Carl Cramér's page

Organized Play Member. 347 posts (1,301 including aliases). 36 reviews. No lists. No wishlists. 1 alias.


1 to 50 of 347 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

1 person marked this as a favorite.
Mark Seifter wrote:
The Core Rulebook defines these kinds of archetype (called "class archetypes"), even though it doesn't include them. They're just too core a concept and too fertile a ground for future rules expansion not to define them well.

As a potential 3rd party author, I really like this answer. Thank you!

Mats Öhrman wrote:
We did consider the idea that Wennel had faked his death, but the undead flesh provided a more probable explanation.

Only in fantasy. :D

I'm all for removing "types2 on say modifiers. I think there only needs to be two kinds of bonuses on skills/attacks etc inherent (race/class/feat) and buff (spell/effect).

But I also fully support defining the types we do keep very precisely. Put it an appendix, its not that hard to do and makes so much rules-lawyering clearer, not to mention game design.

1 person marked this as a favorite.
Ring_of_Gyges wrote:

I'm excited for what three actions a round means for spells. Instead of a spell's power just being a function of its level you can easily make one, two, and three action spells.

Bless, for example, in PF1 is generally not castable in combat. It takes too long and provides too slight a bonus to be worthwhile. If Bless had only verbal components and was castable as 1 action it suddenly becomes a much more viable option.

The backside, naturally, is that there are more information to track for each spell. Currently, components only matter is certain situations.

This sounds like a good idea for all pets/companions/eidolons etc. If readying a shield takes an action, why shouldn't controlling a pet do so too? And it is still an advantage, as you avoid the multiple attack penalty you get if you put these actions into attacks of your own.

1 person marked this as a favorite.
D@rK-SePHiRoTH- wrote:

I want Martial Flexibility built in core fighter.

Not as a hybrid class. Not as an optional archetype.
As a core feature.

As one of say 3 "archetypes" of fighter (similar to how 5E does it), this could be very viable. But for ALL fighters? No.

The FAQ says they will be possible to order overseas.

I would not get too hopeful because of the Crypt of the Everflame conversion. Converting a level 1 adventure is completely different from converting a level 1-15 adventure path. As you advance in level, the difference between systems will inevitably increase.

3 people marked this as a favorite.

I find the level of detail in armor descriptions hamper the game world. Especially so considering that of all armors, only 4 or so are actually ever used past level 3 or so (masterwork studded leather, chain shirt, half plate, full plate).

I'd prefer broader categories that can cover different armors in different settings, as outlined above.

And my pet peeve, cuirboili or hardened leather. Per the armor descriptions, this is what leather armor is, but hardened leather is really about as flexible as plate mail. No rogue would ever want to sneak around in this! Perhaps the best way to represent hardened leather leather is to use the stats of plate with a penalty and slight weight reduction.

Here is a video on shields of hardened leather

Thanks... Oh, at first it was 1 person, 2 posts... You just happen to have the same pic. :o


I'm working on a shape dancer class built on the summoner. Scheduled for eventual publication with Purple Duck Games. Not quite sure yet if it will be an archetype, alternate class, or its own class entirely.

The basic concept of the class has been trough friendly playtesting, and it works if you don't try to abuse it. So what I'm asking for is friendly abuse - to spot the holes in the design, I need builders to look for ways to break the class and make absurd things with it.

So, here goes, the Shape Dancer:

Shape Dancer (Summoner Archetype)

The shape dancer is not a summoner at all. Rather than summoning creatures, he changes shape to become the monsters he wants.

Class Information
This is an archetype for the classic summoner (not the unchained summoner) that shifts their own shape instead of summoning other creatures.

Class Skills
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int ), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Perception (Wis), Profession (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill points per level: 4 + Int mod.

Class Features
This archetype has all classic summoner (not unchained summoner) class features, except as noted.

A shape dancer casts and learns spells as a summoner, but uses the alchemist formula list for his spell list. The spells on the list are not elixirs to the shape dancer, they are arcane spells. Spells that affect alchemist abilities the shape dancer does not have, such as bombs or discoveries, are not on the shape dancer's spell list. The shape dancer cannot use cantrips and ignores the level zero column in Table: Summoner Spells Known. This modifies spells and replaces cantrips.

