Devargo Barvasi

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Organized Play Member. 89 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




Hello again everyone, I've got another question pertaining to armor and weapon damage.

Currently as the system is we have things like Full-Plated armor wearing soldier being able to be damage by things like a longsword (slashing damage). Now I'm no militaristic historian and I don't know everything there is to know about different armors and weapons, but I do know that plated armor was exceptional against slashing weapons and blunt weapons such as a mace did well against it due to it 'grabbing' it better.

I was wondering your opinion, if this would be feasible and help the game feel a bit more realistic without adding too much to bloat number crunching, as well as give a reason to pick a wider variety of armors and not just the 'top' armors.

Thoughts? Ideas? Is there already something like this? (I already looked at the DR variant as well but it's not exactly what I'd call balanced.)


I'll keep this short and sweet. This is my confusion.

Masterwork
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.

Special Weapon Abilities
Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once.

So let's give the example of flaming. I want to add flaming onto my longsword. I look at the requirements: A weapon with a special ability must also have at least a +1 enhancement bonus.

Ok, I look at my Masterwork longsword and see: A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.

Then I'd pay the 2,000 Gp for the special ability?
I've asked this question to one of my other friends but he says you need a +1 from the enchantment that costs 2,000 Gp then you can add the flaming for another 6,000 Gp for a total of 8,000 Gp. But why is that? Does Masterwork not cover the prereq for the weapon special ability?


Hello once again all,

I'm currently putting together my next campaign. I've asked all my players if theyd want to take a step back from our normal fantasy campaigns we've been playing. They've all eagerly agreed, though a concern came up.

While I was explaining the setting to everyone, (a modern/futuristic setting, year 2121 on Earth) one of my player's asked the question, "How will we have enemy variety?"

I understood what he meant, there will be tons of different things in the campaign for enemies such as: Different factions, weapons, vehicles, and even a sort of "magic". The magic will be more scientific and such. But that doesn't really replace all the monsters and such of a fantasy setting. I could put some in the campaign but, I want a realistic feel and itd feel a bit weird to me with some monsters in it. Im not sure.

Any advice on what I should do?


Hello once again all,

I have another question for all the great people here in the Paizo community. I've been playing Pathfinder for a good three years now, and have GM'ed three full campaigns. I really enjoy almost every aspect of Pathfinder and it's system in whole. But for my next campaign, I want to do something different then what I have been doing.

All three of my past campaigns have been set in the medieval era (as most Pathfinder games are). For my next campaign I want to go into a futuristic/modern era game. I don't really want it as far as say, Star Trek, Star Wars, or anything really with lasers and space ships. I'm going for more of a cyber-soldier, high tech thing. Something were there can be lasers and such but it's not as common.

First, I looked at the Pathfinder Technology Guide. I don't know if I'm missing something (maybe because I'm just looking at the website's showcasing of it), but there doesn't seem to be too much content in it to actually play a game in that setting. It seems the book is just a launch pad for GMs to use and add/remove/modify what's in the book. Though, if I'm wrong please correct me on the book.

After that I looked to the Shadowrun 5th edition system. It seemed to be exactly what I wanted, as far as guns with actually ammunition instead of lasers and such. I was just planning on taking out the magical races and only have the humans (due to my setting). But the more I tried to learn the system, the more I was overwhelmed. The system is MASSIVE, and really hard to digest. At least it is for me. I can't quite get into the system due to this, as I flipped through the hundreds of pages just trying to get a grasp on the game. I attempted to create a character (with the help of a character creator) but there is SO MUCH customization that it's overbearing for me.

All in all, I'm looking for a system for a modern/futuristic campaign. If the Technology Guide can do it that's awesome as I wouldn't have to learn a complete new system. But, if it's as shallow of a book that it seems to be then if someone can suggest a system for me that would be AWESOME! Thank you all, I look forward to your advice on this.


Hey all,
So for my new campiagn I want to lower the HP for a more realistic and tactical feel. Ive come across the problem of spells doing massive damage though. Anyone have any ideas for lowered HP games?


Hello all,

Im unsure if im in the right the thread to be asking this. If I am please let me know and I'll move over.

Question: Some time ago I stumbled upon an alternative way to cast spells. Instead of per day, each spell cost a certain amount of 'Stress'. I want to impliment it into my new campaign but I can't seem to find it.

Anyone know what I'm talking about or where to find it?


