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RPG Superstar 2012 Top 32. RPG Superstar 6 Season Dedicated Voter, 7 Season Star Voter, 8 Season Dedicated Voter, 9 Season Star Voter. 6,312 posts. No reviews. No lists. No wishlists.



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RPG Superstar 2012 Top 32

Hi!

I think there might be some fun design space in making White Robed, Red Robed, and Black Robed Wizards of High Sorcery.

Wizard Archetypes have features at 2nd, 6th, 10th, and 14th.

At 2nd level, I was thinking of giving them some Lunar Wizardry powers, based on the phases of your patron moon. Since it's still during one of your "apprentice" levels, I figure this is pre-Test.

At 6th level, you would take the Test of High Sorcery, and if you survive, you would gain a cool class feature. I'm thinking it might be a gift from the Towers of High Sorcery, like Raistlin's Staff of the Magius. Or maybe something more general, like a way to boost your Arcane Focus.

At 10th and 14th levels, maybe a way to improve your Arcane Focus? Or a way to benefit from your patron moon?

But I haven't really done anything Dragonlancey in a while. I just read Dragons of the Dwarven Depths, but it wasn't very inspiring, nor did it have a lot of material about the Moons of Magic.

Anyone know anything about Solinari, Lunitari, and Nuitari? Or anything about how the magic itself is different between White, Red, and Black Robed Wizards? And preferably not about the schools of magic.

I'm almost leaning towards White Robes with some bardic influence, Red Robes with some sorcery influence, and Black Robes with some warlock influence.

Any ideas?

RPG Superstar 2012 Top 32

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ORACLE

The oracle is a spontaneous divine spellcaster, both cursed and blessed by the powers that be. Some are dedicated to ancestral spirits or a specific deity, others to an ideal or alignment, and a few forge their own path through adventure, intrigue, exploration, and self-discovery.

Level Ability
1. Mystery, Oracle’s Curse, Spellcasting
2. Divine Font, Revelation
3. -
4. Ability Score Increase
5. -
6. Revelation
7. -
8. Ability Score Increase
9. -
10. Revelation
11. -
12. Ability Score Increase
13. -
14. Revelation
15. -
16, Ability Score Increase
17. -
18. Revelation
19. Ability Score Increase
20. Final Revelation

CLASS FEATURES

HIT POINTS
Hit Dice: 1d8 per oracle level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per oracle level after 1st

PROFICIENCIES
Armor: Light and medium armor, and shields
Weapons: Simple weapons
Tools: none

Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, History, Insight, Intimidation, Medicine, Performance, Persuasion, Religion

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a mace or (b) any simple weapon
(a) a component pouch or (b) holy symbol
(a) a priest’s pack or (b) an explorer’s pack
(a) any simple weapon or (b) two daggers or (c) a shield
(a) Leather armor or (b) or scale armor

MYSTERY

At 1st level, you draw upon a divine mystery to grant you spells and powers. This mystery may grant you additional proficiencies and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause.

The mystery you select grants you two additional spells known at levels 1, 3, 5, 7, and 9. At levels 2, 6, 10, 14, and 18, you select a revelation from the list of revelations available to your mystery. At 20th level, you learn the final revelation about your mystery, granting you amazing powers and abilities.

Battle:

Battle

Bonus Proficiencies

At 1st level, you gain proficiency in heavy armor and martial weapons.

Battle Mystery Spells

Oracle Level Spells
1st divine favor, shield of faith
3rd enlarge/reduce, magic weapon
5th crusader’s mantle, spiritual weapon
7th stoneskin, wall of fire
9th Bigby’s hand, flame strike

Revelations

Battle Cry
You can use your action to unleash an inspiring battle cry. All allies within 120 feet who hear your battle cry gain advantage on attack rolls, skill checks, and saving throws for a number of rounds equal to your Charisma modifier. You can use this ability a number of times per day equal to your proficiency bonus.

Battlefield Clarity
You can use your reaction whenever you fail a saving throw that causes you to become blind, deaf, frightened, paralyzed, or stunned, you may attempt that saving throw again with advantage. You must take the second result, even if it is worse. You can use this ability a number of times per day equal to your proficiency bonus.

Extra Attack
You can spend 1 oracle point to make a single attack as a bonus action. Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Iron Skin
You can use your reaction to grant yourself resistance against a single attack. You can use this ability a number of times per day equal to your proficiency bonus.

Maneuver Mastery
You gain proficiency in Acrobatics and Athletics. You add double your proficiency bonus when you use the Shove attack option (and when you use the Climb on a Larger Creature, Disarm, Shove Aside, or Tumble options).

Sudden Charge
You gain advantage and proficiency on initiative rolls. A number of times per day equal to your proficiency bonus, you can use your reaction to take the Dash or Disengage action.

FINAL REVELATION
At 20th level, you have resistance against the damage from critical hits. When you score a critical hit, you roll an additional damage die.

Bones:

Bones

Bonus Proficiencies

At 1st level, you gain proficiency in martial weapons. You learn one necromancy cantrip from any the spell list of any class. You gain proficiency in Stealth.

Bone Mystery Spells

Oracle Level Spells
1st false life, inflict wounds
3rd ray of enfeeblement, warding bond
5th animate dead, vampiric touch
7th blight, death ward
9th anti-life shell, contagion

Revelations

Armor of Bones
You can use your bonus action to conjure a suit of medium armor made of bones that gives you an AC equal to double your proficiency bonus. You can dismiss this armor as a bonus action.

Bleeding Wounds
Whenever a creature takes damage from one of your spells or effects that causes necrotic damage, it begins to bleed, taking damage each round equal to your proficiency bonus. The bleeding can be stopped by a DC 10 Wisdom (Medicine) check or any effect that heals damage.

Death Mask
You can cast feign death at will. You add double your proficiency bonus on Charisma (Deception) checks to disguise yourself as undead.

Near Death
You have resistance to necrotic, poison, and psychic damage. You have advantage on saving throws against disease and poison.

Reaver
When you target a creature with a necromancy spell, you can spend 1 oracle point and target a second creature that is adjacent to the primary creature.

Soul Siphon
You can use your action to make a ranged spell attack with a range of 30 feet. It causes an number of d10s of necrotic damage equal to your proficiency bonus. The target must make a Constitution saving throw or gain disadvantage on your choice of ability checks, attack rolls, or saving throws for a number of rounds equal to your Charisma modifier (minimum 1 round). You regain a number of hit points equal to your oracle level. You can use this ability a number of times equal to half your proficiency bonus.

Spirit Walker
You can use your action to become incorporeal for a number of rounds equal to your oracle level; you can use your reaction to end this early. You can use this ability a number of times per day equal to half your proficiency bonus.

Voice of the Grave
You can use speak with dead a number of rounds per day equal to your oracle level; these rounds do not need to be consecutive.

FINAL REVELATION]/B]

Upon reaching 20th level, you become a master of death. Once per round, you can cast spare the dying as a free action. If you are brought to below 0 hit points, you automatically stabilize. You can cast animate dead at will without paying a material component cost (although you are still subject to the usual Hit Die control limit). Once per day, you can cast power word kill.

Life:

[b]Life

Medical Expertise

At 1st level, you gain proficiency in Medicine, and you add double your proficiency bonus when you make Wisdom (Medicine) checks. You learn the spare the dying cantrip if you don’t already know it. You gain the Healer feat.

Life Mystery Spells

Oracle Level Spells
1st cure wounds, healing word
3rd lesser restoration,
5th mass healing word, revivify
7th death ward
9th mass cure wounds, raise dead

Revelations

Channel Healing Energy
You can use your action to spend two oracle points and heal 2d10 points of damage to all allies within 30 feet of you. At 5th level, and again at levels 9, 13, and 17, the amount of healing increases by 1d10.

Disciple of Healing
Your healing is particularly potent. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to double the spell’s level. Whenever you restore hit points to a creature without expending a spell slot, the creature regains additional hit points equal to your oracle level.

Energy Body
You can spend 1 oracle point and use your action to transform into a golden-white shining being of energy for 1 round. You emit light as per the light cantrip. Adjacent allies can use a bonus action to touch you and heal a number of hit points equal to 1d10 + your Charisma modifier; any excess hit points healed are treated as temporary hit points that last up to a number of rounds equal to your proficiency bonus. In addition, you can use your reaction to heal an ally within 60 feet of you for a number of hit points equal to 1d10 + your Charisma modifier. Once transformed, you can increase its duration by 1 round by using your bonus action to spend 1 oracle point. The healing from this revelation increases to 2d10 at 9th level and 3d10 at 17th level.

Healing Hands
You can use your action to spend one oracle points and heal 2d10 points of damage to an ally you are touching. At 5th level, and again at levels 9, 13, and 17, the amount of healing increases by 1d10. Alternatively, you can reduce the amount of healing by 1 die to cure the target of one disease or neutralize one poison affecting it. You can cure multiple disease and neutralize multiple poisons with a single use of Healing Hands by reducing the healing by multiple dice.

Rapid Healing
When you use a spell or special ability that restores hit points that normally uses your action, you can spend 2 oracle points to use that ability as a bonus action or 3 oracle points to use that ability as a reaction.

Shared Healing
The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher hat restores hit points to a creature other than you, you regain hit points equal to double the spell’s level.

Spirit Boost
Whenever your healing spells heal a target up to its maximum hit points, any excess hit points persist for a number rounds equal to your proficiency bonus.

FINAL REVELATION

At 20th level, you become a perfect channel for life energy. You become immune to exhaustion, necrotic and poison damage, and the poisoned condition. You always heal the maximum amount damage. You gain proficiency in, and advantage on, death saving throws.

Witchdoctor:

Witchdoctor

Witchdoctoring

You gain proficiency in Intimidate. You learn the vicious mockery cantrip.

Witchdoctor Mystery Spells

Oracle Level Spells
1st bane, hex
3rd crown of madness, ray of enfeeblement
5th bestow curse, counterspell
7th confusion, polymorph
9th dominate person, geas

Revelations

Agony
With a quick incantation, you can spend 2 oracle points and use your action to cause intense pain to one creature within 60 feet for a number of rounds equal to your level. Each round, the target must make a Constitution saving throw at the beginning of its turn or lose its action (and any possible bonus action or reaction) for that turn.

Bestow Vulnerability
You can use your reaction to make an opponent that fails a Charisma saving throw vulnerable to the damage from a single attack by spending 1 oracle point.

Drain Vitality
You can spend 2 oracle points and use your action to drain the vitality from an opponent within 60 feet. The opponent must succeed on a Constitution saving throw or it gains 1d4 levels of exhaustion.

Evil Eye
You can use your reaction to force disadvantage on an opponent’s ability check, attack roll, or saving throw by spending 1 oracle point.

Ill Omens
When you finish a long rest, you roll a number of d20s equal to your proficiency bonus and record the results. You can use your reaction to replace an another creature’s d20 roll with one of the recorded results; this expends the selected roll.

Jinx
You can spend 2 oracle points and use your action to place a curse on a creature within 60 feet. The creature must make a Charisma saving throw or lose its proficiency bonus of 1 day.

Misfortune
Prerequisite: Evil Eye
Whenever you use your Evil Eye ability, your opponent subtracts your proficiency bonus from both d20 rolls when rolling disadvantage.

Retribution
You can spend 2 oracle points and use your action to place a curse on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the cursed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistance or immunity the creature possesses. This effect lasts for a number of rounds equal to your proficiency bonus. A successful Charisma saving throw negates this effect.

Share Wounds
When you take damage, you can spend 2 oracle points and use your reaction to force an opponent within 60 feet to make a Charisma saving throw; if it fails, you take half damage and your opponent takes the other half of the damage.

