Hello, all. Been a long time since I've come to these parts, but I'm again scratching my head a bit.
For an upcoming homebrew campaign, I've undertaken an effort to rewrite all of the archetypes for the four Unchained classes in order to both ensure their compliance and give them a slight to significant boost to keep them in line with the new class features.
But while working on the Monk of the Four Winds, I appear to have hit an unexpected snag. I find myself unclear as to whether the damage added by a paladin's smite evil feature - and by proxy, any smite feature that functions in that manner - actually has a type or not. The way I see it, there are only three possibilities.
A) The extra damage from smite evil has a distinct type, such as sacred or divine, and I'm just not remembering where to go to find that stated outright or implied in the rules.
B) The extra damage is considered the same type of damage as dealt by the base weapon. IE, smite with a light mace, and the extra damage is transformed into bludgeoning damage. This is the way I'm currently leaning, as it is implied by "adds her paladin level to all damage rolls."
C) The extra damage dealt by smite evil actually has no type at all.
If anyone can show me a definitive answer to this question, backed by either rules excerpts or errata, it would be much appreciated. I've been searching and Googling for an answer to this question all day, and can't seem to find it.
Never being quite satisfied with how other companies have handled the mechanics of a Star Wars universe in various RPG systems, I've been long working on a conversion utilizing the rules of Pathfinder. With the rules for wound points and vigor points that are presented in the Ultimate Combat source book, I've decided to incorporate them as an analogue to the wounds and vitality point system presented in the d20 iteration by Wizards of the Coast.
I've been slightly tweaking the mechanics to my liking as I incorporate them. I've run into a bit of a snag, however. The rules for Constitution damage/drain/penalties stipulate that these losses never affect a character's Wounds Threshold. I'm looking to tweak this and create a slightly more punishing system, but I'm not entirely certain what the long range consequences of such a change could be.
My question is this. Was this stipulation included simply to prevent a character from becoming wounded from Con penalties? If that's the case, I'm not too worried about it. On the other hand, if there are other implications that would be carried by changing this that I'm not seeing, I would be happy if someone could point them out to me.
For a homebrew campaign that I've been working on, recently, I've created a world in which the animation of constructs has become a widely-practiced art form. Golems - and constructs of similar humanoid appearance - are the most popular, though this is more the consequence of aesthetic pride on part of the world's denizens rather than any sort of engineering issue. These constructs are crafted in vast numbers, eventually to be bought by private citizens for domestic service, or by military forces for combat service.
A pair of early antagonists in this campaign will be an alchemical golem mysteriously ascended to sapience, and a young human girl - a prodigal wizard despite her age, if not a bit unreliable because of it - who befriended it and travels with it. This golem, dubbed "Wes Algee" by its companion, struggles to understand the nature of its self-awareness, and travels in search of other intelligent constructs that it can free from servitude to organic masters.
In the beginning of the campaign, Wes is simply an aware alchemical golem - intelligence allows it to gain skill ranks and feats, as noted below - with a few surprises in its design. As the campaign progresses, however, the idea is that it will turn inward to its structure and gain levels as an alchemist.
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WS-AlG076 "Wes Algee"
Inexplicably sentient alchemical golem
N Large construct
AC: 27 (+6 dex, +11 natural, +1 dodge, -1 size); tch: 16, ff: 21
HP: 96 (12d10+30); DR: 10/adamantine or bludgeoning
Saves: Fort +4, Ref +10, Will +5
Immunities: Construct traits (see Bioconstruct Modification (Brain), under "Abilities" below), magic
Weaknesses: Bioconstruct Modification (brain)
Offenses:
Initiative: +6
Speed: 30 ft.
BAB: +12; CMB: +21, CMD: 37
Melee: 2 +1 slams +15 (2d8+5 plus alchemy), +1 spiked chain +20 (2d6+9)
Ranged: Bomb +17 (8d6 random energy)
Space/Reach: 10 ft./10 ft.
SA: Alchemy, Bombs, Splash
Combat Gear:
Armor Construct Modification (+1 enhancement bonus, bolstering), Weapon Construct Modifications (+1 enhancement bonus to slams, +1 spiked chain attached to frame), Rune Construct Modification (shielding), catching cape, amulet of bullet protection +1, one dose of silversheen, two doses of universal solvent, four smoke pellets, one adamantine weapon blanche, five cold iron weapon blanches, two doses of flash powder, three fuse grenades.
