Intellect Devourer

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So whilst trying to sleep last night, my mind wanders, as it often does, to pathfinder and to most recently an NPC Master Summoner BBEG I had made and how fun he would be to run in that role, essentially providing an entire adventure's worth of encounters all by his lonesome. Then I thought if that would be a fun character to actually play in a game, and I came to the swift decision that no...no it wouldn't. Too many things to keep track of, too much board time for one player (we've already got 7 players in our current game, and I'm loving my current Vital Strike build as it means I'm done with my turn in about 15 seconds).

Then instead of sleeping, my mind started to try and problem solve this. In other game systems, I love to attach NPCs/Pets/Sidekicks to parties, but I always strive to not out shine or take away from the PC spotlight, so I normally use some variation of a rule I first made for Earthdawn for such cases, where such tagalongs provide bonuses to the PCs due to their presence, granting attack, damage, spellcasting, defense, or armor bonuses to simulate them soaking up some attacks, aiding the main characters, participating in some spell, etc...

So I thought that something like that might work for a mass summoner like the Master Summoner. With hazy sleepy math I came up with; each summoned creature can provide either a +2 bonus +1 per three levels of the Summon Monster spell used to get them there to Attack or AC and a damage bonus of 1d6 +1d6 per three levels of the Summon Monster spell to one friendly character. So a 1st level Summoned Monster would give a +2 to either Attack or AC and +1d6 damage, while a 9th level Summoned Monster would give +5 and +4d6.

I think that seems fair, keeps things simple and fast (which is really the point of this entire exercise) and lets the PCs be more in control and while letting the Summoner REALLY excel at buffing.

I'm a little stuck though on how to treat them if they were to be targeted, while trying to keep the same simple and fast principle in place. I guess it would be easy enough to just use the stats for the monsters if they were attacked, but I like the idea of never having to crack open a bestiary for the Summoner. So with all that said; thoughts, opinions, recommendations?


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Our current game is Mythic and in it we've had the opportunity to do some things that seem too much, even for a mythic game. I'd like to hear what else people have done/gotten away with in such games.

Our best two;

1) Air Domain War Priest/Magus, Arcane Archer with Limitless Range (1st Tier Champion Ability). With Phase Arrow, can hit anyone in the world that they know of.

2) Bow of Erastil; using it's Mythic ability on a swarm of fire ants to hit every single ant with it's own arrow (GM allowed it to do normal damage, so really not all that game-breaking, but the visual was funny as hell)


subject says it all. Searched all over the Play store and the app seems to be gone. Anyone know anything about this?


should be picking up my second tier here soon in a homebrew, gestalt mythic game and I'm having trouble deciding on my next tier ability

character is Barbarian (Drunken Brute, Brutal Pugilist) 5, Monk (martial artist) 3/Warpriest (sacred fist, Strength and Community blessings) 8 and is basically Zangief from Street Fighter with clerical powers.

1st tier I grabbed Display of Strength (cause he's all about that) and Improved Unarmed Strike (mythic, which is a sucky mythic feat tax btw for Titan Strike).

I'm a little torn between Aerial Assault (he's pretty weak against flying opponents, and this would help, plus you know, aerial spinning pile drivers!), Uncanny Grapple (he's a grapple monster, and though none of these tricks super-excitement me, it seems wrong not to have it). Could also take Extra Mythic Feat and grab Titan Strike or Vital Strike, Mythic early (though I kind of want to save vital strike for much later, as I already do a ridiculous amount of base damage, and multiplying that seems...wrong since we're only 8th).

any other suggestions would be appreciated.


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just wanted to post up my variation of the gunslinger and a reskinned monk playing swordmaster.

The gunslinger that follows I've been using since the beta playtest of the class and has appeared in several games already and seems to work well enough for my group, thought someone else might find it interesting so...

