Ceoptra

raven1272's page

94 posts. No reviews. No lists. No wishlists. 1 alias.


RSS

1 to 50 of 94 << first < prev | 1 | 2 | next > last >>

In my searching, I don't see a rule that specifically relates the size of the rider to the size of the mount. It can be inferred though.

In the mount ability for cavalier, samurai, etc.. it states that the mount must be of a suitable size. It also gives some very specific examples of what is suitable for small and medium cavaliers. Small cavaliers may choose the pony or a wolf while medium cavaliers may choose a horse or a camel.

In the equipment section, under mounts and gear, the riding dog is said the be a medium sized creature suitable to be ridden by a small humanoid. Under horse, it says that it is suitable for a human, dwarf, elf, and etc... and it the it goes on to say that the pony is smaller and suitable for the gnome and halfling.

So, the rule appears to "suitable as a mount" whereas the equipment section implies one size larger than the rider.

Run a search for "suitable mount"


Purple Duck Games has the Arcane Trickster which converts the prestige class into a hybrid base class. And, Paizo's Arcane Anthology has both a rogue and a fighter archetype that add spellcasting to the classes.


Jaunt wrote:

I just, like, wouldn't.

It's a sliding scale. At level 1, the difference between single class and gestalt is not that big. A level 2 character has a pretty big jump on a level 1 character, even a gestalt one. On the other hand, at max, I'd much rather be an 16/16 double full caster than a level 20 anything else (except maybe diviner, that capstone's absurd).

There's no real math behind it, with the huge amount of classes and class combinations available, over every possible level, I think just about every observation made is going to be a qualitative one.

Edit: The right gestalts improve action economy. Summoner is a super easy example. Obviously a second character will be better than a gestalted addition, but the thread's really about quantifying how much better than a single classed character gestalts are.

You could make the gestalt characters use the next lowest XP track. That will keep them sliding 1-2 levels behind but is easy to keep track of. Of course, this assumes you are using the medium or fast track to begin with.


My opinion is that it would cheapen the heroes' story.

For example, watch the Minions movie. This is exactly what happens. You will meet "King Bob." Now, the familiar will probably not be as silly as a child's cartoon character. But, you can get a feel for the kinds of things that might happen.

Then again, maybe the minions are CG


1 person marked this as a favorite.

If third party material is allowed, Super Genius Games allows two ways to do this. But, they cost resources and/or feats.

In the New Magus Arcana PDF, there are arcana you can pick up to enrune a specific weapon. There are versions for shields, light off hands, and two handed weapons. Once you spend your arcane points for the day, that weapon allows you to do somatic components.

In Spellcasting feats 2, there are a set of feats that are similar but have a few drawbacks. The two handed weapon one imposes a penalty to defensive casting but allows the use of a falcion for example.


I've had similar issues with firearms. For my own houserules, I've pulled in rules much closer to d20 past (d20 modern).

The short version is that reloading a barrel is 3 full rounds. Rapid reload brings it down to two. However, I raise the damage to double or triple of their listed values.

This brings the spirit of the game to be more inline with history. Guns are used only once or twice a fight. And, they can be deadly. It also makes the vital strike feat chain much more desirable. When you can do 10 or 12 d6/d8 at high levels, that is more like what we think a gun should do.

So, first round burst damage goes up. To balance this, make sure enemies have firearms as well. And, try and use more enemies at once. For example, if a party of 4 all use firearms, and focus on the same target, it will likely die. Make sure the party faces 4-5 armed enemies and then the party is in the same fix.

In my own group, that caused people to avoid gunfghts more. Or, at least they took things more seriously when gacing down a group of thugs that had their guns out first.


2 people marked this as a favorite.

It's more practical.

Dragons snore when they sleep. And, the breathe fire/acid/lightning etc... when they snore. So, they ignite most normal bedding. Thus, they need a soft metal to sleep on so as not to ignite it.

- from the 80s TV movie "Flight of Dragons"


You can also retrofit the 9th level casters with a different frame. Wizard with medium BAB, d8, 6th level spells and maybe alter the weapons, armor and skill points slightly.

But I agree, a dragon age grittier world would be cool.


Jedi shadow from swtor.

Two bladed sword, sneak attack, melee focused, and has psionic and necromantic attack spells as well as some shields.

Closest I can think of is bard sandman with the witches spell list up to 6th level. But that probably isn't balanced


Paladin, ranger, barbarian
Bard, inquisitor, magus
Arcanist, oracle


You might want to check out Rogue Genius Games Magister class. It can be a spontaneous mystic theurge. It can also spontaneously cast Druid spells.

It is third party class. But, the creators of the class are now paizo staff.


1 person marked this as a favorite.

Rogue Genius Games, formerly Super Genius Games, has a fighter/mage class called the Archon that is full BAB, 6th level spells, and has abilities as well. You can buy it here on this site for $3. Or, you can probably see it for free on the open pathfinder SRD. Even though it is third party, it was made by designers who are now paizo staff.

The point is, I don't think full BAB and 6th level arcane spells are a deal breaker by themselves. But you do have to watch how powerful the spell list is, how much armor they can wear, and what the abilities are. If you plan to offer a weapon boosting ability, I would recommend 4th level spells instead.


If you are open to the beta material, I would throw out both the blood rager and a nature based war priest


You could change the rune lords to dragon overlords. And, then fling the campaign 10,000 years into the future.

The a chaos war could have happened and not matter anymore.


I'd like to put in a request for a talented bard. I would like to see a bard that has select-able songs and potentially select-able paths. So, in a grittier setting, the bard as a musician is still viable. But, a spell casting bard may not be appropriate (e.g. Dragon Age bards are non-spell casters and tend towards archery).


raven1272 wrote:

Sure, I'm on lunch. I will bite.

by pure math
13' x 10', less 4' x 4' section is 9' x 6' which converts to 3 yards x 2 yards which is 6 square yards at $12.50 which is is $72 + $3 for

So, $75 by pure math.

In real life,
The closest roll is 12' wide. Assuming they will allow you to cut off a 13' portion, you would be buying a 12' x 13' area and throwing away the scrap. That converts to 3 yards x 3 1/3 yard for a total of 10 square yards, which at 12.50 would be $125

So, $125 in real life

There, see. i feel into the trap too. I don't know what 4 x 4 1/3 x 12.50 is in my head.


Sure, I'm on lunch. I will bite.

by pure math
13' x 10', less 4' x 4' section is 9' x 6' which converts to 3 yards x 2 yards which is 6 square yards at $12.50 which is is $72 + $3 for

So, $75 by pure math.

In real life,
The closest roll is 12' wide. Assuming they will allow you to cut off a 13' portion, you would be buying a 12' x 13' area and throwing away the scrap. That converts to 3 yards x 3 1/3 yard for a total of 10 square yards, which at 12.50 would be $125

So, $125 in real life


Peter Stewart wrote:

I'm curious. Are these actual problems you've seen in a game, or theoretical problems you've seen discussed?

Theoretical problems being discussed. I have a group that wants to form. I told them about APs, and they were super-excited about it. Among the group is a WoW player with no DnD/pathfinder, two 2e/3e/3.5e/Pathfinder players, a Hero player, and two 4E players.

Anyway, the WoW, and 4e players are used to a certain balance to classes across the board. Those games were made that way. The DnD players and the hero player are used to what a high level caster can do (and agree that it can get out of hand). Honestly, if you were listening as an outsider, you would say the group unofficially agrees to E6, E8, and E12 fairly unanimously.

So this is a win-win exercise for me. Either I can make E12 stretch across an AP. Or, I find another way to make the default work for everyone.

