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Bahor (Glorio Arkona)

raidou's page

RPG Superstar 2009 Top 4. Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Companion, Modules Subscriber. Pathfinder Society Member. 287 posts. No reviews. 1 list. No wishlists. 1 Pathfinder Society character.

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Osirion raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Erik, just wanted you to know that I appreciate how much effort you've put into keeping this line going. You've opened my eyes to stories I never even knew were out there, and I'll be ready for more once you and Paizo get to the other side of this hiatus.

Best wishes and good luck!

Eric Bailey

Osirion raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

A few things I've noticed when looking at wealth-by-level guidelines (for both PCs and NPCs)

  • NPCs' challenge ratings are 1 point lower in PF than their 3.5 equivalents, so their available treasure/gear has to be appropriate for that reduced CR.

  • Pathfinder sets NPC wealth at EXACTLY 3x standard treasure value for its challenge rating. 3.5 played fast and loose with this guideline; after level 3, NPC wealth averaged 2.75 times the treasure of equivalent level, but that number deviated slightly at each level.

  • Pathfinder's default number of level-equivalent encounters per experience level is 20, compared to 3.5's 13.3 encounters/level, so treasure per encounter has to be a little less, and PCs will ultimately have more wealth to work with over time.

  • Specifically, it seems like Pathfinder's treasure per encounter table assumes a 4 person party will spend/lose/miss 30% of all treasure awarded between levels. Put a different way, if you award the exact gold-piece amounts given in the "Treasure by Encounter" table over 20 encounters to a 4-person party, they will come out 30% wealthier than the wealth-by-level table suggests.

Obviously, no home game runs this way. But hopefully this is helpful.

Osirion raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

In your list above, the only one that doesn't fit is the final Heresy of Man scenario, which is Tier 5-9 and therefore would not be "official" at level 10. Otherwise I'd say it looks fine.

Osirion raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)
ElyasRavenwood wrote:

I am running a small PFS group in the local gaming store. the group thus far has fluctuated between 6 and three players. The players are now at 2nd and 3rd level.

I have been planning ahead. I would like to run the group through the Year of the Shadow Lodge Meta plot. Im being ambitious, and I hope we can eventually get the group up to 12 level so I hope i can run them through the 12 level arch as well. We are meeting almost every saturday, so once a week.

So far we have run through 01-The silent Tide, 02 The Hydra's Fang Incident, 03 Murder on the silken Caravan, 04 The Frozen Fingers of Midnight, 5-Mists of the Mwangi, 6-Black Waters, 13-Prince of Augustana, 39 Citadel of Flame, and i have just ran them through the God's mouth Herecy.

What are the Scenarios tied to the Shadow Lodge plot arc?

Thanks

Elyas, I asked a similar question just the other day and there was some helpful discussion on it HERE.

Since your group looks like it's probably around level 4 now, I'd amend the list to look something like this:

Spoiler:
FINISH LEVEL 4:
#51: City of Strangers Part I: The Shadow Gambit
#52: City of Strangers Part II: The Twofold Demise

LEVEL 5:
#2-15: Shades of Ice Part I: Written In Blood
#2-17: Shades of Ice Part II: Exiles of Winter
#2-19: Shades of Ice Part III: Keep of the Huscarl King

LEVEL 6:
#2-6: The Heresy of Man Part I: The First Heresy
#2-7: The Heresy of Man Part II: Where Dark Things Sleep
#2-9: The Heresy of Man Part III: Beneath Forgotten Sands

LEVEL 7:
#2-4: Shadows Fall on Absalom
#2-23: Shadow's Last Stand Part I: At Shadow's Door
#2-24: Shadow's Last Stand Part II: Web of Corruption

LEVEL 8:
#2-20: Wrath of the Accursed
#2-8: The Sarkorian Prophesy
#2-26: The Mantis's Prey

Some adjustments: If you find that the product reviews of the second and third "shades of ice" module are not to your liking, perhaps substitute "The Penumbral Accords" and "The Dalsine Affair" in those slots instead.

After Level 8, you've got a lot of options between this season's scenarios and the standalone module "Cult of the Ebon Destroyers," so that's really up to you. The climax to the meta plot appears to take place in the level 7 modules, so all the Shadow Lodge stuff after that might need to be adjusted to fit.

I'm likewise plotting a course through the Shadow Lodge scenarios and so all of this is still a work in progress.

Good Luck!

Osirion raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Interesting note on Heresy of Man. I had placed those three at the Level 8 Tier since I didn't see a Shadow Lodge connection in the blurbs for Parts I and II. But sure enough, part III mentions the Lodge.

So okay, good call on placing all of Heresy of Man at Level 5. I think I would then move Panumbral Accords to level 1.

Do I understand correctly that if I have a table size of 6 players, then levels 6 and 7 would be valid as I've outlined them because the table plays at APL+1?

Osirion raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)
Andrew Besso wrote:

The description of the Extra Channel feat makes no mention of taking the feat multiple times. Other similar feats (Extra Rage, Extra Ki, Extra Perform etc.) all can betaken multiple times, with stacking effects. Is this deliberate? Is channeling energy so powerful that it must be limited to 5 + CHA modifier?

EDIT: I ask because I am considering a LN cleric of Asmodeus for some time in the future. This cleric (PFS) would be charisma based and rely heavily on channeling negative energy, with Selective Channel of course.

Andrew, I think Channel Energy is indeed a powerful enough ability that it has to be kept somewhat in check, especially if you consider the new uses of Channeling found in Ultimate Magic. And the list of "must-have" feats for a cleric is actually quite small, so I suspect this was a deliberate choice.

That said, in my home game I chose allow the feat to stack while de-powering it a bit. I combined "extra channel" with "extra lay on hands" as follows:

Extra Channel: You can Channel Energy one additional time per day. If you are a paladin with the ability to Lay on Hands, you can instead Lay on Hands two additional times per day. You can gain Extra Channeling multiple times. Its effects stack.
Prerequisite: Channel energy class feature.

I see this change as being roughly equivalent to the "Abundant Revelations" feat - which allows you to gain one more use of your limited-per-day revelations... certainly a desirable feat but a choice rather than a must-have.

Good Luck!

Osirion raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Hello, I could use some advice as I am a relative novice to running Pathfinder Society sessions. I would like to plot a course through the season 2 modules that takes characters through the Shadow Lodge meta-plot from level 1. Below is my tentative outline of the order I'd run these scenarios. This is based mostly on the product blurbs, since I don't yet own all of these.

What I'm looking for is advice on whether some of these modules play better at certain tiers. Also, whether some of the scenarios below have little to do with the overall plot and can be skipped, or if modules I have left out have some good ties to the meta-plot and I should definitely include them.

Level 1:
Master of the Fallen Fortress
City of Strangers I -- The Shadow Gambit
City of Strangers II -- The Twofold Demise

Level 2:
Godsmouth Heresy

Level 3:
The Midnight Mauler
Before the Dawn I - The Bloodcove Disguise
Before the Dawn II - Rescue at Azlant Ridge

Level 4:
Shades of Ice I - Written in Blood
Shades of Ice II - Exiles of Winter
Shades of Ice III - Keep of the Huscarl King

Level 5:
Murder on the Throaty Mermaid
The Penumbral Accords
The Rebel's Ransom

Level 6:
Wrath of the Accursed
The Dalsine Affair
The Sarkorian Prophecy

Level 7:
Shadows Fall on Absalom
Shadow's Last Stand I: At Shadow's Door
Shadow's Last Stand II: Web of Corruption

I do appreciate any and all advice on the best way to get at all the good stuff out of the Shadow Lodge plotline.

Thanks!

Osirion raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)
Bob_Loblaw wrote:

You can wear magic armor and custom bracers at the same time. Sure, the armor bonuses don't stack but the special abilities are in effect from both. So you can have Ghost Touch armor and Heavy Fortification bracers along with an Animated Arrow Catching and Arrow Deflecting shield.

Druids and wizards can cast spells that would not normally be able to target their pets on their pets. So Enlarge Person is a viable spell for a wizard to cast on his familiar.

I thought this was true as well. But I found out just recently that the description of Bracers of Armor say otherwise:

bracers of armor wrote:
Bracers of armor and ordinary armor do not stack. If a creature receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.

Osirion raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Before this conversation, I hadn't even considered Mage Armor. But in thinking about it some more, it seems like this would work. Bracers of Armor too, given its wording:

bracers of armor wrote:
They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor.

Interesting.

Osirion raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Is there any reason people can see that the armor provided by the "armor of bones," "wood armor," "spirit shield," and "cloak of darkness" Oracle Revelations could not be further enhanced by a Magic Vestment spell?

Osirion raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)
1 person marked this as FAQ candidate. 4 people marked this as a favorite.

Three changes to Grapple that caught me by surprise when first trying to use them:

Grapplers no longer share a space. When grappling, creatures remain in adjacent squares. The random chance for a ranged attacker to target incorrectly has been removed as a result. In 3.5 you moved into the target's space when grappling.

Grapplers no longer lose their DEX bonus to AC against other foes, meaning you can't automatically sneak attack someone because they're grappled (although flanking them to sneak is easier). In 3.5 grappling was a good way to grant automatic sneak attacks.

A grappled creature can attack other foes within reach. Such an attack is at -2 to hit. In 3.5 a grappler had to focus solely on his grappling opponent.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Sam, of the four adventures, I feel that yours has the most easily identifiable theme and story: Guy's down in the dumps and makes a bargain with forces of darkness. Guy's life changes for the better. Guy refuses to pay up when forces of darkness come calling. Once the PCs are through with the adventure, they'll "get" what happened here. And I like that. The adventure makes sense.

This proposal also feels like it fills out your given space properly. Not just in the 32-page sense, but also in the various things your PCs will want to do: roleplay, fight stuff, explore, solve puzzles, and earn rewards. It's all there, and feels divided up pretty well.

What I'd want to see more of in this adventure is some better role for the fetchlings than constant victims. The "sleeper agent" aspect doesn't work for me. Maybe some fetchlings are being convinced by Nicasor to rise up against their human oppressors. I think I'd like to see a side-project for the PCs here, to smooth relations between fetchling and human... maybe as a stepping stone to figure out who the true villain(s) are.

Assuming the necessary adjustments can be made for location and overlap with the similar adventure, this is the adventure that I could best see preparing and running for my group. Sam, between your writeup here, and the outstanding work you did creating your Black Mirror map/encounter, you've got my vote for this year's Superstar.

Best of luck in this and all your future projects.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Jerral, I like the moral choices that must be made regarding allegiances with the Asmodean church, and the Nightmare on Elm Street creepiness that this proposal evokes. Your characterizations and descriptions really are top-notch.

What I wanted more of from this proposal is villain motivation. Kasteron is visually and thematically wicked. But as the probable GM of this adventure I don't feel like I have enough information about him to make his defeat really satisfying. Is he actually helping these kids by killing their abusers? I feel like there's a bit too much "read between the lines" here and I'm concerned that I am missing something crucial.

I also feel like there should be more exploration of the burned out home. That's your dungeon in this scenario, where the major conflicts will take place. I want more information about what's down in those tunnels, and then a really killer showdown with the psychotic fey at the end.

Excellent job throughout this competition. I look forward to reading whichever adventure you end up writing!

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Sean, since reading your proposal I've really become struck by the concept of a steampunk/Lovecraft mashup. I would love to run something like that just to see what happens. I am also of the opinion that the Superstar modules really OUGHT to be about pushing the envelope, getting to do something in Paizo's world that would never find its way into their otherwise packed publishing schedule.

You've got some location issues that have already been discussed at length, but I'm sure those would be worked out without a whole lot of difficulty. What I want to see more of from this proposal though, is the cosmic horror. If you've got me in a game where the Dark Tapestry is involved, I want aberrations and slimy, squirmy things that just shouldn't be. I'm not interested in kobolds, or gremlins, or boggards in these types of games. (In fact, if I never see another boggard again, I'll be a happy guy.)

The tribal interplay here feels like it dilutes the module's theme, rather than strengthening it. The watchweird is good, but it feels too isolated. I need more of that. I need an "Its a Small World" ride where the dolls are singing chants to the Old Ones, or a carousel where the horses are actual flesh. I want to be rocked by the wrongness of the place, and I'm not quite there with this piece.

I have greatly enjoyed what you have written for this contest, and I wish you the very best going forward.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Cody, I wanted to say that I think you've got something really fun and creative in the ne'er. I envision them as completely alien, just walking through walls, doors, and any other obstacle in their path (leaving vaguely humanoid holes in everything) as they pursue their inscrutable goals.

What I would like to see more of in this adventure is a sense of urgency. You've got an ancient city plummeting to earth out of a rift in the sky. That's going to be a catastrophic event for both civilizations involved, but the events as written don't seem that devastating. An event like this is going to cause more of a widespread commotion than what you've described.

