Roy Greenhilt

Bryan Moe's page

Organized Play Member. 28 posts. No reviews. No lists. 3 wishlists. 13 Organized Play characters.


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Yes! I love the idea of a "priest" class. Here are some of my thoughts (I apologize for any redundancy from others posts):

I'm thinking a cleric/bard hybrid. Either a better version of a "cloistered" cleric or maybe a channel energy specialist that uses different "auras" with special effects and/or powers.

Also, I understand that the warpriest is attempting to fill the role of not alignment restricted holy warrior but I think it should be more of a paladin-ish hybrid (perhaps cavalier?) rather than cleric/fighter. I really like the idea of having different variant "paladins" depending upon deity and/or alignment. But that debate is probably better served elsewhere.

2/5

I totally understand that some folks really do want to disrupt and ruin the status quo at the gaming table and this can be very detrimental to all involved. There can be a fine line between "roleplay" and "jerk" but I suspect that most of us know and respect the distinction.

So, now that we have established that this is a "mechanics" suggestion thread not a "philosophy" wanted thread can we get back on track?

I too like concept characters. Helps breakup the monotony of the usual suspects characters. Thinking a "Tarzan" halfling raised by wild boars certainly qualifies as unique. However, I'm not sure how this translates within the PFS format. Thinking it could be achieved with ranger or druid but not sure on specifics. Guess my comments are premature; I'll have to check my books and see what I can find. Good luck!


I’m confused here... It was my understanding that an Inquisitor doesn’t have to be attached specifically to a deity?

“With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.”


Thank you! Have a great weekend.


Hello. I received my order today but it was missing one item: TWG0400 Portable Adventures Lair/Rat King. I would still like to get this item. Are you able to ship it with my next subscription order? Thanks.


I really like the idea of a “non-monster” minotaur race. The ones from Krynn are a great starting point. My version (see below) is more generic and tries to fill that big, powerful, player race niche. Comments and critics welcome...

Minotaur Player Race (10 RP)

Minotaurs are an isolated and mysterious race combining aspects of humanoids and bulls. It is believed that minotaurs inhabit a small series of islands far out to sea. These islands known only as the Labyrinth Isles are said to consist of a seemingly endless network of ancient tunnels and mazes. Legends and lore say that vast riches and the progenitor of the race known as Midas Taurus Prime wait at the center of this maze. These tales have never been confirmed as no one has ever returned from within the warrens of the Labyrinth Isles.

Monstrous Humanoid (2 RP)
Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well. A monstrous humanoid race has the following features:

Monstrous humanoid races have the darkvision 60 ft. racial ability.
Monstrous humanoids breathe, eat, and sleep.

Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.

Hulking Brute (4 RP): Prerequisites: None; Benefit: The physical stature of this race lets them function in many ways as if they were one size category larger. Whenever a this race is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), they are treated as one size larger if doing so is advantageous to them.

Members of this race are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect them.

This race can use weapons designed for a creature one size larger without penalty. However, this race’s space and reach remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Standard Modifiers (0 RP): Members of this race gain a +2 bonus to one physical ability score, +2 bonus to one mental ability score, and a –2 penalty to any other ability score.

+2 Str, +2 Wis, -2 Cha; Minotaurs have a strong build and a strong heart but their temperament can be off putting.

Xenophobic Array (0 RP): Members of this race start with their racial language only. Members of this race with high Intelligence scores can choose any language as their bonus languages.

Isolated Speech (-2 RP): Minotaurs speak Minotaurish, consisting of complex grunts, growls, and hand signals. They have no written version of the language. Minotaurs can learn to understand but lack the ability to speak other languages.

Natural Armor (2 RP): Prerequisites: None; Benefit: Minotaurs gain a +1 natural armor bonus due to their thick hide.

Stability (1 RP): Prerequisites: None; Benefit: Members of this race receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Gore (Natural Attack): (1 RP): Prerequisites: None; Benefit: Minotaurs can use their horns to make a Gore attack. This is a natural primary attack that deals 1d6 damage. If a minotaur looses 1 horn, the damage is decreased to 1d3 and if both horns are lost the minotaur looses this ability. Spells and other affects that can regrow lost limbs can also replace lost horns but otherwise this loss is permanent.