Well, I guess option three is no-one likes the answer and the exercise becomes moot. =)


Peter Stewart wrote:

I'm not in favor of the idea, but I'm curious as to what has led you to believe this is necessary. Are high level spellcasters doing things that are damaging to game balance in your game regularly? Is it a wizard, sorcerer, cleric, oracle? What are they doing that is damaging (e.g. what spells are causing problems)? Do you have much experience with high level play?

I'd be happy to offer commentary on any spells of those levels you find to be problematic. Often times the solution is strict reading of the spell within the limits of its description, or within the logical limits of a game world.

Fair enough. It is about disparity mostly. Not necessarily a specific point of discontinuity. On one side is a level 17 fighter. On the other is wish, time stop, trap the soul and more. To even this out I would need to do one of two things: raise one side or drop the other.

Instead of raising the arms race, for example by grafting Arcana Evovled combat rites or Book of Nine Sword maneuvers on the fighter and similar classes. I am interested in reducing the other side down.

So I don't feel it is anything specific to a single spell.


DrDeth wrote:

It might work, as long as they can get the slots. In other words, you can use your 1-6th level spells with Metamagic feats.

I have suggested something a little similar- Spellcasters get 9th level spelll only as 20th level capstones, and spell level progression to 7th and beyond is delayed accordingly.

Banning Simulacrum is a Good idea.

I feel many people are misunderstanding my question. So, I am quoting deth here. Knave seemed to understand and so do Zhayne.

9th level casters would retain their spell slots. Only, the 7h, 8th, and 9th level spells would not exist. You would have to apply metamagic to fill the slots. So, maximized cones of cold could be used in the wizard's 8th level spell slot.But, call construct is not an option for an 8th level spell slot.

The indirect question is whether or not metamagic can fill the void of spell levels. And, whether or not there is a power jump in upper level spells.


I'm trying to bring down the relative power of high level casters. Has anyone considered, or used, a house rule like this? I'm not talking about removing the spell slots from 9th level casters. Just removing the spells themselves. 9th level casters would have to use metamagic to fill their upper level spots.

Would it be feasible? Could you play an AP this way?


+5 Toaster wrote:
So whats with the class selection restrictions? For example, why sorcerer but not wizard.

Thematic mostly. In my mind, I figured since the sorcerer and oracle are innately magical, it would be easier for them to multi-class. The cavalier is there for all the "knightly" hybrid ideas. The Druid is there to offer "nature" hybrids. The witch is there kind of on whim.

For mechanics reasons, all of these casters have a little more personality than the cleric and wizard. And, they also have some built in limitations.


Hello everyone. I am looking for feedback. Would you allow this in to your home brew games? It is a take on morphing the gestalt rules to be more like the old 2E multi-classing. And, to allow them to work along side with normal characters. I am shooting for the class to end up like a bard/inquisitor/magus in terms of BAB and spell power. The reality is this class can gain 7th level spells at +15 BAB. However, they lack the synergy abilities a cohesive class has. But, they do have the breadth of multiple classes.

Anyway, thoughts?

=====================================================
Adventurers (pseudo class)

Adventurers are a pseudo-class essentially taking two classes at every level, choosing the best aspects of each. Characters gain the full benefits of each class at each level. If the two classes you choose have aspects that overlap (such as Hit Dice, attack progression, saves, and class features common to more than one class), you choose the better aspect. The adventurer retains all aspects that don’t overlap. Adventurers have a breadth of skills. But, they do not necessarily have the depth of skills other classes have.

Leveling: Adventurers only earn 1/2 the XP of normal characters and must use the XP level track that is two below normal characters. For the standard campaign, this means using the slow XP track while the others characters use the fast XP track (by extension, this means adventurers are not available when the party is not using the fast track). While others are level 20, adventurer will be level 15/15. They have a character level equal to the level they would have on the fast XP track. For abilities, saving throws, DCs and etc..., they have a class level equal to their actual class level in their individual classes. They are usually listed like this: Adventurer 10 (Fighter 6/Rogue 6) or Adventurer 20 (Fighter 15/ Rogue 15).

Building an Adventurer: To make a 1st-level adventurer, choose two of the following classes: cavalier, oracle, druid, fighter, rogue, witch or sorcerer. Build your character according to the following guidelines.


  • Hit Dice: Choose the larger Hit Die.
  • Base Attack Bonus: Choose the better progression from the two classes
  • Base Saving Throw Bonuses: For each save bonus, choose the better progression from the two classes.
  • Class Skills: Take the number of skill points gained per level from whichever class grants more skill points, and consider any skill on either class list as a class skill for the adventurer.
  • Class Features: A adventurer gains the class features of both. Class- and ability-based restrictions (such as arcane spell failure chance) apply normally to a adventurer, no matter what the other class is.
  • Archetypes: Adventurers may not take archetypes for any of their classes.
  • Multiclassing: Adventurers may not take level dips in other classes or use the normal multiclassing rules.
  • Prestige classes: Adventurers may not take prestige classes.

Advancing class benefits: An adventurer follows a similar procedure when he attains 2nd and subsequent levels. Each time he gains a new level, he takes the best aspects of each, and applies them to his characteristics. A few caveats apply, however.


  • Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class.
  • Adventurers with more than one spell casting class keep track of their spells per day separately.

Character level benefits: Adventurers do gain a number of feats and benefits based upon their adventurer level. These are in addition to the normal abilities gained from the individual class levels of the two comprising classes. Mostly, these are here to smooth out some of the gaps from not using a normal level progression.


  • Adventurers gain their level dependant stat bonuses and feat bonuses based on their adventurer level (character level) and not the levels of the comprising classes. For example, when an adventurer gains 11500 XP in both classes she gains her 4th bonus feat. Both of her classes will be be 3rd though and she will gain this bonus "mid level." This is the same time a normal 7th level character would gain the same 4th bonus feat.
  • Adventurers gains +4 bonus hit points at adventurer level 2, 6, 10, 14, and 18. In terms of their comprising classes, this is XP levels in each class of: 650, 7500, 35500, 147500, and 600000 respectively. This helps smooth the characters for losing out the hit points from the last 5 class levels.
  • Adventurers gain 2 bonus skill points at adventurer level 2, 6, 10, 14, and 18. In terms of their comprising classes, this is XP levels in each class: 650, 7500, 35500, 147500, 600000. This helps smooth the characters for losing out the skill points from the last 5 class levels.
  • For adventurers that can cast arcane spells, they gain the ability to cast their arcane spells in heavier armor without suffering arcane spell failure. At adventurer level 3, they gain this ability with light armor without suffering arcane spell failure. At level 9, they gain this ability with medium armor without suffering arcane spell failure. In terms of comprising classes, this is at XP levels 3000 and 25000. This represents a natural aptitude and learned experience to cast spells while dealing with heavier armor. Note, this does not grant them proficiency in the armor though (such as the case of a witch/sorcerer for example).
  • Adventurers receive no correction for their saves. Most adventurers will tend towards two "medium" saves capping at +9.


Genius Games Deathknight class dpdf includes a grave summoning I - IX spell chain. It is useable by clerics, wizard, witches.... and summoners =)


I always felt the APG Inquisitor is misnamed. It should have been named templar and is as such in my homebrew.

For my own homebrew I took the Complete Adventurer's spellthief and re-flavored it as divine and called that an inquisitor. With a few rogue-like talents, it seems to work fine.

I second the super genius games recommendation above and offer the APG as an alternate suggestion.


Azaelas Fayth wrote:

@raven1272 very good points... though mythology depends on what culture you are talking about.

A Celtic culture would be primarily druids with the occasional bard and cleric.

A Nordic culture would be primarily bards and wizards with the occasional Druid and cleric.