How the moorlocks and mongrelmen react to being thrust into this new world is fascinating to me. Do they even know that other worlds exist? Or, for that matter, have they ever experienced light or color, dwelling as they do in a realm of utter blackness?

I've really enjoyed your work in this competition. I wish you the best of luck here and in your future projects.

Osirion raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

I think I know how I want to house-rule this... I am ruling that an object's size category does not mean it takes up the entire space, so the huge boulder mentioned earlier does not actually fill a 15x15 area. Instead, for purposes of throwing stuff, it determines how many adjacent targets it can hit... sort of like a ranged "cleave." You still need to be able to lift the object to hurl it.

For each size category above medium, a thrown object can strike one additional adjacent target, using the same attack bonus. Each target can make a reflex save for half damage.

A thrown object of size large or larger creates either an obstacle or difficult terrain (depending on its condition after applying damage) in a number of squares equal to one size category smaller than the object. So a large boulder fills a 5' square area, a huge boulder fills a 10x10 area and so on.

to quantumcat's questions, though:

1.) I don't think this power was intended to let you throw things you can't lift. I suspect adding clarifications like that would have eaten up wordcount and made for a clunkier wording of the power.

2.) This is definitely a "DM call" area that's not explicitly spelled out in the rules, and was the basis for my question. PF changed falling object damage to be by size rather than weight (which is a great change, because it prevents silly abuses) but trying to figure out what you can pick up and throw based on size became a little unclear.

Osirion raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

I have a giant NPC barbarian, with the "Hurling" series of rage powers. He's capable of throwing objects of huge size. Is there intent or precedent for a thrown huge object to attack all targets in a 15x15 area? Or is the attack against a single target only - with the huge object size simply a measure of how much damage the thing does?

Thanks for any thoughts on the matter...

Osirion raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)
Ernest Mueller wrote:
I rebuilt Ruthazek in Hero Lab as a fiendish dire ape sixteenth level barbarian and he makes me wet my pants in fear.

Very Cool. What rage powers did you give him, and did you build him off a specific archetype? I've tinkered a bit with the G. King, rebuilding him as an awakened dire ape antipaladin 11 with the obedience to demon lord feat from the Lords of Chaos PF Chronicle.

Spoiler:
But rather than the Summon Monster SLA granted by that obedience feat/ritual, I gave him the Girallon's Blessing spell from the 3.5 Spell Compendium. And although it's roughly equivalent, I traded out Bull's Strength SLA for the Fuse Limbs spell, also from SC, pretty much for the imagery alone. So if he's facing a neutral or evil PC champion and can't unleash 4-arms and 1-bite worth of Smite Good, he'll Fuse Arms, grab a spear and utilize Fiendish Boon to boost that weapon.

Also gave his armor the Unrighteous property from the APG, because the thought of a Huge, 4-armed, armored ape-antipaladin brings me to a very happy place.

Osirion raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Neil, reading through the final volume I had to say...

Spoiler:
the Coils of Ydersius idea is pretty brilliant. For my money, THIS is the plot point that I've been looking for in this adventure path. If I were running this, I'd make the idea of reincarnating serpentfolk into other races' bodies the fundamental "reveal" of the entire AP... the "how" in "How exactly are the serpentfolk going to enslave the world."

the PCs suddenly finding out that their contacts in the PF society, Sargavan government, Red Mantis society, and so on are in fact reincarneted serpentfolk pulling the strings would be epic.

Anyway, kudos to you for the idea.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Round 3 sounds like a lot of fun. What a great idea for a "twist!"

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Artus, your Lantern was one of my favorites from last round, and this round you're tinkering with a rogue archetype that's a perfect fit for the class. You're quite good at making your concepts feel like they belong as a natural part of the material. Let's see what you can do with this one.

charlatan wrote:
Bamboozle (Ex): A charlatan can implement a cunning and ingenious weave of lies and half-truths allowing him to gain the confidence of those around him. While using Disguise to alter his appearance, a charlatan may use Bluff instead of Diplomacy to alter a target's starting attitude or to make a request... This ability replaces trapfinding.

This is really great! The best ability of the class. It gives you some fun mechanical benefits while under the disguise and some entertaining roleplaying opportunities too.

charlatan wrote:
Mystical Ruse (Ex): At 3rd level, the charlatan becomes adept at acting the part of a spellcaster. The charlatan gains a +1 competence bonus on Use Magic Device checks except for attempts to decipher a written spell. This bonus increases by +1 for every 3 levels beyond 3rd. The charlatan also gains a +2 circumstance bonus on Disguise checks while impersonating a spellcaster as long as he uses a wand, staff, or scroll as part of the disguise. This ability replaces trap sense.

Very nice. I like this ability quite a bit, and it appears balanced with what you give up.

charlatan wrote:
Distracting Ploy (Ex): At 4th level, the charlatan may don a disguise as a standard action by taking a -5 penalty on his check. He may also use Bluff to create a distraction as a swift action. This ability replaces uncanny dodge.

This is basically the same as the bard Street Performer's "Quick Change" ability. I can't find any rules regarding how long it takes to "don a disguise" normally but creating one takes several minutes. These times are reduced by the "quick disguise" rogue talent. Does anyone know what the base time to don a disguise is? Regardless, it's thematically appropriate for the class.

charlatan wrote:
Perfect Delivery (Ex): At 8th level, the charlatan can trick a target as a standard action into doing an activity it normally would not do. This effect works as suggestion using the charlatan's level as his caster level. The target gets a Will save (DC 13 + the charlatan's Charisma modifier). At 16th level, the charlatan can use perfect delivery twice per day. This ability replaces improved uncanny dodge.

Reasonable ability, but it should probably either be a (Sp) ability or else require some kind of skill check.

Artus, this is a nicely constructed archetype. It holds together both mechanically and thematically. It's also balanced reasonably well with the other rogue archetypes in the APG, which says a lot about your eye for detail and balance. Nice work this round, and you have a vote from me.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Ha! After scanning the other comments, I guess I could have just written "I agree with everything Sean said."

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Charles, last round you gave us an awesome electrical suit, and here you've given us a devil-themed monk who fights dirty. And by dirty I mean gore-caked. Dwarves of both genders salute you. Let's see what we've got here.

filthy beard brawler wrote:
Beard Bite (Ex): At 1st level, each time a filthy beard brawler hits with two flurry of blows in one round he can also bite for an additional 1d4 points of damage plus half the filthy beard brawler’s Strength modifier. The bite uses the filthy beard brawler’s full base attack bonus -5. The filthy beard brawler gets one additional bite for every two additional flurry of blows that hit (for example, if six flurry of blows hit he gets three bites). This ability replaces Stunning Fist.

I liked this okay enough right up until allowing another attack per two that hit. One secondary natural attack is fine. More than that and you're just getting ridiculous, and not precedented by elsewhere in the game. Everybody go make a sandwich while Beardface makes his seventeen attacks.

filthy beard brawler wrote:
Bleeding Chop (Ex): At 3rd level, if the filthy beard brawler makes an unarmed strike, he can choose to either cause bludgeoning damage or slashing damage. In addition, if a filthy beard brawler hits with flurry of blows with an attack that causes slashing damage, he also inflicts bleed damage. This attack causes the target to take damage equal to 1/2 the filthy beard brawler’s level every round at the start of each of the target’s turns... This ability replaces maneuver training.

This is better than Bleeding Critical or Bleeding Strike sneak attack. It's not a terrible idea for an ability, but it's excessive at this level and it's too easy to use.

filthy beard brawler wrote:
Devil Dance (Ex): At 5th level, the filthy beard brawler can increase the reach of his melee attacks by 5 feet until the end of his turn by taking a –2 penalty to his AC until his next turn. He must decide to use this ability before any attacks are made. He can spend 1 ki point to avoid the -2 AC penalty for one round. This ability replaces high jump.

So... he gets the Lunge feat. Or maybe this stacks with the lunge feat. That's a long beard, if so. I think this needs to be reexamined for how it interacts with Lunge.

filthy beard brawler wrote:
Filthy Bite (Ex): At 17th level, the rotting chunks in the filthy beard brawler’s mouth now carry disease. A target hit by a beard bite attack makes a Fortitude saving throw (DC 10 + 1/2 the filthy beard brawler’s level + the filthy beard brawler’s Wis modifier) or contracts devil chills. This ability replaces tongue of the sun and moon.

Disease is an interesting attack mode for PCs, who tend to favor the instant gratification of things being defeated RIGHT NOW, over letting them expire a few days from now. Also, at 17th level the things you are fighing are going to be able to solve the disease problem pretty handily. But it replaces a pretty wimpy ability at this level. If you solve the multiple beard attack problem, I don't really have an issue with this.

Charles, this is an okay submission. I don't love its execution; I think it could be tightened up quite a bit. But it evokes an interesting fighting style and a monk with a bite attack is not something I've seen elsewhere. I'm not sure it has enough going for it to garner my vote, however.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Cody, you've chosen to tackle one of the new character classes by removing one of the building blocks of that class. It's a bold choice; After the mount, most of the customization of this class comes from its Orders, which you were not allowed to create for this round. Let's see what you do with the remaining class abilities.

houndmaster wrote:
War Hound (Ex): At 1st level, a hound master gains the service of a loyal war hound to aid him in battle. This hound functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature has the same stats as a wolf.

Pathfinder really did a good job with standardizing mounts/animal companions. Giving your character a hound companion in place of a horse is easier to do, now that they all share a similar set of stats.

houndmaster wrote:
Pack Tactics (Ex): At 3rd level, a hound master learns greater coordination with his war hound. When a hound master and his hound are flanking the same creature, the hound master’s flanking bonus on attack rolls increases to +4. This ability replaces cavalier’s charge.

Very nice. Also has some good synergies with the cavalier's tactical feats. Balanced with a good visual. How does this work with feats that also grant flanking bonus (Outflank comes to mind)?

houndmaster wrote:
Expert Handler (Ex): Upon reaching 4th level, the hound master may take on a second war hound; while smaller and weaker than his primary hound, it is still a useful ally. This ability functions like the war hound ability, except that the hound master's effective druid level is equal to his cavalier level – 3. In addition, this ability allows the war hounds to choose from teamwork feats when selecting feats gained from additional Hit Die. This ability replaces expert trainer.

This is not just good synergy, it's also extremely creative. It's also a bit on the powerful side given that you now have two combat allies with the Trip ability and Expert Trainer is not a very strong ability to be giving up.

houndmaster wrote:
Go For the Throat (Ex): At 11th level, a hound master has perfected fighting beside his animals. Whenever an opponent is tripped or overrun by one of his war hounds, the opponent provokes an attack of opportunity from the hound master. The target must be threatened by both the hound master and his war hound. This ability replaces mighty charge.

Nice, I think this works very well and replaces a pretty potent ability.

houndmaster wrote:
Kill Command (Ex): At 20th level, whenever an opponent is threatened by the hound master and both of his hounds, the hound master may issue a kill command. This is a swift action that grants both hounds an attack of opportunity on the target. A creature cannot be the target of this ability more than once per day. This ability replaces supreme charge.

Cody, this really is fantastic stuff. The design of this class is solid, interesting, and makes me want to play one of these guys. You've clearly got a lot of people talking about it, too. It's professional-level design and you've certainly earned the praise. Well-done.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Danny, you're the second contestant to bring us a bard who uses his talents to hoodwink the good people that come into contact with him. I will try not to compare your two entries as I go.

con artist wrote:
Irresistible Charm (Ex): At 1st-level a con artist gains a bonus equal to half his level on Bluff, Diplomacy, and Sense Motive checks (minimum +1). This ability replaces bardic knowledge.

So you're dealing with social interaction, not information. This is a pretty equivalent trade. Works for me.

con artist wrote:
Deception (Ex): At 5th level, the con artist becomes so accustomed to thinking on his feet that he can manipulate others with ease. He can take 10 on Bluff, Sense Motive and Diplomacy checks. Additionally, if he has 1 full day to rehearse and plan for the ruse, he can take 20 on any one of the checks listed above. He can use this ability one additional time per day for every six levels he possesses beyond 5th, for a maximum of three times per day at 17th level. This ability replaces lore master.

Thinking on one's feet and preparing for a ruse are on opposite ends of the spectrum. This is better handled by the Skill Mastery advanced rogue talent. Plus, taking 20 means you try and fail a whole bunch of times before you succeed. The mechanics of that don't match this ability.

con artist wrote:
Inspire Confidence (Su): A 1st-level con artist may use his performance instead of Diplomacy to gain the confidence of NPC's. This performance creates the effect of the charm person spell, but at the end of the performance, if the creature failed to save, their attitude shifts toward the con artist by one step for 1 day per class level. Inspire confidence is a language-dependent, mind-affecting ability that relies on audible components. This performance replaces inspire courage.

