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Awesome, thanks for the input. I will definitely try it out when I can get someone to play it with me, but I just wanted to get the idea out there for others to try out, and tweak accordingly :)


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So I designed a chess game based sort of loosely after pathfinder. I haven't had a chance to playtest it yet, but I think it will play out more like a fight than chess normally is, and introduces an element of luck to the game. Looking for suggestions/refinements. Here are the rules, followed by stats for each piece. Thanks!

-Attacks may be made into the usual chess piece squares, however you do not automatically move into the space. You must reduce a target to 0hp in order to occupy the space. If you KO a piece, immediately move your piece into that square. If not, the piece loses the appropriate number of hp, but both pieces remain in their current space, and play moves to the other player.

-Hits are automatic

-Armor is Damage Reduction

-Each piece has a special ability, keeping in theme with what it is

-Kings do not have to move out of threatened spaces (though it is still advisable to do so). Kings may castle out of 'check' or move into threatened spaces if desired. There is no checkmate; the game is only over when the King is brought to 0hp.

-----PAWN-----
HP: 5
Armor: 1
Damage: 1d6+2 (Shortsword)
Ability: En Passant
A pawn may perform an "en passant" attack against an enemy pawn, as per the normal chess rules. The pawn deals double damage (2d6+4, guaranteed kill vs enemy pawn) and moves into the appropriate space.

-----ROOK-----
HP: 20
Armor: 5
Damage: 4d8 minus 1d8 per 5 damage taken (Longbows)
Ability: Volley
A rook rolls 4d8 damage initially. This decreases by 1d8 for every increment of 5 damage dealt to the rook (representing archers inside a siege tower). Recovering HP (see Bishop) does not recover damage dice. All rolls must be applied to a single target in a straight line as per normal rook movement.

-----KNIGHT-----
HP: 15
Armor: 3
Damage: 1d8+3 (Lance, x2 on successful Charge)
Ability: Charge
A knight attacks from reach into the normal squares in chess. When a knight attacks, roll two separate attacks of 1d8+3. If the total of both rolls would reduce the target to 0hp, the target is ko'd and the knight moves into the position. If the total of both dice would not reduce the target to 0hp, only apply the first 1d8+3 damage (take the greater die outcome).

-----BISHOP-----
HP: 10
Armor: 2
Damage: 3d6
Ability: Channel Energy (Channel Ray)
A Bishop channels energy in a diagonal ray, affecting the first applicable target in its path. He may choose a single friendly or enemy target, channeling negative energy for 3d6 damage if an enemy, or positive energy healing 3d6 damage if an ally.

-----QUEEN-----
HP: 25
Armor: 4
Damage: 1d8+5 (Brilliant Energy Composite Longbow)
The Queen attacks with a bow from range at any target within the usual straight lines a queen could normally attack in chess.
Ability: Armor Piercing Rounds
The Queen's attacks bypass armor.

-----KING-----
HP: 25
Armor: 4
Damage: 2d6+5 (Greatsword)
Ability: Castle Defense
The King may castle as per usual chess rules. Doing so permanently grants the King +1 Armor, but only if he is adjacent to a rook.


I have a player in my game who is Constricted by a Black Pudding. Wondering what happens if the pudding splits. Does the grappled character suddenly become free? Does one of the 'new' puddings continue the grapple?


Sorry for resurrecting this, but I had to finalize this for my own sake, and for anyone else who might be looking for answers in the future.

I have reviewed this a little more fully now, and I have to fully agree with Blymurka (and dragonhunterq). The way it is written in the description is consistent with a natural attack, and the Feral Combat Training feat can apply. What really reinforced this for me is in the D&D Planar Handbook on p.22 it states "Chain devils treat spiked chains as primary natural weapons and can make two attacks per round with them. Each attack uses the kyton’s full Strength bonus". Now I know that's not PF, but it seeing as PF came from D&D I'll go with that.

Second, I would have to disagree about the attacks being from the Dancing Chains ability. For one thing, it's listed separately, and for another, the phrase "These chains attack as effectively as the kyton itself" means it is a totally separate ability.

Thanks again for your help on this guys!