A Germanic culture would be primarily wizards and witches with the occasional Druid and bard.

A Greco-Roman culture would be focus on clerics and oracles with the occasional bard and Wizard.

All of these cultures would have a small number of paladins, rangers, and other pseudo-casters.

What I'm getting at is it depends on the cultures views of what causes magic. To the Greco-romans magic was purely divine. To the Celts and Gauls(Germanic) it was natural. The Norse it was Arcane.

Heck, Odin gained the ability to use magic only by hanging himself from Yggdrasil and stabbing his spear into his side in order to have an out of body experience.
Clerics wouldn't have been so much given power as sought to harness power and use it based on their God's ideals, portfolio, and domains.

That is fair. I should have been more specific. I had Greco-Roman mythology in mind.


6 people marked this as a favorite.

I can offer a few ideas. Most of these are literary or psychological in nature. Their mileage or releveancy may vary from person to person and group to group.


  • If Tolkien is the genesis of fantasy, and middle earth is the original campaign, the pathfinder has its roots in no/low fantasy. Re-doing the idea is ideolizing the genesis campaign and provides a familiar feel and context

  • Classic mythology is low/no magic. It has divine intervention abounding. But, not common magic. Again, familiar feel.

  • If magic is viewed as a the nature of the world, then removing it forces characters in the story to stand on their own. Think of it as a warped man vs. nature. The characters are given an artifical, nebulous opponent to struggle against in the form of the limitations of magic as it works in the world.

  • It provides a grittier feel. Magic can't save your butt. You can't suddenly call out for a heal when you challenge the evil witch to mortal combat and realize she can summon a dragon to protect herself.

  • When magic is rare, and it does happen in the world, it provides a sense of wonder. It makes magic special. And, when the few and the proud have sole control over it, it is even more special. So, if you are a person that really loves magic. When you play a magic wielding character in a non-magical world, you are the special snowflake. Everyone wants (and needs) to be recognized for the special person he or she is. Of course, when the whole party is special snow flakes.... then magic really isnt that rare.

  • When magic is actively hated and persucuted in a world, it allows gamers to make a psychological tie between the gaming world and the real world. It is no secret that gamers, in general, are not the most popular group in the real world. Some people will be drawn to magic because it is not "popular" in the "general world." So having a campaign setting that fanicifies real world realities is not a bad thing in and of itself. It may draw out (unexpected) role playing.

  • The forbidden fruit (magic in a non-magic world) is a tempting treat.

Of course, all of this, and the original question are riddled with the pitfall of authorial intent. Why did a writer write/create it that way? Because he or she wanted to. If you ask the same question twenty years from now, to the same author, you just might get another answer.


I bar a few classes


  • Gunsligner class for settings reasons
  • Sorcerer beacuase I just never liked how similar it is to a wizard
  • Oracle because it doesn't really do anything for me

The Asian classes can be used wth a suitable story and roleplay. But, are not specifically barred.

However, like Covent, I offer several homebrew classes as well. So my class total is actually higher than what Paizo offers.

I have (work in progress)homebrews for:


  • Adventurer - a jack of all trades class with elements from Arcana Evolved's Akashic and Iron Heroes Man-At-Arms, has the ability to temporarily gain skills, feats, spells, etc...small sneak attack, 4th level spells, heavy trap and knowledge skills, and so on...
  • Beguiler - an alternate magus that draws inspiration from guild wars mesmer. illusion and abjuration spells
  • Inquisitor - despite its name, this is actually the spell thief re-done to be divine and pathfinder-ized. Paizo's inquisitor name and mechanics just never jived with me. So, this class leans more towards a holy-rogue or holy assassin and an anti-caster class.
  • Templar - the pathfinder inquisitor with a new name. I do like the mechanics, just the name didn't fit. So, in the grand scheme of things, this is basically a divine magus like class.
  • Runeblade - a magus-ized version of Arcana Evolved's runethane
  • Myrmidon - a maneuver based fighter, draws from the 3.5 warlock with an at-will nova strike, and a magus point pool that is used for tome of battle converted strikes
  • Death knight - a tweaking of super genius games death knight
  • Shaman - an alternate druid that draws from world of warcraft, heavy spirit and elemental themes, reduced spell casting to 6th level to add in selectable powers
  • Invoker - A re-visiting of the complete mage reserve feats as actual class abilities unique to the one class. Has 6th level spells. So, the lower slots are used to fuel the warlock level 11d6 at-wills. This replaces the sorcerer.
  • Warden - a druidic paladin that vaguely draws inspiration from D&D 4e

my (work in progress) altered classes include:


  • Barbarian - the savage barbarian is the base line class because it feels more "classic" barbarian to me.
  • Bard - I use a spell-less bard thast is more rogue like. Has sneak attack and can choose bard songs (same rounds and same number of total known by 20)
  • Hunter - a renamed, spell less ranger, has access to hunter tricks and some rogue tricks, the hunter's bond can be an animal companion, a 5d6 sneak attack progression, a vermin companion, or the hunting party option
  • Knight - a renamed cavalier. Another naming problem for me *shrug*
  • Summoner - can choose from summon monster, summon nature's ally, or summon grave spells (see SGG's death knight for the spell chain grave summoning I - IX)

Obviously, this class list is heavily influence by my perception of a fantasy world and source material I like =).


Gilfalas wrote:
raven1272 wrote:
It seems the going census is that the is not a responsibility of the sytem to provide. But, rather a responsibility of the GM/group.

I think the more accurate statement is that Pathfinder is the result of decades of game growth of it's original source material and therefore has a great breadth of choice built into it. That breadth can be formidable to those first starting.

Pathfinder may not be the ideal RPG for someone looking for a more streamlined and simple class. The basic box might be ideal to get someone started till they are comfortable with the full blown system.

It is a co shared responsibility. The group should play what they want but should seek a game that suits all of the plauyers skill levels. There are a ton of games out there one can use to learn on.

I like this response as well.

So expanding on the concept that players at the table may or may not have the same skill level. And, coupling this with the general consensus that the beginner's box fulfill's the need of a simplified class. Is it reasonable to mix the two. Can Alice play with CR + APG + UM at the same table Bob is playing BB and Charlie the purist plays CR only. Would the table break down break down mechanically*? Does Bob become a liability?

*I fully grant ahead of time that a role playing story can be made and executed at any player or skill level, regardless of ruleset.


John Spalding wrote:
A very simple character can be made, it takes the help of someone with system mastery.

Thank you. I appreciate this response.

It seems the going census is that the is not a responsibility of the sytem to provide. But, rather a responsibility of the GM/group.


pH unbalanced wrote:
I have not used the Beginner Box. But I've heard raves about it. And I think that would be the logical place to start if you wanted to try 'Pathfinder on training wheels'.

I have not tried the Begiiner Box either. But, I just might have to see what was done to the classes. Could be interesting. Thanks


Tom S 820 wrote:

How much more do you want to dumb down pathfinder it written for 4th grade reading level?

For the record, I'm not talking about dumbing down pathfinder. I'm talking about the band of potential (basically combat potential) as a function of the options a class has to offer.

Let me try another example, the 3.5 warlock. It was desigend to be a very straight forward classes. It had little or no resources to measure, beacause they were unlimited. And, it put out decent, but not great DPR. By my classmates definition, the warlock is also a first order class.


A character on training wheels. Yes, that is a good description. Thanks Doomed Hero.


Background:
This is a term some of my class mates toss around when talking about MMOs such as Warcraft. To them, it means a class that is relatively straight forward to understand, easy to execute, but gives only gives decent play throughput even at mediocre investment on the player's part.

