you suffer -4 to attack rolls with that weapon. Only melee or thrown weapons can be made into telekinetic weapons, as can weapons with reach.

The attack is treated as a ranged attack, even though it is dealt using a melee weapon, any applicable feat that can be used with ranged weapons can be used with a telekinetic weapon. Telekinetic weapon lasts for a number of rounds equal to your psychic acrobat levels plus intelligence modifier.

When telekinetic weapon is about to end, the weapon hovers back to you and drops by you unless you pick it up (a free action). Concentrating to maintain this effect is trivial and you can perform other actions without breaking the effect, the weapon simply flies back to your location and hovers until given specific commands. You can make attacks of opportunity while maintainig this effect, the weapon can flank an opponent, and can help an ally get one. If an opponent tries to take hold of a telekinetic weapon, treat it as disarm against you, using your psychic acrobat levels as base attack and intelligence instead of strength for you CMD.

Bonus Combat Maneuver Feat: At 2nd level, the psychic acrobat can choose from the following list whenever he/she gains a combat maneuver feat: Improved Bullrush, Improved Disarm, Improved Drag, Improved Feint, Improved Grapple, Improved Steal, and Improved Trip.

At 10th level, add Greater Bullrush, Greater Disarm, Greater Drag, Greater Feint, Greater Grapple, Greater Steal, and Greater Trip to the list.

The psychic acrobat can choose these feats, even if he/she does not have the normal prerequisites. Note that in order to pick the "greater" versions of fetas, you must still have the normal version.

Telekinetic Combat Maneuver:
The psychic acrobat can spent psionic points in order to use any of the listed combat maneuvers mentioned above from a range of 25 feet + 5 feet per two psychic acrobat levels. The psionic points cost of this maneuver depends on the size of the target. You can expend more psionic points than the points needed to be used in order to affect a creature, gaining a size bonus. When you use a psychic combat maneuver treat your size based on the points used (see table 1-2).
Combat maneuvers that require continuous check only use psionic points for the initial maneuver (to a maximum number of rounds equal to your psychic acrobat levels + intelligence modifier).

The psychic acrobat uses his class level instead of his base attack bonus, and his intelligence instead of his strength when determining his telekinetic combat maneuver attack.

Table 1–2: Telekinetic Combat Maneuver

Psionic
Minimum Size Point
Level Size Bonus Cost
2 Diminutive - Medium +0 1
6 Large +1 3
10 Huge +2 5
14 Gargantuan +4 7
18 Colossal +8 10

Ranged Legerdemain (Su): Starting from level 3 a psychic acrobat can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and a psychic acrobat cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. Her/she can only use this ability if he/she has at least 1 rank in the skill being used.

Implements: As a psychic acrobat gains experience, he/she learns a number of implements that aid his/her effectiveness.
Starting at 1st level, a psychic acrobat gains one implement.He/she gains an additional implement for every 2 levels of psychic acrobat attained after 1st level.

Empowered Wielding: The psychic acrobat can animate one two-handed weapon, but it costs 2 psionic points instead of 1 and the duration is halved.

Telekinetic Maneuver Focus: The psychic acrobat gains a +1 bonus with known combat maneuvers made using his/her telekinetic combat ability. This implement can be taken up to 2 times, its effect stacks.

Psionic Reach: Increase the psychic acrobat's telekinetic weapon and psychic combat maneuvers by 10 feet. This implement can be taken up to 3 times, its effect stacks.

Restless Mind: Your telekinetic weapon lasts for 4 additional rounds (or 2 if using a two-handed weapon via Empowered Wielding). This implement can be taken up to 3 times, its effect stacks.

Multifocused: You can use your telekinetic weapon ability to animate another light weapon, but each attack made suffers a -2 penalty, just as if you had two-weapon fighting feat while using a light weapon in your "off-hand", this extra animated weapon deals only half your intelligence modifier damage (minimum 1). You must keep and direct all animated weapons to the same target .You must be at least level 7 in order to take this implement.

Improved Multifocused: You can use your telekinetic weapon ability to animate another light weapon (bringing your total to 3 weapons), but each attack made suffers a -2 penalty, just as if you had multi-weapon fighting feat while using a light weapon in your "off-hands", this extra animated weapon deals only half your intelligence modifier damage (minimum 1).You must keep and direct all animated weapons to a same target.You must be at least level 11 and have Multifocused in order to take this implement.

Psychic Chain (Su): The psychic acrobat attacks enemies in quick succession using an animated weapon. As a full round action, attacks one enemy within range using your full base attack bonus, then another enemy within 15 feet of the primary target at -1 penalty and another one within 15 feet of the secondary target with a -2 penalty, and so forth, until all enemies are hit at least once, no enemy can be hit more than once. Psychic chain can be used once per day, at level 12 can be used two times per day and at level 17 can be used 3 times per day You must be at least level 7 in order to take this implement.

Telekinetic Storm (Su): Releases a devastating attack against all nearby enemies. As a full round action, all enemies within 30 feet radius are battered by all currently animated weapons using your full attack bonus. Telekinetic Storm can be used once per day, at level 16 can be used two times per day and at level 20 can be used 3 times per day. You must be at least level 11 and have Psychic Chain in order to take this implement.