Hi all.
I'm laying the groundwork for a future homebrew campaign based on R. Scott Bakker's Prince of Nothing trilogy (and the following Aspect Emperor series), so this will only make sense if you are familiar with the story.

The first thing I'm working on is building the Nonman race, which I've tried to do true to the story. I'm looking for input on how to tweak it, or what I've done well/poorly, or potential loopholes.

If you are still reading this without knowing the world, the Nonman race is supposed to be superior to humans, and immortal, but at great cost (as described more fully under 'Weaknesses').
Also, more details on Nonmen in the series wiki page at http://princeofnothing.wikia.com/wiki/Nonmen

Nonman (16RP)

Racial Qualities
Type: Aberration (3)
Size: Medium (0)
Speed: Normal (0)
Ability Scores: Advanced (4) +2 Phys, +4 Int, -2 Cha
Language: Standard (0)

Racial Traits
Ancient Foe (3): Sranc (+2 AC and Grapple)
Shards of the Past (5): Knowledge: History, and Knowledge: Local (+2 to 2 skills and considered class skills)
Hatred (1): Sranc and Inchoroi (+1 Atk vs Hated races)
Sword-Trained (4)

CUSTOM TRAITS

Immortality: Even the youngest of Nonmen are millennia old. Nonmen do not experience aging effects, and cannot die of natural causes. This immortality renders them immune to natural diseases and aging, but not magical ones. They also cannot die of starvation, thirst, suffocation, drowning, extremes in temperature, or any other mundane effect except physical violence or magic. However, they do still suffer the negative effects of these situations (eg, nonlethal damage, fatigue, etc). Such situations which would normally kill a human simply render the Nonman unconscious until they recover hitpoints restoring them to at least 1 positive hitpoint. Nonmen who do die do so (almost universally) in epic fashion. Suicides among Nonmen are exceptionally rare, but possible.

Womb-Plague: Nonmen are exclusively male. In a vain deal for immortality, Nonmen agreed to allow the Inchoroi to become their physicians in exchange for peace. The Inchoroi cured their diseases, and then retreated to the Ark. Shortly afterward all the Nonman females began to die, beginning what is now known as the womb-plague, and ensuring the slow and painful extinction of the Nonman race.

Weaknesses (Negative ? RP)
Lost in the Past: Due to their extraordinarily long lives, Nonmen have significant short-term memory problems, and spend much time in absent minded reverie. Once per hour there is a 50% chance that the nonman forgets where he is, who the people around him are, and everything that has happened to him in the past 24 hours. If the Nonman’s “Elju” is with him, this is reduced to a 25% chance once per day.

Erratic: After thousands of years of life, Nonmen are driven insane by their memory loss. They are only capable of remembering the most painful and traumatic experiences of their lives. Once per week at a random point during the week a Nonman has a 25% chance, +25% per each week since the last occurrence, of being reminded of a lost love one, or some other tragic event in the past. This causes the Nonman to become enraged for the maximum possible number of rounds (Rage as the Barbarian ability with a class level equal to his character level) and inflict grievous injury or death to an ally or friend nearby (not including his Elju). If no such person is nearby, he will instead focus on any other random person in the vicinity. If there are no people around the Nonman will howl and rage aimlessly for the duration of the rage. This condition gradually progresses into the Dolour (see “The Dolour”). If the Nonman’s “Elju” is with him, the chance of having an Erratic episode remains at 25% each week, rather than accumulating.

Intact: 1% of Nonmen (typically the youngest of the race) are still “Intact” and do not suffer from the Lost in the Past or Erratic weaknesses. They instead progress from Intact to Erratic in the same way an Erratic progresses to the Dolour (see below).

The Dolour: Instead of aging, Nonmen suffer from a mysterious effect known as “The Dolour”. Once per century a Nonman rolls a d%. There is a 50% chance, +1% per century that the Nonman has lived, that the he succumbs to the Dolour (or an Intact becomes an Erratic). Once a Nonman’s mind has finally broken he seeks out a reclusive existence of woebegone insanity, lashing out at anyone who disturbs him. This normally drives him to seek out the darkest, deepest underground places he can find nearby. Nonmen suffering from the Dolour often form colonies together, though apparently not for any observable social reason, as they do not interact with one another. The Dolour cannot be reversed by any mechanism save a Miracle, and even then it simply returns him to being an Erratic, with the same growing chances of succumbing to the Dolour again.