Does the charm only last while the bard is performing? Does it exactly mimic Charm Person? You need a caster level here. Lingering attitude shift is interesting, but I'm not sure I am on board with how you've gotten there.

con artist wrote:
Insidious Negotiation (Su): At 8th-level a con artist can use his performance to broker a one-sided deal. To succeed, the bard may use Perform (oratory) versus the targets Sense Motive. If his check succeeds by 5 or more the deal is 10% in his favor; by 10 it is weighted by 20%; by 15 it is 30% and by 20 it is 40%. Special: if his check succeeds by more than 25 the GM may decide the outcome. Insidious negotiation is a language-dependent, mind-affecting ability that relies on audible components. This performance replaces Dirge of Doom.

So you are haggling, using Oratory. This seems a too-easy way to break the wealth limits a character should have. There's a reason no codified haggling rules exist in the game. Such rules are too easily abused.

con artist wrote:
Impersonation (Su): At 12th-level, a con artist may use his Perform (acting) instead of the Disguise skill to impersonate someone else. While in effect, this performance functions like the seeming spell. Impersonation is a language-dependent, mind-affecting ability that relies on audible and visual components. This performance replaces Soothing Performance.

Seeming merely duplicates Disguise Self, for a group of people. It's like Mass Disguise Self.

Danny, there are a lot of problems with this archetype. Just about any bard can simply take Charm Person, or Disguise Self, and get the same results as your bard performances. With regard to haggling, there's some interesting roleplay value to be had with basic haggling rules, if you're talking about low-cost goods and services. But they really break the game when we're talking about magic items costing tens of thousands of gold pieces. So a flat system of discounts is just not going to end well.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

David, your Candle from last round took on some of the game's new rules for haunts, and I thought that design space was a great one to work in. I suggested kicking it up a notch this round, so let's see if your Fey-based druid does just that.

first world druid wrote:
Nature Bond (Ex): A first world druid may not select an animal companion or the Animal domain. Instead, she adds the Travel and Trickery domains to those usually available to druids.

Slight concern that these domains grant the druid too many cross-class spells, adding versatility at little cost.

first world druid wrote:
Beast Empathy (Ex): A first world druid can improve the atttude of magical beasts with an intelligence of 1 or 2 as a normal druid can with animals. She can also use this ability to influence animals, but she takes a –4 penalty on the check. This ability replaces Wild Empathy.

Nice touch on this one. I think that's a fun little switch.

first world druid wrote:
Wild Shape (Su): A first world druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level -2. At 10th level she can assume the form of a Small or Medium magical beast, at 12th level a Tiny or Large magical beast. This effect functions as beast shape IV.

Very good, still gaining magical beast abilities. But what are you losing in return for being able to transform into magical beasts? I'm detecting an upward power slope here.

first world druid wrote:

Tane's Power (Su): When wildshaped into a Huge plant or Large magical beast, or shapechanged into a Huge plant, Large magical beast or Huge dragon, the first world druid gains an additional ability based on the creature type she assumed.

Sard's Electrical Jolt: arcs of electricity deal 2d6 points of damage to the attacker.
Thrasfyr's Entangling Chains: creatures in this area take 10d6 points of slashing damage and become entangled
Jabberwock's Burble: save or become confused for 1d4 rounds.

These are in addition to the normal benefits of the assumed forms. This ability replaces Timeless Body.

So we're at the end of the archetype and the only real trade is that you actually age. Which, to be honest, feels very strange given that you're drawing your power from the immortals in the First World. You definitely upped the excitement factor of this archetype, though. Unfortunately you did so in what I feel is a reckless sort of way.

David, this is a fantastic idea for an archetype but it's way overpowered. You get a ton of cool stuff and give up very little. The magical beast chains alone are over the top... 10d6 at-will, escape DC 30, plus entanglement, in a 20' diameter? That's an uber at-will fireball, every round.

So in the end it's visually and thematically appealing, but I can't vote for the execution.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Eric, Your Shadow Falconer's Glove was among the best in the round. This time, you've got the second of the knife fighter archetypes I've read. I'll try very hard not to compare the two.

knife fighter wrote:
Knife Expert (Ex): At 1st level, a knife fighter gains a +1 bonus on attack and damage rolls with daggers. In addition, a knife fighter gains a +1 bonus to CMB and CMD on disarm and sunder checks with daggers. These bonuses increase by +1 per four levels after 1st. This ability replaces weapon training 1.

I was under the impression that if you have a bonus to hit with a weapon, that bonus also transfers to CMB checks made with that weapon. If that's true, there's no reason here to specifically call out disarm and sunder. You still need to note CMD bonuses, however. Regardless, the bonus to a single weapon vs. an assortment of them is a good, expected trade for a knife specialist.

knife fighter wrote:
Never Caught Unarmed (Ex): At 1st level, a knife fighter gains a bonus to Sleight of Hand checks to conceal a weapon on your body equal to 1/2 your fighter level (minimum +1). This ability replaces the bonus feat at first level.

Sleight of hand should be a class skill for this archetype if you're giving them bonuses to it. Otherwise fine ability.

knife fighter wrote:
Quicker Than the Eye (Ex): At 2nd level, a knife fighter gains a bonus equal to 1/2 his fighter level to all initiative checks. This ability replaces bravery.

This is a pretty good ability. It's a must-have for multiclass fighter/rogues.

knife fighter wrote:
Parrying Defense (Ex): At 3rd level, a knife fighter gains a +1 shield bonus to his AC when he is using a dagger in his off-hand, or has his off-hand free. This bonus increases by +1 for every four fighter levels the knife fighter possesses. This ability replaces armor training 1, 2, 3 and 4.

Does a shield bonus like this stack with that granted from two-weapon defense? In fact, does using a dagger in this way interact with TWF at all? It seems like you would have penalties to your attack rolls when using your off-hand to parry.

knife fighter wrote:
Cut and Run (Ex): At 6th level, as a full-round action that does not provoke an attack of opportunity, a knife fighter can make a combat maneuver check to hamper an opponent by targeting tendons in vulnerable locations, such as the wrist or hamstring. If it succeeds, the target is staggered for one round and the knife fighter can then make a normal move without provoking an attack of opportunity from the target. This ability replaces the bonus feat at 6th level.

This is my favorite ability of the archetype. It's like the "Slow Reactions" rogue talent for fighters. However, you fail to note whether this attack causes normal damage.

knife fighter wrote:
Discreet Throw (Ex): At 9th level, a knife fighter can make ranged attacks with daggers without provoking an attack of opportunity. This ability replaces weapon training 2.

Also a nice, thematic, and mechanically sound ability.

knife fighter wrote:

Barrage of Blades (Ex): At 13th level, when a knife fighter makes a full attack with daggers, he may make one extra attack at his full attack bonus. All attacks that round suffer a -2 penalty to hit. This applies to both melee and ranged attacks. This does not reduce the action required to draw a weapon. This ability replaces weapon training 3.

Master of the Blurred Hands (Ex): At 17th level, attacks made with barrage of blades no longer suffer the -2 penalty. This ability replaces weapon training 4.

This is like a special Flurry of Blows. Hm, I'm somewhat leery of giving this to a fighter, with the high BAB and bonuses to the weapon this is going to be used with. It seems on the overpowered side. A Two Weapon fighter makes this even more scary.

knife fighter wrote:
Weapon Mastery (Ex): A knife fighter must choose the dagger.

Eric, this is a very competant build; it stays true to your theme but goes a little overboard on the power curve. It feels very clean, though. This archetype has a few built-in expectations, like the Quick-Draw feat for throwing, and possibly the Two Weapon Fighting feat, although I see that you can parry with nothing in that hand (although that seems a bit odd)

Not sure if I'm 100% sold on it, although I will come back to it once I've read them all.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Erik, last round you showed us how to mute your enemies with finesse and a tastefully ruffled accessory. This round you drop the finesse and just rip out your enemy's jugular with some lycanthropic-themed druids. I'm very interested to see what you can do here.

moon shaman wrote:
The Profanity of Silver (Ex): Tying himself to the energies of the moon comes at a cost. If a moon shaman ever carries even an ounce silver for more than a full round, he is considered to have violated his druidic vows

Very thematically appropriate restriction, subject to a pretty high amount of GM control, too. Much more so than the weapon.armor restriction.

moon shaman wrote:
Call Forth the Furious (Su): Each creature a moon shaman conjures with any summon spell ferociously rages, as the barbarian ability, for the duration of the spell that summoned it. Starting at 2nd level, and at every 4th level thereafter, a moon shaman selects a rage power that he imparts to each summoned creature, using the moon shaman’s level in place of the barbarian level.

That's crazy good. You're going to pile this on with Augment Summoning anyway, so your summoned monsters are all going to wind up with +6 to STR and CON, with some AC penalties. Plus the mixing and matching of rage powers makes your summons probably the best in the game.

moon shaman wrote:
Wild Shape (Su): A moon shaman can only use wild shape to transform into animals. He cannot use this ability to adopt the form of elementals or plants.

You do give up some versatility, but I don't think it's enough to properly balance what you are getting from this class.

moon shaman wrote:
Lunar Howl (Su): At 8th level, a moon shaman can howl as a standard action, compelling animals and magical beasts to participate: all such creatures within 15 ft. of him become confused. A successful Will save (DC 10 + 1/2 moon shaman’s level + moon shaman’s Wisdom modifier) means the target cannot be affected by this lunar howl. If a participant in the lunar howl rolls "babble incoherently" for its behavior, instead it howls that round, and all valid creatures within 15 ft. of it must make a Will save or become likewise confused.

Really fun imagery, but has the potential to be too time-consuming to run. The druid class by its very nature monopolizes table time. This seems to add more of that, with "exploding confusion" effects.

moon shaman wrote:
Ritual of Becoming (Su): At 15th level, a moon shaman can transmute afflicted lycanthropy into natural lycanthropy of the same type. The ritual requires 24 uninterrupted hours to perform. The moon shaman can only target an affliction that he carries within himself. Once successful, the effects are permanent, and the moon shaman is immune to further afflicted lycanthropy. This ability replaces timeless body.

Timeless body prevents you from aging. But its use is dictated by the campaign and the GM. Is the campaign going to go on for so many years that aging effects actually happen? If so, great, you have a class ability that does something. With your exchange, you gain some good ability bonuses for being a lycanthrope (including to your primary casting stat) and take few of the drawbacks. What you get is much stronger than what you give up, for most campaigns.

Erik, this is a really great theme but I suspect it's overpowered by quite a bit. Your summons alone are worth the small prices you pay. I'd love to see what this archetype could be once toned down, though.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Ethan, your Eye of the Void was well-received for its Lovecraftian weirdness. This round you bring us a martial cleric archetype, someone who plays offense instead of hanging back to heal the party. Definitely a niche that's been explored from time to time. Let's see how you've done with it.

exalted armsman wrote:
Empowered Strike(Su): As a swift action, an exalted armsman ... deals an amount of bonus untyped damage equal to 1d6 points of damage plus 1d6 points of damage for every four cleric levels beyond 1st(2d6 untyped damage at 5th level, 3d6 at 9th level, and so on) to a maximum of 5d6 extra damage at 17th level.

Used as a swift action, so never more than once per round. Reasonable damage scale for those levels. It's like Channeled Smite but without a save.

exalted armsman wrote:
At 11th level, the target of the exalted armsman’s empowered strike must make a Will save with a DC equal to 10 + 1/2 the exalted armsman’s level + the exalted armsman’s Charisma modifier or be shaken for a number of rounds equal to the exalted armsman’s Charisma modifier. This ability cannot stack with itself or other shaken effects in order to cause an opponent to move from shaken to frightened, or from frightened to panicked.

Escalating effects seem to be one of those areas of the rules in need of re-examining. More effects are exceptions to the escalating rule than follow it. But adding effects on top of the empowered strike seems a very useful thing to do. It's interesting that you did not elect to make use of the Antipaladin's Cruelties in coming up with status effects to add to this attack. When voting is over, could you speak to this a little? Did you turn down using a mercy/cruelty approach for a specific reason?

exalted armsman wrote:

At 15th level, an exalted armsman may elect to expend an additional use of his empowered strike ability as a free action and cause the target of his next empowered strike this round to be fatigued instead of shaken on a failed Will save.

At 19th level, an exalted armsman may elect to spend an additional use of his empowered strike ability as a free action and cause the target of his next empowered strike this round to be staggered instead of shaken on a failed Will save.

