I'm bored: give me ideas for a new base class I can design!


Homebrew and House Rules

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SmiloDan wrote:

A masochistic tank, that can heal and teleport? Sounds fun!!!

I also just thought of something: the druid version of the warlock. Mostly inspired by the blockade spell from the The Complete Scoundrel.

But it would need a cool name first. Any ideas?

I first thought about Privateer Press Horde... Then I recalled that there are warlocks there.

How to call that. Warden is used to refer to something other, shamans are already too... Hexer? Hexen? Heretic? Unrea... Nope.

RPG Superstar 2012 Top 32

I'm thinking of something like Wyrd, Vulor, Imbas, or Awen.


Witch doctor? Sage something?

Here's one for you if you don't mind. I am working on a class centered around elemental body using the 7 elements from the wizard elemental arcane schools (air, earth, fire, water, wood, metal, and void). I need to expand elemental body to include the other three, but I can't seem to get a clear idea of what sort of damage/defense characteristic represents them. For example I have considered giving metal an SR, or a DR, as a defensive characteristic. Void is equally as tricky, but at least has an elemental for it. But I can't really come to any decent conclusion as to what would well an truly represent those elements. I thought that maybe if I gave them a clear definition as to what they represent (void being gravity, space, and time. Metal being logic, reason, and technology as opposed to magic. etc..) it would help me come to a decision, though it still eludes me.

Would you care to take a crack at this?

RPG Superstar 2012 Top 32

I don't know. Maybe void can be nothingness, like anti-magic, dispel magic, disintegrate, or at least sundering weapons or giving them the broken condition.

Maybe metal can deal with rigidity and changelessness?

Wood can be growth-based?


SmiloDan wrote:
I'm thinking of something like Wyrd, Vulor, Imbas, or Awen.

Wyrd or wyrd-somthing could be good. Wyrdwatcher? Wyrdcaster?

SmiloDan wrote:

I don't know. Maybe void can be nothingness, like anti-magic, dispel magic, disintegrate, or at least sundering weapons or giving them the broken condition.

Maybe metal can deal with rigidity and changelessness?

Wood can be growth-based?

Would could be general living tissue thus representing not only actual plants but flesh as well.

RPG Superstar 2012 Top 32

I thought of wyrdwarper or wyrdweaver, but most base class names are just one word, and that one word is not a portmonteau or whatever.
Except for gunslinger.


SmiloDan wrote:

I thought of wyrdwarper or wyrdweaver, but most base class names are just one word, and that one word is not a portmonteau or whatever.

Except for gunslinger.

Developers refusal to use compound name gave us magus as melee gish. I will gladly ignore the notion that base class name should be one word.

Wyrdwarper or wyrdweaver sound great.

RPG Superstar 2012 Top 32

Wyrdweaver might work, especially with the wyrd being kind of associated with the distaff used with actual weaving and looms and stuff.
But that sounds like a totally different class concept. A fate-weaving magic user/item creator.

Yeah, magus should definitely be a Wisdom-based caster based on its name. Oh, well....

:-P


bignumbers wrote:

Witch doctor? Sage something?

Here's one for you if you don't mind. I am working on a class centered around elemental body using the 7 elements from the wizard elemental arcane schools (air, earth, fire, water, wood, metal, and void). I need to expand elemental body to include the other three, but I can't seem to get a clear idea of what sort of damage/defense characteristic represents them. For example I have considered giving metal an SR, or a DR, as a defensive characteristic. Void is equally as tricky, but at least has an elemental for it. But I can't really come to any decent conclusion as to what would well an truly represent those elements. I thought that maybe if I gave them a clear definition as to what they represent (void being gravity, space, and time. Metal being logic, reason, and technology as opposed to magic. etc..) it would help me come to a decision, though it still eludes me.

Would you care to take a crack at this?

Void is ethereal. Attacks pass right through them.


SmiloDan wrote:

WARDEN

Alignment: Any neutral
BAB: +¾
Good Saves: Reflex and Will
Hit Dice: 1d8

Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Profession, Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim.

Skill Ranks per Level: 6 + Intelligence modifier.

Wardens are proficient with the following weapons: club, dagger, dart, longbow, quarterstaff, scimitar, scythe, shortbow, sickle, shortspear, sling, and spear. 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. See the ironwood spell description. Wardens are proficient with shields (except tower shields) but must use only wooden ones. 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.

LEVEL ABILITY
1. Natural Bond, Orisons, Ward 1/day, Warden’s Insight
2. Great Ally +1, Life Vision, Uncommon Sense
3. Solo Tactics, Teamwork Feat
4. Share Ward, Ward 2/day
5. Bane, Speak with Plants
6. Great Ally +2, Teamwork Feat
7. Ward 3/day
8. Second Ward
9. Teamwork Feat, Woodwalker
10. Great Ally +3, Ward 4/day
11. Improved Bane, Improved Woodwalker
12. Communal Ward, Teamwork Feat
13. Ward 5/day
14. Great Ally +4
15. Teamwork Feat
16. Third Ward, Ward 6/day
17. Greater Bane
18. Great Ally +5, Teamwork Feat
19. Ward 7/day
20. Mass Ward, Ultimate Bane

...

I have a player that wants to try out a "druid like archer" and I was having no such luck in trying to homebrew something akin to what he actually wants ... until I stumbled upon this spiffy little gem! Its pretty darn close to what the player is looking for, however. Is it possible to create an archetype for this called a "Briar Archer"? Basically it would replace the teamwork feats with archer related feats and instead of the normal natural bond ability the player would instead bond to a briar bow (composed of vines/branches/thorns/etc) which increases in potency as the character levels. Do you think this would work? I would appreciate your thoughts on this SmiloDan. :)

BTW ... you've managed to create some really excellent classes and prestige classes! Most are very creative and well worth playing!

Cheers
Volf

RPG Superstar 2012 Top 32

Thanks! One of my all time favorite characters was an elf archer druid.

I'll see what I can do about the briar archer. Sounds really cool.


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SmiloDan wrote:

Thanks! One of my all time favorite characters was an elf archer druid.

I'll see what I can do about the briar archer. Sounds really cool.

Awesome ... looking forward to what ya come up with dude.:)

In the meantime the following is my attempt, however crappy it might be, at coming up with a suitable archetype for your class.

The Briar Archer/Warden

Volfogg wrote:

Here is the new progression of abilities:

LEVEL ABILITY
1. Briar Bond, Orisons, Ward 1/day, Warden’s Insight
2. Briar Bolt (Thorns), Life Vision, Uncommon Sense
3. Bonus Feat
4. Share Ward, Ward 2/day
5. Bane, Speak with Plants
6. Briar Bolt (Entangling), Bonus Feat
7. Ward 3/day
8. Second Ward
9. Bonus Feat, Woodwalker
10. Briar Bolt (Poison), Ward 4/day
11. Improved Bane, Improved Woodwalker
12. Communal Ward, Bonus Feat
13. Ward 5/day
14. Briar Bolt (Spike Growth)
15. Bonus Feat
16. Third Ward, Ward 6/day
17. Greater Bane
18. Briar Bolt (Wall of Thorns), Bonus Feat
19. Ward 7/day
20. Mass Ward, Ultimate Bane

Briar Bond (Su): At 1st level, a warden forms a bond with a special weapon known as a briar bow. This weapon is a specially grown item that is bestowed upon the character by nature itself. The weapon functions as a bow of the character's choice. Once this choice is made it cannot be changed.

At will as a move action the character is able to cause his briar bow to assume the form of a barbed seed which is rooted in the character's body (usually the hand or wrist for ease of use). To call the weapon to hand is also a move action, however. If the character has the quick draw feat he can instead call the bow to hand or cause it to assume seed form once per round each as a free action.

A briar warden can add additional magic abilities to his bonded bow as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a briar warden with a bonded briar bow must be at least 5th level to add magic abilities to the weapon (see Craft Magic Arms and Armor feat). The magic properties of a bonded object, including any magic abilities added to the object, only function for the briar warden who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If the bonded object is damaged, it is restored to full hit points the next time the briar warden prepares his spells. If the object of an briar bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per briar warden level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item.