Elju: An Elju (Nonman word for ‘Book’) is a person that a Nonman may designate to travel with him in order to remind them of who he is. Having an Elju mitigates, but does not entirely eliminate, the possibility of having Erratic episodes and becoming Lost in the Past. A Nonman must spend 1 hour per day in quiet discussion with his Elju in order to benefit from the Elju’s presence. During this time the Elju reminds the Nonman of his past deeds, how he has come to be where he is, what he is doing, and who the other people are that he may also be traveling with. An Elju forms a close bond with the Nonman, and cannot be forgotten through Lost in the Past or raged against during Erratic episodes. An Elju can only ever be the Elju for 1 Nonman during his or her lifetime. A Nonman can only ever have 1 active Elju at a time.

To become a Nonman’s Elju you must spend 1 continuous month with the Nonman, during which time you learn about his life and exploits through strange sermons and recountings as he laments his past. Alternatively, a newly designated Elju can spend 1 week with a Nonman’s former Elju if they are alive, can be found, and are willing to relate the details of the Nonman’s life. A new Elju gains a permanent +2 to Knowledge (history), and Knowledge (history) is always considered a class skill for the Elju.


Can a monk with Marid Style (http://www.d20pfsrd.com/feats/combat-feats/marid-style-combat-style) make attacks of opportunity against foes 5 feet away with his Elemental Fist (cold)?


Interesting. Seems like it's open to interpretation. I'm still unclear as to whether the 4 chains are intended to be weapon attacks, natural attacks, or part of the dancing chains ability (seeing as it's listed separately from the melee attack).

Anyway, thank you all for your input. At least I have some ideas to draw from. I think the fault lies in the vagueness of the monster description.


Ok, somewhat complicated question. I'm using a monster from Numeria, Land of Fallen Stars. The monster is Xaubunchror, (LE female
evangelist kyton, monk 9). There is no stat block, so I'm trying to figure out how its attacks would work.

As a kyton (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/kyton/kyton), it has 4 chain attacks by default (+11). With the 9 levels of monk it also has 2 iterative attacks (+6/+1). How do the iterative attacks interact with the chain attacks?

To further complicate things, how would flurry of blows fit into this (for example if it was armed with a double-chained kama instead of just "chains")?


Marc Radle wrote:

One thought comes immediately to mind ...

Forum thread title + Caps Lock = bad :)

Sorry, my bad :S I had originally posted this in the main rules message board (I didn't realize there was a third party rules section) and when I copied the text over it became capitalized for some reason. Anyway, it got a good response, lol. Cheers mate!

(PS, I can't figure out how to change it now. I don't do a whole lot of forum posting :P )


Sellsword2587 wrote:
Sjark wrote:

Just wondering if anyone has an explanation as to the Gearhead's (http://www.d20pfsrd.com/classes/3rd-party-classes/icosa-entertainment-llc/ gearhead) mysterious 'power source'.

It seems to be a mental thing, based on the description, and it basically seems to be magic (at least from my perspective).

I guess there isn't really a solid answer, but I want to provide some kind of tangible explanation as to what it is without saying 'it's magic' or some other mystical, mental energy.

Thoughts or ideas anyone?
TIA

Hey there Sjark,

I'm the designer of the Gearhead class, so this is as straight of an answer as you're going to get, I think :)

So the class, as presented on D20PFSRD, isn't really done justice as out of context as it is. The Gearhead is strictly science-based, so therefore his "power source" is literally a sort of energy generator; it generates either steam, electric, thermal, kinetic, chemical or some other scientific form of energy that the Gearhead utilizes to power/activate his contraption devices. The type of energy generated is left to the Gearhead's player to decide, for flavor, which is why I left it a little vague. A Gearhead's Scientific Specialty could also help define his power source by the nature of the fields of science the specialty revolves around; an Electric Engineer likely uses some sort of electric battery/generator, a Pneumatic Engineer likely uses steam generated through either chemical or thermal reactions, etc.