The classic example is a Warcraft DK. They have fewer abilities than most classes. The abilities obviously synergize. And the classes is fairly intuitive to play. To bring an example from a little closer to home, consider that many 4E classes could be considered first order. They had mechanics that were obvious to use. And, be design, it was inteded that you could not mess the game play up no matter what power you chose*.

Discussion:
So, is this something Pathfinder could benefit from? A class or two that can easily be shown to a newer player and that he or she can grasp at a quick glance. Or, is this an unwritten design rule that Pathfinder classes are intended to be more advanced as a baseline because of the underlying d20 engine and years of general community familiarity with the system?

* WoTC later stated that the hybrid classes broke this first order rule in that it was possible to create a character that could perform no role what so ever.


Borthos Brewhammer wrote:
Much better imo. I like the tweaks to crushing blow but now i think you should do some dpr calculations and see how it fares compared to a fighter.

Aight, here we go....

Offense side:
The first would be crushing blow vs high level fighter feats (requiring higher than fighter level 10) and the weapon training ability. Twice per day the myrmidon can weave a crushing blow into a full attack. That should give the myrmidon an average of a 35 points more damage than the fighter in a burst situation. So, the feats the fighter can have that the myrmidon cannot include: critical mastery, penetrating strike. greater penetrating strike, greater weapon specialization, greater shield specialization, and pin down. In the sense of a burst hit, the myrmidon has the advantage twice a day. A fighter does have enough feats to potentiall have all or many of these specific feats. So, to match the extra 35 points of damage, the fighter would need to land at least 2 hits in a full attack, have greater penetrating strike to reduce an opponents DR by 10 each, netting an additional 20 damage for the fighter. Through the weapon training ability, the fighter can gain an additional +4 damage per hit. So,this theoretical full attack works out to be +35 versus +28. If the fighter had greater weapon specialization as well, she could get an additional +4 over two attacks. This brings the totals to +35 vs +32. Obviously, there are other options for feats in the above list, but I don't think they will produce as much raw damage as greater penetrating strike and greater specialization. Slight advantage to the myrmidon for 2 rounds of burst a day.

A normal crushing blow will deall weapon + modifiers + 35 avg. Comparing to that to a fighters full attack, we can drop the weapon hit + modifiers from both sides. This leaves +4 (weapon training on the first hit) and up to 3 more attacks vs the 35 damage.If we keep the same assumption that only two attacks in a full attack will connect, and factor out the 8 (weapon training for both hits) from 35 ahead of time, then the fighter has to do more than 27 damage in a single second hit.If greater penetrating strike applies, the the fighter can immediate reduce this number to 7 over the course of both attacks. And, 7 is the average base damage of a great sword. Any other modifiers are pure advantage to a fighter.

Full attack vs full attack will go through a similar process. But, in the end the weapon training +4 and any of those high level figther feats will tip the over all damage in the fighter's favor both in a single full attack and over a days worth of full attacks.

Curshing blow vs a single attack is straight advantage to the myrmidon. So, if the fighter is a high movement fight, the myrmidon does have the advantage.

Over the course of a day, the greater crushing blows would net the myrmidon an additional 20d6 (avg 70) over straight full attacking every possible chance (since the myrmidon can weave two into a full attack). Taking into accout only greater weapon specialization, greater penetrating strike, and the weapon training ability (+16 damage per hit), it would take the fighter an average of 5 rounds to deal 80 points of damage that the myrmidon could not. So, by about the second encounter in a day, the fighter should have dealt more damage total over the course of the day assuming equal and perfect combat situations.

Defense side:
Armory master cancles for both classes, so DR is not a factor by itself. The two classes can wear the same armor, so armor itself is not a factor. However, a fighter would have armor training 4 and thus an Ac at least 4 points higher. So, the fighter would get hit less often. Against this, the myrmidon has the ability to heal herself for 1d8 + 20 three times a day which averages to 4.5 * 3 + 3 * 20 = 74 hit points.At what point +4 AC works out to more "healing" than 74 points a day is hard to tell. I would say the myrmidon has the advantage on the defensive front.


Hey guys and gals. This version hits much closer to the 3.5 warlocks design. I've tried to increase the power of the class, and excentuate the themes better. I've tried to heighten the defensive themes adding both defensive feats and a selfess captain ability. Also, i've tried to excentuate the use of active tricks in combat through wildcard feats and the revised crushing blow ability. I toned the second wind ability down a bit to try and compensate a little. Also, I changed up improved and greater crushing blow to bring it more in lie with feedback.Now, how does it sit? Too much?

version 0.92
New Class: Myrmidon

[An alternate class to the fighter]

The basic warrior is powerful and predictable to play. Because she is a feat based character, once her feats are chosen the warrior remains relatively static. Her feats may cause many triggers in battle, but the trigger conditions do not change until she gains new feats. The myrmidon is a fighter alternative that appeals to a niche of players. Namely, players that enjoy the front line warrior but want some active powers instead of all static combat triggers.

Role: Myrmidons represent warriors with some sort of formal style-training. They don’t have the breadth of everyday combat training a standard fighter does. One of the first things they are taught is how to survive. This is not to say myrmidons have no honor, it is just their goal is to survive. They spend most of their adult life on the battlefield fighting someone else’s war.

Level Special
1st Crushing blow 1d6
2nd Defensive fea, wildcard feat 1
3rd Armor mastery 1/-, crushing blow 2d6
4th Improved crushing blow
5th Crushing blow 3d6, wildcard feat 2
6th Second wind 1/day
7th Armory mastery 2/-, crushing blow 4d6
8th Defensive feat, wildcard feat 3
9th Crushing blow 5d6
10th Selfless captain 1/day
11th Armor mastery 3/-, crushing blow 6d6, wildcard feat 4
12th Greater crushing blow, second wind 2/day
13th Crushing blow 7d6
14th Defensive feat, wildcard feat 5
15th Armor mastery 4/-, crushing blow 8d6
16th Selfless captain 2/day
17th Crushing blow 9d6, wildcard feat 6
18th Second wind 3/day
19th Armor mastery 5/-, crushing blow 10d6
20th Weapon mastery, wildcard feat 7

Alignment: Any.

Hit Die: d10.

Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiency: A myrmidon is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Crushing Blow (Ex) - As standard action, the myrmidon can make a single attack that deals normal weapon damage with modifiers plus an additional 1d6 bonus damage. The myrmidon can do a crushing blow at will, any number of times per day. A myrmidon must declare the intent to deliver a crushing blow before making the attack. For every two levels after 1st, the bonus damage increases an additional +1d6 for a total of weapon damage + 10d6 at level 19.

Wild Card Feats: You gain access to a wild card fighter, combat, or teamwork feat. This feat can change each day. This represents the broad set of tricks which you have been exposed over the course of campaigns or a simple uncanny intuition to turn combat in your favor. The myrmidon may pick a feat to fill the “wild card” slot as a standard action. You retain this feat for the rest of the day. After she rests for eight hours, the wild card slot resets to empty, allowing her to choose a different feat to fill its place. A myrmidon may use 1/2 of her myrmidon levels to qualify for fighter only feats. A myrmidon must meet all the prerequisites of a feat in order to "slot" it as a wild card feat. However, she can use other wild card feats to help her meet the requisites.She gains one "wildcard" feat slot at 2nd level and an additional slot every 3levels thereafter.

