Shivra

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I tried searching the forums and could not find an answer. I ask this because I can imagine Firearm Ace and Fatal interacting very often based on Gunslinger's high firearm proficiency bonus.


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It begins. The (hopefully) long awaited playtest for more Bloodforge!

The first Bloodforge was a fun little book involving lots of crossbreeds, prestige classes, feats, and monster templates. Bloodforge Infusions will expand on a lot of ideas and themes presented in Bloodforge while also providing its own spin on things. The new races won't all be crossbreeds. In fact, most of them are not crossbreeds. Definitely less brain bleach required.

You can find the playtest document here!

Right now you'll find the following six new races:

Alafia—desert-dwelling superstitious viper folk with an Akashic connection
Atstreidi—a unique type of slime mold that grows sapience when it comes into contact with the psychic imprint left behind by a well-used suit of armor
Coreid—A psionic core that thinks its a real boy, building a body out of particulate matter from its surroundings.
Eiremian—Serene, detached planetouched with an affinity for negative energy.
Entoli—The entrancing offspring of maenads and sirens.
Ethumion—Supernaturally energetic descendents of ravids (somehow) and humans.

You'll also find variants for the sobek and suqur races from Akashic Mysteries, three new variant kitsune (and a universal alternate racial trait for them!), three new tiefling heritages, seven alternate tengu, a new rogue archetype, new feats including a psionic counterpart to Sanguine Sorcery & Spark of Divinity, and a new psionic power.

A lot of writer's hearts and souls went into this book, and we look forward to any feedback you all can provide. Thank you!


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I am having a hard time finding it in Occult Adventurers, and searching the forum didn't give me any answers.

Does anyone know how it works?


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There are many ways to get multiple movement types with differing speeds on player characters. Additionally, many animal companions and monsters have multiple differing movement speeds. Considering this, I have not been able to find a definitive answer to how these differing speeds interact with one move action. For example:

Let us say a creature has a land speed of 30 feet and a burrow speed of 20 feet. They are standing on hard ground, but are 10 feet away from sand. If they move the 10 feet with their land speed to reach the sand, how far can they burrow with the same move action?

I think this would make a good FAQ candidate, since I cannot find the answer in my Core rulebook.


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This thread is devoted to DMs who have experienced Path of War sharing advice on how to run it on the DM side of things. These classes run unlike anything most GMs have seen before, so they can be intimidating sometimes. So lets all give each other some pointers, eh?

My tips:
Individual Boss Monsters Are Not Challenging: While this is not always true, it will be often. Individual bosses were usually at a disadvantage before PoW was released, due to the players having superior action economy. This gap is increased now that martials have counters.
A good solution to this is to never run big bosses alone, and to try to make sure they have more than 1 attack per round as ounters mean that most PoW martials will have something similar to pre-nerf Crane Wing. They need minions. They need flanking buddies and distractions. Your players will probably feel threatened, but this is good. Better than them ganging up on the boss monster and finishing it within 2 rounds. If you are running an adventure path, you will probably want to tweak encounters to avoid big boss encounters without minions.

Did I Mention Minions?: Adding more creatures to your combats can always help. Just try to make sure they are easy to run. They don't need to be completely built NPCs. They just need HP, saves, AC, CMD, BAB and Power Attack. Make sure their attacks can actually hit your PCs, so they aren't just ignored. These kinds of creatures actually make the game more fun. They will provide a challenge, but go down a little easy, making the players feel strong. It will make them think about their choices in combat too. "Do I counter this guy, or save my immediate in case I really need it? What if I need to boost next turn?" Just make sure they are never the main attraction. If you spellcaster likes blasting, this is also a chance for them to feel empowered.

Spellcasting Baddies: You want spellcasting baddies in most fights you want to be challenging. Spell-like abilities on monsters work too. This will throw a variety of effects at your players. Even if their Warlord felt invulnerable most of the time, they will still be challenged by well placed spells. Blasting spells can be very strong, but control spells are the most effective (especially if you have minions). Grease, web, and entangle are all good examples of low level spells that fit my definition of "control spells." Spellcasters can create problems that swords and arrows won't fix, so this is a good way to keep the rest of the party involved too.