THE GUNSLINGER

Spoiler:
For a renegade few, battle sounds different than it does for the typical fighter. The clash of steel and sizzle of spell energy are drowned out by the thunderous rhythm of gunfire – the pounding beat of the gunslinger.
Role: Gunslingers are thunderous artillery, often found where the fighting is fiercest. Brave, clever and frequently foolhardy, many gunslingers push to position themselves at close range, barrels blazing, to take down their foes and demoralize their enemies. Other gunslingers are masters of distant death, picking off enemies from afar with their strange and wondrous weapons. But all are in high demand for their rare skill in such deadly tools and their knowledge and expertise in their creation and use.
Alignment: Any.
Hit Dice: d10.

CLASS SKILLS
The gunslinger’s class skills are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), and Survival (Wis).
Skill Ranks per Level: 6 + Int Modifier.

CLASS FEATURES
The following are class features of the gunslinger.
Weapons and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with light armor.
Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creature treat her gun as if it had the broken condition. If it already has the broken condition, it does not work at all for others. This starting weapon can only be sold for scrap (it’s worth 4d6 gold pieces when sold). In addition the gunslinger starts with 50 shots of black powder and stone, wood, or bone shot. The gunslinger also gains Gunsmithing as a bonus feat.
Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim fate smiles more kindly on those who would embrace death with such mettle, but it’s more likely that the volatile and dangerous nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat, both offensive and defensive. At the start of each day, a gunslinger gains a number of grit points equal to ½ her level + her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than their starting total (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains and loses grit in the following ways.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.
Daring Act: Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point.
Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.
Becoming Demoralized: Directly tied to ones self-confidence and bravado, grit points may be lost through the gunslinger becoming demoralized. Anytime a gunslinger gains the shaken condition, they lose 1 grit point, if she should become frightened, the gunslinger loses 2 grit points and finally if the gunslinger becomes panicked, then she loses 3 grit points.
Becoming battered, bloodies and broken: While a gunslinger may grit and bear the deadly wounds that are part and parcel of their profession, grit points are diminished by gross physical damage. Whenever a gunslinger becomes battered they lose 1 grit point, 2 points for becoming bloodied, and 3 points for becoming broken.
Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against a distant enemy without loosing accuracy or stopping power. A gunslinger can use this deed whenever making a ranged attack with a firearm, allowing the gunslinger to spend 1 grit point per range increment whose penalty they wish to ignore. This does not increase the range of a firearm, it only negates the penalty for firing further than one range increment.
Devastating Shot (Ex): At 1st level, the gunslinger can make a devastating attack with a firearm that is equal parts luck and skill. By spending at least 1 grit point before she makes an attack roll, the gunslinger may reroll one damage dice that rolls its maximum result once, adding that total to the previous roll. For each additional grit point spent before the attack is made, the gunslinger may reroll one additional die, adding all results together to determine the attacks damage. Should the attack miss, the grit point(s) are wasted.
At 10th level this ability increases so that the gunslinger may reroll a dice that rolls its maximum a second time, again adding all results together to determine damage. At 20th level, the gunslinger may continue rerolling any dice that rolls its maximum, adding all results together, until either the dice does not roll its maximum or the gunslinger decides to stop.
Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing light armor or no armor, and while carrying no more than a light load.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol-Whip (Ex): At 3rd level, the gunfighter can make a surprise melee attack with the butt or handle of her firearm. This deed functions as the feat Catch Off-Guard, though the gunslinger can add any enhancement bonus the firearm may possess on attack and damage. The damage dealt by the pistol-whip is bludgeoning and is determined by the size of the firearm. One handed firearms deal 1d6 points of damage (1d4 if small) and two-handed firearms deal 1d10 points of damage (1d8 if small), though regardless of size, the critical chance and multiplier of this attack is 20/x2.
Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
• Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have lower ACs. The lock gains a bonus to its AC against attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane Lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
• Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has AC 5, a Diminutive object has AC 7, and a Fine unattended object has AC 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
• Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.
Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential in a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attacks in order from highest bonus to lowest, as if she were making a full attack. If any of the attacks hit the target, the gunslinger hits the target. For each additional hit made against the target beyond the first, the gunslinger increases the damage of the shot by an amount equal to one shots damage, this includes all modifiers from enchantments, feats and other special abilities. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus, and on a confirmation, she multiplies the damage normally. A gunslinger must spend 1 grit point to perform this deed. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone.