Fatigue and Staggered seem like they should be a Fortitude effects. You're also expending an extra use per day, why not let these conditions stack and just use separate saves?

exalted armsman wrote:

Weapon Focus: At 1st level, an exalted armsman gains the feat Weapon Focus with their deity’s favored weapon as a bonus feat, even if he does not meet the normal prerequisites.

Weapon Specialization: At 7th level, an exalted armsman gains Weapon Specialization with his deity’s favored weapon as a bonus feat, even if he does not meet the normal prerequisites.

Good choices for a cleric whose weapon is of holy importance.

exalted armsman wrote:
Extra Strikes: At 3rd level, and every four cleric levels beyond 3rd, an exalted armsman gains an additional use of his empowered strike ability per day.

This is a good addition to the class because obviously you won't be able to take Extra Channel to help you out.

Ethan, this seems a pretty balanced and thoughtful execution of your theme. I don't see any glaring problems with it and it does enough unique stuff to avoid sliding into Paladin territory. You've done fine work here and I'm sure we'll be seeing you next round.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Isaac, I thought the Alchemist's Viper was a cool visual but a little mechanically odd. This time you're tackling the heavy-hitter barbarian class and it looks like you'll be developing some defensive stuff for it. Let's see how well you've executed on those mechanics.

frenzied protector wrote:
Fierce Protectiveness (Ex): A frenzied protector's primal instincts are brought to the surface when his allies are in danger. Whenever an enemy successfully hits any ally adjacent to a frenzied protector with a melee or ranged attack, the frenzied protector adds 1 to the total number of rounds that he can rage that day. This ability replaces fast movement.

Missed opportunity here. There are teamwork feats and a whole feat tree for doing things to assist allies in danger. Why not expand on that? This ability is too passive and doesn't evoke either "fierce" or "protective."

frenzied protector wrote:
Swordwall (Ex): At 2nd level, a frenzied protector's attacks cause enemies to falter in their own. Whenever a frenzied protector successfully hits an enemy with a melee attack, he may provide DR/- equal to half his barbarian level to all adjacent allies... This ability replaces uncanny dodge and improved uncanny dodge.

Tactically interesting, but too powerful and easily abused with things liek Enlarge Person and reach weapons.

frenzied protector wrote:
Imposing Presence (Ex): At 3rd level, the very threat of a frenzied protector's presence causes foes to act with caution. Enemies treat the squares in a frenzied protector's threatened area as difficult terrain. This ability replaces trap sense.

This is like the 3.5 Knight class's ability and is not really something we've seen in PF yet. However this implementation is weird. It needs to key off Intimidate somehow, but instead it's always-on.

frenzied protector wrote:
Furious Maelstrom (Ex): At 7th level, a frenzied protector’s swings are so frenetic that attackers can barely get their own in. Whenever a frenzied protector successfully hits an enemy with a melee attack, he may provide concealment to all adjacent allies... This ability replaces damage reduction.

I think these similar abilities need to be done during a full-attack action. Otherwise they don't quite fit the descriptive ability name. I also think between the DR and the concealment, you've got all your party standing next to the barbarian the entire combat. The barbarian is going to hit nearly every round, so this just seems to go too far.

frenzied protector wrote:
Tempest of Steel (Ex): At 14th level, whenever any enemy enters a frenzied protector's threatened area, the frenzied protector may make a special CMB check against the opponent's CMD. If the frenzied protector succeeds on this check, the opponent gains the entangled condition.... This ability replaces indomitable will.

Doesn't build off the difficult terrain you've already established. The combatant is already going to get smacked if he enters your threatened area because he's using two squares of movement to do it. This ability should build off of that, not just impose another condition.

frenzied protector wrote:
Eye of the Steel Storm (Ex): At 17th level, whenever a frenzied protector successfully hits an enemy with a melee attack, he may grant total cover from that enemy to all adjacent allies for 1 round as an swift action... This ability replaces tireless rage.

Total Cover, concealment, and DR 8/- to all adjacent allies. You've amped this guy up too much. It's gone so far beyond balance I am not sure what can be changed to bring it back. Isaac, I think there's definite room for a more defensive-themed barbarian. The Devoted Defender prestige class is one such way of looking at that theme. You gave us some good visuals in your abilities here, but they are unbalanced with the core class.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

James, I thought your Retort was a really neat and useful gadget, well thought out. Before I even get into the abilities of the Crooked Man, though, I'm a little nervous about it. The core bard in PF encompasses musicians, dancers, orators, jugglers, and so on all under the Perform skill umbrella. From your description, it sounds like this archetype isn't deviating too far from the core class. Let's see what he can actually do with his clever wordplay.

crooked man wrote:
Honeyed Words (Su) At 1st level the crooked man can use his words to make even a hostile listener ... become helpful and more inclined to believe whatever the crooked man tells them for as long as the crooked man speaks plus one minute per bard level afterwards. At the end of this duration, listeners automatically become hostile to the crooked man. The distraction of a nearby combat or other dangers prevents this ability from working. This ability relies on audible components. Honeyed Words is is an enchantment (compulsion), mind-affecting ability.This performance replaces Countersong.

This ability goes slightly beyond what Intimidate already does, by making your targets Helpful, rather than Friendly, for a short period of time. I'm on the fence with it, though. I feel like it's too much like Intimidate, or the Coax Information rogue talent, to stand on its own. It also lasts longer than a typical bard performance. So one round of performance gets you helpful enemies for several minutes. Sort of a mass charm effect, actually. I think it's probably a bit overpowered as a low-level ability.

crooked man wrote:
Sickening Doubts (Su) At 8th level the crooked man can use his words to cause enemies to grow indecisive and doubt their own abilities, causing them to become sickened... This ability replaces Dirge of Doom.

This is not a bad ability, actually. Better than making them shaken, which can be accomplished a half-dozen other ways. I think this is a fine substitution, but I also think it needs to be language-dependent. Most anything a speaker is going to be able to accomplish is going to depend on people around him being able to understand him.

crooked man wrote:
Silvered Tongue (Ex): A crooked man gains a bonus equal to half his bard level on Bluff, Diplomacy and Perform: Oratory checks (minimum +1). A crooked man may also substitute his Bluff or Diplomacy checks for any Perform check where an audible component is required. This ability replaces Bardic Knowledge.

Since you're giving up Versatile Performance, this is an interesting continuation of that theme. How do you substitute Bluff or Diplomacy for instumental performances, though? That seems odd.

crooked man wrote:
Verbal Dodge (Ex): Once per day a crooked man may roll a Bluff, Diplomacy or Perform: Oratory check as an immediate action and substitute the result for his Armor Class against one attack. He must keep the result even if it worse than his normal Armor Class. He may use this ability twice at 6th level and once more for every 4 levels thereafter. This ability replaces Versatile Performance.

What's missing here is how this works. Do you talk the opponent into making a mistake? In that case this should be a language-dependent ability. Can this work when silenced?

James, in the end I don't think I'm that wowed by the Crooked Man. It has a couple neat tricks but I don't feel like it's that different from a core Bard to warrant a specific archetype.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

James, your Erinyes Braid was packed with flavor and cool imagery. This round, you keep up the evil energy by giving us a psycopathic killer on the loose. So you're setting this guy up mainly to be used as an antagonist. Most PCs won't be looking too closely at this because it's too villainous; playing really, really evil PCs is a niche thing. Let's see how high his body count goes.

ripper wrote:
Blitz Attack (Ex): At 1st level, a ripper begins to excel at striking from ambush. If a ripper attacks a target in the surprise round, he gains a bonus on attack rolls equal to ½ his rogue level...

This is a combat rogue, so giving up a skill bonus for a combat one fits the theme. And only allowing the damage bonus during the surprise round is appropriate. I think the initiative thing is out of place. By the time you're in combat, you already have an initiative roll.

ripper wrote:
Butchery (Ex): At 2nd level, a ripper’s expertise with blades increases. Whenever a ripper uses a light or one-handed slashing or piercing weapon to make a melee sneak attack, his sneak attack dice increase from D6’s to D8’s. At 16th level, they increase again, to d10’s. This ability replaces evasion.

Too powerful. This is better than both Powerful Sneak and Deadly Sneak combined.

ripper wrote:
Unbound (Ex): At 3rd level, a ripper can avoid effects that would restrain or impair him. Once per day, as an immediate action, he can gain a bonus to his CMD equal to his rogue level. At 13th level, a ripper can use this ability three times a day. This ability replaces trap sense.

Thematically interesting. This guy's good at not getting caught. But balanced poorly. You're giving up a bonus of 1/3 levels to ac and reflex saves vs. traps. In the grand scheme of things that's a minor ability. That should be followed when coming up with your CMD bonus... it should be relatively minor in scope, not such an "I Win" button against people trying to grab or trip you.

ripper wrote:
Mental Vault(Su): ...When a ripper is targeted by any spell or spell-like ability that would pry information from his mind, including detect evil, detect thoughts, or discern lies, the caster must succeed on a caster level check, or the ripper becomes immune to that effect, from that caster, for 24 hours.

This ability is pretty cool, and it's got some definite narrative benefits.

ripper wrote:
Inescapable Ambush (Ex): At 10th level a ripper may take an extra move action in a surprise round he initiates.

Since you're already into overpowered territory, giving a free ability without exchanging something else for it isn't the right move.

ripper wrote:
Improved Blitz Attack (Ex): At 16th level, a ripper’s blitz attack ability improves. During the first round of combat, whenever a ripper strikes a flat-footed target, it is considered a blitz attack...

Again, much more powerful than you need to be. A TWF rogue at 16th adding +8 to every sneak attack, hitting more often than not due to his target being flat-footed. Too much. James, this is a neat theme and good for psychopath NPC's, but it doesn't feel balanced right at all compared to a standard rogue. I think your vision and theme are fine but the execution of this guy needs to be dialed back.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Jerall, I thought your gloves had a fantastic effect but buried the lead a little bit. Right away with this archetype I know I'm going to be getting a monstrous fighter. I'm intrigued.. This is going to appeal to a more limited crowd than most, as playing monstrous characters isn't everybody's cup of tea. Let's see what he's got going for him.

tengu blademaster wrote:
Many Sword Style (Ex): Starting at 2nd level, if the tengu blademaster has a sword selected for the Weapon Focus feat, he may apply the benefit of the feat to any sword he wields... A blademaster only need familiarize himself with any sword once. At 10th level, he only requires a full-round action to familiarize himself with a sword. This ability replaces bravery.

I think you spent too much time on the familiarity part of this. I can't think of any other area of the game where one must familiarize himself with a weapon. It's too clunky and there's not a lot of payoff. I don't think it's needed here. Just keep the "all swords are created equal" part and you'll be fine.

tengu blademaster wrote:
Blademaster’s Defense (Ex): Starting at 3rd level, when a blademaster makes a full attack including at least one sword and bite attack, he receives a +1 dodge bonus to AC against melee attacks. This bonus increases by 1 for every four levels after 3rd. This ability replaces armor training 1 and 3.

I'm wary of dodge bonuses like these. You haven't taken away any armor or shield proficiencies from this guy, so he's not necessarily losing any AC bonus by taking this archetype. So I don't think this dodge bonus balances well against the reduction in ACP and max dex increase. There are some ways to game the system here.

tengu blademaster wrote:
Tengu Weapon Training (Ex): At 5th level, the blademaster gains weapon training 1, but the bonuses only apply when wielding a sword or using a bite attack. At 17th level, the blademaster receives weapon training 2. This ability replaces weapon training 1 and 4.

This seems fine to me. You end up with a +2 to hit and damage with swords and beak. Half the bonus of a maxed-out fighter, to two weapon types.

tengu blademaster wrote:
Iron Beak (Ex): At 7th level, the blademaster reduces the penalty to attack rolls when using his bite as a secondary weapon to -2. At 15th level, he adds his full strength modifier to damage dealt by a secondary bite attack. This ability replaces armor training 2 and 4.

How does multiattack interact with this? Full Strength damage is fine, as there's precedent set by the Double Slice feat.

tengu blademaster wrote:
Beak and Blade (Ex): At 9th level, as a standard action, a blademaster can make a single melee attack with a sword. If the attack hits, he may attempt a dirty trick or steal combat maneuver with his beak, using his full base attack bonus, as a free action that does not provoke an attack of opportunity. This ability replaces weapon training 2.

Great visual here. Takes place on a standard action and uses specific, fitting maneuvers to add to the attack. Definitely the best ability of your archetype.

tengu blademaster wrote:
Powerful Beak (Ex): At 13th level, the blademaster is considered one size larger when determining the damage dealt by his bite attack and CMB when using his beak. This ability replaces weapon training 3.

The best thing about this ability is that it takes CMB size modifier into account. That's Superstar thinking.

tengu blademaster wrote:
Tengu Weapon Mastery (Ex): At 20th level, the blademaster gains weapon mastery as per the fighter class feature, but may only select a sword or his bite attack.