Powerful Charge (2 RP): Prerequisites: Natural Attack; Benefit: Whenever a minotaur charges, it deals twice the number of damage dice with a gore attack plus 1–1/2 times its Strength bonus.

Hoofed (0 RP): Prerequisites: None; Benefit: Minotaurs have hooves instead of feet. They can wear horseshoes in their feet slot, but cannot wear boots, shoes, sandals or other such traditional footwear.


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Minotaur Race (10 RP)

Minotaurs are an isolated and mysterious race combining aspects of humanoids and bulls. It is believed that minotaurs inhabit a small series of islands far out to sea. These islands known only as the Labyrinth Isles are said to consist of a seemingly endless network of ancient tunnels and mazes. Myth and Legends say that vast riches and the progenitor of the race known as Midas Taurus Prime wait at the center of this maze. These tales have never been confirmed as no one has ever returned from within the warrens of the Labyrinth Isles.

Monstrous Humanoid (2 RP)
Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well. A monstrous humanoid race has the following features:

Monstrous humanoid races have the darkvision 60 ft. racial ability.
Monstrous humanoids breathe, eat, and sleep.

Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.

Hulking Brute (4 RP): Prerequisites: None; Benefit: The physical stature of this race lets them function in many ways as if they were one size category larger. Whenever a this race is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), they are treated as one size larger if doing so is advantageous to them.

Members of this race are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect them.

This race can use weapons designed for a creature one size larger without penalty. However, this race’s space and reach remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Standard Modifiers (0 RP): Members of this race gain a +2 bonus to one physical ability score, +2 bonus to one mental ability score, and a –2 penalty to any other ability score.

+2 Str, +2 Wis, -2 Cha; Minotaurs have a strong build and a strong heart but their temperament can be off putting.

Xenophobic Array (0 RP): Members of this race start with their racial language only. Members of this race with high Intelligence scores can choose any language as their bonus languages.

Isolated Speech (-2 RP): Minotaurs speak Minotaurish, consisting of complex grunts, growls, and hand signals. They have no written version of the language. Minotaurs can learn to understand but lack the ability to speak other languages.

Natural Armor (2 RP): Prerequisites: None; Benefit: Minotaurs gain a +1 natural armor bonus due to their thick hide.

Stability (1 RP): Prerequisites: None; Benefit: Members of this race receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Gore (Natural Attack): (1 RP): Prerequisites: None; Benefit: Minotaurs can use their horns to make a Gore attack. This is a natural primary attack that deals 1d6 damage. If a minotaur looses 1 horn, the damage is decreased to 1d3 and if both horns are lost the minotaur looses this ability. Spells and other affects that can regrow lost limbs can also replace lost horns but otherwise this loss is permanent.

Powerful Charge (2 RP): Prerequisites: Natural Attack; Benefit: Whenever a minotaur charges, it deals twice the number of damage dice with a gore attack plus 1–1/2 times its Strength bonus.

Hoofed (0 RP): Prerequisites: None; Benefit: Minotaurs have hooves instead of feet. They can wear horseshoes in their feet slot, but cannot wear boots, shoes, sandals or other such traditional footwear.


Speechless (-1 RP): Members of this race can learn to understand but not speak other languages.


Bryan Moe wrote:
Powerful Build (2 RP): Prerequisites: None; Benefit: Members of this race function in many ways as if they were one size category larger. Whenever a member of this race is subject to a size modifier or special size modifier for an opposed check (such as Combat Maneuvers), they are treated as one size larger if doing so is advantageous to them. Also, members of this race are considered to be one size larger when determining whether a monster's special attacks based on size (such as improved grab or swallow whole) affect them. However, the space and reach of this race remains same as those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Oversized Weapons (2 RP): Prerequisites: Powerful Build; Benefit: Members of this race can use weapons designed for a creature one size larger without penalty. However, the space and reach of this race remains the same as those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category. Note: This trait does not grant weapon proficiency.

Hulking Brute (4 RP): Prerequisites: None; Benefit: The physical stature of this race lets them function in many ways as if they were one size category larger. Whenever a this race is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), they are treated as one size larger if doing so is advantageous to them. Members of this race are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect them. This race can use weapons designed for a creature one size larger without penalty. However, this race’s space and reach remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.