Startling Shot (Ex): At 7th level, when the gunslinger misses a creature with a firearm attack, she may spend 1 grit point to make the target of the attack becomes flat-footed until the start of its next turn against any further attacks made by the gunslinger. A gunslinger can aim at but purposely choose to miss a target in order to gain this effect, in which case the target is flat-footed until the start of its next turn against all opponents. This use also costs 1 grit point to activate.
Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a firearm attack with greater accuracy and effect. Use the attack roll to hit as a CMB check against the target’s CMD to determine if the shot is successful. When she makes this attack, she can choose part of the body to target, and gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
• Arms: On a hit, the target is damaged normally from the hit and drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit. Instead, the gunslinger can attempt to target a held item, in which case the attack test is resolved against the targets CMD. If successful, the object is dropped but no damaged is inflicted because of this attack.
• Head: On a hit, the target is damaged normally, and also confused for 1 round. This is a mind-affecting effect.
• Legs: On a hit, the target is damaged normally and knocked prone. Creatures that are immune to trip attacks are immune to this effect.
• Torso: Targeting the torso threatens a critical on a 19-20.
• Wings: On a hit, the target is damaged normally, and begins to fall.
Bleeding Wound: At 11th level, when the gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the gunslinger’s Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
Expert Loading (Ex): At 11th level, whenever the gunslinger rolls a misfire with a gun that has the broke condition, she can spend 1 grit point to keep the gun from exploding, though it retains the broken condition.
Lightning Reload (Ex): At 11th level, as long as the gunslinger has at least 1 grit point, she can reload a single barrel of a one-handed or two-handed firearm as a free action, using this deed does not provoke an attack of opportunity.
Evasive (Ex): At 15th level, when the gunslinger has at least 1 grit point, she gains the benefit of the evasion and improved uncanny dodge rogue class abilities. She uses her gunslinger level as her rogue level for improved uncanny dodge.
Menacing Shot (Ex): At 15th level, the gunslinger can spend 1 grit point, shoot a firearm into the air and the command such dread and authority as to affect all living creatures within a 30-foot-radius spread as if they were subject to the fear spell. The DC of this effect is equal to 10 + ½ the gunslinger’s level + the gunslinger’s Cha modifier.
Slinger’s Luck (Ex): At 15th level, the gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The gunslinger must take the result of the second roll, even if it s lower. The deed cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.
Cheat Death (Ex): At 19th level, whenever the gunslinger is reduced to 0 or fewer hit points, she can spend all of her remaining grit points to instead be reduced to a hit point total equal to the number of grit points she spend on this deed.
Death’s Shot (Ex): At 19th level, a well-placed bullet can bring true death. When the gunslinger scores a critical hit, she can spend 1 grit point to choose to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + ½ the gunslinger’s level + the gunslinger’s Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the gunslinger to regain grit from making a killing blow.
Stunning Shot (Ex): At 19th level, when a gunslinger hits a creature, she can spend 1 grit point to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw with a DC equal to 10 + ½ the gunslinger’s level + the gunslinger’s Dexterity modifier, or be stunned. Creatures that are immune to critical hits are also immune to this effect.
Into the Fray (Ex): Starting at 2nd level, a gunslinger gains a +1 bonus on Will saving throws against fear and a +1 bonus to AC as long as the gunslinger has at least 1 grit point. This bonus increases by 1 every 4 levels beyond 2nd level.
Bonus Feats: At 2nd level, a gunslinger may choose one bonus feat from the following; Extra Grit, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, or Weapon Focus (firearms). At 4th level, the gunslinger may choose another bonus feat from the previous list or from one of the following; Deft Shootist, Far Shot, Leaping Shot Deed, No Name, Ricochet Shot, Secret Stash Deed, or Weapon Specialization (firearms), a gunslinger does not need to meet any prerequisites for these feats to choose them. At 8th level and every 4 levels thereafter, a gunslinger gains another bonus feat that may be chosen from any of the gunslinger’s previous feat lists or any combat feat, even feats that require levels in fighter. For such feats, she uses her gunslinger level as her fighter level to determine if she qualifies for the feat. Otherwise she must meet all prerequisites for any bonus feat as normal, except for those listed previously.
Gun Training (Ex): Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increase by 2 instead of 4. Each additional 4 levels thereafter, the gunslinger may choose another type of firearm for gun training, and they may choose 1 type of gun chosen previously. The second time a gun is chosen, the gunslinger now threatens an area based on the size of the gun, 5-foot area for a one-handed firearm and a 10-foot area for a two handed firearm. This allows the gunslinger to make attacks of opportunity against creatures in these threatened squares. The third time a guns is chosen, the gunslinger increases the critical threat range of that type of firearm by 1, this effect stacks with any quality or feat that increases the critical threat range of a weapon. The fourth time a gun is chosen, the gunslinger may add their Intelligence modifier in addition to their Dexterity modifier on all damage rolls when firing that type of firearm.
True Grit (Ex): At 20th level, a gunslinger picks two deeds that she has access to and that she must spend grit to perform. She can perform these deeds for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform this deed is reduced to 0, the gunslinger can perform this deed as longs as she has at least 1 grit point. If a deed could already be performed as long as she had at least 1 grit point, she can now perform that deed even when shad no grit points.