Jerall, this archetype does some things very well. It goes off the beaten path to try to make a monstrous fighter. I think that's a great choice. While this wouldn't see print in something like the APG, if Paizo ever did a book on monstrous races, like Savage Species, this is the sort of thing that would fit right in.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Jerry, you've chosen a class that does not lend itself very well to archetypes, because of the way existing mysteries are used to customize the class. You've also chosen an inherently problematic theme in time manipulation. This is a pretty big gamble. Let's see if it pays off.

chronologist wrote:
Speak In Riddles (Ex): A chronologist's phraseology mirrors his distinctive and complex view of the world, often making communication with him tiresome... This ability replaces oracle's curse.

You're sort of just making a new curse here. Or at least, walking a fine line about it.

chronologist wrote:
Mystery Bond: When selecting an oracle mystery, the chronologist must choose from one of the following: bones, heavens, life, lore or nature. The selection of oracle revelations at 1st, 7th and 15th level is replaced with the chronologist abilities listed below.

Hm, so you're trading player choice for set abilities here. That cuts down on versatility quite a bit. But I suppose if you're choosing this archetype at all, you will have taken a look and already decided what revelations to cut. There's also the Extra Revelation feat to fill in some gaps.

chronologist wrote:
Glimpse the Future (Su): The chronologist is difficult to surprise, granting him a +2 insight bonus to Perception checks against surprise attacks and traps. The bonus increases to +4 at 10th level. This ability replaces the 1st level oracle revelation.

Not bad, but I'm surprised there's no initiative bonus here.

chronologist wrote:
Manipulate Time (Sp): Once per day, the chronologist can break the temporal bonds and cast either haste or slow using his chronologist level as the caster level. This ability replaces the 7th level oracle revelation.

Thematically fitting, although I think its usage should scale with your level. I also think an ability like this should be measured in rounds per day, where you can use a couple rounds as needed in each combat. As a one-and-done ability it seems weak.

chronologist wrote:
Transcendent Consciousness (Sp): With great concentration a chronologist can examine a location and experience what recently transpired there just as if he were present during the time... This ability replaces the 15th level oracle revelation.

Clairvoyance to the past is interesting, but it's not the awesome time manipulation ability I was hoping for here. It definitely has its uses, and I like how you fatigue the guy afterward. This is an ability, though, that creates extra work for your GM. It doesn't really do anything at all without a GM who's willing to be creative and helpful when you use the ability.

Jerry, you've sort of created a new mystery here, without creating a new mystery. You've also chosen a difficult theme to work with. I applaud you going after this class to try to break new ground, but I don't think the end result quite fits well enough.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

The way I read it, the victim will only take bleed damage equal to the Carver's dex bonus per round, no matter how many hits the Carver gets on his target. This is because bleed damage of the same type doesn't stack. So it doesn't seem quite overpowered to me. If this bleed damage were stacking, then absolutely that would be an overpowering ability.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Joel, I thought your plentiful pouch was a useful lower-level device that made a utility spell more interesting. I suspect your Hedge Wizard here would be one of the primary makers of such a thing. Let's see what else he can do.

hedge wizard wrote:
Plant Magic (Su): At 1st level, a hedge wizard adds the following spells to their spell list: goodberry (1st), tree shape (2nd), plant growth (3rd), command plants (4th), commune with nature (5th), liveoak (6th), animate plants (7th), control plants (8th), shambler (9th). These spells are considered arcane spells for the hedge wizard. This ability replaces scribe scroll.

If we still had "named" spells, this would offer you up a neat option for trade... lose the ability to cast spells crafted by those big-name wizards in their big-city mage compounds, and gain some plant magic instead. See my brew potion comment below.

hedge wizard wrote:
Brew Potion (Ex): Hedge wizards gain Brew Potion as a bonus feat at 3rd level.

I think this should have been given at 1st and been part of the Scribe Scroll swap.

hedge wizard wrote:

Herbal Magic (Su): At 5th level, a hedge wizard can add a material component to any spell, using herbs and plants.

Greater Herbal Magic (Su): At 15th level, a hedge wizard's skill using herbal magic improves.

Not a bad idea, using gathered components to boost a spell. Also thoughtfully limited so that you don't have endless bookkeeping of how many rare roots you have for this spell versus how many pine cones you have for that one. My only concern is one of another route to DC stacking... spell focus, elemental focus, focused spell, and now herbal magic. But it's minor in the grand scheme of things.

hedge wizard wrote:
Sympathetic Magic (Su): At 10th level, a hedge wizard can exploit physical connections to a creature when targeting it with spells. This allows a hedge wizard to use the saving throw modifiers from the connection table in the scrying spell with any spell from the necromancy or transmutation school. The saving throw modifier applies to the appropriate saving throw type for the spell being cast. Once an item or body part is used in conjunction with sympathetic magic, it loses its magical efficacy and cannot be used with sympathetic magic again. A creature targeted by sympathetic magic is immune to sympathetic magic from the same caster for 24 hours. This ability replaces a wizard's 10th level bonus feat.

I understand how this works, but only after reading it many times. However, once there, I realized that this is the heart of this class and I really like where you're going with it. You've identified an existing spot in the game where objects related to your target in some way grant you a bit more power over that target. And you used it to great effect here. I worry that this is a little open to abuse, through stacking the herb gathering, sympathetic bonuses, spell focus, and the fact that necromancy and transmutation both have some potent save-or-suck effects. But without playtesting those are just surface concerns and don't yet impact my assessment.

Joel, I think this is a neat archetype. You went for a class that didn't have existing archetypes to work with, and you chose well in removing feat aquisition rather than trying to mess around with arcane powers. There's some gnarly wording in your best ability that hurts you a bit. Still, you are likely to be the vote that knocks someone else out of my top 8. I'm over halfway through analyzing all of them, so we'll see.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

John, last round you gave us the Illusionist's Veil, which people really liked. It had some very cool effects and so let's see what your Juju Snatcher has to offer. Right away, I don't care much for the name. Perhaps there's some folklore that I am unaware of but Juju Snatching just sounds weird to me.

juju snatcher wrote:
Juju Sap (Su): At first level, Juju Sap targets a single living creature within 30 feet of the juju snatcher as a standard action. Juju sap does 1d6 points of damage plus 1d6 points of damage for every two juju snatcher levels beyond 1st... Additionally, juju sap may grant an ally within 30 feet of the juju snatcher temporary hit points equal to the damage done... This replaces the hex ability.

I'm scratching my head at this right from the first ability. The hex is the soul of the entire witch class. Many hexes can be done as often as the witch wants! With this, you've got a life-leeching power that's limited per day and also only effective against certain creatures. To replace such a major feature, your new ability would need to be broader in scope than this one.

juju snatcher wrote:
Jinx (Su): At 6th level, the juju snatcher may choose to grant one ally a weal or cause one enemy woe. The juju snatcher selects one weal or woe at 6th level and an additional weal or woe at every third level thereafter... This replaces the major hex ability.

You seem to imply from the weal ability that the Juju Snatcher can choose from different weals at each 3rd level. But you only give one choice at each tier. Again, you're tying them to an existing limited resource, where a witch's major hexes are much more versatile. This does not balance properly with the core class.

juju snatcher wrote:
Jumbo Juju Sap (Su): At 8th level and every eighth level beyond 8th, the juju snatcher may use juju sap to damage an additional creature (2 at at 8th and 3 at 16th)...

So this is actually where this could get fun... you're damaging and applying status effects to a bunch of enemies, and boosting a bunch of allies. But it doesn't solve any of my underlying issues with the class.

John, this is an interesting submission. You've chosen a new class to work with, which is commendable, but you've taken a very versatile character and turned her into a bit of a one-trick pony. I know she's got additional spellcasting backing her up, but all this archetype's flavor is coming from Juju Sap which does not have the staying power of the hexes you've given up.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

John, your Coccoon Cloak was an instant hit. This round, you've got a ranger who slips behind enemy lines and deconstructs all their wonderful toys. This is a good choice, and I feel that it fits a ranger quite well. Let's see how he plays out.

saboteur wrote:
Tamper (Ex) : At 1st level, a saboteur gets a +2 competence bonus on her Disable Device skill check when attempting to sabotage a simple device. At 11th level, the bonus increases to +4. This ability replaces wild empathy.

Skill bonus to a specific use of one skill is comparable to to the very specific usage of wild empathy. So nicely done here.

saboteur wrote:
Improved Sunder (Ex) : A 3rd level saboteur’s engineering knowledge grants her Improved Sunder as a bonus feat, even if she does not meet the prerequisites. This ability replaces endurance.

This is a pretty decent exchange, and very fitting to the theme.

saboteur wrote:
Saboteur’s Cunning (Ex) : Starting at 4th level, a saboteur applies her favored enemy bonus to her Disable Device skill check to sabotage devices created by creatures of the selected type. Favored enemies suffer a negative penalty equal to the saboteur’s favored enemy bonus to their Perception and Disable Device skill checks to detect and disable a trap set by the saboteur. In addition, a saboteur applies her favored enemy bonus to her CMB when making a sunder attempt against a favored enemy. This ability replaces hunter’s bond.

This is pretty innovative, and definitely my favorite ability you've presented. it ties the whole ranger archetype together for me. Without the sunder bonus, it wouldn't be balanced with losing Hunter's Bond, and clearly you saw that. Bravo!

saboteur wrote:
Ingenuity (Ex) : When attempting to craft a trap, a 7th level saboteur can add ½ her Knowledge (engineering) skill bonus to the attempt. For every 5 that the saboteur beats the Craft (trap) DC, the saboteur raises both the Perception and the Disable Device skill check for the trap by 1. This ability replaces woodland stride.

This is a little strange for me, since both skills key off Intelligence. Your use of "skill bonus" is unclear to me. I assume you intend this to mean half your skill ranks, rather than the entire skill bonus (ranks plus class plus INT plus focus, plus whatever else you happen to have). If it's just ranks, this is fine. If you mean the whole skill, you're a bit over the top because you can pump both of those skills through the same stat bonus, and therefore achieve pretty ridiculous DCs on your craft check.

saboteur wrote:
Sabotage (Ex) : A saboteur of 9th level or higher can make a Disable Device skill check on more complex devices like siege engines. Disabling a siege engine requires a DC 25 Disable Device skill check. A success by 5 or more means that not only has the saboteur left no proof of sabotaging the device; she can modify the range of the device if it has one, such as a catapult. For every 5 that the saboteur beats the Disable Device DC, she can lower the minimum and maximum range of the device by 10 feet causing the device to undershoot when used. At 16th level, for every 5 that the saboteur beats the Disable Device DC, she can lower the minimum and maximum range of the device by 20 feet. This ability replaces evasion.

Fascinating, but way, way more limited-use than evasion. In that ONE scene where you get to do this, you're a rock star. But the number of complex devices you're going to encounter seems pretty small compared to the number of things you need to evade. I would have LOVED to see a usage here in sabotaging constructs.

John, this is a strong and well crafted archetype, and one that seems like a perfectly natural fit into the ranger class. I like most of what you've done and I see only one (maybe two) missteps along the way. All in all, I suspect you will get a vote from me. Nice work!

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Joseph, looks like you've chosen to tackle a rogue that hunts down fabled treasures, Indiana Jones style. That's clearly got potential for fun, let's see what he can do.

treasure seeker wrote:
Find the Hidden (Ex): At 2nd level, the treasure seeker gets a bonus equal to half his rogue level on Perception checks to find secret doors, hidden compartments, and any other type of concealed portal or container. He receives an equal bonus on Linguistics checks to decipher codes or unfamiliar text and can make these Linguistics checks untrained. This ability replaces the rogue talent the character would ordinarily receive at 2nd level.

Fits the theme, and interesting that you chose to substitute out a rogue talent. It's so similar to trapfinding, though, that it feels underwhelming.

treasure seeker wrote:
Assess Value (Ex): At 4th level, the treasure seeker gains the ability to use Appraise to identify magic items. When making an Appraise check to discern the value of an item, the treasure seeker also gleans information about the item's magical functions as if he had made an identical Spellcraft check while using detect magic. This ability replaces uncanny dodge.

This is another thematically fitting ability, granting an added use of appraise. And again, it's fine if a little uninteresting. It's something they should be capable of, but doesn't add much excitement to the archetype.

treasure seeker wrote:
Break Curse (Su): At 8th level, as a standard action, the treasure seeker can use remove curse on himself once per day. This effect has a caster level equal to the treasure seeker's rogue level. If the curse is from a cursed item, the treasure seeker may substitute a Use Magic Device check for the required caster level check if desired. This ability can be used an additional time per day for every 5 rogue levels beyond 8th. This ability replaces improved uncanny dodge.