Bryan Moe wrote:
Powerful Build (2 RP): Prerequisites: None; Benefit: Members of this race function in many ways as if they were one size category larger. Whenever a member of this race is subject to a size modifier or special size modifier for an opposed check (such as Combat Maneuvers), they are treated as one size larger if doing so is advantageous to them. Also, members of this race are considered to be one size larger when determining whether a monster's special attacks based on size (such as improved grab or swallow whole) affect them. However, the space and reach of this race remains same as those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Oversized Weapons (2 RP): Prerequisites: Powerful Build; Benefit: Members of this race can use weapons designed for a creature one size larger without penalty. However, the space and reach of this race remains the same as those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category. Note: This trait does not grant weapon proficiency.


Powerful Build (2 RP): Prerequisites: None; Benefit: Members of this race function in many ways as if they were one size category larger. Whenever a member of this race is subject to a size modifier or special size modifier for an opposed check (such as Combat Maneuvers), they are treated as one size larger if doing so is advantageous to them. Also, members of this race are considered to be one size larger when determining whether a monster's special attacks based on size (such as improved grab or swallow whole) affect them. However, the space and reach of this race remains same as those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Slight Build (2 RP): Prerequisites: None; Benefit: Members of this race function in many ways as if they were one size category smaller. Whenever a member of this race is subject to a size modifier or special size modifier for an opposed check (such as Hide), they are treated as one size smaller if doing so is advantageous to them. Also members of this race are considered to be one size smaller when "squeezing" through a restrictive space. However, the space and reach of this race remains the same as those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.


Great work!! I can't wait to use this on game night... Thanks. :)


Wow. This all sounds great! But where is it? All the links seems to lead me to 404 (the server cannot find the document corresponding to the URL you typed in) errors.


Umbral Reaver wrote:
I wrote a Celestial Scion PrC a while ago, to be the celestial equivalent of dragon disciple. I can link it if you want to see.

Yes, I would like to see your Celestial Scion. That is one of the bloodlines I have been tinkering with.

And I really like the idea of using Elemental Body (ice). Thanks.


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I find the Fighter/ Sorcerer/ Dragon Disciple combo can be very effective (depending upon what you’re looking for). I wonder why none of the other bloodlines get this type of treatment? I have been attempting to rework the prestige class to fit a more broad bloodline concept. Such as an Elemental Disciple or Celestial Disciple. So far the work is in the early stages of development but I hope to have something more complete soon…

Here is a concept based on the Boreal bloodline (from APG). Comments and suggestions welcome.

Boreal Devotee:
Table: Boreal Devotee
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +1 +0 +1 Blood of frost, natural armor increase (+1) —
2nd +1 +1 +1 +1 Ability boost (Con +2), bloodline feat, cold blast +1 level of existing arcane spellcasting class
3rd +2 +2 +1 +2 Snow shroud +1 level of existing arcane spellcasting class
4th +3 +2 +1 +2 Ability boost (Con +2), natural armor increase (+1) +1 level of existing arcane spellcasting class
5th +3 +3 +2 +3 Freezing spells, bloodline feat —
6th +4 +3 +2 +3 Ability boost (Str +2) +1 level of existing arcane spellcasting class
7th +5 +4 +2 +4 Form of ice DR 5/-, natural armor increase (+1) +1 level of existing arcane spellcasting class
8th +6 +4 +3 +4 Ability boost (Wis +2), bloodline feat +1 level of existing arcane spellcasting class
9th +6 +5 +3 +5 Blizzard —
10th +7 +5 +3 +5 Body of ice DR 10/-, child of ancient winters +1 level of existing arcane spellcasting class

Descended from inhabitants of the lands of ice and snow, you count among your ancestors giant-kin, troll-born, and frost-rimed spirits. Their savage and raw energies flow down through generations to infuse you to the marrow with the chill of the polar wind, crackling auroras, and the long winter’s night.

At the indicated levels, a boreal devotee gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a boreal devotee, he must decide to which class he adds the new level for purposes of determining spells per day.