Mechanically, a Gearhead's power source (or power generator) is really no different from a wizard's or sorcerer's limited ability to manipulate magical forces.

Hopefully that gives you a little bit of clarity on what a Gearhead's 'power source' really is. I'm happy to answer any further questions you may have regarding the Gearhead or Pure Steam.

Either following or parallel to the release of our upcoming wild-west Pure Steam Campaign Setting supplement, Westbound, I'll be compiling FREE PDFs of Pure Steam's...

Thank you so much for this, it does clarify things for me. I did purchase the pure steam campaign setting pdf, and it wan't any clearer for me in there, but your explanation is good. I really like the feel of the class and I'm going to use it in my own homebrew campaign. Great work man, and I look forward to seeing the Tech Savant and those pdf's ;)


Just wondering if anyone has an explanation as to the Gearhead's (http://www.d20pfsrd.com/classes/3rd-party-classes/icosa-entertainment-llc/ gearhead) mysterious 'power source'.

It seems to be a mental thing, based on the description, and it basically seems to be magic (at least from my perspective).

I guess there isn't really a solid answer, but I want to provide some kind of tangible explanation as to what it is without saying 'it's magic' or some other mystical, mental energy.

Thoughts or ideas anyone?
TIA


Just wondering if anyone has an explanation as to the Gearhead's (http://www.d20pfsrd.com/classes/3rd-party-classes/icosa-entertainment-llc/ gearhead) mysterious 'power source'.

It seems to be a mental thing, based on the description, and it basically seems to be magic (at least from my perspective).

I guess there isn't really a solid answer, but I want to provide some kind of tangible explanation as to what it is without saying 'it's magic' or some other mystical, mental energy.

Thoughts or ideas anyone?
TIA


Thanks for your thoughts guys. I took a look at 4 edition, and according to those rules the monster would only fall if all its squares were over the whole, and if it only partially went over it would just have to move or squeeze on its next turn, but that rule doesn't entirely make sense to me. I definitely think a reflex save should somehow be involved.


1 person marked this as FAQ candidate.

A party member is fighting a large creature which walks halfway over a pit trap.
1) Does this trigger the trap (reveal it)?
2) How much of the creature has to be over the trap before it falls in?
3 If it doesn't fall, what happens?

Please give a reference if possible. Thanks.


Hey all,
I'm GM'ing a campaign right now and when I started I gave the players the opportunity to do a bit of world building in their backstory in order to flesh it out and make it exciting. I told them to be creative, and one of them incorporated an artifact into his story. Said artifact created a portal to another plane/world upon coming into contact with the character's blood.

My question is, are there actually magic items which are 'blood-activated'? I've dug around a bit, but haven't really found anything satisfactory. It's going to be an item that I more or less have to design based on the concept, but I was hoping to find some sort of baseline to work with. Has anybody seen anything similar in function?


dragonhunterq wrote:

There's nothing in the rules that I could see.

Survival seems the best fit, maybe with result based on whether they want to get there with the spell still up/as close to it's expiry as possible:
DC30 optimal timing.
DC25 75% duration they aimed for/spell elapses 5 rounds early
DC20 50% duration/1 minute early
DC15 25% duration/5 minutes early
DC10 10% duration/10 minutes early

tweak as desired

Seems like a decent solution, thanks!


I have a party who are at a point of high elevation. They see an object in the far distance that they want to get to. One party member wants to cast a spell that lasts for one hour when he thinks he is one hour away from the location.
The question is, how does he know when he is at the proper distance? From the mountain, he can landmark a certain location, but what should his estimation of time/distance be? Should he roll a Knowledge check? Survival? Straight intelligence?
My apologies if this is already covered in the CRB, but I couldn't find anything. Any help or suggestions would be appreciated, preferably if it can be extrapolated based on the rules (ie, give a reference if possible).

Thanks!