Steal Luck
Prerequisite: Evil Eye
Whenever you use your Evil Eye ability, you gain one Luck Point. You can spend 1 Luck Point to grant yourself advantage on a single ability check, attack roll, or saving throw. You can have a number of Luck Point equal to your proficiency bonus.

FINAL REVELATION
At 20th level

ORACLE’S CURSE

At 1st level, the oracle is cursed by the gods. The gods can be cruel, but their whims are often subtle, ironic, or even generous. You select one of the following curses.

Oracle Curses:

Blindness

You are blind. You gain blindsight with a range of 10 feet multiplied by your proficiency bonus.

Disturbing Dreams

You have difficulty sleeping due to your haunting dreams of portent. Each morning, roll 1d4; you gain the associated penalty for that level of exhaustion (but are not truly exhausted, and you do not gain any of the cumulative penalties for any lesser levels of exhaustion than the level you rolled). Your nightmarish visions grant you a brief glimpse of the future. Upon waking, you roll a number of d20s equal to your proficiency bonus. Until you finish a long rest, you can replace any d20 roll of an ally (including yourself) or an enemy with one of your Portent Rolls.

Fickle Fate

Select one of the following: ability checks, attack rolls, or saving throws. You gain advantage on all rolls of the selected category and gain disadvantage on the other two categories. As a bonus action, you can change which category you have advantage with and immediately gain disadvantage in the two remaining categories.

Megalomania[b]

You lose your proficiency on Wisdom saving throws, but add double your proficiency on Charisma saving throws. A number of times per day equal to your proficiency bonus, you can add double your proficiency bonus to a saving throw.

[b]Voices of the Mad

You hear voices that no one else can hear. This bestows disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks, but they warn you when danger is imminent, and grants you advantage on initiative rolls.

SPELLCASTING

The divine spark that placed you on the path of the oracle fuels your spells.

Oracle Spellcasting:

Cantrips
At 1st level, you know four cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip at 4th level and 10th level.

Spell Slots
The Sorcerer table shows how may spell slots you have to cast your spells of 1st level and higher. To cast one of these oracle spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher
You know two 1st level spells of your choice from the cleric spell list. Oracles cast spells drawn from the cleric spell list.
The Spells Known column from the Sorcerer table shows when you learn more oracle spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. In addition, you learn additional spells from your mystery; these additional mystery spells do not count against your number of spells known.
Additionally, when you gain a level in this class, you can choose one of the oracle spells you know and replace it with another spell from the oracle spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your oracle spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier.
Spell attack modifier = your proficiency bonus + your Charisma modifier.

Ritual Casting
You can cast an oracle spell as a ritual if that spell has the ritual tag and you know that spell.

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your oracle spells.

DIVINE FONT

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by oracle points, which allow you to create a variety of magical effects.

Divine Font:

Oracle Points
Beginning at 2nd level, you gain a number of oracle points equal to your oracle level. You can never have more oracle points than your class level. You regain all spent oracle points when you finish a long rest.

Flexible Casting
You can use your oracle points to gain additional spell slots, or sacrifice spell slots to gain additional oracle points. You can also spend oracle points to activate some of your revelations.

Creating Spell Slots. You can transform unexpended oracle points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a give level. You can create spell slots no higher in level than 5th.

Creating Spell Slots
Spell Slot Level Oracle Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Oracle Points. As a bonus action on your turn, you can expend one spell slot and gain a number of oracle points equal to the slot’s level.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Note: This is a work in progress. More mysteries and oracle curses are still under development. Some current mysteries need more revelations and/or final revelations.

RPG Superstar 2012 Top 32

Hi!

I'm thinking of converting the Oracle to 5th Edition next.

I'm looking for inspiration for the mysteries. I want them to be different types of divination, like astrology, séances, the various -mancies, divining rods, etc.

Any ideas?

I'm thinking a witchdoctor mystery might be fun. Maybe a combination of curses and healing.

RPG Superstar 2012 Top 32

MAGUS
The magus combines fighting prowess with sorcerous talent to excel in combat.
LEVEL FEATURES
1. Cantrips, Spell Combat
2. Font of Magic, Spellcasting, Spellstrike
3. Magus Archetype
4. Ability Score Improvement
5. Extra Attack
6. Magus Arcana
7. Archetype Feature
8. Ability Score Improvement
9. -
10. Magus Arcana
11. Archetype Feature
12. Ability Score Improvement
13. -
14. Magus Arcana
15. Archetype Feature
16. Ability Score Improvement
17. -
18. Magus Arcana
19. Ability Score Improvement
20. True Magus

CLASS FEATURES

HIT POINTS
Hit Dice: 1d8 per magus level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per magus level after 1st

PROFICIENCIES
Armor: Light and medium armor
Weapons: Simple and martial weapons
Tools: none

Saving Throws: Constitution, Intelligence
Skills: Choose two skills from Acrobatics, Arcana, Athletics, Insight, Intimidation, or Investigation

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a longsword or (b) any martial weapon
(a) a component pouch or (b) arcane focus
(a) a scholar’s pack or (b) an explorer’s pack
(b) any simple weapon or (b) two daggers.
(a) Leather armor or (b) or scale armor

CANTRIPS
At 1st level you know two cantrips of your choice from the magus spell list. You learn an additional cantrip at 5th level, 9th level, 13th level, and 17th level.
Spellcasting Ability
Intelligence is your spellcasting ability for your magus spells, since you learn your spells through dedicated study and memorization. You use the paladin spell slots per day table. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a magus spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
SPELL COMBAT
At 1st level you learn to combine weapon attacks and spellcasting. Whenever you use the Attack action with a one-handed melee weapon and your other hand is empty or holding an arcane focus, you may use a bonus action to cast a cantrip.
FONT OF MAGIC
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magic effects.
Sorcery Points
You have a number of sorcery points equal to your magus level. You can never have more sorcery points than your magus level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
CREATING SPELL SLOTS
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

SPELLCASTING
Spellbook
At 2nd level, you have a spellbook containing 4 1st-level magus spells of your choice.
Preparing Spells
You prepare the list of magus spells that are available for you to cast. To do so, choose a number of magus spells from your spellbook equal to your Intelligence modifier + ½ your magus level (minimum of 1 spell). The spells must be of a level for which you have spell slots. You use the paladin spells per day table.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of magus spells requires time spent studying your spellbook and memorizing magical formulas and complex gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Ritual Casting
You can cast a magus spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Learning Spells of 1st Level and Higher
Each time you gain magus level, you can add one magus spell of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. On your adventures, you might find other spells that you can add to your spellbook. You can also add wizard spells to your magus spellbook if the spell is on both the magus spell list and the wizard spell list.
SPELLSTRIKE
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of making the spell attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. The magus can make this attack in concert with spell combat.
ARCHETYPE
At 3rd level, you focus on one of the following magus archetypes: the Aegis, the Arcane Archer, the Duskblade, the Kensai, the Myrmidon, the Spellthief, or the Witchblade, each of which is detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
MAGUS ARCANA
You learn arcane secrets tailored to your specific way of blending martial puissance and magical skill. Starting at 6th level, you gain one magus arcana. You gain an additional magus arcana for every four levels of magus attained after 6th level. Unless specifically noted in a magus arcana’s description, you cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
TRUE MAGUS
At 20th level, when you hit an opponent with a weapon attack, it suffers disadvantage on the saving throw on the next spell you cast on it. When you target an opponent with a spell, you gain advantage on the next attack roll you make against it. You have advantage on Constitution saving throws made to maintain Concentration on spells.
ARCHETYPES

AEGIS:

AEGIS
The Aegis focuses on protecting his allies and himself with his arcane talents.
Bonus Proficiencies
You gain proficiency in heavy armor and shields.
Fighting Style
You gain the Protection Fighting Style. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Arcane Shield
You gain the ability to enchant your shield. You can use your reaction to spend 1 sorcery point to increase the bonus to AC your shield grants you by an amount equal to half your proficiency bonus for 1 minute. When you cast shield, you can spend 1 sorcery point and increase the bonus to your AC the shield spell grants by an amount equal to your proficiency bonus.
AEGIS SPELLS
Aegis Level Spells
3rd hellish rebuke, shield
5th aid, warding bond
9th counterspell, protection from energy
13th deathward, fireshield
17th circle of power, wall of force
Shield of Protection
At 7th level, when you use your Protection Fighting Style, you may spend 1 sorcery point to add your proficiency bonus to your ally’s AC. If the attack against your ally is successful, your ally gains resistance to the damage from that attack.
Saving Shield
At 11th level, while you can use your reaction to grant an adjacent ally advantage on a saving throw. You may spend 1 sorcery point to add your proficiency bonus to your ally’s saving throw. Your ally gains resistance to any damage from that attack. You must be wielding a shield.
Deflecting Shield
At 15th level, when you succeed on a saving throw, you can use your reaction to spend 1 sorcery point and redirect the effect back to its source. When a melee attack misses you, you can use your reaction to make a Shove attack against your opponent. You must be wielding a shield.

ARCANE ARCHER:

ARCANE ARCHER
Fighting Style
You gain the Archery Fighting Style. You gain a +2 bonus to attack rolls you make with ranged weapons.
Imbue Arrow
You learn to combine ranged weapon attacks and spellcasting. Whenever you use the Attack action with a ranged weapon, you may use a bonus action to cast a spell from the magus spell list and imbue the ranged weapon or it ammunition with that spell. The spell originates from where the ranged weapon or its ammunition lands. A creature struck by the ranged weapon or its ammunition imbued with a spell has disadvantage on the spell’s saving throw. If you choose, your ranged weapon or its ammunition causes no damage when you imbue it with a spell.
Arcane Arrow
You gain the ability to enchant your ranged weapon. You can spend 1 sorcery point as a bonus action to grant your weapon a bonus on attack and damage rolls by an amount equal to half your proficiency bonus for 1 minute. Your ranged weapon, or any ammunition it fires, is considered magical for the purposes of damaging creatures with resistance or immunity to non-magical weapons and has its range doubled.
ARCANE ARCHER SPELLS
Arcane Archer Level Spells
3rd hail of thorns, thunderwave
5th cordon of arrows, shatter
9th conjure barrage, lightning arrow
13th blight, confusion
17th conjure volley, swift quiver
Storm Bow
At 7th level, when you use your Arcane Arrow ability, your ranged weapon, or any ammunition it fires, does an additional 1d6 points of lightning or thunder damage.
Seeker Arrow
At 11th level, when you use your Arcane Arrow ability, your ranged weapon, or any ammunition it fires, ignores cover (but not full cover) and even alters its path to avoid obstacles, including going around corners, until it reaches the limits of its range or reaches its target.
Phase Arrow
At 15th level, when you use your Arcane Arrow ability, you gain advantage on your attack rolls.