Wes has the following magic items permanently "built-in" as part of his chasis. They are immune to damage, and are considered destroyed if Wes is destroyed. They cannot be removed or replaced except with extensive mechanics work, which Wes cannot perform on himself. These items are permanent and are discharged/expended after use, even if they would be for normal characters.
A second pair of arms, small and delicate, extend from the front of Wes' torso. Normally kept folded tightly against the golem, each of these arms ends in a finely crafted hand - these hands are built-in assisting gloves, and are the golem's first choice when dealing with work that requires fine motor control (such as opening a lock or disabling a trap).
Wes' legs end in large, trapezium-shaped "feet," which are built-in boots of the cat.
Abilities:
Alchemy (Ex): When Wes Algee strikes a foe with a slam attack, the attack either deals extra energy damage, or has an additional effect. This is randomly determined (d20) each time Wes successfully strikes a foe.
1 - 3: 1d6 additional acid damage.
4 - 6: 1d6 additional cold damage.
7 - 9: 1d6 additional electrical damage.
10 - 12: 1d6 additional fire damage.
13 - 14: Target is sickened for 1d4 rounds (Fort negates).*15 - 16: Target is entangled for 1d4 rounds (Ref negates).
17 - 18: Target is staggered for 1d4 rounds (Will negates).
19 - 20: Two effect simultaneously; roll twice, ignoring further results of 19 or 20 and duplicate results.
Bioconstruct Modification (Brain): Unlike other alchemical golems, the brain included in We Algee's construction has somehow retained the ability to think independently. This allows it to learn, grow, and adapt, and results in its self-awareness. As a result of this unique identity, it cannot simply be suppressed by enchantment spells as other bioconstructed brains can. Instead, it leaves Wes Algee as vulnerable to the normal effects of enchantment and illusion effects like any living creature would be; it may be subject to charm monster and it may be tricked by ghost sound, for example.
Bombs (Ex): As a standard action, Wes Algee can throw a bomb as a ranged touch attack to a distance of 60 feet. This attack has no range increment. If the attack misses, treat it as a thrown splash weapon to determine where it lands. Anyone struck by this attack takes 8d6 points of randomly determined (d20) energy damage. All creatures adjacent to the location where the bomb lands take 1d6 damage of the same type.
1 - 3: Acid damage
4 - 6: Cold damage
7 - 9: Electricity damage
10 - 12: Fire damage
13 - 14: Force damage
15 - 16: Negative Energy damage
17 - 18: Sonic damage
19 - 20: Two types of damage simultaneously (4d6/4d6, 1d3/1d3 to adjacent creatures); Roll twice, ignoring further results of 19 or 20 and duplicate results.
Splash (Ex): Any non-reach melee attack made against Wes Algee deals 1 point of randomly determined (d20) energy damage to the attacker. A critical hit confirmed against Wel Algee instead delivers 1d6 energy damage to its attacker.
1 - 5: Acid damage
6 - 10: Cold damage
11 - 15: Electricity damage
16 - 20: Fire damage
Tactics:
As soon as Wes Algee is attacked, it activates its Bolstered Resilience feat to double it's DR to 20/adamantine or bludgeoning. Against most foes Wes Algee is likely to encounter, this renders the golem practically invulnerable. Wes typically makes a show of strength to prove its superiority and then simply proceeds to go about its business, unmolested by opponents that are cowering or too shocked to act.
When faced with foes that present a credible threat, Wes prefers to harass them in close-quarters combat where it can make optimal use of its superior reach and strength. If the battle begins to turn against it, the golem will withdraw and flee at top speed rather than face destruction. If possible, it will lob a bomb to inflict structural damage or damage the environment and cause a block that halts or slows its pursuers.
Wes Algee loathes the concept of murder, despite the depths of its rage when faced with the treatment of its kin. When in melee combat, it will always choose to deal nonlethal damage (imposing a -4 penalty on attack rolls that is not included in its statistics above), though it cannot help the energy damage it inflicts, unless this would prevent it from reliably striking a foe. If faced with one or more targets guilty of cruelty or malicious neglect to constructs - especially intelligent ones such as Wes itself - the golem will resort to lethal combat.
Knowing the destructive power inherent in them, Wes will directly attack a living creature with its bombs only if given no other recourse, or it feels reasonably sure that the enemy could survive a direct hit from one of its explosives. In the latter case, it will lob a bomb at a foe to prove the kind of destructive power it is capable of at a moment's notice.