Things Will Die Fast: Try not to knee-jerk that these classes are overpowered. There are similar core-only builds that can do very similar damage. Following some of the above advice will help if you don't want your encounters completed super fast. At level 1, everything dies fast to a martial with power attack, Path of War or not. At later levels, only corner cases will have your PoW martials killing equal CR creatures in one round, just like how corner cases of Core (or wildshape druids with pouncing animal companions) will do the same.

I hope that my advice helps someone, and I would love to hear what everyone else does to help their PoW inclusive games run.


I am pretty sure that one exists, but I have no idea where to find it. I'd prefer that it contains exceptions for classes such as the Soulknife since they already inherently gain magic weapons, so a system like this wouldn't benefit them nearly as much.


I have wanted a class that focuses on just bombs without being so magical that they can transform, hulk out, and do a lot of other things. Hopefully some of you have wanted this too. Therefore, I present the War Chemist archetype.

War Chemist Alchemist Archetype:

War Chemist
Nobody understands explosives and poisons like these alchemists. They forsake the general research that most alchemists pursue in order to create more deadly implements of war.
Weapons Manufacturer (Su)
At 1st level, the alchemist becomes adept the creation of deadly weapons. When using Craft (alchemy) to create a splash weapon or poison, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check.
Ready for War (Su)
At 1st level, the alchemist devotes himself wholly to war. Where most alchemists carry extracts to battle, war chemists bring only bombs and poison. The War Chemist can use an additional number of bombs each day equal to his alchemist level + 2. His bombs have a range increment of 30 feet instead of a range of 20 feet.

Additionally, the alchemist may draw poisons as a move action. At 6th level he may do this as a swift action, and at 11th level this becomes a free action. The poisons must be loaded on a bandolier, belt, or other location that can be quickly accessed in order to be affected by this class feature.
This ability replaces Alchemy.
Extra Packing (Su)
At 1st level, the alchemist learns to make his bombs more devastating than the average alchemist. Whenever the alchemist throws a bomb, he may increase its splash radius by 5 feet. If the alchemist has the explosive bomb discovery and throws an explosive bomb, its splash radius becomes 15 feet when he uses this ability.

Additionally, the damage of his bombs increases by 1. At 5th level and every 5 levels thereafter, this bonus increases by 1. The damage bonus gained from extra packing is doubled against creatures who take splash damage from the alchemist’s bombs.
This ability replaces mutagen.
Deathly Practice (Su)
At 2nd level the alchemist gains the Delayed Bomb discovery as a bonus discovery, ignoring all prerequisites. The alchemist may only select discoveries that modify their bombs or affect poisons.
This modifies the Discovery class feature.


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I wanted to try my hand at creating Advanced Players Guide and Advanced Class Guide archetypes for the Spheres of Power system created by Drop Dead Studios. Tell me what you guys think?

The Archetypes

Spheres of Power product discussion

Reasons for potentially weird choices:

Why so few talents on the witch's base progression?
Witches still gain 1 talent every level, but half of their talents must come from specific spheres. I made this choice based on how the Cleric and Thaumaturge were handled. Witches still get strong hexes, so I figured this would be fair.

Why so much stuff for the summoner?
I tried to remove as much from the summoner as I could that interacted directly with the base magic system. But I couldn't just snip it all. This is an archetype and things have to be replaced, not removed.

Why did you ignore the alchemist?
I think that the Spheres System would not work well with the Alchemist. The Alchemist extract list has many effects that cannot be replicated in the spheres system (bomb extracts!). Also I personally think its cool if alchemy has a completely different subsystem than magic.

Feedback I am looking for:
How should I go about changing a lot of the magus class features? Can you guys help me come up with some new arcana for them?

Did I go overboard on the summoner? Does it need nerfs or buffs?

How should I handle rogue talents that allow you to cast spells?

Did I make the Oracle too strong? Should I have the bonus spells from mysteries instead grant talents based on the mystery's theme and half their normal talent progression like how Clerics worked? My conversion for Oracles was originally templated after the Sorcerer.