This ability replaces the warden's natural bond ability.

Warden’s Insight (Ex): The following are additional choices that are available to the briar archer:

  • Woodland Stride: As per the druid special ability.

  • Trackless Step: As per the druid special ability.

Briar Bolt (Ex): Starting at 2nd level the briar warden can launch arrows from his bow which have been imbued with the power of verdant energy. The briar warden can imbue an arrow as a free action, however, each arrow fired can only have one such effect. The briar warden is capable of firing one such arrow per warden level and only once per round, unless noted below. As the character progresses he learns more potent versions of this ability. Some of the more powerful versions require the expenditure of additional uses of this ability.

  • Thorn Bolt: An arrow imbued with this ability sprouts supernaturally strong and sharp thorns. These thorns inflict an additional point of piercing damage per briar warden level. Thorn bolt can be applied to more than one arrow per round, however. Each arrow consumes additional uses of the character's briar bolt ability.

  • Entangling Bolt: The arrow imbued with this ability entangles the target creature as per the entangle spell in addition to the arrows normal damage. The save DC is the same as if the entangle spell had been cast by the briar warden.

  • Poisonous Bolt: The arrow imbued with this ability affects the target with a virulent poison dealing 1d8 points of Strength damage (Fortitude DC 10 + class level + Wisdom modifier) in addition to the arrows normal damage. Using this ability requires the expenditure of two uses of the briar bolt ability. (gotta convert the poison to PFRPG style)

  • Spike Growth: This ability charges the arrow fired with the spell spike growth which is inflicted upon the target and surrounding area if the arrow hits its target. The save DC is the same as if the spike growth spell had been cast by the briar warden, however. The duration of this spell is reduced to 1 round/level. Using this ability requires the expenditure of two uses of the briar bolt ability.

  • Wall of Thorns: When this arrow strikes it target it is affected as though a wall of thorns spell had been cast upon the surrounding area. The save DC is the same as if the wall of thorns spell had been cast by the briar warden, however. The duration of this spell is reduced to 1 round/level. Using this ability requires the expenditure of three uses of the briar bolt ability.

This ability replaces the warden's great ally ability.

Bonus Feat: At 3rd level, and every three levels thereafter, the briar warden gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed below. The briar warden must meet the prerequisites of the selected bonus feat. Lastly, these feats only apply to the character's briar bow.

A briar warden may select these bonus feats from the below-listed combat feats with this class ability. For prerequisites, treat his briar warden level -4 as his fighter level. For example, a 9th-level briar warden qualifies for Weapon Specialization because he treats his fighter level as 5th.

Briar wardens may select these bonus feats from the following list: Deadly Aim, Far Shot, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Precise Shot, Manyshot, Pinpoint Targeting, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus, and Weapon Specialization. Briar wardens must select a bow when selecting a feat that allows them to choose a weapon, such as Improved Critical or Weapon Focus.

This ability replaces the warden's bonus teamwork feats as well as the warden's solo tactics ability.

Well that's about all she wrote folks. Lemme know what ya think about it.

Cheers
Volf

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

BRIAR ARCHER archetype for the WARDEN

Alignment: Any neutral
BAB: +¾
Good Saves: Reflex and Will
Hit Dice: 1d8

Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Profession, Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim.

Skill Ranks per Level: 6 + Intelligence modifier.

Wardens are proficient with the following weapons: club, dagger, dart, longbow, quarterstaff, scimitar, scythe, shortbow, sickle, shortspear, sling, and spear. 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. See the ironwood spell description. Wardens are proficient with shields (except tower shields) but must use only wooden ones. 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.

LEVEL ABILITY
1. Briar Bow, Orisons, Ward 1/day, Warden’s Insight
2. Hawkeye +1, Life Vision, Uncommon Sense
3. Archery Feat, Grow Arrows
4. Share Ward, Ward 2/day
5. Bane, Speak with Plants
6. Archery Feat, Hawkeye +2
7. Ward 3/day
8. Second Ward
9. Archery Feat, Woodwalker
10. Hawkeye +3, Ward 4/day
11. Improved Bane, Improved Woodwalker
12. Archery Feat, Communal Ward
13. Ward 5/day
14. Hawkeye +4
15. Archery Feat
16. Third Ward, Ward 6/day
17. Greater Bane
18. Archery Feat, Hawkeye +5
19. Ward 7/day
20. Mass Ward, Ultimate Bane

Spells: A warden casts divine spells drawn from the warden spell list. He can cast any spell he knows at any time without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, a 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.
A warden can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Inquisitor. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A warden’s selection of spells is extremely limited. A warden begins play knowing four 0-level spells and two 1st-level spells of the warden’s choice. At each new warden level, he gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells a warden knows is not affected by his Wisdom score. The numbers on Table: Inquisitor Spells Known are fixed.)
Upon reaching 5th level, and at every third warden level thereafter (8th, 11th, and so on), a warden can choose to learn a new spell in place of one he already knows. In effect, the warden “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level warden spell he can cast. The warden may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Bonus Languages
A warden’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of his race.
A warden also knows Druidic, a secret language known only to druids and wardens, which he learns upon becoming a 1st-level warden. Druidic is a free language for a warden; that is, he knows it in addition to his regular allotment of languages and it doesn’t take up a language slot. Wardens are forbidden to teach this language to nondruids or nonwardens.
Druidic has its own alphabet

Briar Bow (Su): At 1st level, the briar archer gains his choice of a masterwork composite bow. As a swift action, the briar archer can cause his briar bow to become a mighty version of a composite longbow or composite shortbow with a Strength rating equal to the briar archer’s. This bow is made of living wood; it has a Hardness of 5 + half the briar archer‘s level, a number of hit points equal to 5 + the briar archer’s level, and fast healing equal to half the briar archer’s level (minimum 1). The briar bow can be enchanted into a magical weapon, as normal.

Orisons (Sp): Wardens learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Ward (Su): Starting at 1st level, a warden can create a ward on himself as a swift action. Starting when the ward is made, the warden receives a bonus or special ability based on the type of ward made.
At 1st level, a warden can use this ability once per day. At 4th level and every three levels thereafter, the warden can use this ability one additional time per day. Once activated, this ability lasts for 24 hours or until the warden activates a new ward, at which point all of the bonuses from the initial ward immediately end.
When the warden uses this ability, he must select one type of ward to make. If the warden is evil, he receives profane bonuses instead of sacred, as appropriate. Neutral wardens must select profane or sacred bonuses. Once made, this choice cannot be changed.

Wards:

Awareness: The warden gains a +2 bonus on initiative rolls and Perception skill checks. This bonus increases by +2 at 5th level and every 5 levels thereafter. At 10th level, the warden can roll initiative twice, and select either of the results.

Durability: The warden gains DR 1/magic. At 5th level, and every 5 levels thereafter, this damage reduction increases by 1. At 10th level, this damage reduction improves to DR/-.

Endurance: The warden gains a +2 on checks to avoid non-lethal damage, to hold his breath, and on checks made to become stable. At 10th level, the warden is immune to fatigue, and whenever the warden would become exhausted, he instead becomes fatigued.

Energy Resistance: The warden selects one of the following energy types: acid, cold, electricity, fire, or sonic. He gains energy resistance 5 against the selected energy type. At 5th level, and every 5 levels thereafter, this resistance increases by 5. At 10th level, the warden may select 2 energy types to gain resistance against.

Fast Healing: The warden gains fast healing 1 whenever his hit point total falls below half his normal maximum. The rate of his fast healing increases by 1 at 5th level and every 5 levels thereafter. At 10th level, the warden’s fast healing begins when he is below 75% his normal hit point maximum.

Protection: The warden gains a +1 bonus to AC. This bonus increases by +1 at 5th level and every 5 levels thereafter. At 10th level, this bonus is doubled against Attacks of Opportunity and attack rolls made to confirm a critical hit against the warden.

Purity: The warden gains a +1 bonus on all saving throws. This bonus increases by +1 at 5th level and every 5 levels thereafter. At 10th level, whenever the warden succeeds on a saving throw against an effect that has a partial effect on a successful save, the warden instead suffers no negative effect.