Defensive Feat: The myrmidon gains a feat that reflects her real world training to survive on the battlefield. The myrmidon may choose a bonus feat from the following list. But, she must meet the prerequisites to choose this feat. This feat is in addition to the normal feats she gains from level. She cannot use wildcard feats to qualify for this defensive feat. The available defensive feats are : combat exprtise, improved disarm, stand still, defensive combat training, disruptive, spellbreaker, dodge, endurance, die hard, greater fortitude, improved greater fortitude, iron will, improved iron will, lightning reflexes, improved lightning reflexes, nimble moves, acrobatic step, improved shield bash, shield slam, shield master, shield focus, greater shield focus, or toughness

Armory Mastery (Ex): The myrmidon gains DR 1/- while wearing armor or using a shield. This increases by +1 for every 4 levels after.

Improved Crushing Blow (Ex): Once per day, a myrmidon can do a crushing blow in place of the first attack that lands in a in a full attack action. A myrmidon must declare the intent to deliver a crushing blow before making the full attack. However, if the attack misses, the myrmidon can apply the crushing blow to the second attack in the full attack. Similarly, this can continue if the myrmidon continues to miss attacks during the full attack. The crushing blow must be applied to the first attack that succeeds in hitting the target. If all the attacks fail, the crushing blow is expended for the round without effect..

Second Wind (Su): The myrmidon has learned how to redouble her strength in combat. When the myrmidon is at half hit points or less, she may heal herself for an amount of hit points equal to 1d8 + the number of myrmidon levels she has. This is a swift action she use once per day at 6th level. She gains an additional user per day every 6 levels thereafter.

Selfless Captain (Ex): After extended time on the battlefield, experienced myrmidons know how to protect their allies on the battlefield. At 10th level, once per day, as an immediate action, a myrmidon my intercede her body to protect her ally from a melee attack. If the myrmidon is next to an ally, and an enemy declares an attack against that ally, the myrmidon and the ally may take free 5 foot steps to exchange places without provoking additional attacks of opportunity. The myrmidon takes all melee attacks that the ally would have received that round. However, to-hit rolls are resolved as if they were made against the ally. This may result in attack rolls being made against an AC lower than what the myrmidon actually has. However, all damage reduction and energy resistance the myrmidon has applies normally. A myrmidon may use this ability a second time per day at 16th level.

Greater Crushing Blow (Ex): A myrmidon can now do a improved crushing blow twice per day.

Weapon Mastery (Ex): At 20th level, a myrmidon chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.


Thanks guys and gals.

After a reading and a little thinking, this is what I'm leaning towards now. Tell me what you think.

I think I'm going to hew closer to the 3.5 warlock. I think crushing blow should be a full blown at-will; using a standard action. This would revolve around the belief that a consitant 10d6 per round is not out of line at level 20.

For improved crushing blow. I like the idea of mixing a crushing blow into a full attack. So, something like 1/day at 4th, 2/day at 8th, 3/day at 12th, and 4/day at 16th. That should be plenty of offense if not a bit much.

I hear Davor. I see the part about this does not accentuate the defensive portion to the nth degree. But, honestly I never inteded it to be that way. What I really wanted was an active fighter that represents a lifetime mercenary. The surviving part is a by-product of always fighting some one else's cause. The active part was suppose to be maneuvers that represent a focused training in ending combat quickly. That was part of the idea behind crushing blow. Part of the way to live longer is to crush your opponent harder.

So, there is where the warlock comes in. What if the myrmidon had a pool of temporary feats she could access, as a swift action, until the start of her next turn (note she could still deliver a crushing blow). So, where the fightetr has constant feats, the myrmidon has a pool of temporary feats or tricks she can use every round if she can fit her actions in. For exmaple, If she had the dodge feat in her pool, she could do a +1 AC as a dodge bonus for a round. The next round, if pushing attack was also in her pool, she could spend her swift action and gain that feat for a round (again with a crushing blow most likely). This basically gives her the ability to choose a feat for a round. Where the only balancing factor is the fost of a swift action. Now, obviously some could be worth other actions. But, there would be no attempt to place a per day limit on this.

Now the problem. I have abosultely no idea that is worth compared to other classes. And, I am not sure if that takes the myrmidon over the line the other way into being over powered.


Although this one hews closer to the original fighter, I'm not sure the alternate mechanics are in line. This is very loosely based on the design of a "martial warlock" or "book of nine swords."

New Class: Myrmidon

[An alternate class to the fighter]

The basic warrior is powerful and predictable to play. Because she is a feat based character, once her feats are chosen the warrior remains relatively static. Her feats may cause many triggers in battle, but the trigger conditions do not change until she gains new feats. The myrmidon is a fighter alternative that appeals to a niche of players. Namely, players that enjoy the front line warrior but want some active powers instead of all static combat triggers.

Role: Myrmidons represent warriors with some sort of formal style-training. They don’t have the breadth of everyday combat training a standard fighter does. One of the first things they are taught is how to survive. This is not to say myrmidons have no honor, it is just their goal is to survive. They spend most of their adult life on the battlefield fighting someone else’s war.

TABLE: MYRMIDON

1st Toughness, crushing blow 1/day
2nd Bonus feat, bravery +1
3rd Armor mastery 1/-
4th Crushing blow 2/day, Greater Crushing Blow
5th Bonus feat, second wind 1/day
6th Bravery +2
7th Crushing blow 3/day
8th Bonus feat
9th Armory mastery 2/-
10th Crushing blow 4/day, second wind 2/day, bravery +3
11th Bonus feat
12th Fighter training, Master Crushing Blow
13th Crushing blow 5/day
14th Bonus feat, bravery +4
15th Armor mastery 3/-, second wind 3/day
16th Crushing blow 6/day
17th Bonus feat
18th Bravery +5
19th Crushing blow 7/day
20th Weapon mastery, second wind 4/day

Alignment: Any.

Hit Die: d10.

Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiency: A myrmidon is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Toughness (Ex) - The myrmidon gains the toughness feat for free.

Crushing Blow (Ex) - As standard action, the myrmidon can make a single attack that deals normal weapon damage plus an additional 1d6 for every 2 myrmidon levels. The myrmidon can do a crushing blow one time per day at first level and an additional one time per day for every three additional levels. A myrmidon must declare the intent to deliver a crushing blow before making the attack. However, if the attack missies, the myrmidon does not have to expend a use of the crushing blow ability.

Bonus feat (Ex) - The myrmidon gains a bonus combat or teamwork feat. She gains an additional bonus feat for every three myrmidon levels afterwards. These are feats in addition to the normal feats by gaining levels.

Bravery (Ex)- Starting at 2nd level, a myrmidon gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four myrmidon levels beyond 2nd.

Armory Mastery (Ex) - The myrmidon gains DR 1/- while wearing armor or using a shield. This increases by +1 for every 6 levels after.

Greater Crushing Blow (Ex) - The myrmidon's crushing blows gain an additional +1d6 bonus damage for a total of +3d6 (+2d6 for being 4th level and +1d6 as a greater crushing blow) at level 4.

Second Wind (Su) - The myrmidon has learned how to redouble her strength in combat. When the myrmidon is at half hit points or less, she may heal herself for an amount of hit points equal to 1d8 + 1/2 the number of myrmidon levels she has. This is a swift action she use once per day at 5th level. She gains an additional user per day every 5 levels thereafter.

Fighter Training (Ex)- Starting at 12th level, a myrmidon counts 1/2 her total myrmidon level as her fighter level for the purpose of qualifying for fighter only feats.

Master Crushing Blow (Ex) - The myrmidon's Greater Crushing Blow bonus increases to +2d6 for a total of +8d6 (+6d6 for 12th level and +2d6 for a superior crushing blow) at 12th level.

Weapon Mastery (Ex) - At 20th level, a myrmidon chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

Design Notes: I am still after an alternate fighter with some more active abilities. This one hews closer to the original figher than other attempts. This one might be slightly weaker than a normal fighter only in the fact that she can burn her offense out quicker. But, she has more staying power than a normal fighter so that is probably ok.