Let me preface this with the fact that my laptop is out of commision until I can locate and afford another power charger. As a result, I'm stuck typing thos all up on up on my phone, so there are bound to be lots of typos. Pmease ignore them where you can, and ask for clarifixation if they are too much. xD
-Weapon Fighting has always been one of my favorite fighting stules cinematically. I've run all sorts of characyers through it - in fact, my first Pathfinder character was a drow noble fighter/paladin who fo used his bonus feats on TWF, run out of the Darklands with his wife, having settled in Korvosa just in time for the shennanigans of the Curse of the Crimson Throne. That was a lark.
Anyway. I hear a lot of people complaining about the usefulness of TWF, debating back and forth about its mechanical inferiority, feat taxation, and the like. I've had a few issues with the way the associated feat trees were drawn up. Two-Weapon Defense makes me shake my head and sigh. So I've been puttering about in my head today with how to deal with it and buff up the fighting style a little to make it more appealing. What I have so far is listed below.
The feat Two-Weapon Fighting remains unchanged.
Double Slice gets tweaked. I always felf Pathfinder's reduction of damage from ALL weapons in the off hand was an entirely unnecessary nerf to the style. Now, only light weapons suffer this penalty, and so Double Slice allows you to deal full STR damage with a light weapon in your off-hand.
Two-Weapon Rend gets tweaked. I'm debating between two options. Option A is that you rend once for everytime you hit a single creature with both your primary and off-hand weapon. So if you hit three times with your primary weapon and twice with your off-hand, you end twice. Option is similar, allowing you to rend as often as you hit a creature with both weapons, but only once per creature per round. So you can'r rend Warrior A twice, but you could rend Warriors A through C once each.
Improved TWF gets tweaked. In addition to the feat's normal effect, when your BAB becomes +11 you get a third attack at -10. At a BAB of +16, you get a fourth attack w/ your off- hand weapon at -15.
At the moment, Greater TWF is culled from the herd for being made obsolete due to my reworked Impeoved TWF. I'm currently thinking of new mechanics to replace it woth, leaning towards a Greater TWF that lowers your to-hit penalties in some fashion.
Two-Weapon Defense is tweaked. In addition to its normal effect, at a BAB of +6, your shield bonus improves to +2. At a BAB of +11, it becomes a +3 shield bonus. At a bab of +16, it frants a shield bonus of +4. At this point, you can also deflect almost any oncoming attack by off-hand parries; when you devlare a full attack as though going to attack with your off-hand weapon, you can choose to forego all off hand attacks to gain cocer as noted in the desceiption of the tower shield.
Break Guard remains unchanged.
Dounle Bane remains unchanged.
Improved Two-Weapon Feint replaces Two-Weapon Feint since the lesser feat is not listes as a prerquisite
Net and Rrident remains unchanged.
Sword and Pistol remains unchanged.
Twin Thunders remains unchanged, as does Twin Thunders Master.
Bashing Finish is unchanged.
I'm adding a new feat to the family, known as Two-Weapon Pounce.
TWO-WEAPON POUNCE
Prerequisites: Dex 17, bab +6, Two-Weapon Fighting
Benefit: If you declare a charge attack and you have a weapon in both your primary hand and your off-hand, you may make a single attack against your enemy with both weapons. Each attack benefits from the charge. If you have the Two-Weapon Rend feat, this chatge attack ky be elligible for a rend.
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EDIT
Ah, I forgot a new feat.
IMPROVED TWO-WEAPON DEFENSE
Prerequisites: Two-Weapon Defense, Two-Weapon Fighting
Benefit: If your off-hand weapon has a msgical enhancement bonus, this is added to the shiels bonus it provides your AC.
So, quite a few years ago, I started running a high-seas, fight-the-power type campaign for a group of my regular friends/players. The PC's were all pirates or got sucked into it, and the main bad guy was an elven lich known as Illbeard. His ship had a massive cannon on it, among other things. When a friend of mine and I found out that there was a cannon golem in Pathfinder, I immediately thought of rolling up Illbeard's ship as a creature that is actually a special cannon golem that can transform into a ship.
And lo, Terrorem was born. Terrorem is classified as a "Transforming Cannon Golem," a N Colossal construct (shapechanger).