Fling Skywards (Sp): Flings a a group of targets into the air within close range (25 + 5 2/levels), which none can be more than 15 feet apart from one another, you must make a touch attack roll for each flung creature and they are allowed a will save (DC 10+1/2 your class levels + int. modifier) to avoid the effect, the total weight limit cannot exceed 325 pounds. Each creature flung travels 10 feet per psychic acrobat levels, and unless prevented somehow, 1 round after using fling skyward, they take 1d6 falling damage per 10 feet traveled from the impact. Fling skywards can be used once per day, and at level 19 can be used two times per day. You must be at least level 15 in order to take this implement.

Evasion (Ex): At 4th level and higher, a psychic acrobat can avoid even magical and unusual attacks with great agility. If he/she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he/she
instead takes no damage. Evasion can be used only if the psychic acrobat is wearing light armor or no armor. A helpless psychic acrobat does not gain the benefit of evasion.

Uncanny Dodge (Ex): Starting at 4th level, a psychic acrobat can react to danger before his/her senses would normally allow him/her to do so. He/she cannot be caught flat-footed, even if the attacker is invisible. He/she still loses her Dexterity bonus to AC if immobilized. A psychic acrobat with this ability can still lose his/her Dexterity bonus to AC if an opponent successfully uses the feint action (see Chapter 8) against him/her. If a psychic acrobat already has uncanny dodge from a different class, he/she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex): A psychic acrobat of 8th level or higher can no longer be flanked. This defense denies rogues the ability to sneak attack the character by flanking him/her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Deflect Arrows Feat (Ex): At level 8 the psychic acrobat gain the deflect arrows feat even if he/she do not meet the requirements.

Deflect Arrows (Combat)
You can knock arrows and other projectiles off course,
preventing them from hitting you.
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would
normally be hit with an attack from a ranged weapon, you may def lect it so that you take no damage from it. You
must be aware of the attack and not f lat-footed. Attempting to def lect a ranged attack doesn’t count as an action.
Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural
attacks or spell effects can’t be deflected.

Telekinetic Deflection (Su): Beginning at level 12 once per day, as an immediate action, a psychic acrobat can reflect unusual massive ranged weapons (such as a boulder, ballista bolts, spells, or spell-like effects) back at its caster. This ability can be used twice per day at level 17.

Improved Evasion (Ex): Available from level 16. This works like evasion, except that while the psychic acrobat still takes no damage on a successful Reflex saving throw against attacks, he/she henceforth takes only half damage on a failed save. A helpless psychic acrobat does not gain the benefit of improved evasion.

Psionic Epiphany: At 20th level, the psychic acrobat makes an incredible discovery about his/her powers; He/she gains 5 additional psionic points, his/her telekinetic weapon penalty for using non-proficient weapons becomes 0. Once per day you can make a free telekinetic combat maneuver or telekinetic manifestation.

Prestige Classes and Psychic Acrobats
Psychic acrobats benefit in a specific way from prestige classes that have "+1 existing arcane spellcasting class" or "+1 of existing spellcasting class" as a level advacement benefit, a psychic acrobat taking levels in a prestige class does not gain any of his/her class benefits but the prestige class effectively stacks to determine his/her manifestations effective level, as well as his/her telekinetic weapon and telekinetic combat menuver class feature.

New Feats

Extra Implement
Prerequisite: Level 1 Psychic Acrobat
Benefit: You can gain one additional Implement that you can qualify for.

Extra Psionic Points
You can use your psionic pool more times per day than most.
Prerequisite: Psionic points class feature.
Benefit: Your psionic points pool increases by 2.
Special: You can gain Extra Psionic Points multiple times. Its effects stack.

Nimble Thoughts
With a moment's thought, you can replenish the use of a psychic ability.
Prerequisite: Dex 15, Int 15, Psychic acrobat level 10, Nimble Moves feat, and an Implement or class feature with daily uses.
Benefit: Once per day, whenever you use an implement or class feature with daily limits, you can, as a free action, gain back the daily use of that implement.
Special: You can gain Nimble Thoughts multiple times. Its effects stack.

Telekinetic Combat Maneuvers Special Annotations

Telekinetic Bull Rush
You can make a bull rush as a standard action, in place of an attack. only bull rush an opponent who is no more than one size category larger than your current telekinetic combat maneuver size bonus. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull
Rush feat, or a similar ability,you suffer a -8 penalty to your telekinetic combat maneuver. If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent’s CMD you can push the target back an additional 5 feet. You cannot move with the target. If your attack fails, nothing happens An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue
to push the creatures a distance equal to the lesser result. For example, if a psychic acrobat bull rushes a goblin for a total of
15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against
the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin
a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a
total of 15 feet).