A boreal devotee adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the boreal devotee does not have levels of sorcerer, he instead gains bloodline powers of the boreal bloodline, using his boreal devotee level as his sorcerer level to determine the bonuses gained. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.

As his skin thickens, a boreal devotee takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a boreal devotee gains an increase to the character's existing natural armor (if any), as indicated on Table: Boreal Devotee. These armor bonuses stack.

As a boreal devotee gains levels in this prestige class, his ability scores increase as noted on Table: Boreal Devotee. These increases stack and are gained as if through level advancement.

Upon reaching 2nd level, and every three levels thereafter, a boreal devotee receives one bonus feat, chosen from the boreal bloodline's bonus feat list.

At 2nd level, the boreal devotee gains a cold blast attack. As a standard action, the boreal devotee can unleash a blast of freezing cold. This blast deals 1d6 points of cold damage + 1 point for every two boreal devotee levels you possess to all creatures within 5 feet of you and staggers them for 1 round. A successful Reflex save negates the staggered effect and halves the damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. Upon reaching 6th level, this attack deals an additional 1d6 points of cold damage. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This ability replaces the boreal bloodline’s cold steel ability.

At 3rd level, a boreal devotee gains the snow shroud bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the boreal devotee gains an additional use of this ability each day.

At 5th level, the boreal devotee gains the freezing spells ability. Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow a save do not slow creatures. At 10th level, the duration increases to 1d4 rounds.

At 7th level, a boreal devotee can transmute his body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. At 10th level, this improves to DR 10/—. You can take on the form of ice for a number of rounds per day equal to your boreal devotee levels. The rounds need not be consecutive.

At 9th level, a boreal devotee gains the blizzard bloodline power, even if his level does not yet grant that power.

At 10th level, your boreal heritage becomes manifest. You gain the cold subtype and you become immune to fatigue and exhaustion. In addition, you gain immunity to sneak attacks and critical hits. This power causes you to gain vulnerability to fire.


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VM mercenario wrote:
Ohh I like the idea of remaking the Dragon Disciple as some sort of Bloodline Disciple. You would lose some caster levels but gain increased bloodline powers, eventually becoming something more than human depending on your bloodline, i.e. gaining a template such as fiendish or half-dragon. Hey Bryan, are you working on that still?

Yes. Sorry, I got kind of sidetracked. This is still a work in progress but I do have one bloodline based upon the Boreal (APG) type to preview. Comments and suggestions welcome.

Boreal Devotee:
Table: Boreal Devotee
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +1 +0 +1 Blood of frost, natural armor increase (+1) —
2nd +1 +1 +1 +1 Ability boost (Con +2), bloodline feat, cold blast +1 level of existing arcane spellcasting class
3rd +2 +2 +1 +2 Snow shroud +1 level of existing arcane spellcasting class
4th +3 +2 +1 +2 Ability boost (Con +2), natural armor increase (+1) +1 level of existing arcane spellcasting class
5th +3 +3 +2 +3 Freezing spells, bloodline feat —
6th +4 +3 +2 +3 Ability boost (Str +2) +1 level of existing arcane spellcasting class
7th +5 +4 +2 +4 Form of ice DR 5/-, natural armor increase (+1) +1 level of existing arcane spellcasting class
8th +6 +4 +3 +4 Ability boost (Wis +2), bloodline feat +1 level of existing arcane spellcasting class
9th +6 +5 +3 +5 Blizzard —
10th +7 +5 +3 +5 Body of ice DR 10/-, child of ancient winters +1 level of existing arcane spellcasting class

Descended from inhabitants of the lands of ice and snow, you count among your ancestors giant-kin, troll-born, and frost-rimed spirits. Their savage and raw energies flow down through generations to infuse you to the marrow with the chill of the polar wind, crackling auroras, and the long winter’s night.

At the indicated levels, a boreal devotee gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a boreal devotee, he must decide to which class he adds the new level for purposes of determining spells per day.

A boreal devotee adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the boreal devotee does not have levels of sorcerer, he instead gains bloodline powers of the boreal bloodline, using his boreal devotee level as his sorcerer level to determine the bonuses gained. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.