Interesting that you've added a (Su) ability into this mix. I think it's a good ability, well-suited to the challenges this guy might face. But it makes your earlier abilities stand out a bit more for being too timid. If you're opening the door to supernatural abilities, why not give this guy an ability to Locate Object? That's something that a treasure seeker in search of a specific item should be able to do.

Joseph, I think you've made a thematically well-crafted archetype that's generally better at doing what it's supposed to do than your average rogue. It's not a super-exciting class, but it's mechanically sound. And you hit on an archetype niche that's in need of filling. This feels middle-tier to me, and it's possible that you'll get one of my votes in the end.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Joshua, this looks to be a neat spaghetti-western inspired class, and hopefully will deliver a lot of fun. Wizard is an interesting choice, as they lack a lot of the roguish dexterity and panache that I envision might be required of this guy. Let's see.

wandslinger wrote:
Wand-Whip (Ex): A wandslinger may wield any wand as a club, without damaging it. This ability replaces the wizard’s quarterstaff proficiency.

Means that you're considered "armed" when wielding a wand. Interesting. You're also a wizard, so your melee attack prowess is pathetic at best. Not sure that I'm buying the idea that a wand deals club damage.

wandslinger wrote:
Have Wand, Will Travel (Su): A wandslinger receives a new wand at 1st level at no cost, of any 1st level spell he knows. Because wandslingers are so keenly attuned to wands, a wandslinger may learn all of a wand’s magical properties and the number of charges it contains simply by grasping it and using a full round action to study it. This ability replaces arcane bond.

This is too expensive an item for a first level character. Maybe this should be a wand with ten charges or something. Identifying a wand is a good thematic fit.

wandslinger wrote:
Double-Barreled (Su): A wandslinger may use two wands, one in each hand, simultaneously. The wands must be designated as primary and off-hand. Each use of the off-hand wand drains two charges. A wandslinger gains the Two-Weapon Fighting feat when wielding two wands. Double ranged attacks are subject to the two weapon fighting rules. This ability replaces the first ability granted by arcane school.

There's a ton of 3E material out there, so some duplication is bound to happen when designing archetypes, classes, magic items and so on. The ideas are "out there" in the collective consciousness. This ability is duplicated pretty well by the Double Wand Wielder feat in Complete Arcane, so we're not breaking new ground here. I can see it overpowered in certain situations. I can also see the GM of this character deciding that he's okay with sundering PCs' gear after all.

wandslinger wrote:
Sharpshooter (Su): A wandslinger adds a bonus equal to ½ his wizard level (minimum +1) to either his attack roll or damage, at his discretion, to a spell cast from his wand. This bonus applies only once to a spell, but can be split between multiple missiles or rays cast from the chosen wand. This damage is of the same type as the wand’s spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This ability replaces the second ability granted by arcane school.

This is a pretty decent ability. Most of the mid-upper level abilities a wizard gets are pretty powerful, so this seems about on par, and makes your wandslinger extra-good at dealing damage with wand spells.

wandslinger wrote:
For a Few Charges More (Su): At 8th level, as a free action, once per round, a wandslinger may apply one metamagic feat he knows to each wand in his hands. Doing so costs an additional number of charges equal to the number of spell levels the metamagic feat would have added to the spell, calculated as if the wandslinger cast that spell without using his wand. This ability replaces the third ability granted by arcane school.

Again, an ability that exists "out there" in the form of the Metamagic Spell Trigger feat. Yours works specifically on the two wands your wandslinger is wielding, to keep the dual-shooter theme. I think it's too much in a TWF situation, especially if there is no cap. A couple of maximized Scorching Rays per round, plus the sharpshooter bonus, is over the top.

wandslinger wrote:
The Quick and the Dead (Ex): At 1st level, a wandslinger gains Quick Draw as a bonus feat. This bonus feat replaces Scribe Scroll.

This is odd since quick-draw only lets you draw a weapon, not other types of items.

Joshua, I don't mind the ability names so much. I find them amusing. They're un-printable in their current form for reasons discussed in other posts, so that's obviously problematic. You've tied a number of wand-wielding abilities into the class and yet this guy can't craft wands by default? or expand their capabilities to 5th or 6th level spells? or set a wand to auto-fire?

I feel that this archetype is one of those "Be bold or go home" things we really hope to see. But I don't think you found the right heart of this archetype. Wizard doesn't quite seem to fit correctly. I suspect, though, that a wandslinger archetype based off the new "gunslinger" class has some merit. Time will tell. I'm not sure how I feel about voting for this class, but I'm leaning toward giving it a pass because of what I feel is a very strong potential for abuse and some abilities that I've seen before in other places.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Patrick, I loved the potential fun to be had with your Seeds of the Spirit Totem. I'm happy you chose one of the new classes to work with, as that shows you're willing to step up and throw caution to the wind. Bold choice, so let's see what your Denouncer has to offer.

denouncer wrote:
Proselytizer (Ex): The first lessons a Denouncer learns are how to speak clearly and and with conviction so that the faithful can hear and understand the sins of the wicked. As such, the Denouncer gains a bonus to Diplomacy and Perform (oratory) of half her class level. This replaces the Stern Gaze ability.

This is a fine choice here. Your job is basically to "preach to the choir" about the wicked (Diplomacy) and do it with lots of fire and brimstone (perform). You aren't extracting information out of anyone, and you are so sure of yourself you don't concern yourself with what others are thinking. Nicely done.

denouncer wrote:
Quantify the Sins (Su): At 3rd level, as a standard action, a Denouncer may make a monster knowledge check regarding the enemy combatants against a DC (10+the highest enemy's CR). On a success one ally (plus one additional ally for every 5 the check result exceeds the DC) also gains the benefit of all of the Denouncer's active Judgments for that combat. The allies must be able to see and hear the Denouncer and she can only make one such check per combat. This replaces the Solo Tactics class feature.

You know, up until this moment I had thought there was a greater ability, spell, feat, or something that allowed an inquisitor to share his judgments with his allies. I can't seem to track such a thing down, if it exists. Anyway, I like the ability, and I like replacing Solo Tactics to get it. Normal inquisitors are paranoid loners trying to purge heresey from within. Their abilities are self-centered, and rightly so. This archetype unites the faithful to purge known external enemies, so it makes thematic sense to join with others to beat back the wicked. Having said all that, the knowledge mechanics to achieve this are a bit fiddly for my tastes. There's room for revision here.

denouncer wrote:
Bonus Feats: At 3rd level, the Denouncer takes a bonus Skill Focus (Knowledge) feat at third level and every 3 levels thereafter. This replaces the Teamwork Feats.

Aren't you already getting bonuses to knowledge checks? This feels like overkill. It's also not terribly exciting.

denouncer wrote:
Repentant Strike (Su): At 5th level, the Denouncer can force the wicked to beg forgiveness for their sins, using a swift action to declare her next melee attack a repentant strike. A successful attack deals damage normally and the target must make a will save (DC 14+Wis) or be subjected to the effects of a forced repentance spell with a caster level equal to her class level. This ability can be used a number of times per day equal to half her class level. This replaces the Bane ability.

Free quickened 4th level spell up to 10 times per day? where do I sign up? Seriously, this is very easily abused and not a good call.

denouncer wrote:
Compel the Sinful (Su): At 12th level, the Denouncer can expend two uses of Repentant Strike to modify one of her spells, forcing all targets of the spell to be subjected to the effects of her Repentant Strike ability, as if she had made a successful melee attack against them. This replaces the Greater Bane ability.

Kind of like a "Penitent Spell" metamagic feat. Yeah, I still think this is too easily abused. It can become an easy encounter-ending effect, and you can do it a bunch of times.

Patrick, this archetype is okay. Not mind-blowing or anything but I'd place it in the middle of the pack. I think the Denouncer does a couple things well enough to set it apart from a standard inquisitor, but I don't think you used your best judgment on some other abilities (get it? judgment? har, har). It could also use another pass for style and clearness. All said, I'm not ready to extend a vote yet without reading the rest, but I'm not ruling you out. Good luck!

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Levi, this round you continue taking us on a tour through mysterious Vudra. I have been a huge fan of the tribal paladin concept for a long time, as an exotic counterpart to the tried and true medieval knight. So what can you tell us about these Ivory Guardians?

ivory guardian wrote:

Weapon and Armor Proficiency: Ivory guardians are proficient with all simple and martial weapons. Ivory guardians are not proficient with any armor or shields.

AC Bonus (Ex): When unarmored and unencumbered, the ivory guardian adds her Wisdom bonus (if any) to her AC and her CMD.

Very restrictive for a front-line fighter. Unlike a monk, you can't afford to drop Charisma as a dump stat. So basically this character archetype requires every stat except intelligence to be reasonably competent. I think that's a misstep. Plus, it's not that exciting... it's just stealing another class's toys.

ivory guardian wrote:
Sacred Weapon: Ivory guardians gain Exotic Weapon Proficiency (Temple Sword) as a bonus feat at 1st level (see Pathfinder RPG’s Advanced Player’s Guide, page 177).

Monks can use temple swords in a flurry of blows. That's why it's an appealing weapon. Paladins can use greatswords and greataxes. Or, if interested in playing around with maneuvers, a whole host of other martial weapons. Why do I care about a D8 sword for monks?

ivory guardian wrote:
Aura of Serenity (Su): At 5th level, an ivory guardian gains Touch of Serenity as a bonus feat, even if she does not meet the prerequisites (see Pathfinder RPG’s Advanced Player’s Guide, page 172). An ivory guardian may use a weapon when using touch of serenity. In addition, once per day, an ivory guardian can expend one use of her smite evil ability to grant the ability to use touch of serenity to all her allies within 15 feet, using her bonuses. Allies must use this touch of serenity ability by the start of the ivory guardian’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability. This ability replaces divine bond.

I find it a little odd that you'd call out the ability to use a weapon when delivering Touch of Serenity (which does no damage). I'm not sure how or whether Touch of Serenity was designed to be used through a ki-focus weapon. The flavor suggests not, but perhaps it can. Unclear on this.

ivory guardian wrote:
Divine Bond (Su): Upon reaching 8th level, an ivory guardian forms a divine bond with her god. This bond must be to a mount, and the mount must be an elephant (see the Pathfinder RPG Bestiary, page 128, for elephant companion statistics). This ability functions otherwise as the paladin ability. This ability replaces aura of resolve.

Elephant Mount! I've found a happy place at last.

Levi, I actually like how you've exchanged abilities in this archetype, even though I've griped a bit about the abilities themselves. You've given up the aura of justice, but get an ability that grants something else to your allies. Give up a horse, but get an elephant. Give up armor but get some defensive monk benefits. It's not all balanced right, but it feels neatly done all the same. Plus I like tribal paladins. Again, just like the rakshasa amulet, I'm not wowed by the actual mechanics but I am digging your diligence toward the task. I'm inclined to place this in my "keep" pile because I like the core idea, and this entry feels very clean in its construction.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Marie, I thought your Verdant Vine was pretty creative and a fun way to play with battlefield control. This round, you've got another controller-type in the form of a tactical fighter. Right away with the name, you get your reader thinking that you might be playing around with the new tactical feats. I'm trying not to read comments before I post my own thoughts but I slipped up on this one and understand that you didn't work any of the ideas behind tactical feats into this archetype. Hopefully that won't be a misstep.

tactician wrote:

Fear Me (Ex): At 5th level, when an enemy combatant within line of sight of the tactician falls on the battlefield...

Change of Plans (Ex): Beginning at 9th level, when an enemy combatant threatens a critical hit on the tactician...
Rapid Recall (Ex): At 13th level, a tactician may make a Knowledge (history) check versus DC 25 to counter a combat maneuver targeted at him...

I'm going to comment on all three of these because my thoughts on this archetype encompass all of them. All of the abilities of this class are reactive. Somebody else has to do something for you to gain a bonus. As the fighter with this archetype, it doesn't feel like you could ever make use of "the best defense is a good offense" maxim. You're trying to gain a tactical advantage, and so you're true to the soul of this archetype... but waiting for your opponent to give you an opportunity to be cool is giving your opponent too much advantage. However, with that said I think the mechanical benefits you DO receive are sound, and not unbalancing in any particular way. They do offer some interesting opportunities when and if you get to use them.

tactician wrote:
Intercept (Su): At 17th level, the tactician has thoroughly integrated his knowledge of history and tactics into his combat style. As an immediate action, when a foe attacks an ally adjacent to the tactician, the tactician may make an attack roll to intercept the foe’s weapon. If the tactician wins the opposed roll, he successfully intercepts the attack and negates the damage. In addition, he may immediately attempt to disarm the opponent or sunder his weapon per the combat maneuver rules. If the tactician fails, the foe’s attack is resolved normally. The tactician may only do this if the attacker is within reach of the tactician's weapon and if the tactician has not acted that round. This ability replaces weapon training 4.