DUSKBLADE:

DUSKBLADE
Bonus Proficiency
You gain proficiency in heavy armor and shields.
Fighting Style
You gain the Duelist Fighting Style. When you wield a melee weapon in one hand and wield no other weapons, you add +2 to your weapon damage.
Arcane Weapon
You gain the ability to enchant your melee weapon. You can spend 1 sorcery point as a bonus action to grant your weapon a bonus on attack and damage rolls by an amount equal to half your proficiency bonus for 1 minute. Your melee weapon is considered magical for the purposes of damaging creatures with resistance or immunity to non-magical weapons. As a bonus action, you can make an attack with your arcane weapon and add twice your proficiency bonus to the attack roll (and damage roll if you hit), but this ends the duration of your Arcane Weapon ability.
DUSKBLADE SPELLS
Duskblade Level Spells
3rd burning hands, chromatic orb
5th misty step, scorching ray
9th elemental weapon, haste
13th dimension door, wall of fire
17th Bigby’s hand, cone of cold
Improved Spell Combat
At 7th level, your ability to combine weapon attacks and spellcasting improves. Whenever you spend a spell slot to cast a spell, you may use your bonus action to make a single melee attack with a one-handed or light weapon.
Greater Spell Combat
At 11th level, your ability to combine weapon attacks and spellcasting becomes greater. Whenever you spend a spell slot to cast a spell, you may use your bonus action to make two melee attacks with a one-handed or light weapon.
Spell of Opportunity
At 15th level,

KENSAI:

KENSAI
Unarmored Defense
At 3rd level, when you are not wearing any armor or using a shield, your AC = 10 + your Dexterity modifier + your Intelligence modifier.
Improved Unarmed Strike
At 3rd level, your unarmed strikes do 1d4 points of damage. At 9th level, your unarmed strikes do 1d6 points of damage. At 15th level, your unarmed strikes do 1d8 points of damage. You may use your choice of Strength or Dexterity when making unarmed strikes.
Flurry of Blows
At 3rd level, when you take the Attack action, you can use your bonus action to make an unarmed strike. You can spend 1 sorcery point and make 2 unarmed strikes as part of your bonus action.
KENSAI SPELLS
Kensai Level Spells
3rd expeditious retreat, jump
5th enhance ability, spider climb
9th fly, haste
13th dimension door, freedom of movement
17th Bigby’s hand, telekinesis
Iaijutsu
At 7th level, you have advantage on initiative rolls. You may spend 1 sorcery point to add your proficiency bonus and your Intelligence modifier to an initiative roll.
Perfect Strike
At 11th level, you can spend 1 sorcery point when you hit with an unarmed strike and choose to cause maximum damage instead of rolling for damage.
Iaijutsu Focus
At 15th level, When you attack an opponent during a surprise round or before your opponent has taken any actions in combat, you add your Intelligence bonus to your attack and damage rolls.

MYRMIDON:

MYRMIDON
Bonus Proficiency
You gain proficiency in heavy armor and shields.
Fighting Style
You gain the Defense Fighting Style. While you are wearing armor, you gain a +1 bonus to AC.
Arcane Armor
You gain the ability to enchant your armor. You can use your reaction to spend 1 sorcery point to increase the bonus to AC your armor grants you by an amount equal to half your proficiency bonus for 1 minute. When you cast mage armor or shield of faith, you can spend 1 sorcery point and increase the bonus to your AC the spell grants by an amount equal to your proficiency bonus.
MYRMIDON SPELLS
Myrmidon Level Spells
3rd armor of agathys, shield of faith
5th blur, enlarge/reduce
9th crusader’s mantle, protection from energy
13th fire shield, stoneskin
17th insect plague, telekinesis
Uncanny Dodge
At 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. You can spend 2 sorcery points to negate the damage.
Battle Mind
At 11th level, you can maintain Concentration on a number of spells equal to half your proficiency bonus. You must be the sole target of these spells. You can spend 1 sorcery point to double your proficiency bonus on Constitution saving throws to maintain Concentration.
War Magic
At 15th level, you can use your reaction to spend 1 sorcery point to give yourself advantage on saving throws until the end of your next turn.

SPELLTHIEF:

SPELLTHIEF
Bonus Proficiencies
You gain proficiency in one of the following skills: Deception, Sleight of Hand, Stealth.
You gain proficiency in one of the following tools: disguise kit, poisoner’s kit, or thieves’ tools.
Fighting Style
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Steal Spell
When you hit a spellcaster with two different weapons during the same round, you can use your reaction to force the spellcaster to make a Charisma saving throw. If the spellcaster fails, you steal one of its spells. Make an Intelligence (Arcana) skill check with a DC equal to the spellcaster’s spellcasting ability score. If you succeed, you learn all the spells currently prepared or known by the spellcaster; you may choose which spell to steal. If you fail, you steal a random spell of a random level (including cantrips). The highest level spell you can steal is equal to half your magus level (maximum 9th level).
When you steal a spell, you remove the selected spell from the target’s list of prepared spells or list of spells known until the next time the target prepares spells. You can cast the stolen spell once or choose to expend the stolen spell to cast a spell you have prepared of the same or lower level of the stolen spell. When you cast a stolen spell, you use your own spell saving DC or spell attack bonus, if applicable.
You can maintain a number of stolen spell levels equal to your magus level at any given time. You can choose to lose a spell in order to make room to steal a new spell; losing a spell requires no action.

SPELLTHIEF SPELLS
Myrmidon Level Spells
3rd charm person, disguise self
5th invisibility, pass without trace
9th major image, slow
13th greater invisibility, phantasmal killer
17th seeming, telekinesis

Steal Resistance
At 7th level, when you hit a creature with two different weapons during the same round, you can use your reaction to force the creature to make a Charisma saving throw. If the creature fails, you steal its resistance against one kind of damage. Make an Intelligence (Arcana) skill check with a DC equal to the creature’s Constitution score. If you succeed, you learn all kinds of resistance the creature has; you may choose which resistance to steal. If you fail, you steal a random resistance from the creature.
When you steal a creature’s resistance, you gain resistance to that kind of damage until you finish a long rest or you choose to give it up; the creature loses that resistance until it finishes a long rest.
You can maintain a number of resistances equal to your Intelligence modifier (minimum 1) at any given time. You can choose to lose a resistance in order to steal a different resistance; losing a resistance requires no action.
Steal Spell Resistance
At 11th level, when you hit a creature with two different weapons during the same round, you can use your reaction to force the creature to make a Charisma saving throw. If the creature fails, you steal its spell resistance.
When you steal a creature’s spell resistance, you gain spell resistance until you finish a long rest or you choose to lower it; the creature loses its spell resistance until it finishes a long rest.
Steal Immunity
At 15th level, when you hit a creature with two different weapons during the same round, you can use your reaction to force the creature to make a Charisma saving throw. If the creature fails, you steal its immunity against one kind of damage. Make an Intelligence (Arcana) skill check with a DC equal to the creature’s Constitution score. If you succeed, you learn all kinds of immunity the creature has; you may choose which immunity to steal. If you fail, you steal a random immunity from the creature.
When you steal a creature’s immunity, you gain immunity to that kind of damage until you finish a long rest or you choose to give it up; the creature loses that immunity until it finishes a long rest.
You can maintain a number of immunities equal to your Intelligence modifier (minimum 1) at any given time. You can choose to lose a immunity in order to steal a different immunity; losing an immunity requires no action.


WITCHBLADE:

WITCHBLADE
Fighting Style
When you select the Witchblade archetype you gain the Great Weapon Fighting Style. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Witchblade’s Curse
At 3rd level, you can use your reaction to spend 1 sorcery point and grant an opponent within 60 feet of you disadvantage on an ability check, attack roll, or saving throw. You must be able to see or hear your opponent.
WITCHBLADE SPELLS
Witchblade Level Spells
3rd hex, witchbolt
5th blindness/deafness, crown of madness
9th bestow curse, vampiric touch
13th confusion, Evard’s black tentacles
17th contagion, hold monster
Jinx
At 7th level, you can use your reaction to grant an opponent within 60 feet of you disadvantage on an ability check, attack roll, or saving throw. You must be able to see or hear your opponent, and your opponent must be able to see or hear you.
Steal Luck
At 11th level, when you use your Jinx ability, you gain inspiration.
Horrid Jinx
At 15th level, when you use your Jinx ability, your opponent subtracts your proficiency bonus from its affected rolls. When you use the inspiration gain from your Steal Luck ability, you add your proficiency to the affected rolls.

MAGUS ARCANA:

MAGUS ARCANA
Accurate Strike
You can spend 1 sorcery point as a bonus action and you double your proficiency bonus on your attack rolls until the beginning of your next turn.
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day wen you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your magus level (rounded up), and none of the spell slots can be of a level that you cannot cast.
For example, if you’re a 6th-level magus, you can recover up to three levels of spell slots. You can recover either a 2nd level slot and a 1st level slot, or three 1st level slots, but you could not recover a 3rd level slot because your highest level spell slot is 2nd.
Arcane Smite
Prerequisite: Charisma 13+
You add a number of paladin spells equal to your proficiency bonus to your spellbook. These paladin spells must have the word “Smite” in its title and be of a spell level you can cast. When your proficiency bonus increases, you may add an additional paladin spell to your spellbook.
Arcane Tradition
Select one school of magic. You gain the Arcane Tradition abilities of the selected school of magic as if you were a wizard of the same level as your magus level.
Bonus Feat
You gain one of the following feats. You must meet any prerequisites of the selected feat.
Elemental Adept, Mage Slayer, Magic Initiate, Ritual Caster, Spell Sniper, or War Caster.
An Aegis may select Shield Master, an Arcane Archer may select Sharp Shooter, Duskblade may select Defensive Duelist, a Kensai may select Grappler, a Myrmidon may select Heavy Armor Master, a Spellthief may select Dual Weapon Wielding, and a Witchblade may select Great Weapon Mastery.
Critical Strike
When you score a critical hit with a melee weapon, you can use your reaction to cast a spell that targets the opponent you scored the critical hit against.
Dispelling Strike
You can spend 1 sorcery point as a bonus action to imbue your weapon with a special power. If the weapon strikes a creature within the next minute, that creature is the subject of a dispel magic with a spell slot equal to half your magus level. Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful.
Hasted Assault
You can spend 1 sorcery point as a bonus action and gain the benefits of haste on yourself for a number of rounds equal to your Intelligence modifier (minimum 1 round).
Maneuver Mastery
You add double your proficiency bonus on Strength (Athletics) and Dexterity (Acrobatics) checks made to grapple or shove an opponent. You may spend 1 sorcery point as a bonus action to add your Intelligence modifier on Strength (Athletics) and Dexterity (Acrobatics) checks until the beginning of your next turn.
Metamagic
You gain one Metamagic option as described in the sorcerer class. You may select this Magus Arcana multiple times. Each time you do, you must select a different kind of Metamagic option.
Prescient Defense
You can spend 1 sorcery point and use your reaction to Dodge until the end of your next turn.
Shining Blade
You add the following spells to your magus spellbook: dancing lights, light, faerie fire, guiding bolt, moonbeam, daylight, flame strike.
Tactical Striker
You use your Intelligence modifier in place of your Strength modifier or Dexterity modifier when you make attack and damage rolls with melee or ranged weapon attacks.
Wand Wielder
When you use your action to use a wand, you may use your bonus action to do one of the following: make a single melee attack, cast a cantrip, or use a different wand.

MAGUS SPELL LIST:

MAGUS SPELL LIST
Cantrips (0 level)
acid splash, blade ward, chill touch, dancing lights, fire bolt, light, mage hand, minor image, poison spray, prestidigitation, ray of frost, resistance, sacred flame, shillelagh, shocking grasp, thorn whip, true strike
1st Level
burning hands, chromatic orb, color spray, detect magic, expeditious retreat, feather fall, grease, heroism, identify, jump, magic missile, ray of sickness, shield, silent image, sleep,thunderwave, unseen servant, witch bolt.
2nd Level
alter self, blur, darkness, darkvision, enhance ability, enlarge/reduce , flaming sphere, glitterdust, gust of wind, invisibility, levitate, Melf’s acid arrow, magic weapon, mirror image, misty step, pyrotechnics, ray of enfeeblement, scorching ray, see invisibility, shatter, spider climb, web
3rd Level
blink, counterspell, crusader’s mantle, dispel magic, elemental weapon, fireball, fly, gaseous form, haste, lightning bolt, major image, phantom steed, protection from energy, sleet storm, slow, stinking cloud, vampiric touch, water breathing, wind wall.
4th Level
dimension door, Evard’s black tentacles, fire shield, greater invisibility, ice storm, phantasmal killer, polymorph, stoneskin, wall of fire
5th Level
Bigby’s hand, cloudkill, cone of cold, telekinesis, wall of force, wall of stone

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WARLORD

The warlord leads his allies in battle.