TABLE 1: GUNSLINGER
Base
Attack Fort Refl Will
Level Bonus Save Save Save Special
1st +1 +2 +2 +0 Deeds, grit, gunsmith
2nd +2 +3 +3 +0 Into the Fray +1,
bonus feat
3rd +3 +3 +3 +1 Deeds
4th +4 +4 +4 +1 Bonus feat
5th +5 +4 +4 +1 Gun Training
6th +6 +5 +5 +2 Into the Fray +2
7th +7 +5 +5 +2 Deeds
8th +8 +6 +6 +2 Bonus feat
9th +9 +6 +6 +3 Gun Training
10th +10 +7 +7 +3 Into the Fray +3
11th +11 +7 +7 +3 Deeds
12th +12 +8 +8 +4 Bonus feat
13th +13 +8 +8 +4 Gun Training
14th +14 +9 +9 +4 Into the Fray +4
15th +15 +9 +9 +5 Deeds
16th +16 +10 +10 +5 Bonus feat
17th +17 +10 +10 +5 Gun Training
18th +18 +11 +11 +6 Into the Fray +5
19th +19 +11 +11 +6 Deeds
20th +20 +12 +12 +6 True Grit, bonus feat

and here is the re-skinned monk known as the
Blade Dancer

Spoiler:
Blending the grace of a dancer with the lethality of the trained warrior, the Blade Dancer glides over the battlefield, dealing swift death to her enemies with the artistry of a master. Not content to merely win a fight, the Blade Dancer seeks to elevate their technique above the mundane act of combat and to transcend the barbaric with artistry and grace. Like all great artists, the Blade Dancer focuses on one specific implement to master their craft, and while swords are most common, Blade Dancers, despite their name, can specialize in any weapon, though again they give up proficiency in many, to master one.
A highly mobile combatant, the Blade Dancer ranges all over a combat, making their mark upon their enemies and the world with each stroke of their weapon.
Role: A Blade Dancer combines the martial ability of fighter with the mobility of a monk, to create a graceful dervish of awe-inspiring grace and death. Blade Dancers most often adventure to hone their art and to test it against the dangers of the world and to showcase their talent to “lesser” warriors.
Alignment: Any
Hit Die: D8