Retribution: The warden causes 1d6 points of divine energy damage (against which there is no resistance or immunity) to any creature that hits him with a natural weapon, unarmed strike, or non-reach weapon. At 5th level, and every 5 levels thereafter, this damage increases by 1d6. At 10th level, this damage even affects opponents attacking with reach weapons.

Sanctuary: Any opponent attempting to directly attack the warden, even with a targeted spell, must attempt a Will save with a DC of 10 + ½ the warden‘s level + the warden‘s Wisdom modifier. If the save succeeds, the opponent can attack normally and is unaffected by the sanctuary ward for 1 hour. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warden for a number of rounds equal to the warden’s Wisdom modifier (minimum 1 round). Those not attempting to attack the warden remain unaffected. This ward does not prevent the warden from being attacked or affected by area of effect spells. The warden cannot attack without breaking the ward for 1 minute but may use non-attack spells or otherwise act. At 10th level, the warden can choose to become invisible when using this ward; he becomes visible after attacking and must wait at least one minute before becoming invisible again as a swift action.

Spell Resistance: The warden gains spell resistance 6 + his level. At 10th level, this improves to 12 + his level.

Steady: The warden gains a +2 bonus to his Combat Maneuver Defense. This bonus increases by +2 at 5th level and every 5 levels thereafter.

Warden’s Insight (Ex): The warden learns how to use his insight to enhance his natural talents. He selects one of the following abilities; once the selection has been made, it can never be changed.

Warden’s Insights:

Beast Lore: The warden adds his Wisdom modifier to Knowledge checks made to identify creatures and their abilities.

Clever Fingers: The warden adds his Wisdom modifier to Disable Device and Sleight of Hand skill checks.

Commanding Presence: The warden adds his Wisdom modifier to Diplomacy and Intimidate skill checks.

False Face: The warden adds his Wisdom modifier to Bluff and Disguise skill checks.

Fluid Dynamo: The warden adds his Wisdom modifier to Fly and Swim skill checks.

Hidden Escapades: The warden adds his Wisdom modifier to Escape Artist and Stealth skill checks.

Horse Sense: The warden adds his Wisdom modifier to Handle Animal and Ride still checks.

Parkour Tracer: The warden adds his Wisdom modifier to Acrobatics and Climb skill checks.

Hawkeye (Ex): Beginning at 2nd level, when wielding a ranged weapon, the briar archer ignores the penalty to attack rolls for one range increment. At 6th level, and every 4 levels thereafter, the briar archer ignores the penalty to attack rolls for an additional range increment..
This ability replaces the standard warden’s Great Ally class feature.

Life Vision (Sp): At will, a warden can use deathwatch combined with a detect poison effect.

Uncommon Sense (Su): When the warden prepares his spells, he selects one of the following skills: Heal, Perception, Sense Motive, or Survival. The warden adds half his class level to skill checks made with the selected skill, and gains one of the following benefits, based on the selected skill.

Uncommon Senses:

Heal: Creatures that the warden provides long term care to gain double the normal benefits. When he treats deadly wounds, he heals 1 extra point of damage for each point he exceeds the Heal skill DC by.

Perception: The warden gains Trapfinding.

Sense Motive: The warden may make a Sense Motive skill check and use the result as his initiative check.

Survival: The warden can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Archery Feat (Ex): At 3rd level, and every three levels thereafter, the warden gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from the following list. The warden must meet the prerequisites of the selected bonus feat.
Bullseye Shot, Charging Hurler, Clustered Shots, Deadly Aim, Distance Thrower, Elven Accuracy, Far Shot, Focused Shot, Greater Snap Shot, Impact Critical Shot, Improved Charging Hurler, Improved Critical (any ranged weapon), Improved Precise Shot, Improved Snap Shot, Improved Vital Strike, Manyshot, Mounted Archery, Opening Volley, Parting Shot, Pinpoint Targeting, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Snap Shot, Stabbing Shot, Throw Anything, Two-Handed Thrower, Vital Strike, Weapon Focus, Zen Archery.

As a standard action, the warden can choose to learn a new bonus archery feat in place of the most recent bonus archery feat he has already learned. In effect, the warden loses the bonus feat in exchange for the new one. He can only change the most recent archery gained. Whenever he gains a new archery feat, the previous archery feat becomes set and cannot be changed again. A warden can change his most recent archery feat a number of times per day equal to his Wisdom modifier.
This ability replaces the standard warden’s Teamwork Feat class feature.

Grow Arrows (Su): Beginning at 3rd level, a number of times per round equal to his Wisdom modifier (minimum 1), the briar archer’s briar bow creates an arrow as a free action; the arrow disappears 1 round after it was created. At 6th level, these arrows gain an enhancement bonus of +1 to attack and damage rolls, at 9th level, and every 3 levels thereafter, the enhancement bonus to these arrows increase by +1. At 9th level, these arrows bypass damage reduction as if they were made of cold iron. At 12th level, they bypass damage reduction as if they were made of silver. At 15th level, they bypass damage reduction or hardness as if they were made of adamantine.
This ability replaces the standard warden’s Solo Tactics class feature.

Share Ward (Su): At 4th level, the warden can touch an ally and grant his ally the benefit of one of his wards for 24 hours. This uses up 1 daily use of the warden’s ward ability.

Bane: At 5th level, a warden can imbue one of his weapons with the bane weapon special ability as a swift action. He must select one creature type when he uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the warden wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the warden before the duration expires. This ability lasts for a number of rounds per day equal to the warden’s level. These rounds do not need to be consecutive.

Speak with Plants (Sp): At 5th level, a warden can speak with plants, as per the spell, for a number of rounds per day equal to his warden level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Second Ward: At 8th level, whenever a warden uses his ward ability, he selects two different wards, and benefits from both of them. This only consumes one use of his ward ability.

Woodwalker (Sp): At 9th level, a warden can tree stride, as per the spell, for a number of rounds per day equal to his warden level. These rounds do not need to be consecutive.

Improved Bane (Su): At 11th level, whenever a warden uses his bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Improved Woodwalker (Sp): At 11th level, a warden’s woodwalker ability improves. He can spend 2 of his daily rounds of woodwalker and use transport via plants as per the spell.

Communal Ward (Su): At 12th level, the warden can share the benefits of one his wards with any number of allies equal to his Wisdom modifier within 60 feet of him. The 24 hour duration of the ward is divided between his allies as he chooses, but they must be divided in 1 hour increments. This uses up one daily use of the warden’s ward.

Third Ward: At 16th level, whenever a warden uses his ward ability, he selects three different wards, and benefits from all three of them. This only consumes one use of his ward ability.

Greater Bane (Su): At 17th level, whenever a warden uses his bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 6d6.

Mass Ward (Su): At 20th level, when the warden uses his ward ability, he can choose to affect a number of allies equal to his class level within 60 feet, in addition to himself. These allies benefit from all three wards. This only consumes one use of his ward ability.

Ultimate Bane (Su): At 20th, whenever a warden scores a critical hit against an opponent while using his bane ability, the extra damage from his bane ability is maximized. In addition, the opponent must succeed on a successful Fortitude save with a DC of 10 + ½ the warden’s level + the warden’s Wisdom modifier or die.

RPG Superstar 2012 Top 32

Volvogg wrote:
SmiloDan wrote:

Thanks! One of my all time favorite characters was an elf archer druid.

I'll see what I can do about the briar archer. Sounds really cool.

Awesome ... looking forward to what ya come up with dude.:)

In the meantime the following is my attempt, however crappy it might be, at coming up with a suitable archetype for your class.

The Briar Archer/Warden

Volfogg wrote:

Here is the new progression of abilities:

LEVEL ABILITY
1. Briar Bond, Orisons, Ward 1/day, Warden’s Insight
2. Briar Bolt (Thorns), Life Vision, Uncommon Sense
3. Bonus Feat
4. Share Ward, Ward 2/day
5. Bane, Speak with Plants
6. Briar Bolt (Entangling), Bonus Feat
7. Ward 3/day
8. Second Ward
9. Bonus Feat, Woodwalker
10. Briar Bolt (Poison), Ward 4/day
11. Improved Bane, Improved Woodwalker
12. Communal Ward, Bonus Feat
13. Ward 5/day
14. Briar Bolt (Spike Growth)
15. Bonus Feat
16. Third Ward, Ward 6/day
17. Greater Bane
18. Briar Bolt (Wall of Thorns), Bonus Feat
19. Ward 7/day
20. Mass Ward, Ultimate Bane

Briar Bond (Su): At 1st level, a warden forms a bond with a special weapon known as a briar bow. This weapon is a specially grown item that is bestowed upon the character by nature itself. The weapon functions as a bow of the character's choice. Once this choice is made it cannot be changed.