Second wind is based on the godless healer feat from the Inner Sea World guide. It is a slightly weakened version so I'm calculating this as a total of 3.5 to 4 feats as equivalent. This is a powerful ability. Probably more powerful than crushing blow in the long run.

Crushing blow is worth about 7 feats I think. At level 20, it would at 12d6 (average 42) 7 times a day for a total of 294 damage per day average. However, the fighter has high passive bonuses at that level, and can full attack every time instead of the standard action a crushing blow takes. So, I think the fighter actually has the advantage at high levels.


tonyz wrote:

Hallow. Or unhallow for evil effects. Consecrate and desecrate are lower level and more focused on channelling.

A number of magic items have similar effects. Darkskulls are essentially a mobile unhallow effect, and there seems no reason good couldn't have similar standards and banners.

Antipathy/sympathy at very high level.

oo... Magic circles too *face palm*

Thanks Tonyz


As great as the spell index of the PRD is, sometimes it is best just to ask.

Are there any totem-like spells? Something where an object is created or a place is designated and an aura applies if an ally is within a certain range?


Conceptually, I don't have a problem with lace spells affecting missile spells. However, mechanically, I don't want the laces to linearly increases just because the spells has multiple missiles.

So, I guess I would have to define a new term barrage spells: barrage spells are spells that create mutiple missiles, rays, or blasts from a single casting. Barrage spells include the lowly magic missle and the mighty meteor swarm.

Then, lace spells could affect the first missile in a barrage spell. If multiple laces are added to a barrage spell, then each successive lace affects the next missile in the barrage. That might create some wierdness though because now the laces need an order to affect successive missiles.

Another thought. What about a spellfire lace. +1 damage per spell level, but it is untyped magical energy (raw spell power). It is not subject to energy resistance or absorbace (but the normal spell would be subject to both as appropriate). It would count as magic though for bypassing damage reduction.


1 person marked this as a favorite.

Magic feats v0.91

Arcane Pummel
Your repeated casts of a single spell build energy with each casting.
Prerequisites: Arcane Spellcaster, caster level 10th.
Benefit: If you repeatedly cast an instantaneous evocation spell, against the same target, in uninterrupted consecutive rounds, then in each successive round, the spell is considered to be cast with a bonus spell DC of 1 and a +1 bonus damage of the same damage type per dice of damage (ex. a fireball would do 1d6 + 1 fire damage per caster level with a save DC 1 higher on a second pummel). An arcane pummel maxes out when the bonus damage equals the base dice of damage (ex: a fireball used in an arcane pummel will max at 1d6 + 6 damage per caster level on the 7th consecutive cast). Note that some spells affect a target point or square and not a creature (ex: fireball or lightning bolt). You can use arcane pummel if you targets the same place repeatedly as above.

Lace Spell Acid
Your damaging spells are infused with additional acidic power
Prerequisites: Arcane spellcater, caster level 5th.
Benefit: Instantaneous Evocation spells you cast can be laced with additional acidic energy. You may add +2 acid damage per spell level to the spells base damage. A single spells cast can trigger multiple spell laces. Spell saves that cause half damage affect this bonus damage as well.

Lace Spell Cold
Your damaging spells are infused with additional frozen power
Prerequisites: Arcane spellcater, caster level 5th.
Benefit: Instantaneous Evocation spells you cast can be laced with additional frozen energy. You may add +2 cold damage per spell level to the spells base damage. A single spells cast can trigger multiple spell laces. Spell saves that cause half damage affect this bonus damage as well.

Lace Spell Electricity
Your damaging spells are infused with additional lightning power
Prerequisites: Arcane spellcater, caster level 5th.
Benefit: Instantaneous Evocation spells you cast can be laced with additional lightning energy. You may add +2 lightning damage per spell level to the spells base damage. A single spells cast can trigger multiple spell laces. Spell saves that cause half damage affect this bonus damage as well.

Lace Spell Fire
Your damaging spells are infused with additional burning power
Prerequisites: Arcane spellcater, caster level 5th.
Benefit: Instantaneous Evocation spells you cast can be laced with additional fire energy. You may add +2 fire damage per spell level to the spells base damage. A single spells cast can trigger multiple spell laces. Spell saves that cause half damage affect this bonus damage as well.


I like Drejk's ideas about raising the damage by 1, and capping at the dice's worth of damage. So a d6 spell used as a pummel would cap on 7th one.

I also like the idea of limiting the feat to affect instaneous evocation spells. That fits with what I had in my mind.

Using Set's idea for DC gave me a third varition to offer as an option. What if pummel just raised caster level each successful time. That would work out to +1d6 damage / +1 DC each time. It would also fix the problem of multiple missiles.

As for the lace spells, what if they worked out as +1d6 damage per 5 caster levels. That would effectively mean that a 20th level caster could take all 4, and lace +16d6 on to a spell in savable additional energy damage. Does that rival the power of 4 metamagic feats in your guys opinion? And, is it cooler to roll more dice or just have a spell maximized?


Marthian wrote:

To me, Arcane Pummel sounds WAY TOO OVERPOWERED.

After 5 or so rounds, my magus could be doing an intensified shocking grasp for 10d20 damage. Sounds insane.

This is true, that would be a lot of damage. Would anything really live through 5 consecutive pummels?

So, I guess my meta-player questions would be: as a 12th level magus, capable of only casting 5 second level spells, would you only memorize intisified shocking grasps as your 5 spells. Would you give up all your versatility to do that against a single creature? And, would this feat be enough of a trade off for you to consider something like that? Basically, is the hope of a nova enough to trade everything for? And, is the promise of a nova too much to bring to the table?


Ringtail wrote:
How are the Lace feats supposed to interact with magic missile, scorching ray, and flaming sphere/ball lightning? Is it supposed to be an extra +1d6 to the spell as a whole? Per missile or ray? Per target? Per round? Do evocation spells gain the appropriate descripter when the extra damage is applied?

Well, it was intended to act like a flaming weapon, frost weapon etc... I admit I didn't think about spells that create multiple missiles. I will have to think on that. I'm open to suggestions as well.


And if you do, is it because they are too much?

New spell feats (PEACH)

Arcane Pummel
Your repeated casts of a single spell build energy with each casting.
Prerequisites: Arcane Spellcaster, caster level 10th.
Benefit: If you repeatedly casts the same spell, against the same target, in uninterrupted consecutive rounds, then in each successive round the damage dice increases by one die step (1d4 to 1d6 to 1d8 to 1d10 to 1d12 to 1d20 max). The first time the spell is cast on a target, the spell takes effect as normal. If in the next round, you cast the exact spell on the exact same target, the damage dice increases. This can continue so long you cast the same spell on the same target and the damage dice can increase (max d20). Note that some spells affect a target square or point and not a creature (ex: fireball or lightning bolt). You can use arcane pummel if you target the same place repeatedly as above.

Lace Spell Acid
Your damaging spells are infused with additional acidic power
Prerequisites: Arcane spellcater, caster level 5th.
Benefit: Evocation spells you cast deal an additional +1d6 acid damage. Evocation spells you cast may be subject to multiple spell laces simultanesouly. Spell saves that cause half damage affect this bonus damage as well.

Lace Spell Cold
Your damaging spells are infused with additional frozen power
Prerequisites: Arcane spellcater, caster level 5th.
Benefit: Evocation spells you cast deal an additional +1d6 cold damage. Evocation spells you cast may be subject to multiple spell laces simultanesouly. Spell saves that cause half damage affect this bonus damage as well.