Eidolon Form (Su)
As a standard action a shape dancer can assume the form of a powerful magical beast, an eidolon, or return to his normal shape. The shape dancer assumes the eidolon form's shape and abilities. The eidolon form is not a summoned creature, and cannot be banished, dismissed, or dispelled. If the shape dancer is unconscious, asleep, or killed, eidolon form immediately ends. Use the classic summoner's eidolon ability for eidolon form, not the unchained summoner's eidolon. The eidolon form is built as if it was a classic summoner's eidolon, with the modifications outlined here.

Each eidolon form receives a pool of evolution points, based on the shape dancer’s class level, that can be used to give the eidolon form different abilities and powers. Whenever the shape dancer gains a level, he must decide how these points are spent, and they are set until he gains another level of shape dancer.

The eidolon form’s physical appearance is up to the shape dancer, but it always appears as some sort of fantastical creature. This control is not fine enough to make the shape dancer appear like a specific creature. A shape dancer retains his alignment, type, and subtypes. He uses his own base attack bonus, base saves, feats, skill ranks, and class skills (modified by the eidolon form's attribute modifiers and size); the eidolon form has no skills, class skills, or feats of its own. He gains the eidolon form's armor bonus (any natural armor an eidolon has becomes armor for the eidolon form), darkvision, and all the eidolon form’s evolutions. The eidolon form is limited to the eidolon forms’s maximum number of natural attacks. The eidolon form uses the shape dancer's ability scores as its base form ability scores, modified by the eidolon form's evolutions and the Str/Dex bonuses from Table: Eidolon Base Statistics. The eidolon form cannot apply the ability increase evolution to mental ability scores or the skilled evolution to skills with mental key attributes (Intelligence, Wisdom, or Charisma). The eidolon form cannot select any evolutions that are spell-like abilities, and can spend no more than one third of its evolution points on evolutions that are supernatural abilities.

While in eidolon form, the shape dancer gains 4 temporary hit points per class level. These temporary hit points are persistent from one use of eidolon form to another. When these temporary hit points reach 0, the eidolon form ends. The shape dancer cannot use eidolon form again until he has used renew shape to restore his eidolon form's temporary hit points. When the shape dancer is in eidolon form, the eidolon form’s temporary hit points can be restored with the rejuvenate shape ability, the rejuvenate eidolon spell, and other effects that specifically restore eidolon hit points, but not by other means such as natural rest or cure spells. The temporary hit points can never exceed the eidolon form's starting hit points. While using eidolon form, the shape dancer loses the benefits of any armor worn. The shape dancer can use all of his own abilities and gear, except for armor. To cast spells with somatic components, the eidolon form must have arms.

The shape dancer can use transmutation (polymorph) effects simultaneously with eidolon form, further transforming himself. When he does so, he loses darkvision and all evolutions that are exceptional abilities, except those affecting armor and physical ability scores (Strength, Dexterity, Constitution). He keeps the eidolon form's armor bonuses.

This replaces eidolon.

Renew Shape (Sp)
The shape dancer can restore the temporary hit points of his eidolon form to full with a 1-minute ritual. This ability can be used even if the eidolon form has been dispelled by reducing the temporary hit points to zero. This ability can be used once per day at 1st level, and one additional time per day for every four levels after the first. This replaces summon monster I, III, V, VII, and IX.

Shape Link (Su)
The shape dancer can use his own health to maintain his eidolon form. Whenever the temporary hit points from his eidolon form would be reduced to 0, the shape dancer can sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage (thus preventing the loss of the shape dancer’s temporary hit points), preventing the eidolon form from being disrupted. This replaces life link.

Shapechanger Subtype (Ex)
At 2nd level the shape dancer becomes a natural shape changer and gains the shapechanger subtype. This replaces bond senses.

Shape Dance (Sp)
At 3rd level, as a 5-minute ritual, the shape dancer can change the distribution of his eidolon form's evolution points, as transmogrifyAPG (sp). If this ritual is interrupted, the shape dancer cannot use eidolon form until he has successfully finished this ritual on a later attempt. At third level the shape dancer can use this ability once per day. At level 7, and every 4 levels thereafter, the shapedancer gain an additional daily use, up to a maximum of 4 times per day at level 15. A ritual that is interrupted does not count against the daily limit. This replaces summon monster II, IV, VI, and VIII.