As his skin thickens, a boreal devotee takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a boreal devotee gains an increase to the character's existing natural armor (if any), as indicated on Table: Boreal Devotee. These armor bonuses stack.

As a boreal devotee gains levels in this prestige class, his ability scores increase as noted on Table: Boreal Devotee. These increases stack and are gained as if through level advancement.
Upon reaching 2nd level, and every three levels thereafter, a boreal devotee receives one bonus feat, chosen from the boreal bloodline's bonus feat list.

At 2nd level, the boreal devotee gains a cold blast attack. As a standard action, the boreal devotee can unleash a blast of freezing cold. This blast deals 1d6 points of cold damage + 1 point for every two boreal devotee levels you possess to all creatures within 5 feet of you and staggers them for 1 round. A successful Reflex save negates the staggered effect and halves the damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. Upon reaching 6th level, this attack deals an additional 1d6 points of cold damage. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This ability replaces the boreal bloodline’s cold steel ability.

At 3rd level, a boreal devotee gains the snow shroud bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the boreal devotee gains an additional use of this ability each day.

At 5th level, the boreal devotee gains the freezing spells ability. Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow a save do not slow creatures. At 10th level, the duration increases to 1d4 rounds.

At 7th level, a boreal devotee can transmute his body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. At 10th level, this improves to DR 10/—. You can take on the form of ice for a number of rounds per day equal to your boreal devotee levels. The rounds need not be consecutive.

At 9th level, a boreal devotee gains the blizzard bloodline power, even if his level does not yet grant that power.

At 10th level, your boreal heritage becomes manifest. You gain the cold subtype and you become immune to fatigue and exhaustion. In addition, you gain immunity to sneak attacks and critical hits. This power causes you to gain vulnerability to fire.


Here are some of my ideas to increase damage output through a new deed and modified gun training...

Accurate Shot (Ex): At 1st level, as long as a gunslinger has at least 1 grit point, she gains the ability to strike precisely with firearms, adding her gunslinger level to her damage roll. A gunslinger's accurate shot only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to an accurate shot, and any item or ability that protects a creature from critical hits also protects a creature from an accurate shot.

Gun Training (Ex): Starting at 5th level, a gunslinger can select one specific type of firearm (such as pistol or musket). She gains an additional die of damage with that firearm equal to its type (1d8 for pistols or 1d12 for muskets). Every four levels thereafter (9th, 13th, and 17th), a gunslinger gains an additional die of the appropriate type. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4.

(comments and suggestions welcome)


Nice work. I agree with almost all your improvements... Especially the shuffling of levels on some of the deeds.

After I borrow some of your ideas I might try to post a more comprehensive overview of the class. But for now, here’s what I got.

Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile and dangerous nature of firearms simply prune the unlucky and careless from their ranks. Whatever the case, all gunslingers have grit. In game terms, grit is a fluctuating measure of the gunslinger’s ability to perform amazing actions in combat, both offensive and defensive. At the start of each day, a gunslinger gains a number of grit points equal to 1/2 her gunslinger level plus her Wisdom modifier (minimum 1). A gunslinger spends grit to accomplish deeds (see below).

Grit goes up or down throughout the day, but usually cannot go higher than the gunslinger’s level plus Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer lasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as any appropriate grit is spent to perform the deed. Gunslingers of the appropriate level gain all of the deeds of that level and below. Only levels of gunslinger count when determining what deeds are available to them.

Accurate Shot (Ex): At 1st level, as long as a gunslinger has at least 1 grit point, she gains the ability to strike precisely with firearms, adding her gunslinger level to her damage roll. A gunslinger's accurate shot only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to an accurate shot, and any item or ability that protects a creature from critical hits also protects a creature from an accurate shot.

Gun Training (Ex): Starting at 5th level, a gunslinger can select one specific type of firearm (such as pistol or musket). She gains an additional die of damage with that firearm equal to its type (1d8 for pistols and 1d12 for muskets). Every four levels thereafter (9th, 13th, and 17th), a gunslinger gains an additional die of the appropriate type. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4.

(Ideas and opinions are welcome)


VictorCrackus wrote:
TriOmegaZero wrote:
I thought of something completely different.
I also thought of something different, but perhaps not AS different.