LEVEL FEATURES
1. Commanding Action, Strategic Reactions
2. Fighting Style, Warlord Tactics
3. Warlord Archetype
4. Ability Score Improvement
5. Extra Attack
6. Warlord Tactic
7. Archetype Feature
8. Ability Score Improvement
9. Swift Commanding Action
10. Combat Reflexes, Warlord Tactic
11. Archetype Feature
12. Ability Score Improvement
13. Sudden Commanding Action
14. Warlord Tactic
15. Archetype Feature
16. Ability Score Improvement
17. Greater Commanding Action
18. Warlord Tactic
19. Ability Score Improvement
20. Reactionary

CLASS FEATURES

HIT POINTS
Hit Dice: 1d10 per warlord level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warlord level after 1st

PROFICIENCIES
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None

Saving Throws: Constitution, Charisma
Skills: Choose two skills from Animal Handling, Athletics, Deception, History, Intimidation, Insight, Performance, Persuasion

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon and a shield or (b) two martial weapons
(a) a dungeoneers’s pack or (b) an explorer’s pack
(a) Leather armor or (b) or scale armor

COMMANDING ACTION
At 1st level, you can use your action to grant an ally within 60 feet of you the ability to use their reaction to make a single melee or ranged attack, or to cast a cantrip. You must be able to see or hear your ally, and your ally must be able to see or hear you.

STRATEGIC REACTION
At 1st level, you can use your reaction to grant an ally within 60 feet of you advantage on an ability check, attack roll, or saving throw. You must be able to see or hear your ally, and your ally must be able to see or hear you.

FIGHTING STYLE
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

WARLORD TACTICS
At 2nd level, you gain two of the following Tactics. At levels 6, 10, 14, and 18, you gain an additional Tactic.

WARLORD TACTICS:

Bolster Ally
You can use your reaction to grant an ally (not yourself) resistance against a single attack. You must be able to see or hear your ally, and your ally must be able to see or hear you.

Combat Commander
You can use your Commanding Action to grant an ally adjacent to a creature you are adjacent to advantage on attack rolls against that creature.

Cunning Action
Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Help actions.

Defending Commander
You can use your Commanding Action to allow an ally (not yourself) to use their reaction to take the Dodge action.

Healing Surge
You can use your Commanding Action to allow an ally to use their reaction to spend a Hit Die.

Improve Critical
You can use your reaction when an ally rolls a critical hit and allow your ally to roll an additional damage die.

Precise Strike
You can use your reaction to grant an ally a bonus to damage equal to your proficiency bonus until the end of your next turn.

Protect Ally
You can use your reaction to grant an adjacent ally (not yourself) a bonus equal to your proficiency bonus on a single saving throw.

Quick Start
You add your proficiency bonus to your initiative rolls. When is initiative is rolled, you choose an ally (including yourself) and grant that ally advantage on initiative rolls.

Rally
You can use your Commanding Action to allow an ally to use their reaction to use the Dash or Disengage action.

Retaliatory Strike
When an ally is struck by a creature you threaten, you can use your reaction to make a melee attack against that creature.

Shield Ally
You can use your reaction to grant an adjacent ally a bonus to their AC equal to your proficiency bonus against a single attack.

Skill Mastery
You can use your reaction to add your proficiency bonus to an ally’s (not including you) ability check.

True Inspiration
When you spend inspiration, you have advantage on the re-roll. If you give inspiration to an ally, they have advantage on the re-roll.

ARCHETYPES
At 3rd level, you choose an archetype that you strive to emulate: Beacon, Cavalier, Hexblade, Marshall, or Witch-hunter. These archetypes are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

SWIFT COMMANDING ACTION
Beginning at 9th level, you can use your bonus action to use Commanding Action.

COMBAT REFLEXES
Beginning at 10th level, you can use a number of reactions equal to half your proficiency bonus during your turn. Once you use this feature, you cannot use it again until you take a short or long rest.

SUDDEN COMMANDING ACTION
Beginning at 13th level, you can use your reaction to use Commanding Action.

GREATER COMMANDING ACTION
At 17th level, you can use your Commanding Action ability to grant an ally within 60 feet of you the ability to use their reaction to use the Attack action, or to cast a spell. You must be able to see or hear your ally, and your ally must be able to see or hear you.

REACTIONARY
At 20th level, you do not need to take a short rest or a long rest between uses of your Reactionary class feature.

ARCHETYPES

BEACON:

BEACON
The Beacon archetype represents a shining symbol of valor that inspires allies with magical might.
Beacon Magic
Your commanding presence is magically enhanced. You cast spells from the Beacon spell list, as detailed below.
Cantrips
At 3rd level, you learn 2 cantrips. You learn an additional cantrip at 9th level and 15th level.
Spell Slots
You gain a number of spell slots equal to your proficiency bonus. The level of your spell slots is equal to 1/3 your warlord level. To cast one of your Beacon spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 6th level, you have three 2nd-level spell slots. To cast a 1st-level spell bless, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the Beacon spell list. At 4th level, and every level thereafter, you learn one additional spell of at least 1st level of your choice. You must have spell slots of the level of the spell you choose.
Spellcasting Ability
Charisma is your spellcasting ability for your Beacon spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Beacon spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your Beacon spells.

Shared Magic
At 7th level, when you cast a spell that affects at least one ally, you can spend 1 extra spell slot and affect an additional number of allies equal to your Charisma modifier (at least 1).

Sudden Magic
At 11th level, you can use your reaction to cast a spell by spending 2 spell slots.

Beacon of Healing
At 15th level, you can use your action to transform into a golden-white shining being of energy for 1 minute. Adjacent allies can use a bonus action to touch you and heal a number of hit points equal to 2d10 + your Charisma modifier; any excess hit points healed are treated as temporary hit points that last up to 1 hour. Each round, you can use your reaction to heal an ally within 60 feet of you for a number of hit points equal to 2d10 + your Charisma modifier. Once you use this feature, you cannot use it again until you take a short or long rest.

BEACON SPELLS
Cantrips (0-level)
dancing lights, friends, guidance, light, produce flame, resistance, sacred flame, thaumaturgy
1st Level
bless, color spray, command, divine favor, faerie fire, guiding bolt, heroism, protection from evil and good, sanctuary, shield of faith
2nd Level
aid, calm emotions, continual flame, enthrall, moonbeam, warding bond, zone of truth
3rd Level
aura of vitality, beacon of hope, crusader’s mantle, daylight, hypnotic pattern, mass healing word, spirit guardians
4th Level
aura of life, aura of purity, death ward, fire shield
5th Level
circle of power, mass cure wounds, Rary’s telepathic bond
6th Level
eyebite, globe of invulnerability, heroes’ feast, sunbeam, true seeing, wind walk

CAVALIER:

CAVALIER
The Cavalier archetype exemplifies mounted combat.

Cavalier’s Steed
At 3rd level, you gain special mount that accompanies you on your adventures and is trained to carry you into combat. Choose a steed, such as a warhorse, a pony, a camel, an elk, or a mastiff (your DM might allow other beasts to serve as your steed). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your warlord level, whichever is higher.
The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your Commanding Action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
When you mount your Cavalier’s Steed, it only costs you 5 feet of movement. If an effect moves your mount against its will, or knocks you prone while mounted, you have advantage on the DC 10 Dexterity saving throw to avoid falling off your mount.

Powerful Charge
Beginning at 7th level, when you attack while mounted on your steed and your steed takes the Dash action, your weapon does an additional die of damage.

Fearsome Charge
Beginning at 11th level, when you attack while mounted on your steed and your steed takes the Dash action, the target of your attack must make a Wisdom saving throw opposed by your Charisma (Intimidation) check or become frightened for 1 minute. The target may make a new Wisdom saving throw at the end of its turn to end this effect.

Harrowing Charge
Beginning at 15th level, when you attack while mounted on your steed and your steed takes the Dash action, all opponents within 30 feet of the path of your steed’s movement must make a Wisdom saving throw opposed by your Charisma (Intimidation) check or be frightened for 1 round.

HEXBLADE:

HEXBLADE
Hexblades use curses and jinxes to hinder their opponents on the battlefield.

Hexblade Magic
Your foreboding presence is magically enhanced. You cast spells from the Hexblade spell list, as detailed below.
Cantrips
At 3rd level, you learn 2 cantrips. You learn an additional cantrip at 9th and 15th level.
Spell Slots
You gain a number of spell slots equal to your proficiency bonus. The level of your spell slots is equal to 1/3 your warlord level. To cast one of your Hexblade spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 6th level, you have three 2nd-level spell slots. To cast a 1st-level spell bane, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the Hexblade spell list. At 4th level, and every level thereafter, you learn one additional spell of at least 1st level of your choice. You must have spell slots of the level of the spell you choose.
Spellcasting Ability
Charisma is your spellcasting ability for your Hexblade spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Hexblade spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Hexblade spells.

Jinx
At 7th level, you can use your reaction to grant an opponent within 60 feet of you disadvantage on an ability check, attack roll, or saving throw. You must be able to see or hear your opponent, and your opponent must be able to see or hear you.

Steal Luck
At 11th level, when you use your Jinx ability, you gain inspiration.

Horrid Jinx
At 15th level, when you use your Jinx ability, your opponent subtracts your proficiency bonus from its affected rolls. When you use the inspiration gain from your Steal Luck ability, you add your proficiency to the affected rolls.

HEXBLADE SPELLS
Cantrips (0-level)
blade ward, chill touch, mage hand, minor illusion, poison spray, prestidigitation, ray of frost, resistance, shillelagh, thorn whip, true strike, vicious mockery
1st Level
armor of Agathys, bane, command, compelled duel, disguise self, dissonant whispers, ensnaring strike, entangle, false life, hellish rebuke, hex, inflict wounds, ray of sickness, Tasha’s hideous laughter, witch bolt
2nd Level
blindness/deafness, cloud of daggers, crown of madness, darkness, darkvision, hold person, magic weapon, pass without trace, ray of enfeeblement, silence, spike growth, spiritual weapon, suggestion, web
3rd Level
animate dead, bestow curse, counterspell, dispel magic, fear, feign death, nondetection, remove curse, sleet storm, slow, stinking cloud, vampiric touch
4th Level
blight, compulsion, confusion, Evard’s black tentacles, grasping vine, phantasmal killer, polymorph
5th Level
anti-life shell, Bigby’s hand, cloudkill, contagion, dominate person, dream, geas, hold monster, insect plague, mislead, modify memory
6th Level
create undead, eyebite, flesh to stone, globe of invulnerability, harm, magic jar, mass suggestion, Otto’s irresistible dance, wall of thorns

MARSHAL:

MARSHAL
Marshals excel at commanding forces on the field of battle.

Aura of Command
Beginning at 3rd level, whenever you use the following Warlord Tactics, you may target a number of allies of your choice up to your warlord level + your Charisma modifier instead of a single ally.
Bolster Ally, Combat Commander, Defending Commander, Healing Surge, Precise Strike, Protect Ally, Quick Start, Rally, Shield Ally, Skill Mastery.
In addition, the number of additional Warlord Tactics you gain at levels 6, 10, 14, and 18 double.

Tactical Advantage
At 7th level, when you grant an ally or allies advantage, they add your proficiency bonus to their rolls. Once you use this feature, you cannot use it again until you take a short or long rest.

Extra Action
At 11th level, you can use your action to grant a number of your allies equal to your proficiency bonus an extra action on their next turn. Once you use this feature, you cannot use it again until you take a short or long rest.

Fifteen
At 15th level, when you use Commanding Action, you can affect a number of allies equal to your proficiency bonus. Once you use this feature, you cannot use it again until you take a short or long rest.

WITCH HUNTER:

WITCH HUNTER
Witch Hunters track down outlaw magic-users.