Shielded Shape (Ex)
At 4th level, whenever the shape dancer is in eidolon form, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally.

Swift Eidolon Form (Su)
At 6th level the shape dancer can use eidolon form as a swift action. This ability replaces maker's call.

Greater Shape Dance (Su)
At 8th level the shape dancer can change his eidolon form's base form when using shape dance. This ability replaces transposition.

Greater Shielded Shape (Ex)
At 12th level, whenever the shape dancer is in eidolon form, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws. This ability replaces greater shield ally.

Extend Polymorph (Ex)
At 14th level, when the shape dancer casts a transmutation (polymorph) spell with a duration of 1 minute/level on himself, he can choose to extend the duration of that spell to 10 minutes/level(D). This ability replaces life bond.

Fast Shape Dance (Su)
At 16th level the shape dancer can use shape dance in one minute. This ability replaces merge forms.

Shapechange (Sp)
At 19th level, the shape danger can use shapechange (sp) as a swift action. The shape dancer can use this ability a number of rounds per day equal to his class level. This replaces gate.

Supreme Shielded Shape (Ex)
At 20th level, whenever the shape dancer is in eidolon form, he gains a +6 shield bonus to his Armor Class and a +6 circumstance bonus on his saving throws. This ability replaces twin eidolon.

Table: The Shape Dancer

1st:Eidolon form, renew shape I, shape link
2nd:Shapechanger subtype
3rd:Shape dance
4th:Shielded shape
5th:Renew shape (2/day)
6th:Swift eidolon form
7th:Shape dance (2/day)
8th:Greater shape dance
9th:Renew shape (3/day)
11th:Shape dance (3/day)
12th:Greater shielded shape
13th:Renew shape (4/day)
14th:Extend polymorph
15th:Shape dance (4/day)
16th:Fast shape dance
17th:Renew shape (5/day)
18th:Greater aspect
20th:Supreme shielded shape

Mats Öhrman wrote:
"Shibaten of Porphyra" by Purple Duck Games.

Thanks for the mention, Mats. Here is a link: Shibaten of Porphyra. (Shameless self-plug)

The ducks of Glorantha were death-cultists and actually quite serious, but RQW was a very unfair system, and ducks were very weak. That meant they were almost only played as comedy characters. I still have fond memories of three ducks in a howdah atop an elephant, firing arbalests.

For the Shibaten, I've included the comedy aspect, but they are a Small race with a Strength, Charisma, and Intimidation bonus, making them quite serious contenders for several physical classes, most of all bloodragers. Tame these ducks are not!


Chris Ballard wrote:
Is there anything preventing a blood mystic from benefitting from extra revelation?

No. The prerequisite for Extra Revelation is "Revelation class feature". The blood mystic has one revelation, and thus has the class feature. I'm ok with this.

I had some new questions about this product that I will answer here. This is about the unchained ki archer.

> My first question is, if I choose evasion for example, would I be treated as permanently having this class feature, or would I have to spend ki points in order to activate these in the way most other ki powers work?

No. These are not really ki powers, they are monk class abilities that are lost in the prestige archetype and that you can bye back at the cost of having fewer ki powers.

> My second question is, are Zen Archers limited to only choosing those class features listed above as their ki powers? Or can they choose other ki powers available to the base Unchained Monk as well?

These are additional options, the zen archer can still choose all the normal ki powers as long as they work with class features she actually has. Note the level 16 Perfect Strike ability; before level 16, ki powers that are attacks cannot be used.

Steven "Troll" O'Neal wrote:
If you're in melee, you've already lost.

Back in Dragonstar, people turned more and more to melee combat at higher levels. My elf got himself Str 22 to carry a minigun and still be at light encumbrance, but that also made him absurdly good in melee. Something like that might well apply here too.

1 person marked this as a favorite.
UllarWarlord wrote:

While there is not a specific flat-footed Armor Class statistic per se, the flat-footed condition DOES still exist! Whenever a creature is flat-footed (presumably from not acting in combat, though that is unclear to me from what I recall; I do know that feinting still applies it), they take a -2 penalty to both of their Armor Classes!

This is the most significant improvement I have noted so far. It always irked me hugely that Dexterity is no good in surprise situations, where my intuition would make it THE most useful thing.

Well, this and rogues being unable to sneak attack in dim light, and that was corrected in Pathfinder Unchained.