Lace Spell Electricity
Your damaging spells are infused with additional lightning power
Prerequisites: Arcane spellcater, caster level 5th.
Benefit: Evocation spells you cast deal an additional +1d6 electricity damage. Evocation spells you cast may be subject to multiple spell laces simultanesouly. Spell saves that cause half damage affect this bonus damage as well.

Lace Spell Fire
Your damaging spells are infused with additional burning power
Prerequisites: Arcane spellcater, caster level 5th.
Benefit: Evocation spells you cast deal an additional +1d6 fire damage. Evocation spells you cast may be subject to multiple spell laces simultanesouly. Spell saves that cause half damage affect this bonus damage as well.


My search-fu got me to this thread. I too was looking for a Warden conversion. There were some good ideas tossed here. I have to agree with the others. I don't think a direct translation of the Warden will work. It has too many 4th edition mechanics embedded in its execution. I just tried to keep the spirit of the class.

So, through the magic of thread-o-mancy, I present the Warden v0.9 initial draft.

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

New Class: Warden
[Adapated from D&D 4th Edition]

Role: If Paladins are religious warriors for the Light. Then Wardens are primal warriors of the Green. Using primal spells coupled with armor and shields, Wardens can be defensive front line warriors with their guardian form coupled with a weapon and shield. Going, the opposite route, Wardens armed with large two handed weapons and using spell and magical abilities can deal potent amounts of damage. Either way, they bring the utility of primal magic with them as well.

BAB: Full
Fort: Good
Ref: Poor
Will: Poor
Spells: 4th level as a ranger

Level Special
1st Strength of Stone
2nd Guardian Form (1/day)
3rd Bonus Feat
4th Guardian Form (2/day)
5th Spellstrike, Bonus spells
6th Guardian Form (3/day), Guardian Forms
7th Bonus Feat
8th Guardian Form (4/day), Bonus Spells, Dual Aspects
9th
10th Guardian Form (5/day), Guardian Forms
11th Bonus Feat, Bonus Spells
12th Guardian Form (6/day), Triple Aspects
13th
14th Guardian Form (7/day), Bonus Spells
15th Bonus Feat
16th Guardian Form (8/day), Quadruple Aspects
17th
18th Guardian Form (9/day)
19th Bonus Feat
20th Guardian Form (at will)

Alignment: Any

Hit Dice: d10

Class Skills: Bluff, Climb, Craft, Heal, Intimidate, Knowledge (dungeoneering) , Knowledge (geography), Knowledge (nature), Perception, Profession, Ride, Sense Motive, Spellcraft, Survival, Swim, and Use Magical Device.

Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiency: Wardens are proficient with the all simple weapons as well as martial axes, martial maces, martial flails, martial hammers and martial spears. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with guardian form (see below).

Wardens are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A warden may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Wardens are proficient with shields (except tower shields).

A warden who wears prohibited armor or uses a prohibited shield is unable to cast warden spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Strength of Stone: At 1st level, as a swift action, the Warden may invoke the strength of stone which grants temporary hit points equal to the Wardens level. These hit points last for 1 minute or until used. The Warden may use this power a number of times per day equal to her Wisdom modifier.

Guardian Form (Su): At 2nd level, a warden gains the ability to turn herself into a guardian form and back again once per day. The effect lasts for 1 hour per warden level, or until she changes back. Changing form (to guardian or back) is a standard action and doesn't provoke an attack of opportunity. High level Wardens may take on multiple guardian forms simultaneously and do so as a single standard action.

Unlike a druid's wildshape form, a warden does not lose her ability to speak while in guardian form because she takes a partially transformed shape. For example, If the Warden takes on a plant guardian form she shape shifts into a kind of tree person that might resemble a treant to the untrained eye. But, she can still speak and cast spells normally. Unless otherwise noted in an aspect's description, a warden who assumes an aspect of nature retains her own type and subtype(s), keeps her extraordinary, supernatural, or spell-like abilities, and retains her ability to communicate and cast spells. She is considered proficient with any natural attacks granted by the aspect.

A warden can use this ability an additional time per day at 4th level and every two levels thereafter, for a total of nine times at 18th level. At 20th level, a warden can use guardian form at will.

At warden may take on one aspect from those described below. At 8th level, the warden can take on up to two aspects simultaneously. At 12th level, she can take on up to three aspects simultaneously, and at 16th level the limit increases to its maximum of four simultaneous aspects. (Some aspects can only be combined with certain other aspects, as indicated in their descriptions.) Each aspect taken on counts as one daily use of the warden's guardian form ability. Multiple versions of the same aspect do not stack.

If taking on multiple aspects simultaneously, the warden takes on an appearance that is a mixture of aspects. For example, if a Warden takes on Elemental Fire and Vigor at the same time, then the warden would appear as a flaming animal like humanoid. If the appearances of the forms seem to contradict the overall appearance of the warden, it is dominated by highest level aspect taken. For example, the plant form appearance would dominiate the ursine appearance.

Some aspects, as noted in their descriptions, have a minimum warden level as a prerequisite.

A warden may take on one aspect per day for every daily use of guardian form she is entitled to. For instance, a 4th-level warden could normally use guardian form twice per day but is limited to only one simultaneously aspect. A 10th-level warden could take on five aspects per day and can choose to take on two aspects simultaneously (which would use up two of the warden's daily uses).

The following guardian forms requires Warden 2nd level

Aquatic - The warden grows gills and takes on a fish-like humanoid appearance. This enables her to breathe underwater (while retaining her ability to breathe air). Webbing between her fingers and her toes grants her a swim speed of 40 feet (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load) and a +8 bonus on her Swim checks.

Scent - The warden takes on a jackal-life or wolf-like humanoid appearance and gains the scent ability.

Speed - The warden takes on a panther-like humanoid appearance and gains a +30-foot enhancement bonus to her base land speed.

Tooth and Claw - The warden takes on a animal-like humanoid appearance and gains a primary bite attack and two secondary claw attacks. The bite attack deals bludgeoning, piercing, and slashing damage equal to a short sword of the warden's size (1d6 for a Medium warden, or 1d4 for a Small warden), while the claws deal piercing and slashing damage equal to a dagger of the warden's size (1d4 for a Medium warden, or 1d3 for a Small warden).

Ursine - The warden takes on a bear-like humanoid appearance and gains a +2 size bonus to Strength and Constitution.

The following guardian forms requires Warden 6th level

Vigor - The warden takes on an humanoid animal like appearance and gains a +4 temporary bonus to Strength.

Agility - The warden takes on an humanoid animal like appearance and gains a +4 temporary bonus to Dexterity.

Poison - The warden takes on a lizard or snake like humanoid appearance and gains a bite attack that deals bludgeoning, piercing, and slashing damage equal to a dagger of the warden's size (1d4 for a Medium warden, or 1d3 for a Small warden). In addition, the bite delivers a toxic venom (Fortitude save DC 10 + 1/2 warden's level + warden's Con modifier; initial and secondary damage 1d6 Con).

Plant - The warden's body becomes plantlike. While in this form, the warden gains a +10 bonus on Hide checks made in areas of forest, overgrowth, or similar terrain. She gains immunity to poison, sleep, paralysis, and stunning. She gains a slam attack that deals bludgeoning damage equal to a light mace of the warden's size (1d6 for Medium wardens, 1d4 for Small wardens). Her natural armor bonus becomes 4 (replacing any other natural armor bonus the warden has, though enhancement bonuses to natural armor still apply normally). She can't combine this aspect with any other aspects except for vigor and endurance.

Flight - The warden grows wings (feathery or batlike, at her option) that enable her to fly at a speed of 40 feet with average maneuverability (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load).

Endurance - The warden takes on an humanoid animal like appearance and gains a +4 temporary bonus to Constitution.