Class Skills
The Blade Dancer’s class skills are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge: History (Int), Knowledge: Local (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex)
Skill Ranks per Level: 6 + Int modifier

Class Features
All of the following are class features of the Blade Dancer
Weapon and Armor Proficiency: Blade Dancers are proficient in all simple weapons, and in addition, they may choose one Martial or Exotic weapon to be proficient in as well, this weapon is known as their Signature Weapon.
Blade Dancers are not proficient with any armor or shields.
When wearing armor or shield or carrying a medium or heavier load, the Blade Dancer loses his graceful, fast movement and blade dance abilities.
Graceful (Ex): When unarmored and unencumbered, the Blade Dancer adds her Charisma bonus (if any) to her AC and CMD. In addition, the Blade Dancer gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every additional four Blade Dancer levels thereafter, to a maximum of +5 at 20th level.
These bonuses apply to Touch AC and even when the Blade Dancer is flat-footed. She looses these bonuses when immobilized or helpless, or when wearing any armor, carrying a shield, or when carrying a medium or heavy load.
Blade Dance (Ex): Starting at 1st level, a Blade Dancer may blade dance at the expense of accuracy. When using this ability the Blade Dancer may make one additional attack using her Signature Weapon any time she makes an attack, this attack and all others made during the round take a -2 penalty. The Blade Dancer must be able to move 5 ft. before making this additional attack. When using blade dance in conjunction with a full-round action, the Blade Dancer may use her Blade Dancer level as her base attack bonus.
At 5th level, the penalty to attack is reduced to -1, and at 9th level the penalty is reduced to zero. At 11th level the Blade Dancer may make a second additional attack at full bonuses when using blade dance.
Signature Weapon (Ex): At 1st level, a Blade Dancer must choose one weapon with which to master as their signature weapon. As the Blade Dancer increases in level, they gain abilities which augment their chosen weapon as follows.
1st Level: A Blade Dancer may use their Dexterity modifier in place of their Strength modifier to determine damage when wielding their signature weapon.
At 4th, 8th, 12th, 16th, and 20th a Blade Dancer may choose one option from the fighter’s Weapon Expertise class feature to apply to her signature weapon.
Bonus Feat: At 1st level, 2nd level and every 4 levels thereafter, a Blade Dancer may select a bonus feat. These feats must be chosen from the following list; Combat Expertise, Combat Reflexes, Dazzling Display, Dodge, Mobility or Weapon Focus (signature weapon only). At 6th level, the following feats are added to the list; Deflect Arrows (may use signature weapon), Improved Disarm, Spring Attack, or Weapon Specialization (signature weapon only). At 10th level the following feats are added; Improved Critical (signature weapon only), Greater Weapon Focus (signature weapon only), or Whirlwind. A Blade Dancer need not have any prerequisites for these feats normally needed for her to select them.
Deep Cut (Ex): At 1st level, once per round a Blade Dancer may make a deep cut when making an attack with her signature weapon that causes bleeding wounds. This attack inflicts 1 point of bleed damage on the target. This bleed damage increases by one point at 3rd level and every four levels thereafter. In addition, at 5th level, the target of the deep cut is sickened while they take the bleed damage, unless they succeed on a Fortitude save with a DC of 10 + ½ Blade Dancer level + Dexterity modifier. At 11th level, the target is instead nauseated. At 17th level, the target is stunned for 1 round and then nauseated for the duration of the bleed. A Blade Dancer may make a number of deep cuts per day equal to ½ her Blade Dancer level.