I'm a little confused as to what is necessary to install cybernetic implants. I have a character who found some cybertech, and wants to install it into a fellow PC. Party is 4th level, and the Craft Cybernetics feat (which requires 9 ranks Heal) says that it allows you to install cybertech as well as create it. However, nothing about needing this feat is mentioned in the Cybertech rules.

So can he attempt to install it without Craft Cybertech, or not?


Excellent, thanks Blake. The monster did indeed have darkvision, which of course is important to mention, lol. I ended up letting him move quarter speed with an Acrobatics check to avoid the AoO with the -4 penalty.


I have a player who was attacked while in total darkness (he doesn't have darkvision). The darkness rules state, "A creature blinded by darkness automatically fails any skill check relying on vision." Is it possible to make an acrobatics check to avoid an attack of opportunity for leaving a threatened square, or does that rely on vision?


Excellent! Thanks guys. And thanks for the ideas too *grinning maniacally*


Hey all. So I'm DM'ing a campaign and one of my players wants to ready a 5' step for when a monster attacks him. Said character is attacking with Dwarven Longhammer, so he has reach. So the plan is the monster moves in to attack, player takes his AoO from reach and 5's out. Does this somehow negate the monster's attack? The only way I would think that's possible is if the monster moves his 30' and the 5' step puts the character out of range, but I assume from the Ready action description that the monster can still continue moving closer (if it has movement left) and attack. "If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action."
Correct me if I'm wrong.


What exactly counts as a summoned creature? Like, would a skeleton or a mummy count?


So I revamped this class, made it so it was a Ranger archetype instead. Let me know what you think, I've loved the feedback so far. Still learning :D


Thanks for your suggestions!


In the campaign I am running, one of my PC's back story is that he woke up with no memory, and believes himself to be Aroden returned. Whether he is or not remains to be seen, lol, but it makes for an interesting story because he is trying to find out what happened to himself and reclaim his divinity.


Vigil (Ranger archetype)
To most, the ultimate dedication of the Vigilum to their art seems an insanely motivated rage. Their reasons for following such a path are many and varied. Some hate magic users, some may simply want revenge on a mage who wronged them in the past, or perhaps some feel magic ought to be reserved for certain individuals and the gods. However, all of them have one thing in common; they have committed their very souls to hunting down those who wield magic, both arcane and divine. Though many of the Vigil's abilities may seem magical, their singular purpose of mage-killing is spiritual in nature, more akin to the disciplines of a monk. The Vigil is able, through meditation and practice, to funnel a portion of their spiritual energy into a special bonded weapon to aid them in their purposes. In many ways, this weapon is what defines the Vigil, causing him to be very obsessive over it.
Role: Vigilum are adept melee combatants, particularly against spell-casters. They forgo the spellcasting abilities of typical rangers in exchange for more potent, specialized abilities which they can use less frequently.
Alignment: Any
Hit Die: d10
BAB: Full
Good Saves: Reflex, Will

Abilities by Level:
1. Witch-hunter +2, Track, Improved Tracking
2. Combat Style Feat
3. 1st Favored School, Occult Sensitivity,
4. Weapon Bond +1d6
5. Witch-hunter +4
6. Combat Style Feat
7. Nondetection Cloak
8. Weapon Bond +2d6, 2nd Favored School, Superior Occult Sensitivity
9. Evasion
10. Witch-hunter +6, Combat Style Feat
11. No Escape
12. Weapon Bond +3d6, Spell Bane
13. Mystic Ward, 3rd Favored School
14. Combat Style Feat, Defiance
15. Witch-hunter +8, Bind Magic
16. Weapon Bond +4d6, Improved Evasion
17. Mind Cage
18. 4th Favored School, Combat Style Feat
19. Locate Mark
20. Witch-hunter +10, Weapon Bond +5d6, Mage Slayer

Class Skills: The Vigil's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Disable Device (Dex), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str)
Skill Ranks per Level: 6 + Int modifier

Class Features: Weapon and Armour Proficiency: Vigilum are proficient with all simple and martial weapons, and with light armour, medium armour, and shields (except tower shields).