Spell Hunter
At 3rd level, you gain proficiency in Arcana and can cast detect magic as a ritual. You can use Intelligence (Arcana) in place of Wisdom (Survival) to track creatures capable of casting spells or using magic, and you double your proficiency bonus when doing so.

Disrupt Spells
Beginning at 3rd level, when an opponent begins to cast a spell, you can use your reaction to make an attack against that opponent. If you hit, you add your proficiency bonus to the damage and your opponent must make a Constitution saving throw (DC = 10 or half the damage you cause, whichever number is higher) or lose the spell.

Spell Reaver
Beginning at 7th level, you gain a number of spell slots equal to your proficiency bonus. You can use these spell slots to cast counterspell or dispel magic. The level of your spell slots is equal to half your warlord level. You regain expended spell slots after a long rest. Charisma is your spellcasting ability for these spells.

Spell Resistant
Beginning at 11th level, you have advantage on saving throws against spells.

Greater Spell Reaver
Beginning at 15th level, you can cast antimagic field or mindblank using your spell slots.

RPG Superstar 2012 Top 32

ALCHEMIST

LEVEL FEATURES
1. Alchemy, Alchemical Tradition, Alchemical Magic
2. Alchemical Discoveries
3. Alchemical Tradition feature
4. Ability Score Improvement
5. –
6. Alchemical Tradition feature
7. –
8. Ability Score Improvement
9. –
10. Alchemical Tradition feature
11. Alchemical Arcanum (6th level)
12. Ability Score Improvement
13. Alchemical Arcanum (7th level)
14. Alchemical Tradition feature
15. Alchemical Arcanum (8th level)
16. Ability Score Improvement
17. Alchemical Arcanum (9th level)
18. –
19. Ability Score Improvement
20. Alchemical Master

CLASS FEATURES

HIT POINTS
Hit Dice: 1d8 per alchemist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per alchemist level after 1st

PROFICIENCIES
Armor: Light armor
Weapons: Simple weapons
Tools: Alchemist supplies, poisoner’s kit

Saving Throws: Dexterity, Intelligence
Skills: Choose two skills from Arcana, Investigate, Medicine, Nature, Perception, and Survival

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolt or (b) any simple weapon
(a) a component pouch or (b) alchemist supplies
(a) a scholar’s pack or (b) a burglar’s pack
Leather armor, any simple weapon, and two daggers.
ALCHEMY
At 1st level, your expertise in alchemy is unparalleled. You add double your proficiency bonus on checks using alchemist supplies. You can use alchemist supplies as the arcane focus for your alchemist spells. You can use alchemist supplies to produce the following pieces of equipment: acid (vial), alchemist’s fire (flask), antitoxin (vial), holy water (flask), ink (1 ounce bottle), oil (flask), perfume (vial), poison, basic (vial), potion of healing, soap. You add your proficiency bonus on attack rolls with acid, alchemist’s fie, holy water, and oil. You add your proficiency bonus to the save DCs when you use alchemist’s fire or basic poison. During a short rest, you can construct a number of items from your alchemist supplies equal to your proficiency bonus; these items are unstable and become inert at the end of your next long or short rest.
ALCHEMICAL TRADITION
At 1st level, you focus on one of the following alchemical traditions: the Apothecary, the Chirugeon, the Grenadier, or the Master Chymist, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 6th, 10th, and 14th.
ALCHEMICAL MAGIC
Your alchemical research has given you facility with spells.
Cantrips
You know two cantrips of your choice from the alchemist spell list. You learn an additional cantrip at 4th level and again at 10th level.
Spellbook
At 1st level, you have a spellbook containing 6 1st-level alchemist spells of your choice.
Preparing Spells
You prepare the list of alchemist spells that are available for you to cast. To do so, choose a number of alchemist spells from your spellbook equal to your Intelligence modifier + your alchemist level (minimum of 1 spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a short rest or a long rest. Preparing a new list of alchemist spells requires time spent studying your spellbook and memorizing alchemical formulas and components you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spell Slots
The Alchemist gains 1 spell slot at 1st level, 2 at 2nd level, 3 at 11th level, and 4 at 17th level. All of your spell slots are of the same level. Beginning at 1st level, your spell slots are 1st-level, at 3rd level, your spell slots increase to 2nd-level, at 5th level, your spell slots increase to 3rd-level, at 7th level, your spell slots increase to 4th-level, at 9th level, your spell slots increase to 5th-level. To cast one of your prepared alchemist spells of 1st-level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spellcasting Ability
Intelligence is your spellcasting ability for your alchemist spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an alchemist spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast an alchemist spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Learning Spells of 1st Level and Higher
Each time you gain an alchemist level, you can add two alchemist spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. On your adventures, you might find other spells that you can add to your spellbook. You can also add wizard spells to your alchemist spellbook if the spell is on both the alchemist spell list and the wizard spell list.
ALCHEMICAL DISCOVERIES
In your study of alchemical lore, you have unearthed alchemical discoveries, fragments of knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two alchemical discoveries of your choice. Your discovery options are detailed at the end of the class description. At levels 5, 7, 9, 12, 15, and 18 you gain an additional alchemical discovery.
Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
ALCHEMICAL ARCANUM
At 11th level, you learn a magical secret called an Arcanum. Choose one 6th-level spell from the alchemist spell list as this Arcanum.
You can cast your Arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more alchemist spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Alchemical Arcanum when you finish a long rest.
ALCHEMICAL MASTER
At 20th level, when the alchemist rolls initiative, he can choose to regain 1d4 expended spell slots. Once he has used this ability, he cannot use it again until he has completed a long rest.

ALCHEMICAL TRADITIONS

The Apothecary:

The Apothecary
Bonus Cantrip
When you choose this Alchemical Tradition at 1st level, you gain the poison spray cantrip if don’t already know it.
Potent Poison
At 1st level, you add double your proficiency bonus when using a poisoner’s kit. Whenever you use poison, you may choose to use your spell DC in place of the poison’s normal save DC. When you use basic poison, its base damage increases to 1d6. At 5th level, its base damage increases to 1d8. At 9th level, its base damage increases to 1d10. At 13th level, its base damage increases to 1d12.
Poison Resilience
At 3rd level, you have resistance against poison damage and you have advantage on saving throws against poison. You may add your proficiency bonus to your saving throws against poison.
Swift Poisoning
At 6th level, you can apply poison to a weapon or ammunition as a bonus action. A number of times per day equal to your Intelligence modifier (minimum once), you can cast poison spray as a bonus action. During a short rest, you can use your Alchemy feature to brew a potion of poison; this counts as 3 items.
Vile Venom
At 10th level, whenever a creature fails its saving throw against your poison, it takes double damage if the result of the d20 roll for its saving throw is less than or equal to your proficiency bonus. You may add your Intelligence modifier to any poison damage you cause. When you damage a creature with basic poison or the poison spray cantrip, it gains the poisoned condition for 1 minute.
Debilitating Poison
At 14th level, whenever a creature gains the poisoned condition from one of your attacks, it gains one of the following conditions as well: blinded, deafened, incapacitated, restrained or it gains one level of exhaustion.
At 18th level, it gains your choice of two of the previous conditions or one of the following conditions: paralyzed, stunned, or unconscious.

The Chirugeon:

The Chirugeon
Bonus Cantrip
When you choose this Alchemical Tradition at 1st level, you gain the spare the dying cantrip if don’t already know it.
Healer
At 1st level, you gain the Healer feat as a bonus feat. When you use the Healer feat, you restore an additional number of hit points equal to your proficiency bonus. Your medical expertise is unparalleled and you gain proficiency in Wisdom (Medicine) and add twice your proficiency bonus on Wisdom (Medicine) checks.
Brew Potions]/b]
At 3rd level, when you use your Alchemy feature to make a potion of healing, you may make a potion of greater healing. At 7th level, this improves to a potion of superior healing. At 11th level, this improves to a potion of supreme healing.
Alternatively, you can brew any common potion, but it counts as 2 alchemical items. At 5th level you can brew any uncommon potion, but it counts a 3 alchemical items. At 9th level, you can brew any rare potion, but it counts as 4 alchemical items. At 13th level, you can brew any very rare potion, but it counts as 5 alchemical items. At 17th level, you can brew any legendary potion, but it counts as 6 alchemical items.
[b]Life Saving Medicine

At 6th level, you can restore a creature back to life that has died within a number of minutes equal to your Intelligence modifier (minimum 1 minute). You must spend 1 minute and make a DC 20 Wisdom (Medicine) check to accomplish this. The creature returns to life with 1 hit point. This ability can’t return life a creature that has died of old age, nor can it restore any missing body parts.
Expert Healer
At 10th level, when you use the Healer feat to restore hit points to a creature, it gains 1d10 hit points multiplied by its proficiency bonus plus 2 hit points per Hit Dice.
Limb Saving Medicine
At 14th level, you can restore missing body parts to a creature by making a DC 25 Wisdom (Medicine) check. This takes 1 hour.

The Grenadier:

The Grenadier
Bonus Cantrip
When you choose this Alchemical Tradition at 1st level, you gain one of the following cantrips: acid splash, eldritch blast, fire bolt, poison spray, produce flame, ray of frost, sacred flame.
Bombs
At 1st level, gain the ability to transmute certain alchemical items and cantrips into bombs. You add your Intelligence modifier to the damage when you use vials of acid, flasks of alchemist’s fire, acid splash, eldritch blast, fire bolt, poison spray, produce flame, ray of frost, or sacred flame. A number of times per day equal to your alchemist level + your Intelligence modifier (minimum once), when you damage an opponent with a cantrip, you can cause it to splash and damage enemies adjacent to the initial target. They take half damage and may make a saving throw to avoid the damage; this saving throw is the same kind as is normal for the cantrip, or a Dexterity saving throw if the cantrip does not normally have a saving throw.
Empowered Cantrips
At 3rd level, you can cast cantrips using your spell slots. The damage caused by your cantrips increases by a number of dice equal to the level of the spell slot expended.
Fast Cantrips
At 6th level, you can cast a cantrip as a bonus action.
Savage Explosions
At 10th level, a number of times per day equal to your Intelligence modifier (minimum once), when you roll damage for a spell or cantrip, you can re-roll a number of damage dice equal to your Proficiency Bonus. You must use the results of the re-roll.
Versatile Damage
At 14th level, a number of times per day equal to your Intelligence modifier (minimum once), you can change the damage type of a spell or cantrip to a different damage type.

The Master Chymist:

The Master Chymist
Bonus Cantrip
When you choose this Alchemical Tradition at 1st level, you gain the shillelagh cantrip if don’t already know it.
Mutagen
At 1st level, you learn how to create mind and body altering elixirs called mutagens. Making a mutagen takes 1 hour, which can be done during a short rest. An alchemist can only maintain 1 mutagen at a time. As an action, the alchemist can consume a mutagen, and its effects last for 1 hour. There are three types of mutagen: Strength, Dexterity, and Constitution.
A Strength mutagen grants advantage on Strength checks and Strength saves, but causes disadvantage on Intelligence checks and Intelligence saves. The alchemist adds half his proficiency bonus to melee and thrown weapon damage rolls. The alchemist can use a bonus action to make a melee attack or use a thrown weapon.
A Dexterity mutagen grants advantage on Dexterity checks and Dexterity saves, but causes disadvantage on Wisdom checks and Wisdom saves. The alchemist adds half his proficiency bonus to his AC. The alchemist can use a bonus action to Dash or Disengage.
A Constitution mutagen grants advantage on Constitution checks, Constitution saves, and Death saves, but causes disadvantage on Charisma checks and Charisma saves. The alchemist gains resistance to bludgeoning, piercing, and slashing damage. The alchemist can use his Reaction to grant himself a number of temporary hit points equal to double his proficiency bonus; these temporary hit points last until the end of his next turn.
Mutable Feat
At 3rd level, when the alchemist uses a mutagen, he gains the benefit of one of the following feats. Each time he uses a mutagen, he may select the same feat or a different feat.
Charger, Grappler, Great Weapon Master, Mobile, Polearm Master, Savage Attacker, Skilled (gaining proficiency in Acrobatics, Athletics, and Stealth), or Tough.
Greater Mutagen
At 6th level, when the alchemist creates a mutagen, he can combine the effects of any two mutagen types of his choice (Strength, Dexterity, or Constitution).
Extended Mutagen
At 10th level, the duration of the alchemist’s mutagen increases to 8 hours, or until he completes a long rest.
At 18th level, the duration of the alchemist’s mutagen increase to 24 hours, or until he completes a long rest.
Grand Mutagen
At 14th level, when the alchemist creates a mutagen, he can combine the effects of all three mutagen types (Strength, Dexterity, and Constitution).