Hello all,

In one of my current campaigns one of my player's is trying to build a construct that is Animated Armor. Basically its a Full-Plate, living steel suit that has been permanently Animated. My question is, how does the HP, AC, hardness and armor HP work?

Now the animated objects have templates for them, with AC and Hp. But what im not understanding is, how will this thing take damage and die?
I get that rule wise it probably has normal AC and Hp but it doesn't make sense to me. You take a set of armors creature HP to 0? How would the armor die? Or is it that you have to 'sunder' it to destroy it. In that case, does Hardness act as DR? Or is it even that if the regular HP goes to 0, it just becomes disabled until it's healed?


Hello all,

I've posted about this before and had some volunteers for testing and helping me build this rpg game. Sad to say that my only help had stopped entirely and hasn't tried to contact me since. But, I did not give up. Though I have taken breaks here and there, this game is nearly finished, well the basics at least.

With work, college and my wife, I have little free time to work on this project but I still do and am. This post is to try and rekindle the idea and get some testers to help me balance this game, as it is most likely horribly unbalanced. I have many clans finished and only a few that need added content. This game is in Pre-Alpha, if that is even a thing, meaning that anything implemented at this moment can be tweaked, changed drastically or taken out entirely. But I need you to help me make this project come to life. Here's a few basics to help you get your mind around what this is all about:

RACES:
There are no races in PS (Path of a Shinobi "Name subject to change")
There are Elves or Orcs. Everyone is a human, for the most part. Instead, there are Clans. These will give a player awesome skills and amazing abilities depending on the clan they choose. I'm even adding an option to pick a nameless clan for those who do not want a bloodline.

CLASSES:
Simply put, there are no classes. There is but one class, the Shinobi. Now, before you get crazy on me, listen. I want endless customization, I want everyone to build the character they want and play the way they want. It might seem crazy that I want that and there is only one class. Instead of multiple classes, there are Specializations. These Specializations are like talent trees in a sense. There are multiple Specializations (Ninjutsu, Genjutsu, Taijutsu, Chakra, etc) and each have 10 options. You gain Specialization points as you level, from there you may spend those points and get the perks as you spend them. So you may be level 3 with 3/10 Ninjutsu and solely be going into Ninjutsu. Or perhaps you'll spread out into three different Specializations.

JUTSUS (Spells):
Again, there are almost no Jutsus. There are a few basic ones, but I have created a system where you can build your own Jutsus and then train with that Jutsu to learn it. Now, this is the biggest thing that needs to be tested and balanced.

MISC:
There is unique gear, items and such that need to be implemented. This game is going to have a mixed ruleset of various other table tops and some I think are good to add in myself.

Now, while this is not entirely finished, I think it is nearly ready to be tested. With the help you the community and some Naruto fans, we can build this together and to create a Naruto system that everyone can enjoy. Comment below to let me know if this sounds interesting to you. I'll be posting this on various other forums as well.


Hey there, quick question. I was sifting through the wondrous items and came across the AGILE ALPENSTOCK. In my current campaign I am a Wizard and would love this item, but the crafting requires the spell 'longstrider' which is a Ranger spell. I just so happen to have a Ranger in my party, which bring me to this question.

I searched and searched but could not find an answer. Maybe I was just asking Google the wrong question. Can the Ranger assist me in the item craft by 'casting' the spell while I'm crafting? Is there anywhere in the rules this would work?


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Hello all, I've seen various attempts at trying to create a "Naruto Pathfinder" game, for all us Naruto fans out there. I've followed another users creation that seemed to be pretty legit, but I fear the project has gone dark yet again. So, I'm wanting to take matters into my own hands and get this thing done so we all can play a Naruto Pathfinder game.

Now, the task is not easy. And i'm not really expecting myself to create an entire new system JUST for Naruto. I simply wish to plug in Naruto to the Pathfinder rules and tweak them until the product is one that majority of the people like. I've gotten tons of ideas from my own thoughts, as well as various things on the interwebs. Now, I know there is 'Naruto d20', but looking over it.. It's daunting to say the least. I've never play tested it so I cannot say whether it's good or not, but at a glance it seems.. Complicated.

That's why I wish to use the Pathfinder Rule-set. So that everyone has that common thing in mind, that you can ease into this game from Pathfinder. I'm asking for help from the community. From those Naruto fans out there that want a Naruto/Pathfinder RPG tabletop once and for all. One that sticks true to the Naruto Lore, but still allows your Game Master and players to create a new world with custom content. A Jutsu crafting system that is not only viable, but is something that players WANT to do. Creating fantastic jutsus, that have a balancing template for the players and GM to refer to, so no cheesy/shenanigan jutsus can be used.