Witch-hunter (Ex): At 1st level, the Vigil gains the ability to designate a single spell-casting creature as his Mark as a full round action. The Vigil does not need to know the Mark personally, but must at least know the Mark's description and behaviour patterns, or have an article of importance belonging to the Mark (journal, personal affects, lock of hair, etc.). The Vigil gains a +2 competence bonus to attack and damage rolls against his Mark . This competence bonus also applies to Bluff, Knowledge, Perception, Sense Motive and Survival checks made against the Mark. This bonus increases by +2 at 5th level and every five levels thereafter (10th, 15th, and 20th level), The Vigil can only designate a new Mark once per day. This ability replaces Favoured Enemy. (Guide archetype, Ranger's Focus, APG)

Track (Ex): A Vigil adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Improved Tracking: At 1st level, a Vigil gains a +2 bonus on Survival skill checks when following or identifying tracks. When tracking, he can also attempt a Knowledge (arcana) check at DC 15. On a success, the Vigil can discern whether or not he is tracking a spell-caster. By studying their tracks, the Vigil is able to identify a rough approximation of their activity, maneuverability, and their general behaviour as compared to the norm. This ability replaces Wild Empathy. (Trophy Hunter archetype, UC)

Combat Style Feat: At 2nd level, a Vigil must select one of two combat styles to pursue: two-handed weapon combat or weapon and shield combat. The Vigil's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
If the Vigil selects two-handed weapon combat, he can choose from the following list whenever he gains a combat style feat: Cleave, Power Attack, Pushing Assault, and Shield of Swings. At 6th level, he adds Furious Focus and Great Cleave to the list. At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.
If the Vigil selects weapon and shield combat, he can choose from the following list whenever he gains a combat style feat: Improved Shield Bash, Shield Focus, Shield Slam, and Two-Weapon Fighting. At 6th level, he adds Saving Shield and Shield Master to the list. At 10th level, he adds Bashing Finish and Greater Shield Focus to the list.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a Vigil selects a combat style, it cannot be changed. (New Combat Styles, APG)

Occult Sensitivity (Su): At 3rd level, the Vigil becomes acutely sensitive to the presence of magical auras. He can focus his mind to gain the effects of the spell Detect Magic at will with a CL equal to half his Vigil level. This ability replaces Endurance.

Favored School (Ex): At 3rd level, a Vigil may select a school of magic. The Vigil gains a +2 bonus on initiative checks and Knowledge (arcana), Perception, Stealth, and Survival skill checks when he is tracking a creature whom he has detected using this school of magic and the 24 hours. At 8th level and every five levels thereafter, the ranger may select an additional favored school. In addition, at each such interval, the skill bonus and initiative bonus in any one favored school (including the one just selected, if so desired), increases by +2. If tracking a creature who has used multiple favored schools of magic in the past day, the bonuses do not stack, but the Vigil simply uses whichever bonus is higher. This ability replaces Favored Terrain.

Weapon Bond (Su): At 4th level a Vigil must choose a particular melee weapon of at least masterwork quality as the focus of his power. Upon making his selection, he immediately forms a bond with the chosen weapon which imbues it with the force of his determination against magic. Once per round, when the Vigil makes a successful attack with his bonded weapon against a spell-caster or a creature with spell-like abilities, he can deal an extra 1d6 + the Vigil's Charisma modifier points of damage (in addition to the normal Strength damage for melee weapons). This damage increases by 1d6 at 8th level and every 4 levels thereafter (max 5d6 at 20th level). Furthermore, a Vigil must have his bonded weapon within arms reach in order to use any of his Supernatural abilities. If this particular weapon is lost or destroyed, the Vigil loses the ability to deal the extra damage or use any of his Supernatural abilities until he acquires and bonds with another weapon of the same kind of at least masterwork quality. To create a new weapon bond, the Vigil must spend one week meditating and practising with the replacement weapon (and doing very little else), followed by a special ritual which takes 8 hours to complete and costs 200 gp per Vigil level. This ability replaces Hunter's Bond.

Nondetection Cloak (Su): Upon reaching 7th level, the Vigil becomes skilled at avoiding detection by means of divination spells. Once per day as a standard action he can mentally shield himself from divination attempts, equivalent to a Nondetection spell with a CL equal to half his Vigil level. This applies only to the Vigil and his equipment. This ability replaces Woodland Stride.