The following guardian forms requires Warden 10th level

Elemental Air - The wardens body becomes gaseous (as the gaseous form spell, except that she can fly at a speed of 100 feet with perfect maneuverability and doesn't lose her supernatural abilities while in this form). While in this form, the warden has immunity to poison, sleep, paralysis, and stunning, as well as any other immunities provided by the gaseous form spell. The warden cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for agility and endurance.

Elemental Earth - The warden's body becomes stony and rocklike. While in this form, the warden has immunity to poison, sleep, paralysis, and stunning. She gains a slam attack that deals bludgeoning damage equal to a morningstar of the warden's size (1d8 for Medium wardens, 1d6 for Small wardens). Her natural armor bonus becomes +8 (replacing any other natural armor bonus the warden has, though enhancement bonuses to natural armor still apply normally). She also gains damage reduction 10/magic. The warden cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for endurance and vigor.

Elemental Fire - The warden's body bursts into flame. While in this form, the warden has immunity to fire, poison, sleep, paralysis, and stunning. In addition, any creature struck by the warden in melee (whether with a weapon, unarmed attack, or natural weapon) takes an extra 1d6 points of fire damage and must succeed on a Reflex save or catch fire for 1d4 rounds. The save DC is 10 + 1/2 warden level + warden's Con modifier. Creatures hitting the warden with natural weapons or unarmed attacks while this aspect is in effect take 1d6 points of fire damage and also catch fire unless they succeed on the Reflex save noted above. The warden also gains damage reduction 10/magic. The warden cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for agility and endurance.

Elemental Water - The warden's body becomes semi-fluid. While in this form, the warden gains a +10 bonus on Escape Artist checks, resistance to fire 10, and immunity to poison, steep, paralysis, and stunning. She gains a swim speed of 90 feet and a +8 bonus on her Swim checks. Her touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are Large or smaller. The warden can dispel magical fire she touches as if she had cast greater dispel magic on it. She also gains damage reduction 10/magic. The warden cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for endurance and vigor.

Bonus Feat: At 3rd level and every 4 levels afterwards, the warden receives a bonus combat or teamwork feat in addition to her normal feats. She must meet all the prerequisites to take this feat.

Spells: At 4th level, a warden can cast divine spells drawn from the ranger spell list as a ranger of equal level. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A warden must choose and prepare her spells in advance.

To prepare or cast a spell, the warden must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warden's spell is 10 + the spell level + the warden's Wisdom modifier.
Like other spellcasters, a warden can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Warden. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A warden must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A warden may prepare and cast any spell on the warden spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spellstrike (Su): At 5th level, whenever a warden casts a spell with a range of “touch” from the warden spell list, she can deliver the spell through any weapon she is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a warden can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the warden makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Bonus Spells: The warden receives access to a handful of sorcerer/wizard spells in additional to her normal selection of spells. All wardens know these spells in addition to their normal spells known. These spells can be used in conjunction with spellstrike.

5th level - Wardens gain shocking grasp and chill touch as bonus 1st level spells
8th level - Wardens gain frigid touch and flame blade as bonus 2nd level spells
11th level - Wardens gain force punch and vampiric touch as bonus 3rd level spells.
14th level - Wardens gain bloody claws and rusting grasp as bonus 4th level spells

Warden Spell List

Wardens cast spells from the ranger spell list and a selection of spells gained through the bonus spells class feature.

Design notes:
I took some design inspiration from both Douglas Mawhimmy and Drejk above. But, I realise the Warden cannot be translated directly from D&D 4th edition. The mechanics of the game engine are deeply rooted in the classes' design. However I tried to keep the spirit of the class. As it turns out, Wild shape Aspects from Unearthed Arcana was a good starting place. I took that idea and compared it to a barbarian's rage and morphed it into the above version. The Strength of Stone ability is intended to conpensate partially for the restriction of medium armor vs. heavy armor. And the high strength bonuses and spell strike ability is intended to be an alternate way to do combat damage (since the warden cannot qualify for fighter feats like weapon specailization). Again, trying to get the spirit of the Warden.


Fizzle wrote:
What is gestalt?

Gestalt characters are a variant play-style for DnD 3.5. It came from Unearthed arcana. But, since it is OGL, you can see it the the d20 SRD.

SRD

It is just another way to multi-class.


Archaeik wrote:

This has a condition "after you have hit" though...

I'm not sure how to call this one myself.
It's a little ambiguous whether you're actually adding the damage to the attack or dealing additional damage afterwards. And I think it can be read either way.

I'd probably allow it based on personally requiring activation following the critical threat(the hit) rather than the confirmation.

I see where Archaeik is going with this. I personally would allow it to multilpy on a crit. The critical hit wording says "roll your damage more than once, with all your usual bonuses..." So, I would consider this bonus damage as part of the 'usual bonuses' at that moment.


mplindustries wrote:

I am fairly positive I can use Kirin Strike on the "direct hit" target of an alchemist bomb. My question: does it work on the splash targets?

Let's say you're facing two Ogres. You've identified the Ogre on the left using Kirin Style, and throw a bomb at the Ogre on the right. Can I claim twice my Intelligence mod as a damage bonus to the Ogre on the left as a swift action, since I hit him with splash damage? Or is "hit" strictly a "made a successful attack roll against a target" sort of thing in Pathfinder?

Melee and Ranged attacks are both listed as standard actions in combat. A splash attack is listed as a special attack in combat. So, by literal interpretation, I assume that a ranged attack is not the same as a melee attack is not the same as a splash attack. Therefore a splash attack is neither a ranged attack nor a melee attack and does not qualify for the Kirin Strike at all. But, throwing the bomb itself does count as a ranged attack because it is a thrown weapon. So, the Ogre on the left is subject to the Kirin Strike because the bomb is a thrown weapon. And, the Ogre on the right would take normal splash damage without bonus of Kirin.

mplindustries wrote:


Bonus question #1) Still facing two Ogres. I've identified the one on the left with Kirin Style. Since both are Ogres, do I need to use a Swift action to identify the one on the right as well, or do I automatically get the Kirin Strike damage bonus against all the Ogres I'm encountering after one identification?

Kirin Style says you can spend a swift action to identify a single creature. The second Ogre is a second creature. So, no it does not count as an identified creature yet.

mplindustries wrote:


Bonus question #2) I see no reason why I can't, but I figured I'd ask. Now I'm facing an Ogre and a Troll. I use a swift action to identify the Ogre with Kirin Style. Next turn, I spend a swift action to identify the Troll. On my third turn, can I still get Kirin Strike's damage bonus against the Ogre, or did I "overwrite" my Kirin target by identifying the Troll? I.e., can I have more than one enemy during a given fight identified with Kirin Style?

Kirin Style says the bonuses last until you cease using the style. It also implies that it stops at the end of combat. So, as long as you don't switch styles and don't leave combat, you should be able to maintain multiple targets.

mplindustries wrote:


Bonus Sub-question #3) If I can have either multiple targets identified or if I only need to identify one of several of the same types of enemies in the same encounter and I can deal bonus damage from Kirin Strike on splash damage from an Alchemist's bomb, then how many targets can I deal extra Kirin Strike damage to with my swift action? Is it one swift action per attack or per target? In the example above, if I have a pair of Ogres that are effectively identified standing adjacent and I hit one with a bomb, can I use my swift action to add twice my Int to both of them?

Edit question:
Actually, since my splash damage is equal to my minimum direct hit damage and Kirin Strike adds damage to the attack, do I even need to...

See the first part. The splash damage should apply normaly. But I don't see how a splash attack qualifies for either a ranged or melee attack. So, Kirin Style doesn't apply.