Separate AC against energy is nice, but IMC we generally use various martial arts systems that render armor obsolete anyway.

Also about the mystic theurge, there was a recent discussion on the page for that product about mystic theurge bonus spells: mystic theurge product page.

After mail contact with Tietar I propose the following feat. The few class features the Mystic Theurge has are actually very powerful, even the familiar option (likely the weakest one, and the one you can gain using existing feats) is equivalent to 4 feats.

Extra Spell Synthesis
Prerequisite Spell synthesis class feature
Benefit You can use the spell synthesis class feature one additional time per day.
Special You can take this feat multiple times. The benefits stack.

This feat only becomes available at 15th level, which is very late. I have a mystic theurge player in my current campaign who thinks they should get this ability at level 10. I am not convinced - it is the capstone of the original prestige class.

In addition, a mystic theurge can spend a feat to gain an arcane discovery, but can only use arcane discoveries with wizard spells, not with cleric spells. Arcane discoveries that do not change the effects of spells you cast work normal, ignoring this limitation.

Hunterofthedusk wrote:
Do you get bonus spells separately for arcane and divine (14 int and 14 wis giving you one 2nd level bonus spell of each, leaving you with 1 spell of either, 1 divine, and 1 arcane?) or is it just a restriction that your bonus spell slots can't be used for the other type if the other ability score isn't as high?

The answer is the former - you gain bonus spells from each attribute score separately. A better example might be a 4th level mystic theurge with 12 Int and 14 Wis. Such a character can prepare the following spells of each level:

Level 0: 4 spells of either type (no bonus spells)
Level 1: 2 spells of either type, +1 bonus cleric spell, +1 bonus wizard spell
Level 2: 1 spell of either type, +1 bonus cleric spell

### End of Explanation, the rest is about development history ###

There was a certain back-and-forth between author and editor on this - I suppose that's why it ended up confusing. In the original proposal, cleric and wizard spells used the same base number of spells from the table, but were otherwise completely separate. In the example above, the 4th level mystic theurge would prepare more spells:

Level 0: 4 cleric orisons, 4 wizard cantrips
Level 1: Cleric: 2 +1 bonus spell, Wizard 2 +1 bonus wizard spell
Level 2: Cleric 1 + 1 bonus spells, Wizard 1 +0 bonus spells

Tietar wrote:
Just purchased the print version- really like the ideas. Any chance there will be support for any of the Prestige Archetypes? (Class specific feat options, etc?)

Not very probable I am afraid, this is a bit of a niche product. Support products tend to be for mainline books. But mentioning the idea makes it a lot more likely.

If you mention what specific feats you want, I'll try and post it here. better use mail tough - the forum gives us no option to watch posts.

Thank you, Endzeitgeist!

Perhaps it would have been better to have the discussion here, where it would be more visible? Aw well, that's out of my hands.

The picture is not great. Googling for a better image, "Amazon Queen on Throne Thunderbolt Mountain" gave me, among other hits, Queen Elizabeth II. :o

Something that is possible to do is to replace the effects of these conditions/situations.

Flat-Footed: -2 AC, enables abilities like Sneak Attack.

Touch Attack: Casters add their caster level to touch attack rolls. (Yes, touch attack is that awesome at higher levels).

Pretty big buff to warriors. How do casters and fighters usually compare in your games? If casters dominate, this might be a fix for that.

3/4 BAB classes are likely to feel a bit left out, but they can still use the extra attack from TWF. Expect a TWF rogue.

Milo v3 wrote:
These disciplines sound more like "Things this psychic likes doing" rather than "How the psychic taps into planar power".

Yes, they do. A part of the fiction for psychics is that the powers can be spontaneous or brought forth by significant events. This all goes with the horror and superhero genres, where psychic powers are common. This is an alternative to the "eastern mystic" style of psychic power.

Here is a sketch for an Egotist psychic discipline. Plausible Pseudonym, is this what you wanted or was the solipsism concept itself the central thing?


An egotist is a psychic whose powers focus on herself.

Phrenic Pool Ability: Wisdom.

Bonus Spells: feather step APG (1st), blur (4th), heroism (6th), blessing of fervor APG (8th), teleport (10th), heroism (greater) OA (12th), giant form I APG (14th), brilliant inspiration APG (16th), miracle (18th).