At will as a move action the character is able to cause his briar bow to assume the form of a barbed seed which is rooted in the character's body (usually the hand or wrist for ease of use). To call the weapon to hand is also a move action, however. If the character has the quick draw feat he can instead call the bow to hand or cause it to assume seed form once per round each as a free action.

A briar warden can add additional magic abilities to his bonded bow as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a briar warden with a bonded briar bow must be at least 5th level to add magic abilities to the weapon (see

...

I think I like your version better. I might have to rework some of my stuff and steal some stuff from you.

Maybe trade out the Hawkeye ability and add in some of that druidy stiff, like entangle or faerie fire arrows.

I like the idea of self-enchanting the briar bow too. Very cool!


Thats some awesome homebrewing SmiloDan! I really like the grow arrows ability. With that in mind I propose this slightly tweaked version that incorporates both of our ideas (if you don't mind that is).

I also propose the creation of several different briar bolts. This way as a character levels he can select those that best suit his play style. For instance, in your post SmiloDan, you mention faerie fire briar bolts. That's a fine example of the types of options that should be available! I will have to think of a few more. In the meantime ... below is the newly tweaked version of your class. Bolded text signify changes.

Briar Archer Revision:

Volfogg wrote:

Here is the new progression of abilities:

LEVEL ABILITY
1. Briar Bond, Orisons, Ward 1/day, Warden’s Insight
2. Briar Bolt (Thorns), Life Vision, Uncommon Sense
3. Bonus Feat, Briar Bauer
4. Share Ward, Ward 2/day
5. Bane, Speak with Plants
6. Briar Bolt (Entangling), Bonus Feat
7. Ward 3/day
8. Second Ward
9. Bonus Feat, Woodwalker
10. Briar Bolt (Poison), Ward 4/day
11. Improved Bane, Improved Woodwalker
12. Communal Ward, Bonus Feat
13. Ward 5/day
14. Briar Bolt (Spike Growth)
15. Bonus Feat
16. Third Ward, Ward 6/day
17. Greater Bane
18. Briar Bolt (Wall of Thorns), Bonus Feat
19. Ward 7/day
20. Mass Ward, Ultimate Bane

Briar Bond (Su): At 1st level, a warden forms a bond with a special weapon known as a briar bow. This weapon is a specially grown item that is bestowed upon the character by nature itself. The weapon functions as a bow of the character's choice (if it is a composite bow the starting strength rating is 0). Once this choice is made it cannot be changed.

At will as a move action the character is able to cause his briar bow to assume the form of a barbed seed which is rooted in the character's body (usually the hand or wrist for ease of use). To call the weapon to hand is also a move action, however. If the character has the quick draw feat he can instead call the bow to hand or cause it to assume seed form once per round each as a free action.

A briar warden can add additional magic abilities to his bonded bow as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a briar warden with a bonded briar bow must be at least 5th level to add magic abilities to the weapon (see Craft Magic Arms and Armor feat). The magic properties of a bonded object, including any magic abilities added to the object, only function for the briar warden who owns it. The briar warden is also capable of increasing the strength rating of his bow. Each point of Strength bonus granted by the bow costs 100 gp. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If the bonded object is damaged, it is restored to full hit points the next time the briar warden prepares his spells. If the object of an briar bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per briar warden level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item.

This ability replaces the warden's natural bond ability.

Warden’s Insight (Ex): The following are additional choices that are available to the briar archer:

  • Woodland Stride: As per the druid special ability.

  • Trackless Step: As per the druid special ability.

Briar Bolt (Ex): Starting at 2nd level the briar warden can launch arrows from his bow which have been imbued with the power of verdant energy. The briar warden can imbue an arrow as a free action, however, each arrow fired can only have one such effect. The briar warden is capable of firing one such arrow per warden level and only once per round, unless noted below. As the character progresses he learns more potent versions of this ability. Some of the more powerful versions require the expenditure of additional uses of this ability.

  • Thorn Bolt: An arrow imbued with this ability sprouts supernaturally strong and sharp thorns. These thorns inflict an additional point of piercing damage per briar warden level. Thorn bolt can be applied to more than one arrow per round, however. Each arrow consumes additional uses of the character's briar bolt ability.

  • Entangling Bolt: The arrow imbued with this ability entangles the target creature as per the entangle spell in addition to the arrows normal damage. The save DC is the same as if the entangle spell had been cast by the briar warden.

  • Poisonous Bolt: The arrow imbued with this ability affects the target with a virulent poison dealing 1d8 points of Strength damage (Fortitude DC 10 + class level + Wisdom modifier) in addition to the arrows normal damage. Using this ability requires the expenditure of two uses of the briar bolt ability. (gotta convert the poison to PFRPG style)

  • Spike Growth: This ability charges the arrow fired with the spell spike growth which is inflicted upon the target and surrounding area if the arrow hits its target. The save DC is the same as if the spike growth spell had been cast by the briar warden, however. The duration of this spell is reduced to 1 round/level. Using this ability requires the expenditure of two uses of the briar bolt ability.

  • Wall of Thorns: When this arrow strikes it target it is affected as though a wall of thorns spell had been cast upon the surrounding area. The save DC is the same as if the wall of thorns spell had been cast by the briar warden, however. The duration of this spell is reduced to 1 round/level. Using this ability requires the expenditure of three uses of the briar bolt ability.

This ability replaces the warden's great ally ability.

Bonus Feat: At 3rd level, and every three levels thereafter, the briar warden gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed below. The briar warden must meet the prerequisites of the selected bonus feat. Lastly, these feats only apply to the character's briar bow.

A briar warden may select these bonus feats from the below-listed combat feats with this class ability. For prerequisites, treat his briar warden level -4 as his fighter level. For example, a 9th-level briar warden qualifies for Weapon Specialization because he treats his fighter level as 5th.

Briar wardens may select these bonus feats from the following list: Deadly Aim, Far Shot, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Precise Shot, Manyshot, Pinpoint Targeting, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus, and Weapon Specialization. Briar wardens must select a bow when selecting a feat that allows them to choose a weapon, such as Improved Critical or Weapon Focus.

This ability replaces the warden's bonus teamwork feats.

Briar Bauer (aka Grow Arrows) (Su): The briar warden carries with him a special "pot" in which he meticulously cultivates a unique plant. This plant, known as a thornstalk, has an uncanny resemblance to arrows as it grows almost perfectly straight as well as sporting many large and intimidating thorns. Beginning at 3rd level, a number of times per round equal to his Wisdom modifier (minimum 1), the briar archer can pull from his potted plant an arrow as a free action; the arrow disappears 1 round after it was created. At 6th level, these arrows bypass damage reduction as if they were a magic weapon. At 9th level, these arrows bypass damage reduction as if they were made of cold iron. At 12th level, they bypass damage reduction as if they were made of silver. At 15th level, they bypass damage reduction or hardness as if they were made of adamantine.

This ability replaces the standard warden’s Solo Tactics class feature.

Let me know what you think SmiloDan. Also please note that I changed the grow arrows ability slightly. I removed the increasing enhancement bonus as a precaution because I don't want the archetype to overpowered. Although I will add it back in if everyone deems it balanced.

Also, the player seems to be pretty excited with what we've come up with so far and already has a character portrait ready. See below:

PC PIC.

Cheers
Volf

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WOAH!!!!!!!!!!!!!!!!!!!!!!!!!!

That PC Pic is awesome!!!!!!!!!!!!!!!!!!


Not really a "new" class, but have you thought about re-tooling the Inquisitor class? I know a lot of people like 'em, but I just find the class to be lacking (as is, myself and my players won't touch the class; shame too, as they seem pretty cool).