Alchemical Discoveries:

ALCHEMICAL DISCOVERIES
Alchemical Brutality
When you are under the effects of a mutagen, you add your proficiency bonus to your damage rolls when wielding simple melee weapons, natural attacks, or unarmed strikes.
Combine Spell Slots
You learn how to combine multiple magical effects into a single expenditure of magical energy. Select two spells that target you and have a casting time of 1 action or less; their combined spell levels cannot exceed your spell slot level. You can cast both spells as part of the same action. You must be at least 5th level to select this alchemical discovery.
Corrosive Spell
When you cast a spell that causes acid damage, it also damages the armor or shield of your target. Select your target’s armor or shield. Reduce the bonus to AC it provides by the number of damage dice of the spell. An item with an AC bonus reduced to 0 is destroyed. If the item is not destroyed, the damage can be repaired (and the reduction to AC eliminated) during a long or short rest.
Elixir of the Phoenix
You learn how to create an elixir that protects you from dying. You expend one spell slot and drink a potion of supreme healing. Until you finish a long rest, once when you drop to 0 hit points, you can use your reaction and cast resurrection on yourself. You must be at least 15th level to select this alchemical discovery.
Esoteric Tradition
You gain the 1st level feature of an Alchemical Tradition that you are not a part of. This does not include the bonus cantrip provided by the selected Alchemical Tradition.
Explosive Bomb
A number of times per day equal to your Intelligence modifier (minimum once), when you use your bomb class feature, the targets that failed a Dexterity saving throw against the splash damage are moved 10 feet away from the primary target of the cantrip, take 1d6 points of falling damage, and become prone. You must have the bomb class feature and be of at least 5th level to select this alchemical discovery.
Fast Mutagen
When you use a Dexterity mutagen, your bonus to your AC increases to your full proficiency bonus, you may use your bonus action to Dodge or Hide, and you gain advantage on initiative checks, ranged weapon attack rolls, and melee attack rolls made with finesse weapons. You must be at least 5th level to select this alchemical discovery.
Feral Mutagen
When you use a mutagen, you become bestial with claws and fangs. When you use the attack action, you can make 2 claw attacks for 1d6 points of damage, and you can use a bonus action to make a bite attack for 1d6 points of damage. You gain advantage on Charisma (Intimidation) checks.
Mad Scientist
You are an insane genius. You gain proficiency in Charisma saving throws. You make Wisdom saving throws at disadvantage, but may spend Inspiration to make a Charisma saving throw in place of a Wisdom saving throw. You use your Charisma modifier in place of your Intelligence modifier or Wisdom modifier on Arcana, Investigation, Medicine, Nature, Perception, and Survival checks. Your spell attacks and spell DCs use your Charisma modifier in place of your Intelligence modifier.
Persistent Cantrip
A number of times per day equal to your Intelligence modifier (minimum once) you can cause a cantrip to inflict continual damage. Each round, the number of damage dice of the cantrip is reduced by one, until it ends when it is reduced to 0. You must be at least 5th level to select this alchemical discovery.
Poison Resistance
You gain resistance against poison damage. If you already have poison resistance, you gain poison immunity. You must be at least 9th level to select this alchemical discovery.
Strong Mutagen
When you use a Strength mutagen, your bonus to your damage increases to your full proficiency bonus, you gain proficiency in Strength saving throws and Strength (Athletics) checks, and you gain advantage on melee attacks using your Strength modifier. You must be at least 5th level to select this alchemical discovery.
Tinker’s Expertise
You gain proficiency in Tinker’s Tools and Thieves’ Tools, and your proficiency bonus is doubled for any ability check you make with these tool proficiencies. When using your Alchemy class feature to create items, you may select from the options: ball bearings, caltrops, chain, hunting trap, lock, manacles, or tinderbox.
Tough Mutagen
When you use a Constitution mutagen, you gain proficiency in Constitution saving throws and death saving throws. You can use a bonus action to cast cure wounds on yourself. You can use your reaction to grant yourself a number of temporary hit points equal to 5 times your proficiency bonus; these temporary hit points last until the end of your next turn. You must be at least 5th level to select this alchemical discovery.
Undetectable Poison
You expend a spell slot and target a vial or flask of poison. For 24 hours, creatures have disadvantage on any Intelligence (Investigation) or Wisdom (Perception) checks to locate that poison. Anyone who casts detect poison or disease must succeed at an Intelligence saving throw (DC = your spellcasting DC) to detect the affected poison.

ALCHEMIST SPELL LIST:

ALCHEMIST SPELL LIST
Cantrips (0 Level)
Acid Splash
Blade Ward
Druidcraft
Poison Spray
Produce Flame
Ray of Frost
Resistance
Spare the Dying
True Strike

1st Level
Armor of Agathys
Arms of Hadar
Burning Hands
Chromatic Orb
Color Spray
Comprehend Languages
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Disguise Self
Entangle
Expeditious Retreat
Faerie Fire
False Life
Feather Fall
Fog Cloud
Goodberry
Grease
Guiding Bolt
Heroism
Identify
Inflict Wounds
Jump
Longstrider
Mage Armor
Purify Food and Drink
Ray of Sickness

2nd Level
Aid
Alter Self
Barkskin
Blur
Continual Flame
Darkness
Darkvision
Enhance Ability
Enlarge/Reduce
Find Traps
Gentle Repose
Heat Metal
Invisibility
Lesser Restoration
Levitate
Magic Weapon
Melf’s Acid Arrow
Mirror Image
Misty Step
Protection from Poison
Ray of Enfeeblement
Scorching Ray
See Invisiblity
Shatter
Spider Climb
Spike Growth
Warding Bond
Web

3rd Level
Animate Dead
Blink
Dispel Magic
Elemental Weapon
Feign Death
Fireball
Fly
Gaseous Form
Haste
Hunger of Hadar
Lightning Arrow
Meld into Stone
Nondetection
Plant Growth
Protection from Energy
Revivify
Sleet Storm
Slow
Stinking Cloud
Vampiric Touch
Water Breathing
Water Walk

4th Level
Blight
Death Ward
Dimension Door
Evard’s Black Tentacles
Fabricate
Fire Shield
Freedom of Movement
Giant Insect
Greater Invisibility
Ice Storm
Otiluke’s Resilient Sphere
Polymorph
Stone Shape
Stoneskin
Wall of Fire

5th Level
Antilife Shell
Awaken
Circle of Power
Cloudkill
Cone of Cold
Contagion
Creation
Greater Restoration
Mass Cure Wounds
Modify Memory
Passwall
Raise Dead
Wall of Stone

6th Level
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of Invulnerability
Harm
Heal
Heroes Feast
Magic Jar
True Seeing
Wall of Ice
Wall of Thorns
Wind Walk

7th Level
Delayed Blast Fireball
Etherealness
Finger of Death
Firestorm
Forcecage
Prismatic Spray
Regenerate
Resurrection
Reverse Gravity

8th Level
Animal Shapes
Antimagic Field
Clone
Earthquake
Incendiary Cloud
Mind Blank

9th Level
Astral Projection
Foresight
Mass Heal
Meteor Swarm
Prismatic Wall
Shapechange
Time Stop
True Polymorph
True Resurrection

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka SmiloDan

Hi!

I have a question about the item template in relation to weapons.

For the slot, do we type "none," put it a dash, or eliminate the slot entry altogether?

Thanks!

RPG Superstar 2012 Top 32

We're playing in 3 days and the berserker and eldritch knight can't make it.

The party is a hill dwarf Life cleric (me), elf arcane trickster, human ranger hunter archer, and human diviner wizard blaster.

My friend might be able to pinch hit as our tank. What should we make for him?

College of Valor bard, barbarian, War cleric, Circle of the Moon druid, fighter, monk, paladin, ranger, Swashbuckler rogue, Blade Pact warlock?

HOPEFULLY we scared the dragon away.

But hope is for corpses.

We need a decent dragonslayer tank that is also versatile enough to be fun and useful in Rise of the Rune Lords.

Thanks!

RPG Superstar 2012 Top 32

Should the Avenger get Toughness at 1st level?

It would be a little something extra since it is a little unflavorful at 1st level. And it will also help its survival (since most Full BAB classes get d10s or better).

RPG Superstar 2012 Top 32

Is Ultimate Intrigue going to have something like the Complete Adventurer's (I think) Skill Tricks?

Basically, you would be able to spend skill points to learn how to do special maneuvers and abilities, like climb a wall real fast, perceive invisible creatures, or jury rig a piece of equipment.

RPG Superstar 2012 Top 32

I've got an idea. How about instead of having the Dual Identity class feature, there is an optional ruleset where PCs (and NPCs) can have a Character Background. It would provide minor crunch and features for a variety of different backgrounds, with additional features granted at 1st, 2nd, 6th, 10th, 14th, and 18th levels (levels where PCs don't get any non-class abilities like feats and ability score increases).

Dual Identity could be one. Others might be Folk Hero, Noble, Pilgrim, Hermit, Urchin, Pirate, Sailor, Merchant, Master Craftsman, Tinker, Priest, Savage, Feral Child, Academic, Constable, Seeker (journalist/scientist/detective), Courtesan, Courtier, Jester, Apothecary, Hedge Witch, Witch Hunter, Criminal, Charlatan, Outlander, etc. etc.

EDIT:

The power level would be something around Trait-level. It would mostly be flavor, but would really flesh out character concepts by giving a little crunch to what is usually mostly fluff.

RPG Superstar 2012 Top 32

ZEALOT

Class Skill: In addition to the standard class skills of the vigilante, the zealot vigilante also gains the following class skills: Climb (Str), Heal (Wis), Intimidate (Cha), Knowledge nature (Int), Knowledge planes (Int), Knowledge religion (Int), Ride (Dex), Survival (Str), Swim (Str).

Base Ability: The zealot vigilante gains the following ability, regardless of his current identity.

Penitent Stance (Ex): At 1st level, the zealot is adept at opening himself to attacks. He can enter a Penitent Stance as a swift action. While in a Penitent Stance, he takes a penalty to his AC and Reflex saving throws equal to his Charisma modifier (minimum 1), but gains a bonus on Fortitude and Will saving throws equal to his Charisma modifier (minimum 1). In addition, each round as a free action, he gains a number of bonus hit points equal to his class level multiplied by his Charisma modifier (minimum 1); these bonus hit points last 1 round or until reduced by damage.

Vigilante Talents: A zealot vigilante can select from any of the following vigilante talents.

At Death’s Door (Ex): A zealot vigilante with this talent gains Diehard as a bonus feat. For a number of rounds per day equal to his class level, the zealot vigilante gains fast healing equal to his Charisma modifier (minimum 1) when he is at or below 0 hit points; these rounds do not need to be consecutive.

Blessed Bastion (Su): The zealot vigilante uses his class level as his BAB when determining his CMD; in addition he adds his Charisma modifier to his CMD. Any space adjacent to or occupied by the zealot vigilante is considered difficult terrain to his opponents.