Located here

There are other archetypes on the page. Please ignore them. They have their own threads somewhere on this forum.

short summaries of the archetypes archetypes:
War Leader: Cavalier who gives up Banner abilities to use Tactician more effectively. Compatible with Tournament Fighter.

Tournament Fighter: Cavalier who gives up their mount and mounted combat abilities to gain more mobility on foot. May switch out order abilities for unique melee tournament abilities. Compatible with War Leader.

Crusader: Samurai who trades out their samurai theme for a more religious fantasy theme. the free "quick draw" and proficiency with eastern weapons to gain a more open ended Weapon Expertise. Compatible with Duelist. This one mostly exists because my friend wanted to use the Samurai's resolve mechanics for a religious fighter.

Duelist: Samurai that trades out their banner and mount abilities for enhanced ground mobility. May switch out order abilities for unique dueling themed abilities. Compatible with Crusader.


The Shield Skirmisher

Contained in the link is a little flavor text for the archetype, its features, and one homebrewed feat made for the archetype.

It is made to emulate these guys: Roman Soldiers

Roman soldiers would use their large shields to hide their weapons from their opponent's view. This allowed them to attack from above their shield, bellow their shield, or anywhere along the side of their shield, making it very hard for an opponent to guard against them because the shield blocked their view of the weapon until right before the weapon became a danger.

I chose Rogue for this archetype due to the sneak attack mechanics. It screamed "smart fighter" to me, the same way this fighting style screamed "smart fighter."

Please tell me your feedback guys. Do you think this archetype is too strong? Does it give up too little or too much?

Shadow Lodge

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Sweet


Another Rogue rewrite!

Notable new abilities (No old ones removed):
Scoundrel: Rogues are skilled at using underhanded tactics. A rogue receives a morale bonus on all Stealth, Sleight of Hand, and Escape Artist checks equal to 1/2 their Rogue level (minimum +1). At 3rd level a Rogue can move at full speed while using the Stealth Skill without incurring any penalties.

Why? Rogues are not actually more stealthy than other classes. Rangers get favored terrain, and there is an inquisitor inquisition that grants them half their level to stealth. Sleight of Hand is rarely used, and Escape Artist needs a buff to help Rogues escape from grapples more often. These guys should be slippery!

Nimble (Ex): Starting at 2nd level, a Rogue gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the Rogue to lose her Dexterity bonus to AC also causes the Rogue to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Why? this ability always felt rogue-y, yet it was given to gunslingers. This fixes that.

Poison Use
Why? It was silly that rogues lacked this.

Skillful Dodge (Ex): At 3rd level a rogue learn to avoid their foes incredibly nimbly. A rogue can choose to avoid one melee or ranged attack per round as an immediate action by making a Skillful Dodge check (d20+ Dexterity Modifer + Rogue level) with a DC equal to the melee or ranged attack's roll. Skillful Dodge can be used only if the Rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of Skillful Dodge. Your Skillful Dodge ability gains any additional bonuses the character would gain on Acrobatics Skill checks (feats, competence bonuses, favored class, ect.). Skillful Dodge must be used before the results of the attack roll are revealed.

Why? This ability is very strong. It is about time rogues get a strong ability that makes you go "wow!" They get this in the form of a opposed check to avoid an attack.

Gang Up (Ex): At 5th level, the Rogue becomes incredibly skilled at taking advantage of distracted foes. When attacking a foe threatened by an ally, entangled, or inflicted with the frightened or panicked condition the Rogue gains a +2 circumstance bonus to her weapon attack rolls and may use half of her sneak attack damage dice (rounded down).
If the Rogue is flanking an opponent, he instead uses his full amount of sneak attack damage dice and adds a +2 circumstance bonus to his weapon damage rolls.
This bonus to attack rolls increases to a +3 at 10th level, and increases by +1 for every 5 Rogue levels past 10th level.

Why? This helps make the Rogue's damage more reliable while still keeping his flanker feeling.