Like I've mentioned above, I have a lot of ideas floating around. But first, I need to know if anyone is interested. I don't want to put work into something no one wants :/ So let me know. Who's on board with me to create something.. Amazing that Naruto/Pathfinder fans can play and enjoy at their tables, IRL or virtual.


So i'm making an Antipaladin and long story short i'm trying to find out if at 3rd level they gain access to the'Animate Dead' spell. Some sources say yes and others say no. Can I get some clarification?


How exactly does the damage work?
Is it 1d6 + my weapon damage? Or just a 1d6?
Do I add my STR to my sneak attack?
Do I get a sneak attack per weapon?


This isn't so much a implemented rule in my games as something I was thinking about.

I don't want to get too in-depth about my game but basically I made it so crafting is a viable option that almost everybody can do without losing any adventuring time.

I was thinking, should crafting an item give a small amount of XP? (I like using an XP Leveling system) and on-top of that if I do choose to do that.. Should that XP go towards the overall Character level or.. Into a separate Crafting Level.

For example: Level 10 Barb crafts a sword, the sword gives say... 100 XP.
That XP would either go into the character level or a "crafting level" such as Crafting level 1 - 0/200 XP and each time crafting levels up you gain 1 Misc. Mod. to that craft.

Let me know if this sounds like a good idea or not or if it's already been done and I just haven't seen it.


I've been thinking about this lately. Recently I started my second campaign and I'm trying to run a fairly 'Hardcore' game. Meaning I've scaled down the GP the PCs get. Implementing all the currencies such as PP, GP, SP, and CP. Also my players now have weight to deal with and I'm not doing much dice fudging. My PCs are all okay with this and seem to like the harder challenge.

We've had two sessions and let's just say that without the Cleric that plays they all would have wiped. I see a PC death is going to happen sooner than later.

I've always had the rule, if your Character dies and can't/won't be revived than you may make another. But for each time you die, you take a -1 level penalty that stacks from the APL. Meaning, if everyone is level 10 and a character dies, their next character will be level 9 and so on and so forth.

Now, I've had the thought as well as my PCs did. "If I keep dying, won't I just continue to keep dying since I'll just going down in levels?"

Some PCs said simply, "Don't die then."

I want to know the opinions from you all. I think a PC death should have penalties because of 2 main reasons.
1. They shouldn't be reckless. This will give even more of a reason to cherish their lifes.
2. For those who don't want to play the class they are playing anymore so they just continue to die and cycle through classes.

What do you all think? How do you deal with your PCs death or how does your DM/GM deal with it?


*Warning*

This discussion is not in anyway meant to be offensive or in any way derogatory to any race/sex, and being seemingly indifferent/uncaring to real life situations that are mentioned here. Thank you in advance for discussing these topics in an adult manner.

Topic:
In the Pathfinder games I GM inwith often wonder, how far is going too far? Where do you personally draw the line in the game with adding the crudeness and vile behavior that humanity preforms on a daily occurrence? Also, is it necessary to add these things to a game? I'm talking about slavery, rape, murder, violent and gruesome deaths, those kinds of things.

Personally in one of my past campaigns I did implement some of these into the campaign. The PCs went to a Black Market Auction, they all thought while going into this auction that only weapons, armor, and items were to be sold. But while those things were included at the end, this auction was far more sinister. I made this auction, auction off slaves of women, children, men and elders that were taken from small towns scattered throughout the continent. Those who were not bought, were executed on the spot (to promote more buyers if they did not want to see them die).

I added this in to really add some emotion and really tough decision making into the campaign, And that is exactly what happened. The pure taken a-back, disgusted, and horrified look on my players faces was exactly what I wanted to happen. Immediately they began to try and save those who they could, but due to lack of money on them they had to Message the Paladin who was standing outside of the city waiting for them and holding all the gold. As you can probably guess, all hell broke loose when the Paladin arrived to see this auction. He was a Paladin/Sorcerer/Dragon Disciple.

The party also found a new enemy to fight when they saw a bald man with a slender goatee begin to buy the children and women, as he slowly fiddled with his mustache. As you can probably guess what is being implied. He then continued to buy 15+ slaves only to have them executed on stage when he saw how much the Paladin was in distraught, causing the Paladin to grow claws and have to be knocked unconscious and dragged out.