This is the crowning ability of the archetype, and although it's also a reactive one it fits in nicely and doesn't feel overpowered. You can only do it once per round, after all. Couple things... you need to note whether the disarm or sunder attempt provokes an attack of opportunity (they shouldn't) and you don't need to state that the tactician can't have acted yet that turn. Immediate actions happen off of his turn, so it's a moot point.

Marie, you've gone after a needed archetype for a fighter. For recognizing that, and for setting up some interesting defensive tricks I give you some props. I agree with some others that an archetype like this should have made use of tactical feats in some way... whether it's augmenting them, giving bonus feats, acting as if he had the feat when adjacent to someone who HAS taken it... who knows. That's a missed opportunity. All in all I think this is a mid-tier entry and it may end up getting my vote for being mechanically clean and for going after something I think the game needs.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Nick, I'm glad to see people trying out archetypes for classes in the APG where you have nothing to compare to. it's taking a creative leap, and I wholeheartedly support that. So in this round you are giving us a cavalier archetype that substitutes an alignment for an order. Interesting, let's see where this goes.

champion of philosophy wrote:
Moral Devotion: A champion of philosophy devotes his life to the teachings of his alignment (law, chaos, good or evil). Many of his class abilities affect opponents he would consider heretics. For the purpose of these abilities any foe whose alignment opposes his on either axis is considered a heretic. For example a lawful neutral champion would consider all chaotic opponents to be heretics. A champion must act in accordance with his alignment, failing to do so results in the loss of all abilities concerning heretics for a period of 24 hours. This ability replaces order.

The 24 hour loss of abilities fits the standard cavalier's loss of ability from violating the edicts of his order, so this is a nice touch.

champion of philosophy wrote:
Defy Heretic (Ex): Whenever a champion of philosophy issues a challenge to a heretic, he gains a +1 dodge bonus to AC as long as he is threatening the target of the challenge. This bonus increases by +1 for every four levels the champion possesses.

Dodge bonus to AC is the wrong way to go here. You're already well armored and it doesn't feel like your focus should be on dodging your enemy's attacks; rather, beating him into the dirt as soundly as possible.

champion of philosophy wrote:
Detect Heretic (Sp): At 1st level, a champion of philosophy can use Detect Evil, Law, Good, or Chaos as appropriate for his alignment. He may do this at will. This ability replaces tactician.

Decent ability, although this is starting to feel more like a paladin archetype.

champion of philosophy wrote:

Protection from Heretics (Sp): At 2nd level, a champion of philosophy gains the constant effect of a Protection from spell of a type opposite to his moral devotion.

Magic Circle Against Heretics (Sp): At 8th level a champion of philosophy's protection from heretics becomes a Magic Circle Against effect instead.

OK, so now we're starting to get spell-like abilities rather than martial ones. This seems to be blurring the line between paladin and cavalier. I also don't really like the auto-win provided by a constant protection from evil aura. Aligned summoned critters can't touch you. You have a permanent AC and save bonus. You can't be charmed/dominated/commanded... that seems too much. Also, if this is a (Sp) ability, give me a little more info on things like caster level, action to restore it if dispelled, etc.

champion of philosophy wrote:
Banner (Ex): This ability functions much the same as the cavalier ability, except that the bonus applies to saves against effects with an alignment type opposite to the champion's moral devotion.

This is interesting, and I think it fits the theme rather well. Instead of a bonus against fear, it's now a bonus against unholy smite, or blasphemy, and spells of that sort. I kind of like this, and the number of those spells is limited enough that this balances pretty well.

champion of philosophy wrote:
Philosophical Discourse (Ex): At 4th level, a champion of philosophy adds ½ his class level to Intimidate checks against heretics. This ability replaces expert trainer.

Discourse through berating your opponent? I suppose it's pretty easy to talk philosophy with the other guy gagged and strapped to a chair.

champion of philosophy wrote:

Battle Heretic (Su): At 9th level, a champion of philosophy's natural weapons as well as any weapon he wields are considered to have his alignment type for the purposes of overcoming damage reduction. This ability replaces greater tactician.

Slaughter Heretic (Su): At 17th level, any magic weapon (+1 enhancement bonus or greater) is treated as either Holy, Axiomatic, Unholy or Anarchic when held by a champion of philosophy, as appropriate for this alignment.

Certainly some necessary abilities to battle supernatural heretics. Nothing hugely innovative, but some abilities need to be the workhorse-kind.

champion of philosophy wrote:
Denounce Heretic (Sp): At 15th level, once per day a champion of philosophy can use Holy Word, Dictum, Blasphemy, or Word of Chaos as appropriate for his alignment.

I think this guy continues to tread too far into the paladin's domain. There's not enough of the cavalier chassis here to continue calling this guy a cavalier. The fact that he still gets a mount kind of seems out of place in the end. While I applaud you trying out a cavalier archetype, I don't think this suite of abilities matches that class the best. I think you're really aiming to create an alternate-alignment paladin with these rules.

I'm on the fence at this time regarding voting for this. I want to recognize the mojo it takes to tackle something that doesn't have existing precedent. People who create archetypes for the new classes do so without a safety net, so they're taking risks just for moving in that direction. But on the other hand I don't think this is a particularly good fit for the chosen class, as its ability suite better fits a paladin, and its ROLE seems better suited to an inquisitor. I'll finish reviewing all of them and see if this one sits better with me later.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Ryan, I was a fan of your Grim Howler last round, and it was well-received by the community. This round my greedy dwarven eyes are wide with anticipation to see what you've got for me. I'm intrigued by the core concept here of a metallurgical alchemist. Lead into gold, baby! Let's see how rich I can be if I take your class.

goldfever alchemist wrote:
Metallurgy (Su): At 1st level, a goldfever alchemist understands metals like few others, and is able to strengthen them or exploit their weaknesses. He receives a +2 competence bonus on Craft checks when working with metal. When sundering metal objects the goldfever alchemist adds half his alchemist level (minimum +1) to the damage rolls. The goldfever alchemist can also create a solution to strengthen or weaken metal objects... their hardness increased or decreased by a number of points equal to the alchemist’s level. This ability replaces mutagen and persistent mutagen.

Good starting ability, and one a metallurgy specialist ought to have. The ability to sunder things better is an interesting one; while thematically appropriate, it doesn't synergize with anything an alchemist is going to be good at. An alchemist isn't going to be taking power attack/improved sunder, and there aren't a lot of ways to sunder at range. So it seems really unlikely that this ability will see a lot of use. That means you're trading a combat ability (mutagen) for something that's not going to have regular combat use.

My second issue with this is that the alchemist is already really good at dealing with metal's hardness. Alchemists can create acid at a pretty regular rate, and acid can eat through metal - ignoring its hardness. Your ability here is really good if the alchemist has a barbarian friend with a big mallet, but on its own the net benefit of this ability seems a little unimpressive.

goldfever alchemist wrote:
Craft Arms and Armor (Ex): At 3rd level, a goldfever alchemist gains Craft Arms and Armor as a bonus feat. This replaces brew potion.

This is a good exchange and synergizes well with the addition of medium armor.

goldfever alchemist wrote:
Metallurgic Shift (Su): At 4th level, a goldfever alchemist can temporarily transmute the properties of metal weapons in his possession. As a standard action, an alchemist can apply specially prepared oil to a weapon that will allow it to be treated as silver for the purpose of overcoming damage reduction. The effects of the oil will last 1 minute per alchemist level. A goldfever alchemist can create one vial of the oil each day at 4th level, and an additional vial every four levels thereafter for a total of five at 20th level. The oil becomes inert after 24 hours. At 10th level, he can create oil that will allow a weapon to be treated as cold iron for the purposes of overcoming damage reduction. At 16th level, he can create oil that will allow a weapon to be treated as adamantine for the purposes of overcoming damage reduction and bypassing hardness. The oils act like extracts and bombs when not in possession of the alchemist.

Perhaps this ability makes up for the lack of regular utility of the first ability. I notice that you don't exchange anything here, it's just a bonus ability. That's probably fine, balance-wise. You do give up mutagens, after all. I would suggest allowing the goldfever alchemist to transmute armor as well. temporarily granting the mithral or adamantine properties to armor is not something that's currently supported and would be something this guy should be able to do.

Ryan, this archetype doesn't completely bowl me over, but the bottom line is, I'd play it. I can see this having a place and being put to good use in my game. I also applaud your decision to try an alchemist archetype, something that doesn't already exist and thus not something you can compare to existing work. I'd call this an above-average attempt and something that might capture my vote in the end.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Sam, I thought your Book of Night Without Moon was an evocative core concept but I had some concerns over its usability in the game. Your Still Water monk appears filled with water-inspired mind tricks. Let's see how they shake out in terms of balance and playability.

still water meditant wrote:
Read the Ripples (Ex): At 3rd level, the Still-Water Meditant can read a humanoid or monstrous humanoid’s surface thoughts from up to 20' away by observing his face. This takes 30 seconds and requires an opposed Sense Motive check against the target’s Bluff. This ability replaces still mind.

Interesting but mechanically weird. First of all, this needs to be measured in rounds. 30 seconds would be equal to 5 rounds. Second, in no way is this an (Ex) ability. You probably want to call out the Detect Thoughts spell here. I think a flat Will Save is a better choice than an opposed check... Bluff is an active action that someone deliberately does, it's not the default state of a creature's mind. I'm not sold on this implementation.

still water meditant wrote:
Ride the Current (Ex): At 4th level, the Still-Water Meditant can analyze an opponent’s fighting rhythm with Sense Motive and strike when he’s off-balance. This is a move action that denies the target his Dexterity bonus to AC against the monk’s next attack. The DC of this check is 10 + the target’s base attack bonus + his Charisma modifier or 10 + his Bluff bonus, whichever is higher. This ability replaces all slow fall abilities.

Basically this is granting Improved Feint as a bonus feat using Sense Motive instead of bluff. It's okay, I guess. Not mind-blowing. Also not a particularly strong trade for slow fall. Maybe that will be rectified later.

still water meditant wrote:
Quench Suspicions (Sp): At 5th level, the Still-Water Meditant can use ki to manipulate others, as if using the spell charm person. This is a standard action consuming 1 point of ki. Her caster level for this effect is her monk level, and the save DC is 11 + her Wisdom modifier. She may have only one creature charmed at a time, and the monk uses Wisdom instead of Charisma in opposed checks to command him. At 9th level, and every second level thereafter, the monk chooses an additional type of creature to target with quench suspicions. Targeting a non-humanoid creature consumes an additional ki point. At 11th level, the save DC increases by +3, and the duration to 1 day/level. This ability replaces high jump, purity of body and diamond body.

Wording here is a little rough around the edges. I have to read this a few times to figure it out. I'm not sure I see the justification for using Wisdom as the controlling stat. Even clerics still have to use charisma for bossing people around. But really, this ability is the crux of your archetype... use ki for a charm effect. I think that's a fine ability, but this execution dulls my enthusiasm for it.

still water meditant wrote:
Flow Like Water (Ex): At 7th level, when the Still-Water Meditant readies an action, she need not specify what action she will take, or its trigger. The monk may use her readied action at any time before her next turn, and may interrupt any character's action after it has been declared. This ability replaces wholeness of body.

This would end up being too disruptive. I'd get behind allowing the monk to choose two possible triggers and act on either of them. Maybe even scale it - define an additional trigger per four levels or something. But as written this is overly rewarding of disruption to the flow of the game.

still water meditant wrote:
River Changes Course (Sp): At 12th level, the Still-Water Meditant can influence a creature as if using the spell suggestion. This is a standard action consuming 2 points of ki. Her caster level for this effect is her monk level, and the save DC is 13 + her Wisdom modifier. This ability replaces abundant step.

Trade Dimension Door (4th level effect) for Suggestion (3rd level effect). Both use up the same amount of ki. Seems like a reasonable trade, as suggestion has a lot more utility in more situations.

still water meditant wrote:
Submerge Spirit (Su): At 19th level, the Still-Water Meditant’s consciousness is so tranquil that it cannot be distinguished from the world around it. She permanently gains the benefits of the spell mind blank. This ability replaces empty body.

Not a bad finish, actually. You've put together a mind-focused monk who can do a few minor charm tricks. You can sort of get people/monsters to do stuff for you, with charm and suggestion, but if your jedi mind tricks fail, you're kind of hosed. Can't heal yourself, can't teleport away, can't resist spells, poison, or disease, and make a big mess if you fall off a cliff. I just don't think I would ever take this class over an enchanter, cleric, or even a bard! The Still Water monk is a man of few tricks, and a liability if those tricks don't succeed.