I too thought of something different.

Not sure how many of you are familiar with this series… It happens to be one of my personal favorites. :)


Epic Meepo wrote:
Electric Monk wrote:
Love the armour proficiency as Arcana suggestion with new arcana at odd levels.
As the person who first suggested this idea, I'd like to change my suggestion slightly based on my playtest. Grant magus arcana every even level, with other class abilities bumped forward one level as necessary to make room.

Great playtest. Awesome insight and suggestions. Good work!


Kaiyanwang wrote:
Bryan Moe wrote:

I am really liking the proposal to make the various feats (armor training, etc) into Magus Arcana and increase their frequency to every odd level.

IMHO, regardles of the armor, we need MOAR mage arcana.

And something to encourage not only 1H weapons.

Yes. I would like to see something that expands the Magus’ weapon choices.

As far as “armor” goes… how about something like this?

Arcane Shield: When you select this Magus Arcana you gain a +1 defection bonus to your AC. Additionally, you can choose to spend a spell slot during daily preparation to bolster this ability; you gain a +1 bonus equal to the spell level of the slot used. Only one spell slot can be used in this manner per day. 0-level spells have no effect on this ability.

Actually, I would like to see a few more Magus Arcana abilities that cost a spell slot at preparation but give some sort of daily bonus.

Or I guess you could do some sort of spell reserve thing…

Arcane Shield: When you select this Magus Arcana you gain a +1 defection bonus to your AC equal to the highest level spell you have memorized.

Hmmm. I’ll have to think about it. Anyone with some thoughts?


I am really liking the proposal to make the various feats (armor training, etc) into Magus Arcana and increase their frequency to every odd level.

How about Disruptive and Spellbreaker as Magus Arcana. Since it would be difficult for the Magus to qualify for them otherwise.

How about some version of this ability from Campaign Setting:

Arcane Duelist (Su): Wizards with this ability are specially trained to push their spells when needed to gain the upper hand. When pushing a spell, the wizard can choose one of the three following effects: increase a spell’s DC by +1, add +2 to the level check to overcome spell resistance, or add a +2 morale bonus on attack rolls made with the spell. A wizard can use this ability a number of times per day equal to his Intelligence bonus. Using this ability is a swift action.

Here are some of my Magus Arcana ideas:

Improved Counterspell - As the feat

Reactive Counterspell - Once per round as a swift action, you can counterspell an opponent's spell even if you have not readied an action to do so. This counterspell action takes the place of your next turn (full round action). You can't use this feat when you are flat-footed.

Spontaneous Counterspell - Ability to covert spell slots for the use in counterspelling (doesn’t need to be same school).

Counterspell Combat - Ability to combine counterspelling with Spell Combat.


Pellatarrum wrote:

I really, really like this. Combined with the proposal to make the various feats (armor training, etc) into Magus Arcana and increase their frequency to every odd level, I think this makes the Magus a real winner without being overpowered.

Of course, I'm new here, so I could be missing something.

Count me in too! I am in total agreement with these suggestions. They seem to make a lot of sense in terms of game play, balance, and flavor.


I have to say that I really like this idea (conceptually). I find the Fighter/ Sorcerer/ Dragon Disciple combo can be very effective (depending upon what you’re looking for). I wonder why none of the other bloodlines get this type of treatment? I have been attempting to rework the prestige class to fit a more broad bloodline concept. Such as an Elemental Disciple or Celestial Disciple. So far the work is in the early stages of development but I hope to have something completed soon... Thoughts?


The #1 rule is...

It’s your game! Use the rules and mechanics you like; change the ones you don’t care for.

That and the DM has the final say on rulings.

Oh, and have fun too. :)


I regret to inform you of my need to cancel my Pathfinder products (Adventure Path & Chronicles) effective immediately. This decision is based solely on financial necessity and in no way is meant to reflect poorly of the good people at Paizo or their products. I love what you have done with Pathfinder and plan to continue to purchase products where I can. Thanks.


Is the Death Master’s base attack progression (same as cleric) and hit dice (d8) correct? It seems like it should be more akin to a “wizard” than a “cleric”. Overall a great product... keep up the good work!