So, my question to you all. How far is too far? Is any of this even necessary to add to your campaigns? Tell your opinions and remember that to discuss this in an adult manner.


Sentient

The Sentient is a powerful psychic who has the ability to read into the future and even read the thoughts of others around them. But as their powers expand, some seem to become more of a curse than a gift. Some Sentients gain these powers through divine means, while for others it seems to come naturally to them.

ROLE
The Sentient tends to provide support from the back or close to the fray, dodging blows and destroying their opponents through their Psy Powers.

Alignment: Any
Hit Dice: d8

Weapon and Armor proficiency:
The Sentient is proficient with all simple weapons and light armor and shields (Except Tower Shields).

Skills Ranks Per Level
4 + Int Mod

STARTING WEALTH:
2d6 x 10
Average: 60 GP

CLASS SKILLS:
Craft (int), Fly (dex), Heal (wis), Knowledge (religion) (int), Perception (wis), Profession (int), Sense Motive (wis), Use Magical Device (cha)

Psy Points
Each Psy Power costs a certain amount of Psy Points. The Sentient draws from this pool to use their power(s).

Abilities
EPS Plus AC w/ +1 Dodge bonuses

Empath - The Sentient can begin to constantly feel the emotions of all those around them. At 1st level you can only feel raw emotion and nothing else. At 5th level and every 5 levels after (10th, 15th, 20th), you can feel even more in-depth emotion and eventually every detailed emotion everyone has within a 60ft radius.

Psy Powers

Apport - The caster can transfer an item she personally owns that is either on them at the moment or from any distance away to either in their hand or within 5ft of them.

Third Eye, First Sight (Aura Reading) - The Sentient can perceive what alignment any creature or person is from reading their auras.

Psychography - The user can use their psychic power to write (with a quil, pencil, etc.) as a free action and while doing something else.

Bilocation - The user may meditate for any amount of time. While in this meditation, the user may appear as a spirit at any location they have visited before. This spirit form may lift no more than 1Ibs and cannot walk through solid objects. This form cannot be harmed but it can be dispelled.

Third Eye, Second Sight (Extrasensory Perception) - The user gains a +10 to all perception checks. They also gain the Extrasensory Perception AC Dodge bonuses while this is active.

Death Warning - While active the user gains a vision of a persons death right before it happens. The user may call out to them if they are within earshot and tell them, causing a reroll for any rolls involving the action towards that characters death.

Dowsing - The user may view 1 item they have seen previously and gain a 20ft radius view from where the item is located.

Mediumship - The user may communicate with any spirits or ghostly creatures.

Psychic Surgery - The user can determine any diseases and/or growth in and/or on a person and/or creature. After determining it they may remove it from them and instantly heal any wounds that the surgery has caused.

Telekinesis - Core Rulebook

Third Eye, Third Sight (Psychometry) - The user may obtain some vague information about there target by reading into their auras.
DC Chart
Name - DC 5
Age - DC 5
History - DC 15
Weakness - DC 20

Pyrokinesis - The user has the ability to manipulate fire and after some practice.

Retrocognition - The user can see past events that have happened in a 60ft. area of where they are standing. It is seen as phantom items and people around.

Telepathy

Transvection - The user can levitate and eventually fly.


Caricaturist

Some train and strengthen themselves to become the best they can be. Either practicing with the blade to perfect the art of killing a creature with a single swipe or studying the Arcana arts, learning from ancient tomes of undiscovered knowledge to cast amazing spells. The Caricaturist does neither and both in an instant. They are a extremely rare type of melee fighter who mimics their enemies styles and turns what they have against them. Some experienced Caricaturists can even take knowledge from Arcana users and channel the energy through them. Typically physically weaker than most but quick on their feet, the Caricaturist is the master of all while being the master of none.

ROLE
The Caricaturists can take on the role of his targets. Either matching the forms of marital fighters or stealing the very magic from spellcasters, if he can get to them first.

Alignment: Any Chaotic
Hit Dice: d8

Caricaturist's Chart
(Unfinished)
BAB: 15/10/5
Fort sv: low
Ref sv: high
Will sv: low

STARTING WEALTH
3d6 Average 90GP

CLASS SKILLS
Acrobatics (dex), Bluff (cha), Diplomacy (cha), Disguise (cha), Intimidate (cha), Knowledge (local) (int), Knowledge (history) (int), Perform (cha), Slight of Hand (dex)

SKILL RANKS PER LEVEL
8 + Int

WEAPON AND ARMOR PROFICIENCY
The Caricaturists is proficient with all simple weapons and light martial weapons and can wear light armor and medium armor.