Telekinetic Disarm
You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat,
or a similar ability, attempting to disarm a foe imposes a –8 penalty on the attack. If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CMD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands).If you successfully disarm your opponent without using a weapon (or if you possess the multifocused implement), you may automatically spend 1 psionic point to use your telekinetic weapon ability upon the item dropped. You can attempt to telekinetically disarm an opponent while concentrating with a telekinetic weapon, but you cannot spend a psionic point to animate the disarmed weapon unless you possess the Multifocused implement.

Telekinetic Drag
You can attempt to drag a foe as a standard action. You can only drag an opponent who is no more than size category larger than your current telekinetic combat maneuver size bonus. The aim of this maneuver is to drag a foe in a straight line behind you without doing any harm. If you do not have the Improved Drag feat or a similar ability, you suffer a -8 penalty.
If your attack is successful, your target is moved 5 feet back, in a straight line. For every 5 by which your attack exceeds
your opponent’s CMD, you can drag the target back an additional 5 feet. You can move the target to a maximum of 25 feet plus 5 more feet per two class levels. An enemy being moved by a drag does not provoke an attack of opportunity because of the movement unless you possess the Greater Drag feat. You cannot move a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your movement, the drag ends adjacent to that creature.

Stability: Some characters or types of creatures prove particularly sure-footed, making them more diff icult to overthrow and move around the battlef ield. Any racial ability that grants a bonus to CMD versus bull rush attempts grants the same bonus against drag combat maneuvers.

Telekinetic Feint
Feinting is a standard action that can be done while using a telekinetic weapon. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent’s base attack bonus + your opponent’s Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn. When feinting against a nonhumanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it’s impossible. Feinting in combat does not provoke attacks of opportunity.

Feinting as a Move Action: With the Improved Feint
feat, you can attempt a feint as a move action.

Telekinetic Grapple
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe you suffer a -8 penalty. If successful, the target gains the grappled condition (see the Appendices) but you do not. You can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from the target. If you do not release the grapple, you must continue to make
a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5
circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling
an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of
the following actions (as part of the standard action spent to maintain the grapple). Move: You can move both the target and/or yourself up to half your speed. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

Damage: You can inf lict damage to your target equal to 1d6 + intelligence modifier (crushing). This damage can be either lethal or nonlethal.

Pin: You can give your opponent the pinned condition (see Appendix 2).

Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing
so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target’s CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

If You Are Grappled: If you are grappled, you can attempt to break the grapple as a standard action by spending 1 psionic point and making a combat maneuver check (DC equal to your opponent’s CMD; this does not provoke an attack of opportunity). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check). Instead of attempting to break or reverse the grapple, you can take any action that requires only one hand to perform, such as use a manifestation or make an telekinetic attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Appendix 2 for additional details.

Multiple Creatures: Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature’s combat maneuver check.

Telekinetic Steal
You can attempt to take an item from a foe as a standard action. This maneuver can be used to take any item that is neither held nor hidden in a bag or pack. You must select the item to be taken before the check is made. Items that are simply tucked into a belt or loosely attached (such as brooches or necklaces) are the easiest to take. Items fastened to a foe (such as cloaks, sheathed weapons, or pouches) are more difficult to take, and give the opponent a +5 bonus (or greater) to his CMD.
Items that are closely worn (such as armor, backpacks, boots, clothing, or rings) cannot be taken with this maneuver.
Items held in the hands (such as wielded weapons or wands) also cannot be taken with the steal maneuver—you must
use the disarm combat maneuver instead. The GM is the final arbiter of what items can be taken. If you do not have
the Improved Steal feat or a similar ability, attempting to steal an object you take a -8 penalty. If your attack is successful, you may take one item from your opponent. You can move the stolen item 25 feet + 5 feet per two class levels. Your enemy is immediately aware of this theft unless you possess the Greater Steal feat.

Telekinetic Trip
You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than size category larger than your current psychic combat maneuver size bonus. If you do not have the Improved Trip feat, or a similar ability, you take a -8 penalty. If your attack exceeds the target’s CMD, the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and f lying creatures—cannot be tripped.


Spell Perfection
You are unequaled at the casting of one particular spell.
Prerequisites: Spellcraft 15 ranks, at least three
metamagic feats.
Benefit: Pick one spell which you have the ability to
cast. Whenever you cast that spell you may apply any one
metamagic feat you have to that spell without affecting its
level or casting time, as long as the total modified level
of the spell does not use a spell slot above 9th level. In
addition, if you have other feats which allow you to apply
a set numerical bonus to any aspect of this spell (such as
Spell Focus, Spell Penetration, Weapon Focus [ray], and so
on), double the bonus granted by that feat when applied to
this spell.

Boo, I just realized its only one metamagic at a time, so there goes my maximized, empowered, quickened magic missile idea lol (just as I pasted this I realized it, oh wells), it still looks solid to me, it allows you to use the super expensive slot hog quickened spell every round (provided you still have slots to spare). Anyways, a question, the feat says that the modified spell cannot use a spell slot higher than nine, but does not mention anything about not having enough slots to cast it without it (basically a cleric/wizard can use it on a favorite level 8 spell right away, that looks awesome to me). What are your thoughts/opinions/experiences with that feat?


title says it all, I made a custom class and I want people's feedback for it, is this even allowed here?

thanks in advance


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