Mostly it's the "Solo Tactics" and "Teamwork Feat" class features. I don't like those at all. Perhaps if they were replaced with something akin to the Magus' "Magus Arcana?"

Not sure if you do that sort of thing (or would feel the need). If you're up to the challenge, and understand the sentiment, I'd be interested in what you could come up with.

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Why not just use Magus Arcana? They're fun and balanced for their level already.


Dotting for the briar archer. Sick!


SmiloDan wrote:
Why not just use Magus Arcana? They're fun and balanced for their level already.

Many are tied to the Magus' "Arcane Pool" feature, so it wouldn't really work unless the Inquisitor got something like a "Divine Pool." (Could of course be worked into the class, replacing their "Domain," perhaps.)


Kind of a divine slush fund so it can't be traced back. :)

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Maybe a Divine Pool can replace Solo Tactics, and the Inquisitor Divinations can replace the Teamwork Feats?

The Divine Pool can be 1/2 your Inquisitor Level + your Wisdom modifier.

Easy peasy.


Bwahahah!

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Or gain an oracle mystery at 1st level instead of a domain, and gain revelations at levels 3, 6, 9, 12, 15, and 18.


I'm not sure if you've done any of these, I read alot of the pages but not all...

temporal mage

A rogue/caster centered sound luck/fate

Viking

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Ishpumalibu wrote:

I'm not sure if you've done any of these, I read alot of the pages but not all...

temporal mage

A rogue/caster centered sound luck/fate

Viking

I don't THINK I've done the temporal mage.

How would a Viking be different than a barbarian? Maybe an archetype that replaced Knowledge nature and Survival with Knowledge geography and Profession sailor? Heck, that might just be a trait, not an archetype.

a rogue/caster centeres around luck? TADA!

TRICKSTER

BAB: +¾
Good Saves: Will
Hit Dice: 1d8

Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge arcana (Int), Knowledge local (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha).

Skill Ranks per Level: 6 + Intelligence modifier.

Trickster are proficient in all simple weapons, plus the longbow, longsword, short bow, and shortsword. Tricksters are proficient in light armor.

LEVEL ABILITY
1. Jinx, Trick
2. Sneak Attack +1d6
3. Jinx
4. Trick
5. Jinx
6. Sneak Attack +2d6
7. Improved Jinxes, Jinx
8. Trick
9. Jinx
10. Sneak Attack +3d6
11. Jinx
12. Trick
13. Greater Jinxes, Jinx
14. Sneak Attack +4d6
15. Jinx
16. Trick
17. Jinx
18. Sneak Attack +5d6
19. Jinx
20. Trick, Ultimate Jinx

Spells:

A trickster casts arcane spells drawn from the trickster spell list. He can cast any spell he knows at any time without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, a trickster must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a trickster’s spell is 10 + the spell level + the trickster’s Charisma modifier.
A trickster can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Inquisitor. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A trickster’s selection of spells is extremely limited. A trickster begins play knowing four 0-level spells and two 1st-level spells of the trickster’s choice. At each new trickster level, he gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells a trickster knows is not affected by his Charisma score. The numbers on Table: Inquisitor Spells Known are fixed.)
Upon reaching 5th level, and at every third trickster level thereafter (8th, 11th, and so on), a trickster can choose to learn a new spell in place of one he already knows. In effect, the trickster “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level trickster spell he can cast. The trickster may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Jinx (Su): Tricksters learn magical abilities that confound and distract their opponents. The save DC, if any, of a trickster’s jinx is 10 + ½ his class level + his Charisma modifier. The range of a jinx is 30 feet. Unless otherwise noted, using a jinx is a standard action.

Jinxes:

Evil Eye (Su): As the witch hex of the same name.

Lesser Confusion (Su): As the spell of the same name.

Misfortune (Su): As the witch’s hex of the same name.

Oracle’s Burden (Su): As the spell of the same name; the trickster must have the oracle’s curse trick before selecting this jinx.

Sabotage Magic Item (Su): As an immediate action, the trickster can attempt to prevent an opponent’s magic item from activating by making a Disable Device skill check with a DC of 15 + caster level of the opponent’s magic item.

Steal Luck (Su): The trickster subjects its target to a -1 penalty to the trickster’s choice of AC, ability checks, attack rolls, saving throws, skill checks. This penalty persists for 3 rounds + a number of rounds equal to the trickster’s Charisma modifier if the target fails a Will save. If the target makes its Will save, the penalty persists for just 1 round. For as long as the target is subjected to the penalty, the trickster gains a +1 luck bonus to the corresponding rolls. At 7th level, and every 6 levels thereafter, the target’s penalty and the trickster’s bonus increases by 1.

Unlucky Aura (Su): All creatures adjacent to the trickster (other than the trickster himself) suffer a -2 penalty to ability checks, AC, attack rolls, saving throws, and skill checks. This ability functions constantly, but the trickster can attempt a DC 20 Will save to suppress it for 1 round.

Unskilled Working (Su): The trickster prevents its target from using a single skill of the trickster’s choice for a number of rounds equal to 3 + the trickster’s Charisma modifier if it fails a Will save. If the target makes its Will save, the target cannot use the selected skill for 1 round.

Trick (Ex, Sp, or Su): At 1st level, 4th level, and every 4 levels thereafter, the trickster gains one the following special abilities.

Tricks:

Expand Jinx (Su): The range of the trickster’s jinxes doubles.

Fetish Bundle (Su): After 8 hours of rest, the trickster can spend 1 hour to create a number of fetish bundles equal to his Charisma modifier by making a DC 10 Craft check of his choice. Fetish bundles are Fine-sized objects with a hardness and hit points equal to half the trickster‘s class level. The trickster can place a fetish bundle on the person of an opponent by making a DC 20 Sleight of Hand skill check; for as long as fetish bundle is on an opponent, it is subjected to one of the trickster‘s jinxes. The opponent is allowed a Perception check every hour to notice the presence of the fetish bundle.

Great Misfortune (Su): When the trickster uses the Misfortune jinx, the target suffers a penalty on its rolls equal to the trickster’s Charisma modifier.

Jinx Strike (Su): The trickster can strike an opponent in melee and, in addition to causing damage normally, target his opponent with one of his jinxes. If this is a sneak attack, the target suffers a -1 penalty to any saving throw the jinx allows per die of damage his sneak attack causes.

Lingering Aura (Su): Any creature that leaves the trickster’s Unlucky Aura suffers its penalty for a number of rounds equal to the trickster’s Charisma modifier if it fails a Will save.

Oracle’s Curse (Su): You gain an oracle’s curse of your choice. You use your trickster level as your effective oracle level for the purposes of this curse.

Rapid Jinx (Su): Select one jinx. The trickster can use the selected jinx as a move action instead of a standard action. This trick can be selected multiple times. Each time, it applies to a new jinx.

Sudden Metamagic (Sp): Once per day, the trickster can apply a single metamagic feat to a spell he is casting without increasing the level of the spell slot of the affected spell. This trick can be selected multiple times, each time increasing the daily use by 1.

Tenacious Jinx (Su): If an opponent successfully saves against a trickster’s jinx, the trickster can designate the jinx a tenacious jinx as a free action. The next round, the opponent is subjected to the same jinx again. The trickster can use this ability a number of times per day equal to his Charisma modifier.

Trapfinding (Ex): A trickster adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A trickster can use Disable Device to disarm magic traps.

Sneak Attack (Ex): If a trickster can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
The trickster's attack deals extra damage (called "precision damage") anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 2nd level, and increases by 1d6 every 4 trickster levels thereafter. Should the trickster score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a trickster can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The trickster must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A trickster cannot sneak attack while striking a creature with concealment.

Improved Jinxes (Su): Beginning at 7th level, the trickster can begin selecting Improved Jinxes from the following list.

Improved Jinxes:

Agony (Su): As the witch’s advanced hex of the same name.

Bloody Aura (Su): Any creature that takes hit point damage while adjacent to the trickster suffers bleed damage equal to the trickster’s Charisma modifier each round.

Flatten Foot (Su): The target must make a Will save or become flat-footed for 1 round.