Discipline Powers: You are the spiritual sun of your own universe, around which everything else revolves.

Ego Spell (Ex): As a swift action, you can to cast any one psychic spell with a casting time of 1 round or shorter. When cast in this way, the spell can target only yourself, even if it could normally affect other or multiple targets. Spells cast in this way do not provoke attacks of opportunity.

Lasting Ego (Ex): When you affect yourself with a spell with a duration of 1 minute or more but less than 10 minutes/level, that spell gains a duration of 10 minutes/level.

Ego Strike (Ex): At 5th level, you gain a +1 untyped bonus on attack rolls and damage with weapon attacks and unarmed attacks. This bonus increases by one at level 9 and every four levels thereafter.

Impervious Ego (Ex): At 13th level, you gain DR 2/-. At level 16 and 19 this damage reduction increases by one.

In my post above, subjective reality is a discipline power, but the solipsist discipline also has subjective reality, the spell. A name change seems to be in order to reduce confusion.

The actual discussion is in the comments tab.

Plausible Pseudonym wrote:
I'd like to see a solipsist discipline based on the idea that the psychic only knows he himself is real. Lots of self buffing spells. Subjective Reality would definitely be on the list, too.


I have a Solipsism discipline in the works, that has subjective reality and a focus on mindscapes and demiplanes rather than self buffing. This is not quite what you describe. My solipsist denies the entire idea that there exists a consensual reality. Their signature ability is Subjective Reality:

Subjective Reality (Su): When you enter a mindscape, you (and all your gear) enter the mindscape and your physical body vanishes. When you exit the mindscape, your body appears again in your previous location, or the closest open space if that location is occupied. You leave an invisible link at the spot your body disappeared that can be sensed with detection abilities or a Perception check (DC 40). This link can be dispelled (pulling you out of the mindscape and ending a mindscape you created) or serve as a conduit to enter the mindscape using mindscape door.

I could see a self-buffing psychic discipline called an Egotist, but what kinds of buffs should an Egotist focus on? An Egotist could be a bit like the warpriest is to the cleric; someone who can buff only themselves as a swift action.

This is expected to be the first in a series of books. If you have ideas for psychic disciplines you want to see written out, I can likely do it. Basically, I'm asking you to give up ideas for free to see them written out and discussed.

See also Suggestions/House Rules/Homebrew/Psychic Discipline Ideas.

I'm working on a series of psychic discipline supplements for Purple Duck Games. Psychic Disciplines of Porphyra is out, more are in the works.

I like how a psychic discipline can set the theme and mood of a psychic. About 1/5 of all spells come from the discipline, along with abilities are relatively low levels, where they actually come into play.

I'm here looking for requests; anything people here want for psychic disciplines? I can write up your ideas if they mesh with mine. Basically, I'm asking you to give up ideas for free to see them written out and discussed.

Alaryth wrote:
There is a misspelling on the name, it reads sacredote. As a spanish, I find very funny name, that is, Priest on spannish

The name is intended to be the Spanish for priests, and even mentions that in a boxed text. The name has a nice ring to it for me who is ignorant of Spanish, and it means exactly what it should; priest. As opposed to a cleric who would be perfectly at home with fantasy versions of Roland or in 9C Visigoth Spain, these guys are more specialized and more advanced, what a 16C Iberian or conquistador priest might be like in a high-powered fantasy setting.

For the varied spelling... I can only blame my lack of familiarity with Spanish and a touch of dyslexia. Sorry!

SACplayin wrote:
How does the base classes in this supplement compare to the Chi Warrior in terms of new styles of gameplay and thematic quality?

The Chi Warrior is a specific class for a wuxia martial arts hero. What Unarmored and Dangerous tries to do is to create options for basically every class to play without armor.

A few of the options in Unarmored and Dangerous are about unarmed combat, but most are about armed but unarmored combat. The classes and archetypes in Unarmored and Dangerous are the the normal Pathfinder classes given a martial arts options. This is much less about fancy Chi moves and martial arts techniques, and more about a system for playing cinematic swashbuckling games without armor.

A very late answer. I so wish Paizo let me watch posts.

The blood mystic has the revelations class feature, and thus qualifies for Extra Revelation feat.

Blood Mystic levels are intended to count as both sorcerer and oracle levels for all abilities inherited from either class.