Special:

Mimicry:
The Caricaturist may mimic one target that they can visually see within 60 ft. By copying their style the Caricaturist gains a +2 AC dodge bonus towards the target, a +3 CMB circumstance bonus towards the target, a +2 to confirm a critical circumstance bonus towards the target and you may make 1 additional attack of opportunity towards the target. The Caricaturist may do this 3 + (WIS mod) times per day. You may do this 1 more time per day every 3 levels. (Max 9 at 20th). Once a target is being mimiced, the Caricaturists remains mimicing them until them choose to stop as a free action, mimic another target, if he / the target dies or goes out of the 60ft range.

Spell Channelling:
The Caricaturist may absorb some knowledge from a creature or person with Arcane power and can then channel it through themselves. By grabbing the casters head, the Caricaturist drains some magic and knowledge from their mind and body. The Caricaturist must make a successful grapple for this to be activated. If you successfully grapple a caster, you may absorb 1 spell they prepared at random and 1 use is stolen from their pool and given to you. (Example: If level 1 -6 spells are known, roll a d6.) For every turn they are grappled you absorb 1 more use of the spell you have stolen. The spell and the absorbed uses are stored in your mind and body for up to an hour. After that they are forgotten and you lose all uses.

Dissipating Absorption:
If a ray spell is used against you, you may take a Reflex Save (DC 10 + Spell Level + Their Caster Level) to try and counter the spell. If the spell is countered this way, it is redirected at any target within the spells range. Because of the time it channels through the body, it loses some energy. A spell countered this way is halved in terms of damage and range


Engineer

Engineers are geniuses before their time. With a little bit of Arcane magic and a lot of Intelligence the Engineer can create anything from a fully functional mount, to mechanized weapons. Taking a mechanical approach to all situations, the Engineer never stops tinkering to create or modify something better.

Alignment: Any.
Hit Die: d6

ROLE
The Engineer can do a little bit of everything if they craft something and put their mind to it but tend to be more on the offensive side in a fight. With mechanized weapons and armor they can be in the fray, or stay in the back and support the party with ranged weapons.

STARTING WEALTH
4d6 Average 120GP

CLASS SKILLS
Appraise, Craft, Disable Device, Knowledge (engineering), Knowledge (arcana), Professions, Sleight of Hand, Spell Craft, Use Magic Device

SKILL RANKS PER LEVEL
6 + Int

TABLE: ENGINEER
(Unfinished)

CLASS FEATURES

WEAPON AND ARMOR PROFICIENCY
The Engineer is proficient with Simple Weapons and (Hammer, light), (Pick, light), (Sword, short), (Pick, heavy), (Sword, long), Shortbow, (Crossbow, hand), (Crossbow repeating, light) and (Crossbow repeating, heavy).
The Engineer is proficient with Light and Medium armor and with Light Shields.

MODEST TINKERING
At 1st level the Engineer gains the ability to do Modest Tinkers with Simple Weapons. (Refer to the Engineering Tinkering Table for appropriate modifications.)

At 3rd level the Engineer can do Modest Tinkers to any weapon and/or shield he's proficient with. At 5th Light Armor. At 7th level Medium Armor.

MODERATE TINKERING
At 4th level the Engineer gains the ability to do Moderate Tinkers to Simple Weapons.

At 6th level any weapon or shield he's proficient with. At 8th Light Armor. At 10th level Medium Armor.

HEAVY TINKERING
At 7th level the Engineer gains the ability to do Heavy Tinkering to Simple Weapons.

At 11th level any weapon or shield he's proficient with. At 13th Light Armor. At 15th level Medium Armor.

ADVANCED CRAFTSMAN
At 2nd level the Engineer gains the Craft Wonderous Item feat.

At 4th level the Engineer gains the Craft Magic Arms and Armor feat.


Arms Master

The Arms Master is nothing short of a genius in combat tactics and in a fight on the battlefield. They train rigorously daily in order to ascend to be nothing but the best. Whether it be to earn a ranking in a military organization, to get revenge against a sworn enemy or just having a goal to be their personal best, the Arms Master will stop at nothing to improve them selves and almost never back down from a challenge.