Fool the Senses (Su): At 7th level, a Rogue is not automatically detected against a creature’s tremorsense, blindsense, or blindsight when using the Stealth skill. Instead, they roll perception normally against the Rogue’s Stealth, gaining a +2 circumstance bonus to perception if they have tremorsense, blindsense, or blindsight.

Why? To allow a Rogue to actually be really really sneaky, even against foes that are hard (impossible) to sneak up on.

Master Strike: The Rogue can use his Dex bonus to determine the DC.

There are also a bunch of new (strong!) rogue talents too, along with large buffs to older ones. For instance, the "magic" line was greatly improved in power.


The Black Company campaign setting made a truly awesome class when they made the Noble. I have tried my best to modernize it in a way that demands the respect it deserved.

The Noble

Synopsis: The Noble is a medium BaB class that has martial weapon proficiency, heavy armor and shield proficiency, lots of skill bonuses, and bardic performance. No spellcasting though.


The Geomancer

This is the Geomancer. I tried to remain faithful to Final Fantasy Tactics in making him a spellcaster than can hold his own in a fight. Tell me what you guys think?

Included in this order are:
The Class
His Spell List
3 custom feats to help him out


The Melder

This here is the Melder, a medium BAB guy who looks a little freaky but can hopefully really shine in combat. He can do combat maneuvers, hit things, and even fly around.


The Zealot

My two favorite classes introduced in the d20 Black Company roleplay were the Noble and the Zealot. I will be working on modernizing the Noble later (with something similar to bardic performance instead of daily uses of buffs), but I figured the Zealot would be funner and more interesting to bring up to pathfinder standards.

The original zealot gained Toughness as a bonus feat on every even level. I reduced the number of Toughness bonus feats because Pathfinder's Toughness is a lot stronger than the old Toughness.

I also filled in a lot of empty levels with cool class features that I felt were appropriate, such as disrupting a heretic's spellcasting. Tell me what you guys think?


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Credit goes to Excaliburproxy for making Might Over Magic. Great feat there.

http://tinyurl.com/lxv7s65

Some of these feats are a mouthful, but can be easily summarized:

The Unstoppable feat chain is a combination of all combat maneuver feats based off power attack.

The Skilled Combatant feat chain is a combination of all combat maneuver feats based off combat expertise.

Swift Strike is part of the answer to Martials sucking when on the move.

The new Vital Strike is meant to be a melee version of manyshot, though it still does not double static. It is still much better than before.

Tell me what you guys think? Also I am aware that these feats do make other martials stronger, but at the same time only the fighter can take enough feats to not be starved by using all of these + the vital strike line. I do have changes made to the fighter class in my own games to improve them, and I took those into account when making these feats. That is why a lot of them are not fighter only.


Called shots are a darn nice set of rules. Paizo flubbed it a little in my opinion though, since this could have been a good opportunity to differentiate weapons more. Here is a major change I would make:

You may ask why Heavy Bladed weapons do not receive much love in this and I will tell you why. Heavy bladed weapons often have good crit chances, effectively buffing those weapon's power when using called shots, since they can cause the critical effect of a called shot to happen.

Called shots interact differently with different weapon groups now. If a weapon belongs to multiple weapon groups, similar bonuses do not stack.
• Axes: Increase penalties enemies take when inflicted by a called shot by 1. Increase Save DCs associated with called shots by the weapon’s critical multiplier. Increase stat damage inflicted by 1.
• Blades, Heavy: No changes.
• Blades, Light: Increase called shot attack rolls by 1. Increase the duration of any penalty inflicted by 1 round.
• Bows: No changes
• Close: Increase called shot attack rolls by 1. When attacking the Head, double this value.
• Crossbows: No changes.
• Double: No changes.
• Firearms: No changes.
• Flails: Increase penalties enemies take when inflicted by a called shot by 1. Increase Save DCs associated with called shots by the weapon’s critical multiplier. Increase the duration of any penalty inflicted by 1 round.
• Hammers: Increase penalties enemies take when inflicted by a called shot by 1. Increase Save DCs associated with called shots by the weapon’s critical multiplier. Increase the duration of any penalty inflicted by 1 round.
• Monk: No changes.
• Natural: Increase stat damage inflicted by 1.
• Polearm: Increase Save DCs associated with called shots by the weapon’s critical multiplier. Increase the duration of any penalty inflicted by 1 round.
• Siege Engines: No changes
• Spears: Increase Save DCs associated with called shots by the weapon’s critical multiplier. Increase the duration of any penalty inflicted by 1 round.
• Thrown: No changes.