Superior Occult Sensitivity (Su): At 8th level, the Vigil's sensitivity to magical auras becomes even greater. Once per day as a standard action he may gain the effects of the spell Arcane Sight with a CL equal to half his Vigil level. This ability replaces Swift Tracker.

Evasion (Ex): When he reaches 9th level, a Vigil can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Vigil is wearing light armour, medium armour, or no armour. A helpless Vigil does not gain the benefit of evasion.

No Escape (Su): At 11th level, the Vigil's may perform a new ritual to concentrate his mental energy into his bonded weapon creating a permanent 30 ft radius field centred on the weapon. The area is sealed against all planar travel into or within it, similar to a Forbiddance spell. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically. This ritual takes 6 rounds to complete and requires incense worth 1500 gp which is consumed at the end of the ritual.
This ability replaces Quarry.

Spell Bane (Su): At 12th level, the Vigil can concentrate all his mental energy into his bonded weapon as a standard action. This ability can be used once per day and puts the weapon under the effects of an Antimagic Field spell with a CL equal to the Vigil's class level. The Vigil cannot make use of any other Supernatural abilities while Spell Bane is in effect. This ability replaces Camouflage.

Mystic Ward (Su): At 13th level, the Vigil may spend one hour in quiet contemplation to infuse his bonded weapon with his continued hatred of magic users. This ability grants the Vigil Spell Resistance equal to 10 + his class level for one day, as
long as his weapon is within arm's reach.

Defiance (Su): Starting at 14th level, a Vigil can use his bonded weapon to cause a spell or spell-like ability targeted against him to rebound onto the originator as an immediate action. This ability otherwise functions as the Spell Turning spell (CL equals the Vigil's level). A Vigil can use this ability once per day.

Bind Magic (Su): At 15th level, when a Vigil successfully strikes a creature capable of casting spells or possessing one or more spell-like abilities with his bonded weapon, the creature must succeed on a Fortitude saving throw (DC 10 +1/2 Vigil level + Wisdom modifier) or lose the ability to cast spells or use spell-like abilities for 1d4+1 rounds. Multiple bind magic effects do not stack, rather they overlap. A creature can spend a standard action on following rounds to make a Fortitude save to release itself from the effects of Bind Magic. If a creature makes a successful Fortitude check, it cannot be affected by Bind Magic again for one full day. If the Vigil strikes a magic item, he disables it for 1d4+1 rounds. If the item has charges, it is not disabled, instead losing one charge per round it would otherwise have been suppressed. A Vigil can use this ability a number of times per day equal to his Wisdom modifier.

Improved Evasion (Ex): The Vigil gains the benefits of Improved Evasion at 16th level. This works like Evasion, except that while the Vigil still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Vigil does not gain the benefit of improved evasion.

Mind Cage (Su): At 17th level the Vigil's mind becomes strong against any mental assault or probing. Once per day as a standard action, the Vigil may meditate to protect his mind against divination magic and gain a +8 resistance bonus on saving throws against all mind-affecting spells and effects. This ability functions the same as the spell Mind Blank. This ability replaces Hide in Plain Sight.

Locate Mark (Su): At 19th level the Vigil can spend 10 minutes meditating to focus his whole being into finding the location of his Mark. To find a creature with this ability, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once. This ability functions as the spell Discern Location, and can only be used once per day.
This ability replaces Improved Quarry.

Mage Slayer (Su): Once per day upon reaching 20th level, when the Vigil successfully strikes any creature capable of casting spells or possessing one or more spell-like abilities with his bonded weapon, the creature must make a successful Fortitude save (DC 20+Vigil's Wisdom modifier) or die. Even upon a successful save, such a creature still takes 10d6 damage due to the conflicting energies at work within his body. This ability replaces Master Hunter.


Is there any way to submit self-made classes to Paizo for consideration in future publications? I am planning to GM a campaign with a magekiller type class, and everything I found online was overpowered. So, I did what any logical GM would do; made my own class.