Archetype levels are generally the same as levels in the base class, that goes without saying. But this is not a simple archetype, it is a hybrid class written before there were hybrid classes. Thus the confusion.

lonewolf23k wrote:
Okay, can we expect some errata as to how this archetype could work with the Bloodrager?

Sorry to answer 2 years late. I don't think I could mage a bloodrager dragon disciple. Full BAB and draconic benefits would simply be too much. What COULD be done is a variant bloodrager that only get dragon disciple benefits when raging. This is very close to what the draconic bloodline for bloodragers is. If you don't want to have to wear armor, you can try to bloodragerize the noble savage or brave from Unarmored and Dangerous.

Unarmored and Dangerous in Pazio Shop..

1 person marked this as a favorite.

The quartermaster has Resources, an Int-based renewable pool like the gunslinger's grit. They use Resources to power deeds, which gives it a range of different abilities, including the ability to craft temporary items at no cost in gold (McGyverism). Quartermasters also have Deep Pockets, which allows them a large pool of undefined items in their inventory, items they can specify on demand; they then have to pay to refill their deep pockets capacity. They can also coax additional uses out of charged items like scrolls and wands, but do not create magic themselves.

This is just a few of the quartermaster's deeds; others are about unlocking special uses of weapons, instructing others to use items, repurposing devices from doors to windmills mills into traps, and the ability to control and repurpose traps turning the opponents' resources against them. At the very highest levels, they can control constructs, animate objects, and release the power of magic items to spectacular effect.

They also gain Equipment Trick as a bonus feat several times, learning new ways to use mundane items and gain a bonus on damage and saving throw DC on traps and devices they use, that escalates with level.

Cheapy wrote:
But due to the rather terse description, here's what you can expect from this class:

Very nice summary!


I did development on this class, and I hope the author liked what I did with his baby. It was good fun to chop up into its component parts, toss it in the air, and see them land in a nice pattern. :) This would not have worked unless the component parts were sound.

I think that in some parts, I could sense a design intent in the class that N. Jolly was afraid would unbalance things and held back on. I tried to let it do the stuff originally intended, as I perceived them, finding workarounds for balance issues.

The chi warrior differs from most other Pathfinder classes except the fighter in that it really doesn't have any limit on how much it can use its abilities in a day - it even unlocks the ability to use feats normally limited to a few times a day at will. Instead having a limit against using the same power in two successive rounds.

Not familiar enough with HeroLab to do that myself. But, since it is under OGL, anyone could do it.

Thanks for the nice review!

Author of the golden legionnaire here, and shameless plug warning.

If your dream is to play an arcane trickster based on the alchemist or a hybrid of ninja and barbarian, now is your chance!

I feel the golden legionnaire is an interesting take on a defensive warrior, but it sorely needs reviews. So I issue a challenge to review the golden legionnaire!

I pride myself on having become something of a specialist at making archetypes and prestige archetypes. If you review the golden legionnaire prestige archetype, I offer to make an archetype or prestige archetype for the Pathfinder game to your specifications.

Your review should include a rating and be 200 words or more. It is to be posted on the golden legionnaire product page, and you must notify me so that I know you posted it. I will retain publishing rights on the archetype or prestige archetype I write, but you get to decide what it is to be about and what class(es) it is based on. Any classes or combination of classes is good, but some would get outright weird. You can also suggest abilities for the archetype to have. However, I am not signing on to work forever on this; I will make an honest attempt at the project, but am not responsible for continuing to develop it indefinitely.

First come, first served. I promise to make archetypes for the first three reviewers, but may continue if there is more interest.

And yeah, you have to get the PDF for yourself. Pay the $1.99 to get the file - or the $16.99 for the subscription.

Carl Cramér, Prestige Archetype designer.

Review Challenge
I feel the golden legionnaire is an interesting take on a defensive warrior, but it sorely needs reviews. So I issue a challenge to review the golden legionnaire!

I pride myself on having become something of a specialist at making archetypes and prestige archetypes. I offer to make an archetype or prestige archetype to your specifications if you review the golden legionnaire prestige archetype.

Your review should include a rating and be 200 words or more. It must be posted here, and you must notify me so that I know you posted it. I will retain publishing rights on the archetype or prestige archetype I write, but you get to decide what it is to be about and what class(es) it is based on. Finally, I am not signing on to work forever on this; I will make an honest attempt at the project, but am not responsible for continuing to develop it indefinitely.