My first thought was to make the creature colossal size. Technically, I think it's "logical" dimensions would far exceed this limitation, but since d20/Pathfinder caps out at this size, that's where we'll go. xD
To reflect its great size and power, rather than simply tack on the Giant simple template three times, I've given the creature additional hit dice. So Terrorem has a vast pool of HD - 50 to be exact. I just followed the rules for increasing size by adding to the HD of a creature. 15 HD is the standard for a cannon golem, so to make it huge I added 7. At 22 HD, to make it huge I added 11 more. Finally, at gargantuan with 33 HD, I added another 13 to get 49; originally. I figured I'd round it up to an even fifty just to appease my OCD tendencies. For obvious reasons, I'm going to avoid raising it's ability scores based on additional HD. :P
Being a construct, I won't have to worry about too many extra features as I increase it's HD. I'm thinking of giving it a few extra bonus feats - maybe two or three, but not that many. Still have to calculate it's new weapon damage, but with a Strength of 54, that slam attack is just going to be murder. Literally, I might add.
Of course, the PC's are in no way intended to directly fight this monstrosity. It will only revert to its true golem form at the endcap fight of the campaign at level 20, more as a race against time to stop it, utilizing every trick and advantage the player's now, rather than a direct confrontation. After the PC's sink Illbeard's vessel and believe the nightmare to be over, just imagine the horror as they feel almost as vividly as they hear the sound of it changing shape beneath the waves, and see it's shining black form rise out of the water to march onwards towards populated coastal areas. :D
So if anyone can think of a small number of bonus feats this thing could benefit from, please let me know.
Oh, and if anyone can tell me; the golem's cannon attacks. If it takes a full attack, does it get to make these cannon attacks AND its slam attacks? Even if the cannon is considered "manufactured" the slam is still a natural weapon, which can be combined with a manufactured weapon on a full attack as normal, right?
Those of you familiar with my previous re-write threat, Resurrecting the Rogue, may already know that this thread has been long in the making. After fiddling around with the details of my rewrite, only to be frustrated with the design and starting over from scratch all over again, I feel confident enough in my rewrite of the monk class to publicly publish my current results.
Why a full re-write instead of a list of tweaks? Mostly because I don't have the time to sit down and look through how each tweak will interact with the other features and implied abilities of the class. Also because the purpose of this class rewrite was strictly to balance out the class in comparison to the other martial characters - it is in no way designed to be dropped into the middle of an already existing campaign, though an existing monk character could simply be rerolled to make use of this new progression.
I should preface my presentation with the statement that while the monk has plenty of fluff regarding his focus on enlightenment and meditative reflection, at the core of the class I believe is its combat ability. More often than not, a player is drawn to the monk's ability to perform unarmed combat more than any thematic fluff. In this rewrite, I have attempted to balance both ideas in the class design.
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Base Statistics:
Alignment: Any non-chaotic
Hit Die: d10
Base Attack Bonus: Good progression; like a fighter, the monk's base attack bonus is always equal to his level.
Base Saving Throws: The monk uses the good progression for all three of his base saving throws.
Skills:
The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Intelligence Modifier
Proficiencies:
The monk is proficient with the club, crossbow (light and heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaf, sai, shurken, siangham, and the sling. He is also proficient with any other manufactured weapon that has the Monk special quality, regardless of whether it is a simple, martial, or exotic weapon for him. A monk is not proficient with any armor or shield.
In fact, many of his class features are lost to him while equipped with such gear or otherwise encumbered. For the purpose of losing access to his class features, a monk treats any effect that simulates armor or a shield (that is, an effect or item that provides an armor bonus or a shield bonus to his AC) as actual armor or a true shield. He can carry such items, but cannot make use of them himself. As soon as he removes the offending items, any affected class features return to normal.
Unarmed Combat:
Though they may have many differences, all monks undergo intense training with fist and foot to become masters of unarmed combat. They eschew the use of steel arms or shells in favor of dealing and withstanding the lethality of combat with only their own body. They are highly trained in fighting unarmed and gain considerably advantages when doing so. A monk gains Improved Unarmed Strike as a bonus feat at first level. His unarmed strikes may be made interchangeably with either fist, or even from any other part of this body – such as his elbows, knees and feet. This allows him to make unarmed strikes even when his hands are full. There is no such thing as an off-hand attack for a monk striking unarmed and he may thus apply his full Strength bonus (if any) to damage rolls with all of his unarmed strikes. If using a weapon that affects its wielders unarmed strike, such as a brass knuckle or a gauntlet, the monk deals the weapon's damage or his own unarmed damage, whichever is greater.