Improved Counterspell (Su): The trickster gains Improved Counterspell as a bonus feat.

Interrupt Spellcaster (Su): As an immediate action, the trickster can force a target to make a Concentration check with a DC of 10 + the trickster’s class level + the level of the spell or spell-like ability the target is attempting to cast. If the Concentration check fails, the target loses the spell or spell-like ability.

Negation (Su): As an immediate action, the trickster can prevent an opponent from using an extraordinary or supernatural ability for 1 round if the opponent fails a Will save. If this is a class ability, the trickster’s class level must be at least double the class level the special ability is gained at. If this is a monster or racial ability, the trickster can only negate the ability if his class level exceeds the hit dice of the target creature.

Retribution (Su): As the witch’s advanced hex of the same name.

Sabotage Tool (Su): As an immediate action, the trickster can attempt to prevent an opponent’s armor, shield, weapon or any other non-magical item from working properly for 1 round by making a Disable Device skill check with a DC of 15 + character level of his opponent. An armor that is disabled does not provide an armor bonus to its wearer’s AC for 1 round. A shield that is disabled does not provide a shield bonus to its wielder’s AC for 1 round. A weapon that is disabled cannot be used to make an attack for 1 round. Any other piece of equipment that is disabled cannot be used for 1 round.

Vulnerability (Su): The target must make a Fortitude save or gain vulnerability to trickster’s choice of acid, cold, electricity, fire, or sonic energy for a number of minutes equal to the trickster‘s class level.

Greater Jinxes (Su): Beginning at 13th level, the trickster can begin selecting Greater Jinxes from the following list.

Greater Jinxes:

Aura of Misfortune (Su): All adjacent creatures must roll all d20 rolls twice and select the worse result. The trickster may attempt a DC 25 Will save to suppress this effect for 1 round.

Disrupt Magic (Su): The trickster can target an opponent and prevent it from using any spells, spell-like abilities, or supernatural abilities for 1 round. A creature can only be targeted with this ability once per 24 hour period.

Enervated Wounds (Su): Any creature wounded within 60 feet of the trickster does not naturally heal those wounds. Anyone attempting to magically heal these wounds must succeed on a caster level check with a DC equal to 10 + the trickster’s class level + the trickster’s Charisma modifier to do so.

Greater Counterspell (Su): The trickster can counterspell as an immediate action. The trickster can counterspell a spell up to half his class level (maximum 9th level) without expending a spell slot.

Greater Negation (Su): As an immediate action, the trickster can prevent an opponent from using an extraordinary or supernatural ability for 1 round if the opponent fails a Will save. If this is a class ability, the trickster’s class level must be at least the class level the special ability is gained at. If this is a monster or racial ability, he can negate the ability of a creature with up to 2 hit dice per level of the trickster.

Greater Unlucky Aura (Su): All creatures adjacent to the trickster (other than the trickster himself) suffer a -4 penalty to ability checks, AC, attack rolls, saving throws, and skill checks. This ability functions constantly, but the trickster can attempt a DC 20 Will save to suppress it for 1 round.

Greater Vulnerability (Su): The target must make a Fortitude save or take double damage against the trickster’s choice of acid, cold, electricity, fire, or sonic energy for a number of minutes equal to the trickster‘s class level.

Ultimate Jinx (Su): At 20th level, the trickster can select one of the Ultimate Jinxes from the following list.

Ultimate Jinxes:

Debilitating Aura (Su): All creatures adjacent to the trickster have their damage reduction and spell resistance, if any, reduced by 20. The trickster may attempt a DC 30 Will save to suppress this effect for 1 round.

Enervating Aura (Su): Any creature that takes hit point damage while adjacent to the trickster gains 1 negative level each round.

Evil Gaze (Su): The trickster gains a gaze attack with a range of 60 feet that subjects a penalty equal to half his class level to his opponents’ ability checks, AC, attack rolls, saving throws, and skill checks. A Will save removes this penalty for 1 round.

Stunning Gaze (Su): The trickster gains a gaze attack with a range of 60 feet. Opponents must make a Fortitude save or become stunned for 1 round. Once an opponent successfully saves against this effect, it becomes immune to the trickster’s stunning gaze for 24 hours.

Trickster Spell List:

0:acid splash, bleed, brand, daze, detect magic, disrupt undead, flare, read magic, touch of fatigue.

1:bane, break, bungle, burning disarm, cause fear, color spray, command, compel hostility, crafter’s curse, delusional pride, disfiguring touch, doom, dread bolt, enthrall, faerie fire, flare burst, forbid action, grease, hideous laughter, lock gaze, murderous command, negative reaction, peace bond, persuasive goad, ray of enfeeblement, ray of sickening, stumble gap, touch of gracelessness, unprepared combatant.

2:accelerate poison, bestow curse, blistering invective, calm emotions, castigate, confession, darkness, daze monster, death knell, distressing tone, dust of twilight, ghoul touch, glitterdust, haunting mists, hold person, howling agony, instrument of agony, loathsome veil, mad hallucination, pernicious poison, pilfering hand, qualm, scare, shard of chaos, shatter, silence, slow, sound burst, spear of purity, staggering fall, touch of idiocy, web.

3:agonize, archon’s aura, aura of doom, blindness/deafness, blot, borrow fortune, cast out, confusion, contagion, crushing despair, dimensional anchor, dispel magic, excruciating deformation, fester, halt undead, healing thief, litany of entanglement, locate weakness, pain strike, poison, ray of exhaustion, retribution, sands of time, stinking cloud, terrible remorse, vision of hell.

4:baleful polymorph, black tentacles, greater brand, calcific touch, chaos hammer, coward’s lament, major curse, curse of disgust, mass daze, debilitating portent, denounce, dismissal, enervation, fear, fleshworm infestation, hold monster, holy smite, hostile juxtaposition, leashed shackles, mindfog, moonstruck, obsidian flow, order’s wrath, overwhelming grief, rebuke, resilient sphere, solid fog, spit venom, touch of slime, unholy blight, waves of fatigue.

5:banishment, mass castigate, cloak of dreams, greater command, greater contagion, epidemic, expend, eyebite, feeblemind, greater forbid action, icy prison, litany of thunder, litany of vengeance, plague storm, resounding blow, sonic thrust, unwilling shield

6:antimagic field, greater dispel magic, enemy hammer, mass fester, mass hold person, greater hostile juxtaposition, insanity, irresistible dance, jolting portent, litany of madness, maze, orb of the void, repulsion, scintillating pattern, tar pool, waves of ecstasy, waves of exhaustion


*For a viking you could just go with a barbarian and give him/her a bearskin that you put on and then jump around growling and snarling to initiate rage. Note: this is actually what some historians believe viking berzerkers did before battle. And the word berzerk originated from the norse words for "bear shirt". TMYK!

I would really like to see a musket/rifle using class centered on guerilla warfare. So, lots of stealth, using terrain to your advantage, and ambushing your enemy with sneak attacks, and blowing stuff up with huge explosions. I would also prefer it to use no magic. Pathfinder sticks with mainly wild west style, and stand-in-a-line-and-shoot-at-each-other styles of firearms users which is fine, but I like variety.

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Should this guerilla warrior use Grit? Or some other kind of mechanic?


Very cool smilo, thanks, I love your projects.


SmiloDan wrote:

Should this guerilla warrior use Grit? Or some other kind of mechanic?

I think the grit mechanic is perfectly reasonable.

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SNIPER

BAB: +¾
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Climb (Str), Craft (Int), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge engineering (Int), Knowledge history (Int), Knowledge local (Int), Knowledge nature (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str).

Skill Ranks per Level: 4 + Intelligence modifier.

Snipers are proficient in all simple weapons, firearms, longbows, and shortbows. They are proficient in light and medium armor, but not shields.