Darting Evasion (Ex): At 2nd level, a Blade Dancer can try to avoid the effects of many area-effect attacks through nimble moves and expert timing. As an immediate action in response to a area-effect attack that would damage the Blade Dancer and allows a Reflex save for half-damage, the Blade Dancer may make a Perform (dance) check against a DC of 5, success allows the Blade Dancer to immediately mover 5 ft + an additional 5 ft, for every five points by which their skill check exceeds the DC. If this movement would take them out of the area of the attack, they avoid the effects of the attack, otherwise the Blade Dancer gains a competence bonus on the Reflex save equal to their ranks in Perform (dance). A Blade Dancer can only perform a darting evasion while wearing light armor or no armor. A Blade Dancer who is helpless or unable to move may not perform a darting evasion. Movement used during a darting evasion does not count against the Blade Dancer in their subsequent turn.
Fast Movement (Ex): At 3rd level, a Blade Dancer gains an enhancement bonus to his land speed as shown on the table below. A Blade Dancer in armor or carrying a medium or heavy load loses this bonus.
Maneuver Expertise (Ex): At 3rd level, a Blade Dancer uses her blade dancer levels in place of her base attack bonus to determine her CMB and CMD while wielding her signature weapon when making or resisting any disarm, sunder, or trip attempt. Base attack bonuses from other classes are unaffected and are added normally.
Agility (Ex): At 3rd level, a Blade Dancer gains a +2 bonus to save against any effect that would entangle, slow, stun or otherwise impede her movement and reflexes, as well as a +2 bonus to CMD to resist being grappled, tripped or bull-rushed.
Blade Meditation (Su): At 4th level, a Blade Dancer gains the ability to focus their mind and body and flow with the rhythm of battle that allows her to perform amazing feats. A Blade Dancer gains a Meditation pool with a number of points in the pool equal to her Blade Dancer levels. At 4th level, a Blade Dancer may spend 1 point from her Mediation pool to grant her signature weapon the ability to count as magical for the purposes of overcoming damage reduction for 1 round. At 8th level, the Blade Dancer’s signature weapon also counts as silver and cold iron for the purpose of overcoming damage reduction. At 12th level, the signature weapon now counts as adamantine as well for the purpose of overcoming damage reduction or bypassing hardness.
By spending 1 point from her Meditation pool, a Blade Dancer may make one additional attack when using Blade Dance at her highest attack bonus. In addition, she can spend 1 point to increase her land speed by +20 ft. for 1 round. Finally, she may spend 1 point to giver herself a +4 shield bonus to AC for 1 round. Each of these powers is activated as a swift action.
A Blade Dancer regains these points after 8 hours of rest or meditation. These hours do not need to be consecutive.
Battle Dancer (Ex): At 4th level, a Blade Dancer may substitute a Perform (dance) check for an Acrobatics check to avoid attacks of opportunity for moving through a threatened area.
Master’s Art (Ex): At 5th level, a Blade Dancer gains a bonus to all Perform (dance) checks equal to ½ her Blade Dancer levels. In addition, a Blade Dancer may always take 10 on any Perform (dance) check regardless of danger or distraction. Finally, a Blade Dancer may spend 1 point from her Meditation pool to gain a +10 bonus on a Perform (dance) check as a swift action.
Purity of Spirit (Su): At 5th level, a Blade Dancer has melded body and soul into a masterpiece, such that her mind and spirit can no longer be corrupted easily by outside influence. A Blade Dancer is immune to any ability damage, drain or penalty that would affect her Charisma score. In addition, when any mental stat is reduced to zero, the Blade Dancer is not paralyzed and may continue to act, though she is staggered while the score remains at zero.
Second Act (Su): At 7th level, a Blade Dancer may recover quickly from her wounds and pains, ready immediately for conflict. She may spend 2 points from her Meditation pool to recover her Blade Dancer level in hit points and remove the fatigued condition should she be suffering from it. This point is spent as a swift action.