First come, first served. I promise to make archetypes for the first three reviewers, but may continue if there is more interest.

Carl Cramér, Prestige Archetype designer.

Thanks for the comments, as always they are really appreciated.

This is one of my earlier conversion projects. I stayed very close to what was possible to do with the original PrC. Looking at it again with a lot of conversions under my belt, I would spread the abilities a bit more evenly, and not be so stringent about handing out the prerequisites as bonus feats early on. The result would differ more from the original class + prestige class, and hopefully be more playable and fun. Please look forward to a revision in the compilation!

About the shadow companion, shadows are truly nasty monsters with the capacity to be amazing scouts and potentially devastate whole cities in the hands of sneaky players. It would have to be crippled pretty severely to be a summoning option. But it is doable, and since there seems to be a demand, I will make an attempt.


Kvantum wrote:

Now as balance goes, shouldn't the DC for True Death be reduced to 5 + class level (rather than the PrC and this class's 15 + class level) so you don't end up with a Rogue 10/Assassin 10's victims being much, much easier to raise than those of an Assassin 20?

And then isn't Angel of Death being usable with every Death Attack at level 18 too much? Maybe swap out Swift Death to 14th level, move Angel of Death to 16th, and then add +1 use/day at 18th and 20th levels?

Author here. Thank you for your comments, feedback, and the correction.

Going over my notes now, the proper DC for True Death should be 16 + the Assassin's class level. Remember, this is a caster level check. This is to be compared to dispel magic that has a DC of 11 + caster level (giving a same level caster a 50% chance). The idea here is that a same-level caster should have only a 25% chance. And looking it over now, I still feel this is a bit weak - all True Death does is make one casting of a resurrection spell fail, but there is nothing to prevent another resurrection spell from being cast right after the one that failed, and you can also use remove curse once you notice the problem. In all likelihood, you only cost the victim a day of life and some money.

Angel of Death essentially is a disintegrate spell without the damage and only triggering on a death attack. Disintegrate is a sixth level spell. I feel getting this powered-down disintegrate that only triggers under very specific circumstances but with unlimited uses at level 18 to be... not a problem. As always, if you feel it is a problem, feel free to change it for your games.

As a footnote, angel of death is slightly stronger that disintegrate as it prevents resurrection and disintegrate does not. I think this is an editing flaw in the original assassin prestige class - I angel of death this should duplicate disintegrate exactly in this regard. I only caught on to this discrepancy recently.

Author here. Yes, you understood correctly.

The backside is that the spell can be interrupted or defensive casting can fail. If this happens there is no bite attack. And of course if the bite misses AC (not touch AC as it would normally target), the spell is not delivered. In this situation the charge is held and can be delivered next round by a regular bite without using Spellbite.

This is essentially what the magus does with Spell Combat at level 2. I just wrote it out in a more blatant way. The magus' spell combat attack is an extra attack, while a dragon disciple who chooses to not cast a spell still has 3 natural attacks. The magus can keep doing extra Spell Combat attacks all day with the help of arcane mark.

The magus does suffer a -2 penalty on all attacks when using spell combat. The dragon disciple does not as long as he does only natural attacks. Natural attacks get no iterative attacks, are harder to enhance, and the claws are not all that impressive (tough by no means bad). The dragon disciple also lacks access to fighter feats, which balances things even more in the magus' favor. Even using greater magic fang from their bloodline spells, the dragon disciple needs three castings to fully enhance all three natural attacks.

I thought a great deal about this. In the end this was the easiest to use, most balanced option I could come up with.

I think its pretty cool to thinkof the familar as the "avatar" of the eidolon - sort of a representative that stays around when the eidolon is away. Not supported rules-wise, but an interesting flavor option.

That's how I read it too, ShadowcatX

I have a question on Knight's Challenge - Order of the Sword for the Cavalier class.

Is this an extra challenge per day, or is it a modification to one of the challenges you already have?

I have a question on Knight's Challenge - Order of the Sword for the Cavalier class.

Is this an extra challenge per day, or is it a modification to one of the challenges you already have?

((Noticed the post about the Rules Forum above and cross-posted this there))

1 to 50 of 347 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>