http://tinyurl.com/ne5x486

A few of my players have wanted a "laser focused" class, so I tried my hand at it. Would anyone mind giving me advice on this archetype? Do you think it is too strong or too weak?


When you think of "rogue" characters in fantasy and sci-fi, characters such as Batman, Han Solo, Alladin and so on come to mind. Characters who could hold their own in a fight, yet were also quite skilled. While the Pathfinder rogue does manage to be skilled, it is not effective in combat. Sneak attack is a poor mechanic for combat, and rogues have a hard time hitting things without serious magical buffing. To help out my players who want to enjoy rogues I am working on a rogue replacement that will use new unique mechanics, along with some things borrowed from Rangers and Gunslingers. Tell me what you guys think, and how I can balance this better.

Rogue

Hit Die: d10

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 8 + Int modifier.

Saves: Good reflex saves

1st level abilities

Sneak Attack: When attacking an enemy unaware of the Rogue, as a standard action the Rogue may make a Sneak Attack. This Sneak Attack deals double damage. At 6th, 11th, and 16th levels, this damage's multiplier increases by 1, to a maximum of 5 times normal damage. Strength, and other bonuses to damage multiplied on a critical hit are also multiplied. A Sneak Attack may be done with either a ranged or melee weapon, but has a maximum range of 30 feat.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue 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 rogue cannot sneak attack while striking a creature with concealment. Creatures that are immune to precision damage are immune to Sneak Attack.
Levels in other classes that provide sneak attack dice do not provide additional sneak attack dice to a rogue and instead contribute two levels towards a Rogue’s Sneak Attack ability for every sneak attack die added.

Scoundrel: Rogues are skilled at using underhanded tactics. A rogue receives a morale bonus on all Stealth and Sleight of Hand checks equal to 1/2 their Rogue level (minimum +1).

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

2nd level abilities

Evasion: A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Dodge: A rogue can choose to avoid one melee or ranged attack per round as an immediate action by making an Acrobatics check with a DC equal to the melee or ranged attack's roll. Dodge can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Nimble:Starting at 2nd level, a Rogue gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the Rogue to lose her Dexterity bonus to AC also causes the Rogue to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Rogue Talent: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

3rd level abilities

Trap Sense: A rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

4th level abilities

Uncanny Dodge: A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

8th level abilities

Improved Uncanny Dodge: A rogue of 8th level or higher can no longer be flanked.

This defense denies another creature with sneak attack the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

10th level abilities

Advanced Talents: At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.

20th level abilities

Master Strike: Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects:
The target can be...
• put to sleep for 1d4 hours
• paralyzed for 2d6 rounds, or
• slain
Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence or Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

New Talents

New rogue talents:

• Suave: Gain half your level to Diplomacy and Bluff checks
• Swift Acrobat: Ignore penalties to acrobatics checks for distance moved
• Jump ‘em!: Gain +1 to initiative every 4 levels. This bonus is doubled if you can act in the surprise round.

New Advanced Talents:

• Hide in Plain Sight: Gain Hide in Plain Sight as an Assassin

Changes to Talents

Talents that previously provided bonuses to sneak attack based upon the rogue’s sneak attack dice now base their effect on the rogue’s level, effectively doubling their effect in exchange for the now limited methods of sneak attacking. Talents that provide bonuses to sneak attack without being based upon sneak attack have their bonuses doubled as well. In other words:
Bleeding Attack causes a rogue’s level in bleed damage.
Crippling Strike does 4 strength damage.
Other talents are basically made useless and void, such as powerful sneak as sneak attack dice do not exist for this class.

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