Call Out (Ex): As a swift action, the zealot vigilante can provoke his opponents into attacking him in preference to all other enemies. The zealot vigilante makes an Intimidate check opposed by his opponent’s Sense Motive checks; if the zealot vigilante succeeds his opponents attack him (or move to attack him) for 1 round, plus 1 round for every 10 points the zealot vigilante beat his opponent’s check. The opponents must be able to see or hear the zealot vigilante and have an Intelligence score of 3 or greater. This is a mind-affecting effect.

Creepy (Ex): A zealot vigilante with this talent may make a Bluff check in place of an Intimidate check on creatures at least one size larger than him, but he suffers a -10 penalty on Diplomacy checks.

Divine Bastion (Su): As a swift action, the zealot vigilante can enter a divinely empowered stance that grants him a sacred bonus to his CMD equal to 1/2 his vigilante level (minimum 1). At 5th level, the zealot vigilante also grants this bonus to allies who are adjacent to him. He can use this ability a number of rounds each day equal to its vigilante level. The rounds need not be consecutive. Ending the stance is a free action.

Domain: Like a cleric’s deity, a zealot vigilante’s deity influences his alignment, what magic he can perform, and his values. Although not as tied to the tenets of the deity as a cleric, a zealot vigilante must still hold such guidelines in high regard, despite that fact he can go against them if it serves his crusade and goals. A zealot vigilante who takes this talent selects one domain from among those belonging to his deity. He can select an alignment domain only if his alignment matches that domain.
Each domain grants a number of domain powers, depending on the level of the zealot vigilante. A zealot doesn’t gain the bonus spells listed for each domain, nor does he gain bonus spell slots. The zealot vigilante’s effective cleric level is equal to his vigilante level for determining the power and effect of his domain powers. If the zealot vigilante has cleric levels, one of his two domain selections must be the same domain selected for this talent. Levels of cleric and vigilante stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Fear is the Mind Killer (Ex): A zealot vigilante with this talent may choose to make an opponent confused instead of shaken when he succeeds on an Intimidate check to demoralize a foe.

Fervor (Ex): The zealot vigilante adds his Charisma modifier to his initiative checks and can take both an immediate action and a swift action each round. He gains a +10 foot bonus to his speed during the surprise round and the first round of combat if he moves towards an opponent or between an opponent and an ally.

Life Bond (Ex): As an immediate action after an ally within 30 feet is damaged by an attack or an effect, the zealot vigilante can create a bond between himself and that ally. The zealot vigilante then takes half of the damage that the ally would have taken once that attack’s damage is mitigated by any resistances, damage reduction, or other protections possessed by that ally. The damage taken by a zealot vigilante using this ability cannot be reduced in any way. The zealot vigilante can use this ability a number of times per day equal to 1 + his Charisma bonus. A zealot vigilante must be at least 4th level to take this talent.

No Pain, No Gain (Ex): Whenever a zealot vigilante with this talent is subjected to a single attack that does damage greater than or equal to his character level, he gains a bonus on attack and damage rolls equal to his Charisma modifier (minimum 1) for 1 round. Additional hits during the same round increase the bonus to attack and damage rolls by +1.

Penance Gaze (Su): A zealot vigilante with this talent gains a gaze attack he can use for a number of rounds per day equal to his vigilante level. The rounds need not be consecutive. Activating the gaze is a swift action that lasts until the start of the zealot’s next turn, at which point he has the option to continue it as a free action or end the effect. This is a gaze attack (Pathfinder RPG Bestiary 300); enemy targets must succeed at a Will saving throw (DC = 10 + half the zealot vigilante’s level + zealot vigilante’s Charisma modifier) or become shaken and also take a –2 penalty on saves against fear effects for 1 minute. A creature that successfully saves against penance gaze cannot be affected by same zealot vigilante’s penance gaze for 24 hours. A zealot vigilante must be at least 8th level to select this talent.

Penitent Wards (Su): Whenever the zealot vigilante enters his Penitent Stance, he gains the benefits of one of the following Penitent Wards. He can change to a different Penitent Ward as a swift action.

Celerity: The zealot vigilante gains a +10 foot bonus to his speed. This increases by 5 feet at 5th level and every 5 levels thereafter.

Durability: The zealot vigilante gains DR/- equal to half his level.

Purity: The zealot vigilante gains a +1 sacred bonus to his Saving Throws. This increases by +1 at 5th level and every 5 levels thereafter.

Resistance: The zealot vigilante chooses one of the following energy types: acid, cold, electricity, fire, or sonic. He gains energy resistance 5 against the selected energy type; this resistance increase by 5 at 5th level and every 5 levels thereafter.

Vitality: The zealot vigilante reduces the amount of ability damage, ability drain, and bleed damage he suffers from by 1. This improves by 1 at 5th level and every level thereafter.
At 8th level, the zealot vigilante benefits from 2 different Penitent Wards when he enters a Penitent Stance. At 16th level, the zealot vigilante benefits from 3 different Penitent Wards when he enters a Penitent Stance.

Second Wind (Ex): A zealot vigilante with this talent can use a swift action to regain a number of hit points equal to 1d8 + his class level. This increases by 1d8 at 4th level and every 4 levels thereafter. The zealot vigilante can use this ability a number of times per day equal to his Charisma modifier.

Shield Allies (Su): A zealot vigilante with this talent adds his Charisma modifier (minimum 1) to the AC and CMD to a number of allies (but not himself) within his reach equal to half his class level.

Stalwart (Ex): A zealot vigilante with this talent can use mental and physical resilience to avoid certain attacks. If he succeeds at a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he avoids the effect entirely. A helpless zealot vigilante doesn’t gain the benefit of this ability. A zealot vigilante must be 12th level before selecting this talent.

Stern Gaze (Ex): A zealot vigilante with this talent is skilled at sensing deception and intimidating his foes. The zealot vigilante gains a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 his vigilante level (minimum +1).

Strike Fear In Their Hearts (Ex): A zealot vigilante with this talent may make a free Intimidate check against an opponent he successfully hits with an attack of opportunity.

Track (Ex): The zealot vigilante adds a bonus equal to 1/2 his vigilante level (minimum +1) on Survival checks made to follow or identify tracks.

Vengeful Strike (Ex): The zealot vigilante gains Combat Reflexes as a bonus feat, and he may use his Charisma modifier in place of his Dexterity modifier when determining how many attacks of opportunity he may make per round. Whenever an opponent successfully hits the zealot vigilante, it provokes an Attack of Opportunity from the zealot vigilante.

Zealous Strike (Ex): Whenever an opponent successfully hits an ally of the zealot vigilante, it provokes an Attack of Opportunity from the zealot vigilante. The zealot vigilante must have the Vengeful Strike talent before selecting this talent.

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

Instead of being a wannabe inquisitor, what should the zealot's role be?

I propose they should be about guilt and forgiveness and redemption. I think they should have some diabolical-based powers, and seek justice as a way to atone for their infernal gifts. They do this by sacrificing their wellbeing for the sake of others.

In essence, they would tank. They would have an ability to draw the attacks of their opponents away from their allies and toward themselves. They would also have judgment-like abilities called wards that would protect them from these attacks.

Wards would be (almost) purely defensive, possibly granting DR/-, fast healing, bonus hit points and the like. Possibly bonuses to AC & CMD and saving throws. Energy resistance, and maybe even fire shield-like effects. I think an interesting ward would be gaining 1d6+Charisma modifier temporary hit points each round for 1 round, possibly increasing by 1d6 at levels 4, 8, 12, 16, and 20.

They would still get the Divine Training II-VI talents, but with spells taken from the cleric/oracle class list. Keep the Divine Training, Discern Lies, Domain, Life Ward, Penance Gaze, Stalwart, Stern Gaze, and Track talents, but add more that can emphasize divinations, preaching, and protecting the weak. They shouldn't be trying to re-build the cleric, druid, inquisitor, oracle, or paladin, but doing something divine and different.

Maybe an ability that heals others by causing non-lethal damage to the zealot? Maybe the ability to add her Charisma modifier to hit point total, Fortitude saves, and CMD too? Maybe a way to use the Intimidate skill to goad opponents into attacking her? Maybe a way to penalize opponents that do not attack her first? Maybe a list of bonus feats like Bodyguard, Combat Reflexes, Stand Still, and Toughness? Maybe they hear voice or have visions or premonitions; these can be used as wards (protecting the zealot from harm) and as ways to guide the zealot to where she can what she does best.

I also picture the zealot as being particularly potent against foreign faiths, rival divine agents (both mortal and supernatural), and other heretics. She would be a temple raider, a sacrifice rescuer, a relic hunter, a ritual disrupter. She would spread her faith in secret, hiding from the theocratic powers that be, and also working directly against them in vigilante role. She might have a way to disrupt Channel Energy, be particularly adept at countering divine magic, and also have specific resistances to hostile divine magic.

I think there should be enough interesting choices for Divine Training II-VI to not be the obvious options.

RPG Superstar 2012 Top 32

Hi!

I think I found a possible solution to the costs of increasing spellcasting with Arcane Training II-VI and Divine Training II-VI.

Each time the vigilante gains an increase to her spellcasting, she gains 1 vigilante point. Each day when she prepares her spells, she can spend a vigilante point for one of the following benefits; if she selects the same benefit multiple times, the benefit stacks.

+1 armor bonus to AC and a +1 dodge bonus to CMD
+1 insight bonus to saving throws
+1 insight bonus on spell attack rolls and spell CMB checks
+2 insight bonus to initiative
+5 hit points
+1 bonus to spell damage
+1 bonus to spell saving throw DCs
DR 1/magic
Energy resistance 5 to one of the following energy types: acid, cold, electricity, or fire.
+1 caster level (up to a maximum equal to the vigilante's character level)
+2 bonus to a specific skill
+2 bonus on caster level checks
1 luck re-roll

The warlock and the zealot might have similar, but different, lists.

RPG Superstar 2012 Top 32

Anyone else inspired by Brian McClelland's Powder Mage Trilogy?

I'm reading Promise of Blood now, and I can't tell if the Powder Mages are an archetype of the magus or a hybrid of the alchemist and gunslinger.

Powder Mages exist in a quasi-18th century fantasy land. They inhale or consume gunpowder to enhance their senses and aim, physiques, and can telekinetically nudge bullets. They can also sense and ignite gunpowder at a distance. They can also burn gunpowder to empower their bullets.

RPG Superstar 2012 Top 32

Are there any fun combos you've used or thought of?

Can a barbarian or monk/draconic sorcerer benefit from the scales bonus to AC plus Dex plus Wis?

I think a rogue (assassin)/monk (shadow) would be a fun ninja.

RPG Superstar 2012 Top 32

Once our group finishes Rise of the Rune Lords, the DM has hinted that we might be doing the Serpent's Skull Adventure Path.

Can anyone provide spoiler-free suggestions for PCs?

I'm thinking of playing a wood elf druid folk hero or outlander specializing in battlefield control and archery.

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka SmiloDan

2 people marked this as a favorite.

And where is it on my keyboard? Is it really a thing? And if so, is it really that big of a deal?

Or is it called an em dash?

RPG Superstar 2012 Top 32

In 5th Edition tonight, the newbie wanted to play a druid. And did a darn good job at it!

In 3.5, we had another newbie that wanted to play a druid, and then didn't use an animal companion because she was afraid it would get hurt.

In fact, one of my first 3.0/3.5 PCs was a druid.

RPG Superstar 2012 Top 32

Anyone else hear about this happening?

What do you think it will be like?

What do you think it should be like?

RPG Superstar 2012 Top 32

I think it would be neat if there was a feat that let you select a number of weapons equal to your Proficiency Bonus and gain special abilities when using the selected weapon, such as using a flail to negate the AC bonus from a shield, or getting a free trip attempt from a sickle, or the ability to fight like a Spartan with a pike and shield. Stuff like that.