Alignment: Any non-netruel Chaotic (Due to the varied nature and sometimes recklessness of the Arms Master, they can only have a Chaotic Alignment. Also, the Arms Master is the opposite of balance, focusing and mastering only one side or the other causing them to also only have a non-netruel alignment.)
Hit Die: d8

ROLE:
Arms Masters are a blur of steel and iron. They are masters of the battlefield in terms of melee combat, very few can take them head on.

STARTING WEALTH:
3d6 x 10
Average: 90

CLASS SKILLS:
Bluff (cha), Climb (str), Craft, Intimidate (cha), Knowledge (dungeoneering) (int) Knowledge (history) (int), Perception, Profession, Ride, Survival

SKIL RANKS PER LEVEL
2 + Int mod

Table: Arms Master
(Unfinished)

CLASS FEATURES

WEAPON & ARMOR PROFICIENCY
A Arms Master is proficient with all simple weapons and with light armor and shields (except tower shields).

NOTHING BUT BATTLE
The Arms Master has plunged his mind into steel on steel combat. The Arms Master may not take any feat other than Combat Feats when gaining a bonus feat from this class.

DEEP FOCUS
At 1st level the Arms Master picks what style of fighting they are trained in. Each has its own unique path with their own special abilities and skills.

• Offensive: The Arms Master gains proficiency with all martial weapons and takes the Offensive Path. The Arms Master also treats all simple weapons as if he has Weapon Focus for all them. This does not count towards any prerequisites for other feats. If at any point he wears anything other than light armor or equips a Tower Shield, he loses all abilities and feats gained from levels in this class.

•Defensive: The Arms Master gains proficiency with medium armor and takes the Defensive Path. The Arms Master also gains the Toughness feat.

OFFENSIVE PATH:
At 3rd level the Arms Master gains the Weapon Focus feat to all martial weapons.

At 5th level the Arms Master gains the Weapon Specialization feat to all Simple Weapons.

At 7th level the Arms Master gains the feat Weapon Specialization to all Martial Weapons.

At 8th level the Arms Master gains proficiency with all Exotic Weapons.

At 9th level the Arms Master gains the feat Greater Weapon Focus to all Simple Weapons.

At 11th level the Arms Master gains the feat Greater Weapon Focus to all Martial Weapons.

At 12th level the Arms Master gains the feat Weapon Focus and Weapon Specialization to all Exotic Weapons.

At 13th level the Arms Master gains the feat Greater Weapon Specialization for all Simple Weapons.

At 14th level the Arms Master gains the feat Penetrating Strike.

At 15th level the Arms Master gains the feat Greater Weapon Specialization for all Martial Weapons.

At 16th level the Arms Master gains the feat Greater Weapon Focus & Greater Weapon Specialization to all Exotic Weapons.

At 17th level the Arms Master gains the feat Greater Penetrating Strike.

At 20th?

DEFENSIVE PATH
At 1st level you gain proficiency with Medium Armor.

At 3rd level you gain the Shield Focus feat.

At 5th level you gain proficiency with Tower Shields & Improved Shield Bash.

At 6th level you gain proficiency with Heavy Armor.

At 7th level you gain the Dodge & Shield Slam feats.

At 8th level your Max Dex Bonus raises on all armor you're proficient with by +1.

At 9th level you gain the Stand Still feat.

At 10th level your Max Dex Bonus raises on all armor you're proficient with by +1.

At 11th level you gain the Greater Shield Focus feat.

At 13th level you gain the Endurance & Diehard feat.

At 14th level your Max Dex Bonus raises on all armor you're proficient with by +1.

At 15th level you gain the Improved Shield Slam feat.

At 17 level you gain the Improved Bull Rush & Greater Bull Rush feat.

At 20th level ?


Sacrifician

The Sacrifician is a master of Blood Magic, a very rare and in some parts taboo way of magic. Usually casting their spells from afar and dowsing their opponents in blood, the Sacrifician can do a multitude of things such as heal, damage and control their enemies through manipulation of their own blood. Such casters have a deep understanding of DNA, life force from blood and some Arcana. By mixing that knowledge together, the Sacrifician is able to cast Blood Magic.

Alignment: Any
Hit Dice: d8

[Chart]
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Weapon and Armor Proficiency
The Sacrifician is proficient with all simple weapons and light armor and medium armor. (Blood magic is treated as Arcane Magic for the purpose of determining Arcane Failure chance with armor.)