While I do like your water theme in conjunction with mental abilities, I do not see this archetype holding together very well mechanically. It's going to underperform both a standard monk and someone like a sorcerer, bard, wizard, or cleric who can select a more wide-ranging variety of mind control effects. I do not think this archetype is solid enough to have earned a vote from me.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Scott, your Nightmare Boots were high-fashion in round 1. People really liked that concept. Your Grave Robber definitely looks to fill a niche not covered in depth by the APG; that of a delver who breaks into sealed tombs and makes his way past the walking dead to get to the prize.

grave robber wrote:
Mortician's Guile (Ex): When using the Bluff, Disguise, or Stealth skills against an undead creature, a grave robber gains a bonus equal to 1/2 his rogue levels (minimum + 1). This ability replaces trapfinding.

You've hit on an interesting theme for this archetype, and one that balances reasonably well. That said, in my opinion you can't be a tomb robber and give up trapfinding. This rogue archetype needs trapfinding more than most other rogue archetypes out there. Your whole deal is breaking into sealed, guarded crypts. You are not long for this world if you stink at the traps gig. If this archetype were more of an undead infiltrator (disguise yourself as undead, navigate through a zombie apocalypse to face down the lich-lord) I'd be happier with this ability.

grave robber wrote:
Elude Death's Touch (Ex): At 3rd level a grave robber develops the ability to shrug off the debilitating touch of undead creatures, giving him a +1 bonus on Fortitude saves against disease and paralysis and a +1 dodge bonus to AC against incorporeal touch attacks. These bonuses increase by +1 every three rogue levels thereafter (6th, 9th, 12th, 15th, and 18th level). This ability replaces trap sense.

Good trade, and necessary. This I agree with more than the last ability. It balances well against trap sense and is a defensive ability very similar to what trap sense offers. Nicely done, and probably the ability with the best mix of theme and mechanics.

grave robber wrote:
Soiled Soul (Su): At 4th level a grave robber's long exposure to desecrated soil and unhallowed sites grants him a +2 profane bonus on saves against negative energy effects, including the save to avoid permanent negative levels. This ability replaces uncanny dodge.

This is a little on the weak side. I think you could have added a negative level save bonus into Elude Death's Touch and still been balanced okay. Evocative name, however.

grave robber wrote:
Cheating the Reaper (Su): At 8th level a grave robber with ability damage, ability drain, or negative levels from attacks by an undead creature can attempt to steal a portion of that energy back using a special Bluff check to feint the creature. Success on the check and the attack deals damage normally, however the grave robber may forgo some or all of his sneak attack damage dice to regain a point of lost ability damage, ability drain, or a single negative level per 1d6 sacrificed. The undead creature loses any lingering special benefits such as temporary hit points. This ability replaces improved uncanny dodge.

The name sells it. I like what this ability does mechanically and I like its name. I dislike the odd abstraction of ability damage into something transferable. But two out of three is okay. This is the thematic high point of the archetype. It's also the second entry I've read that specifically rides on a bluff/feint check instead of the more generic "when an undead opponent is denied its dexterity bonus to AC."

Scott, overall I feel this is a mid-tier entry. I think the grave/tomb robber archetype is a necessary one but the name itself isn't totally evocative. Your writing is solid; I found nothing jarring or difficult to understand here, but I don't think you mechanically fulfilled what this archetype should be capable of doing. It's sort of a grab bag of anti-undead defenses but doesn't take into account some of the other things rogues might need to do when specializing in crypt-cracking. I'll come back to this again before voting and give it another look to see if anything else stands out one way or the other.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Sean, your Smuggler's Robe caught a lot of people's eyes as a really fun device that had tons of potential for fun. This round you've chosen to tackle an archetype for a class that has no other archetypes for comparison. It's a ballsy move, and I applaud your decision to go boldly into this design space. So let's see what you can do for us.

dreamer wrote:

Eidolon: The dreamer’s eidolon functions as the summoner’s eidolon, except that it may only be summoned if the dreamer is asleep or unconscious; after the dreamer is asleep or unconscious for one minute, the eidolon may be summoned as a free action. If the dreamer wakes up or is killed, his eidolon is immediately banished.

Wandering Dream (Su): At 4th level, the distance an eidolon may move away from its master extends to 500 feet...

Interesting, but I think ultimately unworkable. In this scenario, you and your eidolon never interact. A sleeping character is unable to take actions, free or otherwise. So even if you switch this around to say that the eidolon is summoned automatically upon falling asleep, the summoner can't make use of MANY of his abilities (Bond Senses, Shield Ally, etc). This gives up some major summoner power, and I question the value of what it gets in return. I feel like this archetype is TRYING to make it so the eidolon can go adventuring and the summoner can stay in bed. I'm not on board with that, and there are too many mechanical hurdles here to make this a playable archetype.

dreamer wrote:
Master’s Visage (Su): At 12th level, as a full round action, the dreamer can project his consciousness as a shadow conjuration of himself next to his eidolon for 10 minutes per summoner level. This projection is destroyed if it moves beyond 30 feet from the eidolon, and any creature that interacts with the image can make a Will save of DC 10 + ½ his summoner level + his Charisma modifier to recognize its true nature. The projection wears all items that the dreamer is wearing except for items with an extradimensional storage space, and is capable of using the dreamer’s feats, racial, and class abilities. Any consumable item used by the image is destroyed. The dreamer may use this ability once per day, plus an additional time per day at 18th level. This ability replaces aspect and greater aspect.

Projecting a Shadow Conjuration of oneself is not something the basic spell of that name can do. As such, you need to define how exactly this works. I understand the intent, but as written this ability would require extensive ruling to figure out all the specifics.

dreamer wrote:
Eternal Dream (Su): At 20th level, dream becomes reality for the dreamer. The eidolon has no limit to how far away it can move away from its master, as long as it remains on the same plane as its master, and is unaffected by spells such as banishment. If it is sent back to its home plane due to death, it may be summoned back after twelve hours. This ability replaces twin eidolon.

So by 20th level you can finally, FINALLY just play the eidolon and leave the summoner behind in a pesh-induced coma.

Sean, from a thematic and narrative sense, this is a neat concept. Unfortunately, it's mechanically unplayable. Basing a concept on having one of your party members asleep half the time has some fundamental flaws. If you're not asleep, you're gimped because you can't use the cool class focus. If you are asleep, the rest of the party has to deal with carting your lazy self around or protecting you from getting coup de graced. As a result, I'm sorry to say this entry can't receive a vote from me.

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Sean, I thought your Singing Bowl was a really great concept. Here you tackle another musical theme by building an archetype for a bard. There was an Evangelist prestige class in 3rd edition, generally chosen by clerics who want to convert lots of enemies to their way of thinking. Let's see if your evangelist gets into any of that.

evangelist wrote:
Faith Healing (Su): At 1st level, an evangelist calls upon an audience's fervor to heal them... At 5th level, an evangelist can heal an individual rather than a group... At 9th level, an evangelist using either form of faith healing can select one of the following conditions...

Definitely the primary focus of the archetype. This offloads some heavy-duty healing capabilities onto the party's bard, but does so in a way that is hard to use in combat. I think this ability hits all the right thematic spots for me... it's very tight design. It's reasonably balanced as well, since this is a smaller amount of healing than a Cleric could provide, for a greater cost. Nicely done. My only gripe about this ability is how it doesn't really interact with "faith" in any way. If you aren't being healed by positive energy, what exactly is healing you? Your bard's faith? the recipient's faith? While the mechanic here seems fine, it doesn't answer some basic questions about HOW it works.

evangelist wrote:
Convincing Faith (Ex): Evangelists gain a bonus equal to half their level on Bluff, Diplomacy, Intimidate, Knowledge (religion), and Linguistics checks. This ability replaces bardic knowledge.

Most classes that grant this type of ability do so for a very small number of skills. Giving a large bonus to most of the class's best skills seems unwise. I think you need to narrow this down somewhat. I can see a bonus on bluff skills to deceive, for example, but not to feint in combat. Likewise on Diplomacy; a bonus to change attitude would be okay, but probably not to gather info. I think this ability boosts too many skills for a skill-heavy class.

evangelist wrote:
Glossolalia (Su): A 3rd level evangelist can, as a free action while performing or spellcasting, use glossolalia, a primal pseudo-language resembling a stream of gibberish with hauntingly familiar syllables. Language-dependent effects produced using glossolalia affect all language-using listeners, even those not sharing a common language with the evangelist. Those sharing a language are more susceptible; +1 is added to the DC for saves versus the effect. This improves as the evangelist gains levels; +2 at 11th level, and +3 at 17th. Glossolalia may be used a number of rounds per day equal to evangelist level. This ability replaces versatile performance and lore master.

While the first ability is the heart of your archetype, this is the ability that I like the best. I think you hit a great, GREAT design niche here that nobody else does. You are speaking all languages at the same time, something that the Tongues spell can't do, so you are able to make use of language-dependent effects on opponents of mixed languages. This is both thematically strong but also innovative design. I'm a big fan of this.

evangelist wrote:
Mysterious Ways: The following are added to the evangelist's spell list:

The Cleanse spell seems to be screaming for inclusion here, although you're a little spell-heavy as it is. I don't have any particular complaints with your spell choice though, as you're focused more on healing and magic than combat anyway.

Sean, I think this archetype is a good one. There is some thematic stuff here that you didn't develop, such as conversion or coersion abilities. I feel that those types of abilities would help round out this character a little better; it would certainly help to envision this guy as an antagonist. But perhaps that stuff is part of a bard's basic schtick anyway. I feel that your two major abilities are quite fitting and well thought out. The Evangelist is going in my "keep pile."

Osirion Eric Bailey aka raidou (RPG Superstar 2009 Top 4)

Bahor (Glorio Arkona)

Sue, I thought your Death Sacrament was well received, and I found it to be a handy little item that could see lots of use in an undead-heavy game. This round, you stuck with the Pharasma theme and gave us a Paladin who defends against the undead. This is interesting to me, as we already have an Undead Scourge paladin archetype in the APG. Maybe this archetype is the defense to that archetype's offense? Let's see.

death warden wrote:
Detect Undead (Sp): Replacing the Detect Evil ability, this functions in the same manner, but uses the detect undead spell instead.

The first thing I notice is some odd phrasing. I feel like the structure doesn't match how the APG presents its abilities. A little jarring, but not my biggest concern. Detect Undead replaces Detect Evil. Fine, I understand how that would work and it seems an appropriate (if a little obvious) exchange.

death warden wrote:
Smite Undead (Su): This ability functions only against undead, but otherwise is the same as Smite Evil, which it replaces. Remember to add twice the death warden’s level to damage rolls made against the target.

The Unholy Scourge grants the ability to smite undead at a consistent 2 points per paladin level, but still allows smiting vs. other foes. This seems underpowered by comparison.

death warden wrote:
Aura of Prophecy (Su): At 3rd level, the death warden can use the spell death ward once per week with a caster level equal to her class level. For every three levels attained, an additional use is gained per week (twice at 6th level, three at 9th, etc.).

I don't immediately see the connection between prophecy and the death ward spell. Death ward is certainly something a defender against undead would be able to do, often, but doesn't match the ability description. And once per week abilities!?! Noooooo! You hit me in a sore spot here, as tracking stuff like this by week is just a bookkeeping headache. If this paladin's job is to ward off the undead, she better have this ability ready to go more regularly.

death warden wrote:
Aura of Diligence (Su): This replaces the Aura of Justice ability, functioning in the same manner, but only in regards to undead.

Another oddly worded ability. What does diligence have to do with undead?

death warden wrote:
Aura of Apotropaics (Su): Substituting undead for evil for the DR, this ability functions the same as the Aura of Righteousness, which it replaces.

Cool word... had to look this up. But again, it doesn't really turn away undead, or present to them objects of loathing. You're inventing a new kind of DR here, and that doesn't bode well. How do you adjudicate that? natural undead attacks? does it reduce damage done by weapons wielded by undead?

death warden wrote:
Fate’s Guardian (Su): At 20th level, a death warden becomes suffused with the power of Pharasma. When using smite undead, a successful strike causes the target to be hit with disrupting weapon...

And we've come to the end, and we get an attack power that hits undead REALLY hard. There are so many ways to hit undead really hard these days, I sort of long for d12 hit dice and DR 15/magic silver bludgeoning.

Sue, I am sorry to say that I am underwhelmed by this entry. There's already an undead-fightin' paladin archetype in the APG, and so I was hoping for a paladin that could defend against an undead uprising. Unfortunately this archetype does not deliver that, nor does it really hang on to a unifying theme. This archetype gives up a lot of versatility regarding smiting, but doesn't give us much back in return. As a result it feels underdeveloped.

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