Leaping Evasion (Ex): At 9th level, a Blade Dancer enhances her darting evasion. A Blade Dancer caught in an area-effect attack takes ½ damage from the attack regardless of success or failure on a Reflex saving throw when using darting evasion. In addition, a Blade Dancer may spend 1 point from her Meditation pool to make an additional darting evasion check, even if she has already used her immediate action for the turn, but no more than once per area-effect attack. Any points spent in this manner count as a free action.
Purity of Form (Su): At 9th level, a Blade Dancer has melded body and soul into a masterpiece, such that her body can no longer be corrupted easily by outside influence. A Blade Dancer is immune to any ability damage, drain or penalty that would affect her Dexterity score. In addition, when any physical stat is reduced to zero, the Blade Dancer is not paralyzed and does not die at zero Constitution and may continue to act, though she is staggered while the score remains at zero.
Dimension Dance (Su): At 12th level or higher, a Blade Dancer can dance between space, as if using the spell dimension door. Using this ability is a move action that uses 2 points from her Meditation pool. Her caster level for this effect is equal to her Blade Dancer levels. She cannot take other creatures with her when using this effect.
Spell Parry (Su): At 13th level, a Blade Dancer can seemingly dispel hostile spells targeting her while wielding her signature weapon. This effect functions as Spell Resistance equal to her Blade Dancer level + 10. To effect her with a spell, a spellcaster must succeed on a caster level check (caster level + 1D20) that equals or exceeds the Blade Dancers SR. A spellcaster who fails this check by 5 or more is in danger of having the spell reflected back at them, as the spell spell-turning, if the Blade Dancer spends 3 points from her Meditation pool as an immediate action. Finally, a Blade Dancer must be wielding their signature weapon and not be immobilized or helpless to gain these benefits.
Maelstrom Step (Su): At 15th level, a Blade Dancer may make a whirling, slicing dance of death that leaves nearby opponents reeling from a torrent of unseen blows. By spending 5 points from her Meditation pool as a full-round action, she may make an attack against every opponent within 10 ft. of the Blade Dancer, using her Perform (dance) modifier as her attack test. She may then roll damage once and apply it to every opponent struck by the attack. At 20th level, this ability can target all opponents within 20 ft. of the Blade Dancer.
Storm of Blades (Su): At 17th level, a Blade Dancer may spend 1 point from her Meditation pool to gain two extra attacks when using blade dance. This replaces the ability to gain 1 additional attack gained at 4th level.
Final Dance (Ex): At 19th level, a Blade Dancer gains the ability to kill with a single perfect strike, the final movement to an entrancing and ultimately deadly masterpiece. A Blade Dancer must dance for 3 rounds as a full-round action in full view of her intended target, though if she is struck in combat (any attack that targets her AC or prevents her from dancing counts) the dance ends and she must begin again. While the Blade Dancer completes her dance, she may not attack or commit any offensive action, though she may make a special Perform (dance) check anytime she is attacked, the result of the check becomes her AC against that attack.
If the Blade Dancer is able to avoid being struck and is able to complete the dance, she may make 1 attack as a standard action against a target that witnessed the dance in its entirety. If the attack is successful, in addition to taking damage, the target must make a Fortitude save with a DC of 10 + ½ the Blade Dancer’s level + Charisma modifier or be instantly slain. This is a death-effect.
Transcendent: At 20th level, the Blade Dancer and her art, transcends the mortal coil. She is forever treated as an outsider rather than a humanoid (or whatever type the Blade Dancer was before) for the purpose of spells and magical effects. Additionally, the Blade Dancer gains damage reduction 5/- or 10/adamantine when wielding her signature weapon. Finally, unlike normal outsiders, the Blade Dancer can still be brought back from the dead as if she were a member of her original creature type.