ABILITIES
• Temperate DNA
Sacrafician is not effected by heat or cold due to the adaptability of their blood. From warm blooded to cold blooded or vice-versa.
• Sufficient Unlife
For the purpose of spells and abilities used on the Sacrifician, they are treated as an undead sub-type. Positive spells damage them while negative spells heal them.
• Pathogenic
Any disease that the Sacrifician has is transfered to anyone or anything that consumes their blood or if their blood is absorbed unless they make a Fortitude Save of DC 10.
• Self Sufficiency
The Sacrifician gains fast healing equal to their Constitution modifier.
• Dissolving Potency
The Sacrifician's blood can never be stored and used at a later time that's more than 30 seconds later.

SPELLS
(I'm not sure wheither to have uses for spells or just only have 1 prepared spells and unlimited uses because of the price they pay with HP.)
The Sacrifician must meditate and prepare spells before using them. They must meditate for 8 hours to fully restore their uses of spells. They may only prepare 1 spell per each different level of spell.

(Rough Ideas)
Level 9 spell
Ultimate Sacrifician
The user and the target immediately die. They cannot be revived until 48 hours later. If the caster dies this way, they take a perminant -2 levels. The negative levels cannot be taken away by any means except by Meditational Healing.
Level ? Spell
• Blood Bound Mortality
The caster binds themselves to the target with a large amount of blood. -X health for the component. When ever damage is dealt by any means to the caster or the target, it is mirrored to one-another. If one target dies, the other does not and the spell ends.
• Blood Bound Destinies
The caster binds themselves to the target with a large amount of blood. -X health for the component. If either the caster or target dies, the other takes a Fortitude Save or Will Save to try to negate dying with them.
• Acidic Blood
The caster spills blood on a target, causing acid damage immidieatly and for 1 round after.
• Binding Ceremony
After 12 hours of a blood ceremony, any who participated can mentally feel the emotions and fragments of thoughts of the Sacrifician, becoming Blood-kins perminantly.
• Crimson Healing
The Sacrifician takes any amount of self inflicted damage and gives the lost life in life force in blood for someone to consume. How ever much damage they take is healed to the target. The Sacrifician cannot use this ability on themselves or other Sacrificians.
• Blood Crescent
A crescent slash of sharp blood slashes a target.
• Binding Puddle
The user leaves a puddle of blood in the 5ft from where this spell was used. Anything that touches the puddle of blood left on the ground must make a Reflex Save or be bound to the blood by grasping hands for a number of turns, becoming grappled.
• Animated Crimson
The user spills blood that becomes animated around the caster. This blood can be used to protect the caster, harm targets or hold certain items.
• Ultimate Kinship
Target: Any person who is Blood-kin to the user.
The user kills themselves and any Blood-kin who are dead immidieatly come back to life with half their maximum Health Points and any unconscious Blood-kin stabilize, awaken and heal for an amount. The Sacrifician cannot be resurrected by any means until 48 hours later. They take -1 level for 48 hours after they are alive again.
• Red Puppet Strings
The user controls the movement and physical actions of their target for an amount of rounds. This does not control their mind, thoughts or speech.
• Blood Darts
A varied amount of darts made of blood hits and drills the target for damage.
• Blood Reading
The user can tell by a small amount of blood what race, sex and type of creature the thing was by reading the DNA. Also vaguely how the person looked and small details such as eye color, hair color, etc.
• Meditational Healing
Target: You
The user meditates for 24 hours, restoring any negative levels gained from Ultimate Sacrifician


Hey everyone, I've never actually posted anything before but I've read a lot of threads on the forums and have been a GM for Pathfinder for awhile now. But to the real subject, in my next campaign I want to implement more choices for my players with new classes that I am creating, balancing and fleshing out at the moment.

I'm looking for anyone willing or wanting to help me come up with more ideas and even help me play test these classes. I'm sure similar classes have been made somewhere but that's alright. If any of these have been copied in any way I have not intentionally stolen or used pre-made material besides the spells, equipment and layout of Pathfinder.

I want at least 6 classes and then some prestige classes. So far I have 4 "Basic" classes:
-Arms Master
-Sacrifician
-Semblancist
-Engineer

And 1 prestige class in mind:
-Blood Artificer

Again, I'm looking for any input on this and even play testing volunteers later on. At the moment I only have the Arms Master and Sacrifician roughly finished. I will provide details to anyone wanting to know. Thank you for your time reading this, I'll be happy to receive your input.


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