LEVEL
1. Deeds, Grit, Gunsmith, threatening shot
2. Focused shot +1
3. Deeds
4. Bonus feat
5. Enhanced critical +1
6. Focused shot +2
7. Deeds
8. Bonus feat
9. Enhanced critical +2
10. Focused shot +3
11. Deeds
12. Bonus feat
13. Enhanced critical +3
14. Focused shot +4
15. Deeds
16. Bonus feat
17. Enhanced critical +4
18. Focused shot +5
19. Deeds
20. Bonus feat, maximum critical

Gunsmith (Ex): At 1st level, a sniper gains one of the following firearms of his choice: blunderbuss or musket. His starting weapon is battered, and only he knows how to use it properly. All other creatures treat his gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Threatening shot (Ex): If a sniper can catch an opponent when it is unable to defend himself effectively from his ranged attack, he can strike a vital spot for extra damage.
The sniper's ranged attack threatens a critical hit anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). Ranged attacks can count as threatening shots only if the target is within a number of range increments equal to the sniper‘s class level.
The sniper must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sniper cannot make a threatening shot while targeting a creature with concealment.

Grit (Ex): A sniper makes his mark upon the world with daring deeds. Some snipers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all snipers have grit. In game terms, grit is a fluctuating measure of a sniper’s ability to perform amazing actions in combat. At the start of each day, a sniper gains a number of grit points equal to his Wisdom modifier (minimum 1). His grit goes up or down throughout the day, but usually cannot go higher than his Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A sniper spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

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.

Deeds (Ex): Snipers spend grit points to accomplish deeds. Most deeds grant the sniper some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the sniper has at least 1 grit point. The following is the list of base sniper deeds. A sniper can only perform deeds of his 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.

Deeds:

Deadeye (Ex): At 1st level, the sniper can resolve an attack against touch AC instead of normal AC when firing beyond his firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The sniper still takes the –2 penalty on attack rolls for each range increment beyond the first when he performs this deed.

Quick Clear (Ex): At 1st level, as a standard action, the sniper can remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained by a firearm misfire. The sniper must have at least 1 grit point to perform this deed. Alternatively, if the sniper spends 1 grit point to perform this deed, he can perform quick clear as a move-equivalent action instead of a standard action.

Stalker (Ex): At 1st level, as long as the sniper has at least 1 point of grit, he adds his Wisdom modifier to his initiative rolls and Stealth checks.

Greater Cover (Ex): At 3rd level, as long as the sniper has at least 1 point of grit, whenever the sniper has cover, improved cover, or partial cover, he gains an additional +1 bonus to his AC, Reflex saving throws, and Stealth checks.

Lethal Shot (Ex): At 3rd level, as long as the sniper has at least 1 point of grit, he adds his class level to the Fortitude Save of a target's Massive Damage roll when using a bow, crossbow, or two-handed firearm.

Long Range Shooting (Ex): At 3rd level, as long as the sniper has at least 1 point of grit, he ignores the penalty of up to 1 range increment for every 2 class levels he has when using ranged bows, crossbows, and two-handed firearms.

Pistol-Whip (Ex): At 3rd level, the sniper can make a surprise melee attack with the butt or handle of her firearm as a standard action. When he does, he is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the sniper’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the sniper can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Dead Shot (Ex): At 7th level, as a full-round action, the sniper can take careful aim and pool all of his attack potential into a single, deadly shot. When he does this, he shoots the ranged weapon at a single target, but makes as many attack rolls as he can, based on his base attack bonus. He makes the attack rolls in order from highest bonus to lowest, as if he were making a full attack. If any of the attack rolls hit the target, the sniper’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the sniper increases the damage of the shot by the base damage dice of the ranged weapon. For instance, if a 7th-level sniper firing a musket hits with both attacks, he does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, he confirms the critical once using his highest base attack bonus –5. For each critical threat beyond the first, he reduces this penalty by 1 (to a maximum of 0). The sniper only misfires on a dead shot if all the attack rolls are misfires. He cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The sniper must spend 1 grit point to perform this deed.

Explosive Shot (Ex): At 7th level, the sniper can spend 1 point of grit as a standard action and make a ranged touch attack against a grid intersection. If he hits, he creates an explosion with a radius equal to 5 feet multiplied by his Wisdom modifier. If the sniper misses the grid intersection, the explosion is centered in a random direction (using the splash weapon miss rules) 10 feet per range increment away from the missed grid intersection. The explosion causes damage equal to a critical hit made by the sniper’s firearm. Creatures within the area of effect of the explosion are allowed a Reflex save for half damage; the DC is 10 + ½ his sniper level + his Wisdom modifier.

Startling Shot (Ex): At 7th level, a sniper with least 1 grit point can spend a standard action to purposely miss a creature that he could normally hit with a firearm attack. When he does, that creature becomes flat-footed until the start of its next turn.

Targeting (Ex): At 7th level, as a full-round action, the sniper can make a single ranged attack and choose part of the body to target. He 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 takes no damage from the hit but drops one carried item of the sniper’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is 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 have four or more legs or 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 must make a DC 20 Fly check or fall 20 ft.

Bleeding Wound (Ex): At 11th level, when the sniper hits a living creature with a ranged attack, he 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 sniper’s Dexterity modifier. Alternatively, the sniper can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (sniper’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 sniper rolls a misfire with a gun that has the broken condition, he can spend 1 grit point to keep the gun from exploding, though it retains the broken condition.

Improved Concealment (Ex): At 11th level, as long as the sniper has at least 1 point of grit, whenever he has concealment, he benefits from full concealment. He also reduces the penalty to Stealth checks when sniping by an amount equal to his class level.

Steady Shot (Ex): At 11th level, as a full round action, the sniper spends 1 point of grit and can take 10 on a single ranged attack roll.

Crack Shot (Ex): At 15th level, he sniper can spend 1 point of grit as an immediate action to re-roll a missed ranged attack roll.

Dazing Shot (Ex): At 15th level, when a sniper hits a creature, he can spend 1 grit point to make the creature dazed for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the sniper’s level + the sniper’s Wisdom modifier). If the creature fails, it is dazed for 1 round. Creatures that are immune to critical hits are also immune to this effect.

Menacing Shot (Ex): At 15th level, the sniper can spend 1 grit point, shoot a firearm into the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the sniper’s level + the sniper’s Wisdom modifier.

Steady Shot (Ex): At 15th level, as a full round action, the sniper spends 1 point of grit and can take 10 on a single ranged attack roll.

Death’s Shot (Ex): At 19th level, when the sniper scores a critical hit, he can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the sniper’s level + the sniper’s Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the sniper to regain grit from confirming a critical hit or making a killing blow.

Hide in Plain Sight (Ex): At 19th level, as long as the sniper has at least 1 point of grit, he can use the Stealth skill even while being observed.

Stunning Shot (Ex): At 19th level, when a sniper hits a creature, he can spend 2 grit points to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the sniper’s level + the sniper’s Wisdom modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.

Sure Shot (Ex): At 19th level, as an immediate action, the sniper can make a Perception skill check with a DC equal to his opponent’s AC instead of making an attack roll to confirm a critical threat.

Focused Shot (Ex): Beginning at 2nd level, the sniper threatens a critical hit, he adds +1 to ranged attack rolls made to confirm critical hits. At 6th level, and every 4 levels thereafter, this bonus increases by 1.

Bonus Feat: At 4th level, and every four levels thereafter, a sniper gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.

Enhanced Critical (Ex): At 5th level, the sniper’s increases the critical multiplier of any bow, crossbow, or firearm he uses by 1. At 9th level, and every 4 levels thereafter, the critical multiplier increases by an additional 1.

Maximum Critical (Ex): At 20th level, when the sniper scores a critical hit, he can spend 1 point of grit as an immediate action and cause maximum damage.


That is absolutely superb! I love it.

RPG Superstar 2012 Top 32

bignumbers wrote:
That is absolutely superb! I love it.

Thanks!

It's basically the gunslinger with some tweaks. I reduced the BAB and HD, and changed the saves and skills a bit, but I increased the number of deeds per tier by 1 and gave it some alternate abilities at levels 2, 6, 10, 14, and 18, and at 5, 9, 13, and 17. Plus a different capstone, of course.


Only class I would like to see is a Sage.

Or maybe another Gish type that works and feels different then the Magus.
Something even more like 0E Elf.

RPG Superstar 2012 Top 32

I think there is a more than 50% chance I may be running a d20 Firefly campaign this summer, so I am working on converting it to Pathfinder rules.