Level BAB Fort Refl Will
1st +0 +2 +2 +2
2nd +1 +3 +3 +3
3rd +2 +3 +3 +3
4th +3 +4 +4 +4
5th +3 +4 +4 +4
6th +4 +5 +5 +5
7th +5 +5 +5 +5
8th +6 +6 +6 +6
9th +6 +6 +6 +6
10th +7 +7 +7 +7
11th +8 +7 +7 +7
12th +9 +8 +8 +8
13th +9 +8 +8 +8
14th +10 +9 +9 +9
15th +11 +9 +9 +9
16th +12 +10 +10 +10
17th +12 +10 +10 +10
18th +13 +11 +11 +11
19th +14 +11 +11 +11
20th +15 +12 +12 +12


I'm about to start a six-shooter and sorcery game for my group and I've decided to try a variant of the Armor as DR rules. Before I post them up, I want to note, I like a smidge of realism with my playability, and I've used rules similar to these in past games with moderate success (they were a little too complicated so they slowed up combat somewhat) so I've tried to streamline them to make them fun and fast with just a hint of vermissilitude.

The DR value of armor is largely unchanged. DR = Armor/Natural Armor bonus + 1/5 HD + enhancement bonus

Defense Bonus is likewise similar. 10 + Dex bonus + deflection, dodge, shield.
(my group has always used Trailblazer alongside PF, so we use the Combat Reaction rules with Dodge and Block, I might alter Dodge so it uses the character's Reflex save, I dunno yet though, still pondering)

I like the suggestion of armor converting damage to non-lethal, so I'll be using a variant of that as well.

Now the major change is that damage vs. DR will go like this

all armor DR's will have an Protection Value instead of DR/-, or DR/Magic. This Protection value is equal to the Hardness of the suits material + it's Armor Bonus. Natural Armor bonuses will be 5 + NA bonus + size bonus (+2 large, +4 Huge, +8 Gargantuan, +16 Colossal)

all damage totals will have an accompanying Armor Penetration #, that is figured out by taking the hardness of the weapon's material (generally 10 for steel/iron) + the max of the weapon's damage dice (so 4 for a dagger, 8 for a longsword, etc...) + a size bonus (probably just the same as CMB bonuses due to size, still fiddlin'). Natural Attacks (claws/tooth/slams) will have a AP bonus of twice their max damage dice (so 2d6 claws have an AP of 24)

when damage is tallied, you compare the weapons AP vs the armor's PV, if the attack exceeds the protective value of the armor, you convert the armor's DR to non-lethal damage and the rest is lethal as normal. If the armor's PV is higher than the attacks penetration rating however, you treat the DR as normal.

So for instance a steel dagger vs a steel breast plate would go something like.

1d4 damage with AP 14, vs the armor's PV of 16, so any damage up to 6 would be negated. Pretty normal for the rules as is

now instead it is a mithral dagger (AP 19), or a +2 dagger (AP 18, steel (10) + dagger (4) + magic enhanced hardness (4) vs the same breastplate, up to 6 of the damage would instead be converted to non-lethal damage.

so while there is a minute or two of extra work in the beginning to find the AP value of a weapon or the PV of armor, after that it is a simple and speedy thing to just call out that number and compare.

any suggestions or critiques?


after the last few Pathfinder games saw our group back-handed by the incorporeal undead, I was daydreaming about the problem, and then came upon the following thought.

Can Mage Armor be used to hurt incorporeal creatures?

I don't have a book near me, but does the spell make a particular suit of armor in its creation? So if then yes, does it come with gloves? If yes again, can I then punch the ghostly suckers with my force gauntlets and damage them without a incorporeal miss chance?

If not gloves, then how about boots? I assume you'd get the mage armor bonus against attacks like caltrops, so that would lead me to believe it comes with footwear, so could I kick them?

if no to these, how about a good ole'fashioned bodyslam? Off the low branch of a tree for a flying elbow?

Seriously though, could Mage Armor be used offensively, especially against Incorporeal opponents?

Sure even if yes, you'd be doing your 1d3 +Str, but its better than nothing when the shades start pouring out of the stone and you have maybe one magic weapon to split amongst you.