I also think it would be neat to gain half your Proficiency Bonus on saves you are not proficient in.

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka SmiloDan

I know this is a bit personal, but I had to ask. ;-)

I'm practicing maps for round 2, and I'm wondering what the most common grid size is?

Mine is 26 squares by 26 squares.

What's yours?

RPG Superstar 2012 Top 32

Hi!

I'm running a 5th level homebrew campaign for an half-elf alchemist, dwarf inquisitor, elf archer rogue, human gunslinger, half-orc monk, and tiefling dual-wielding kukri rogue.

They're going to a Sigily city to look for a portal to an Aztecky dinosaury area. Instead of other dimensions, there are other flying continents.

I'm thinking a Knight of the Post-like cavalier and assorted street urchins might be fun. Maybe some tengu skulks. Also a luckmonger.

Any other ideas?

RPG Superstar 2012 Top 32

My PCs will soon be level 5 in a Planescapy/Firefly-ish campaign, and they'll soon be in an Aztecky area with dinosaurs. What would be some really fun encounters with dinosaurs? I plan on one being a T-Rex vs. Triceratops classic, with the PCs being caught in the action for some reason (maybe environmental mudslide like Goonies or Romancing the Stone?).

the PCs:
A dwarf inquisitor, a half-orc monk, a tiefling two-weapon rogue, an elf archer rogue, and a human gunslinger.

I'm not above re-building the feats and stuff, either. Thinking about a Spring-Attacking T-Rex.

RPG Superstar 2012 Top 32

Quicken Cantrip

You can use low level magic with ease.

Prerequisite: Quicken Spell, Spellcraft 3 ranks.

Benefit: Select one 0-level spell you can cast. You can cast the selected spell as a swift action. This does not increase the level of the spell slot used to cast the cantrip or orison.

Special: You may select this feat multiple times. Each time you do, you must select a different 0-level spell. Even though the name of the feat is Quicken Cantrip, divine casters may select this feat and apply it to orisons.

So, does this seem too powerful? Spells I imagine might be problematic are acid splash, daze, disrupt undead, guidance, jolt, ray of frost, touch of fatigue. Possibly flare, message, open/close, resistance, spark, virtue.

RPG Superstar 2012 Top 32

Is there an archetype for druids that lets them work well with vermin, particularly spiders? I have a new player who might play a drow druid, and I thought having a spider companion and some spidery wildshapes might be fun and flavorful.

RPG Superstar 2012 Top 32

My 5th level gritty 15 point build party (paladin, dark tapestries oracle/rogue(ninja?)/wannabe shadowdancer, Aldori dueling fighter, nomad psion, utility diviner) has a henchman, Milo the Ruffian, Warrior 2. His main schtick is using a heavy crossbow. He gets half XP, so is now on the cusp of 3rd, and has now qualified to get PC levels. He has Toughness and Iron Will, and his stats are 14, 12, 10, 10, 12, 8, I think.

Should we go Ranger or Fighter for him? I'm leaning towards Ranger.

We started out with an inquisitor (eaten by owlbear, replaced by paladin), dueling fighter, and oracle, with 3 henchmen warriors (2 died spectacularly!). Milo the Ruffian has been a survivor.

RPG Superstar 2012 Top 32

Some kind of weird Oracle of Life? Can they choose to spontaneously cast inflict spells?

Evil bard or druid? Evil clerics seem kind of meh at healing, IMHO. An evil alchemist?

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

Can a paladin use Smite Evil while using Lay on Hands to harm undead?

RPG Superstar 2012 Top 32

Hi!

My level 4 or 5 PCs (human pistolero gunslinger, dwarf reach/nonreach inquisitor, half-orc grapple monk, and tiefling dual-wielding rogue) are going to go on a journey into the underdark. They are getting there by taking an elevator ride down in a Huge undead/quasi-construct spider's abdomen. It's going to be a 15 foot wide octagon (3 square by 3 square grid, with triangles in the corners, of course). The webbing is going to be the elevator cable, and the 8 legs will be safety anchors in case the web cord is cut.

Anyways, I plan on having some morlocks attack them by forcing themselves in and using their swarming ability to fill up empty squares, etc. (Morlocks can fit 2 of themselves in one 5 by 5 square.) I like to customize monsters, and am thinking of switching Lightning Reflexes for Combat Reflexes or something.

What other nasties can attack them on this trip? I figure they're going to travel 100 or 200 miles down, at about 5 or 10 mph, so for at least 20 or 40 hours.

I'm considering an incorporeal of some kind, but they're going to be encountering a ghost today, and I want to "re-enact" an encounter one of my PCs went through with a shadow in deep water.

I want to challenge them, but I don't want to kill them. They're kind of lacking in healing and AoE stuff.

RPG Superstar 2012 Top 32

Hi!
I'm thinking of adding a region to my campaign world that is a combo of China Mieville's Railsea and Felix Gilman's Half-Made World.

Essentially, an iron ocean of railroad lines with a war between tyrranical infernal engines and demonically-possessed gunslingers. I'm pretty sure none of my players have read either of the books inspiring this region of my little cosmos.

Are there any rules in Pathfinder for railroads?

Has anyone experimented with Intelligent magical firearms?

Is there a list of creatures that have the earthglide ability? Or a template that provides it? An earth-gliding kraken sounds like a lot of fun...

The party is a dwarf inquisitor, a human gunslinger, a half-orc monk, and a tiefling rogue.

RPG Superstar 2012 Top 32

My half-orc inquisitor 3 of Desna fed an owlbear.

Now I need a new PC.

We have a fighter (dueling sword) and Dark Tapestries oracle. Sometimes we have a psion, and we can and often hire player-controlled NPC meatshields.

I'm considering a paladin, a fire cleric, and an alchemist. We need lots of healing and some area effect damage. I don't really like arcane casters. Will consider a half-orc scarred witch doctor.

15 point buy, 3rd level, standard wealth by level, 2 traits.

Houserules is no AoOs, 20s autocrit, and if you can explain it, it trumps skill checks.

RPG Superstar 2012 Top 32

One of my players (half-elf alchemist) is leaving, so the remaining 2 players may have to double up and play two PCs each.

One is a LN dwarf inquisitor with a dorn-dergar. The other is a CN human gunslinger/pistorelo.

Any suggestions of what suggestions I should make to the players? Level 3.

Thanks!

RPG Superstar 2012 Top 32

Are there any good Bloodline or Revelation or Domain powers worth combining with the Quicken Spell-like Ability feat?

RPG Superstar 2012 Top 32

Any tips on increasing the longevity of a BBEG? Or just a rival NPC?

I'm running a 2nd level campaign, and I want to introduce a party of rivals. My PCs are an alchemist, fighter, and gunslinger.

Since they're low on healing and condition removal magic, or even detect magic, I want to give them an allied church, but with rivals within the church. The rivals will be a party of "brethren"--cleric, inquisitor, monk, paladin, possibly oracle and Order of the Staff cavalier, maybe ranger, evangelical bard, and/or "white" necromancer.

I'm thinking of making the leader-type a Sunder specialist, and the paladin a half-elf Bludgeoner/Enforcer-type.

I'm thinking of the church being LN, so there will be LG good-guy allies/healers/sages, but also LE scoundrels.

But what do you do to keep NPC and PC rivals from killing each other?

RPG Superstar 2012 Top 32

I'm running a homebrew kinda-Weird Western-themed campaign. Level 2. The party is a human gunslinger, half-elf alchemist, and dwarf reach fighter (re-trained from inquisitor), 25 point builds. All level 2. They also "acquired" a ratfolk 15 point buy alchemist 2. So plenty of potions.

But not a lot of magic. Not even detect magic. All Cha-dumps, so not even UMD is likely.

What kind of problems will being low magic have for this party? They're all smart and imaginative players, but new to PF.

Thanks!

RPG Superstar 2012 Top 32

By Joe Abercrombie.

RPG Superstar 2012 Top 32

I have the Core Rulebook, the Bestiary, and the APG.

Any suggestions of what I should get? Preferably something that's fun to browse a lot.

Thanks!

:-Dan

RPG Superstar 2012 Top 32

We might run a "classic style" campaign. 15 point buy.

I made a half-orc inquisitor 1.
Str 13, Dex 14, Con 12, Int 10, Wis 16, Cha 10.
I took Sacred Tattoo and Shaman's Apprentice alternate racial traits (+1 luck bonus to saves and Endurance as a bonus feat, replaces Orc Ferocity and Intimidating).
For traits, I plan on taking Fate's Favor (increase luck bonuses by +1) and Reactionary (+2 initiative).
For spells, I selected cure light wounds and divine favor (Fate's Favor increases the luck bonus to +2 to attacks and damage).

I plan on being a switch hitter with longbow and greataxe.

I'm trying to determine what feat to take at 1st level. I'm thinking of Improved Initiative (with it, I can get +11 to initiative at 2nd level: +4 for feat, +2 for trait, +2 for Dex, +3 for Wisdom/Cunning Initiative), Diehard (since I have Endurance), and Point Blank Shot.

Initiative seems generally useful for both melee and ranged combat, and for spellchucking later on when I get more attacky spells. Diehard seems like it would let me pretty much double my hit points at 1st level, and it sounds like the campaign might be old school 1st Edition AD&D gritty and brutal. Point Blank Shot will obviously be good at archery, and I can take Power Attack at 3rd level for melee.

I don't know what the other PCs will be. One is usually a tricksy magic-user or swashbuckler type. The other is usually a ranger type or support type.

RPG Superstar 2012 Top 32

I've finished Prince of Thorns and King of Thorns and I'm halfway through Emperor of Thorns and I really like it. A fast-paced combo of GRRM's SoIaF and Gene Wolf's Book of the New Sun, with some Joe Abercrombie and Richard K. Morgan thrown in.

RPG Superstar 2012 Top 32

Hi!
How would you make Prince Jorg? Just a cunning fighter/rogue?

RPG Superstar 2012 Top 32

Mine would be swashbuckling steampunk Firefly in a dark faerie Planescape (Seelie/Unseelie replacing the Blood War/War of Independents). Quests would be personal (like Azure Bonds) instead of Save The World.

RPG Superstar 2012 Top 32

Hi. Just hit 7th level.
Wyrmscourged Dwarf Barbarian 1/Magus 6 (eventually 19)
Str 16, Dex 13, Con 14, Int 16, Wis 12, Cha 6

Real basic combat gear. AC 20, 63 hp (77 when raging).

1. Power Attack
3. Dodge
5. Combat Casting
6. Arcane Strike
7. Intensify Spell
9. Lunge
11. Improved Critical
12. Weapon Focus-dwarven waraxe
13. Spell Penetration
15. Greater Spell Penetration
17. Toughness
18. Weapon Specialization
19. Greater Weapon Focus

I'm not sure what order to take the feats for levels 11-19. Also, any other suggestions? I've looked over the Magus Guide.

I usually self-buff (enlarge person and shield), and then use either spell combat with shocking grasp or rage and two-hand wield my dwarven waraxe with Arcane Strike.

Arcane Accuracy and Empowered Magic are my arcana.

Thanks!

RPG Superstar 2012 Top 32

Has anyone tried combining a wizard/loremaster with the Eldritch Heritage feat chain? Or maybe a lore oracle/loremaster?

What Eldritch Heritages work best with bookwormy wizards?

RPG Superstar 2012 Top 32

What is the best anti-undead class? Say, 20 point buy, around 6th level?

Cleric? Life Oracle? Paladin? Ranger with undead as favored enemy?

Something cool I'm not thinking of?

Some kind of obscure archetype?

Thanks!

:-)

EDIT:

Undead Scourge paladin archetype looks pretty good, maybe with 2-Weapon Fighting and/or Power Attack and Cleave?

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