I'm working on base classes first (Strong, Fast, Tough, Smart, Dedicated, and Charismatic Heroes), then some skill and feat conversions, and then some combat tweaks (like firearms always threaten against flat-footed opponents--so you can have Mexican standoffs!!!).

I don't want it TOO different from baseline Pathfinder, but I want to keep some of my favorite aspects from d20 Modern (action points, MUCH lower Massive Damage Threshold, firearm damage dice (paired dice, like 2d6 or 2d8 or 2d10).


Ahhh...Firefly. Amazing show.

Don't know if you've already done this, but, similar to the Spell-less Ranger concept, I would love to see a spell-less Paladin.

RPG Superstar 2012 Top 32

10 year anniversary of Firefly!

What would a paladin have instead of spells? They get so much already!


Not sure, since I haven't actually bought the spell-less ranger to compare. Boons? A diplomacy based "smite evil" type attack? A companion? Don't know. Just throwing out an idea.

RPG Superstar 2012 Top 32

I'm thinking of extra enhancements to smite and/or lay on hands/channel energy.

Maybe for a more "Captain America" feel, some bonus Teamwork feats with Solo Tactics from the inquisitor and/or Tactician from the cavalier?


Some melee class that gets better at fighting with more opponents present.


Personally I'd say Tactician is a better fit for a Paladin than Solo Tactics is. Just my two copper.


That sounds good. I like the model of Captain America. We could also consider having a favored enemy (outsider evil and undead), or a series of rogue-like talents instead of the spells.


Favored Enemy might be adding too much offensive power, IMHO. I'd like a menu option though. Paladin Blessings?


Ishpumalibu wrote:

I'm not sure if you've done any of these, I read alot of the pages but not all...

temporal mage

I'm working on a spell list for the time school.

Negate deathblow would be a new spell.
Level: Sorcerer/Wizard1, Bard 1.
Casting Time,: One standard action
Componants: S,M(Cloth Bandage)
Range: Touch
Target: One creature, slain less than one round ago.
Duration: Instantanious
Saving Throw: None. Spell resistance, no.
The fatal wound vanishes as if it never happened. Regardless of actual damage, the victium becomes stable at -1 hits. It can be used to stop poison or bleeding that threaten to kill someone.

RPG Superstar 2012 Top 32

Tim4488 wrote:
Favored Enemy might be adding too much offensive power, IMHO. I'd like a menu option though. Paladin Blessings?

I'm thinking of replacing spells with something at levels 4, 7, 10, 13, 16, and 19. Probably based around Charisma, but it in "unusual" ways, like when you Smite, if the target of your smite hits you with a natural attack, unarmed strike, or non-reach melee weapon, it takes damage equal to your Charisma modifier. Or granting DR/good and lawful equal to your Charisma modifier, adding your Charisma modifier to your lay on hands total, etc. etc.


Maybe they could get a new Aura that granted their Charisma bonus (maybe 1/2 Charisma Bonus) to a single save of all allies within 10 ft? Which save is chosen as a swift action, able to be switched at will as a swift action? I like the retributive damage on Smite, and the DR is a good idea too.

RPG Superstar 2012 Top 32

Tim4488 wrote:
Maybe they could get a new Aura that granted their Charisma bonus (maybe 1/2 Charisma Bonus) to a single save of all allies within 10 ft? Which save is chosen as a swift action, able to be switched at will as a swift action? I like the retributive damage on Smite, and the DR is a good idea too.

How about as an immediate action? When the dragon flies overhead, switch it to Will saves to protect against its Frightful Presence. Then when it breathes fire, switch it to Reflex to protect your allies from a fiery death.


That could definitely work too, though I'd be wary of it being too good. I guess the 10 ft radius offsets that somewhat.

Hmmm. Maybe especially high level Paladins could get Slippery Mind, but only against effects from evil outsiders and evil divine casters? They're just too stubborn to succumb to the vile influence? I can't decide if I'm making their saves too good at that point.


Haven't had the chance to flip through the entire thread, but I had considered at one point giving the 'schools' of wizardry an ultra-specialization sequencing a la Summoner vis a vis Wizard; that is, taking each school and making a base class/archetype that has its own unique gimmick when taken beyond the scope of being simply 'Wizard who specializes'. My thought on a Conjuror, in contrast to a Summoner, was that they were more akin to what people think of in regards to 'summons' in the spirit of earlier Final Fantasy games - show up, do mega-powerful attack/spell effect, and leave, with the potential at higher levels to conjure temporarily anything with a will, and quite a few things without. Evokers were pretty much 'pew pew BLAM BLAM KABOOM' energy-flingers who had to use the 'when all you have is a hammer' approach with their energy powers, with a tendency to become more akin to elementals than people (which genie-kind bloodline sorcerers already cover, really), while Illusionists eventually blurred lines between the real and the unreal to the extent that they themselves became in part quasi-illusion.

Thing is, I got distracted and stuck. Maybe you'd like to take the idea on?


SmiloDan wrote:
Tim4488 wrote:
Maybe they could get a new Aura that granted their Charisma bonus (maybe 1/2 Charisma Bonus) to a single save of all allies within 10 ft? Which save is chosen as a swift action, able to be switched at will as a swift action? I like the retributive damage on Smite, and the DR is a good idea too.
How about as an immediate action? When the dragon flies overhead, switch it to Will saves to protect against its Frightful Presence. Then when it breathes fire, switch it to Reflex to protect your allies from a fiery death.

That sounds really good. So far of all the ideas thrown out I like this idea the most, but I would still like to see something customizable and not just more feats. I would vote for this and a list of rogue-like talents, which I will call "graces."

Here's some ideas for the Graces.

Saint's Sermon: Once per day, you may re-roll any diplomacy check made against any NPC. If you choose to use this ability, you must accept the second roll, even if it is lower.
Peaceful Feet: This grace allows this class to move through difficult terrain at full speed using the acrobatics skill without penalty. In addition, a spell-less Paladin with this grace is not flat-footed when using acrobatics to move through difficult terrain.
Faith shield: While carrying a shield, this class receives a bonus +1 to Will saves
Resiliency: same as Rogue Resiliency
Extended Aura: Increase your Aura range by 10 feet. This Grace may be taken more than once.
Blessed: Any non-evil character that you touch is immediately stabilized. You may use this ability equal to 1/2 your class level (minimum 1). [I know that this is similar to lay on of hands but I'm just spewing out ideas here]
Trusting personality: You receive a permanent +3 bonus to Handle Animal due to the trust that nature puts into you, and Handle Animal becomes a class skill for you. You must be minimum level 5 to take this talent.
Guided: Every day, you receive a number of points (X) that may be used to, as an immediate action, add +1 to hit on any attack, where the number of points (X) is equal to 1/2 your class level (minimum 1). You may use multiple points (X) in a single attack if you wish, but you may never exceed your allotted number of points per day.
Sound mind sound body: Similar to Rogue trapfinding, this talent allows you to add 1/2 your class level to perception checks against poisons used against you. This ability may be also be used in combat as a free action, should an opponent have poisoned their weapon(s).
Righteous Indignation: Similar to the Turn Undead feat, you can, as a standard action, use your aura to cause all undead within your aura's range to flee as if panicked. Undead recieve a will save to neaget the effect. The DC for this Will save is equal to 10 + 1/2 your class level + your Charisma modifier. Undead that fail their save flee for one minute. Intelligent undead receive a new saving throw each round to end the effect. This ability does not stack with any Cleric levels you may take.
A Light on a Hill: Similar to trapfinding, this talent allows you to add 1/2 your class level to perception checks against stealthing opponents.
Magical Grace: You may, similar to the Minor Magic Rogue Talent, cast a 0-level spell from the divine spell list 3 times per day as a spell-like ability. If the spell "Light" is used, it may be used 4 times per day instead. [I know that this goes against the "Spell-less Paladin" persona, but I wanted the class to have access to the Light ability. For some reason the idea of this type of character casting "Light" on their weapon sounds incredibly appealing].

I hope that that provides a start for you. You don't have to use any of this, but I hope you do.

It would also be cool to see if this class could have access to the Spellbreaker feat somehow.

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