Just as the Improved Unarmed Strike feat allows the monk to choose whether he will deal lethal or nonlethal damage with an unarmed strike, he may also choose to deal either lethal or nonlethal damage with appropriate grapple checks. Each time the monk declares an unarmed strike, he may decide to inflict bludgeoning, slashing, or piercing damage. If he can make more than one attack per round (for example, due to the iterative attacks available to a monk of 6th level or higher), then he can make this decision individually for each attack.
In combat, a monk deals more damage with her unarmed strikes than a normal person would. Note that the listed damage values are for monks of Medium size. If the monk is smaller than this, his unarmed strikes suffer a cumulative -2 penalty to damage per step of difference between his own size and Medium; this penalty cannot reduce the monk's damage to less than 1 point. For a larger monk, roll one additional die of damage per step of difference between his own size and Medium.
1 - 3: 1d6
4 - 6: 1d8
7 - 9: 1d10
10: 2d6
11 - 13: 2d8
14 - 16: 2d10
17 - 19: 3d8
20: 3d10
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either. This means that she can be subject to magic fang or magic weapon, though remember that like bonuses do not stack. If she selects the Improved Natural Attack feat to improve her unarmed strike, instead of the feat's normal benefit she rolls one additional die of damage.
His intense training also grants him an intuitive awareness of combat and his own presence, granting to him a bonus to both his AC and CMD as long as he wears no armor, does not use a shield, and carries nothing heavier than a light load. This bonus to defense applies even against touch attacks and when the monk is caught Flat-Footed, but not when she is helpless (such as when restrained, paralyzed, or unconscious).
1 - 3: +1
4 - 6: +2
7 - 9: +3
10: +4
11 - 13: +5
14 - 16: +6
17 - 19: +7
20: +8
Enlightenment (Ex); 1st Level:
A lifelong journey lies ahead of the monk, requiring dedicated contemplation and reflection. As he continues his training, the monk slowly transcends the normal bounds of his mortal existence and can eventually do away with his mortal coil entirely and become something perfectly attuned to the universe. When calculating any statistic that normally uses his Strength or Constitution modifier, the monk may instead use his Wisdom bonus (if any) if it is higher. This replaces the monk's normal ability modifier, it does not add to it. He continues to calculate his lifting and carrying limits by Strength. More-over, the monk adds his Wisdom bonus (if any) to his Armor Class; he retains this bonus in any situation he retains the bonus to his AC from unarmed combat.
When wearing armor or equipped with a shield, a monk loses all benefit of his enlightenment and instead calculates his statistics as normal with Strength and Constitution. This includes a loss of the appropriate number of hit points.
Flurry of Blows (Ex); 1st Level:
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack but all attacks made as part of the flurry of blows suffer a -2 penalty to hit as the monk sacrifices accuracy for speed. This penalty applies to every other attack roll that the monk makes for one round (including attacks of opportunity and CMB checks), after which time the monk regains his balance. Each attack made as part of a flurry of blows can be made interchangeably with unarmed strikes, manufactured weapons with the Monk property, or even CMB checks instead of traditional attack rolls (including the -2 penalty) in order to perform a dirty trick, disarm, trip, or sunder combat maneuver. If using a double weapon, the monk may strike interchangeably with either end of the weapon. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks. All attacks made as part of a flurry of blows use the monk's full Strength modifier to damage even if made with an off-hand weapon or a weapon wielded in both of his hands.
At 8th level, the monk can make two additional attacks when he uses Flurry of Blows. At 15th level, he can make three additional attacks. A monk that wears armor or uses a shield cannot perform a flurry of blows. Similarly, the monk cannot perform a flurry of blows if burdened with medium or heavy encumbrance. A monk's calculated base attack bonus with a flurry of blows is presented below.
1: -1/-1
2: +0/+0
3: +1/+1
4: +2/+2
5: +3/+3
6: +4/+4/-1
7: +5/+5/+0
8: +6/+6+1/+1
9: +7/+7/+2/+2
10: +8/+8/+3/+3
11: +9/+9/+4/+4/-1
12: +10/+10/+5/+5/+0
13: +11/+11/+6/+6/+1
14: +12/+12/+7/+7/+2
15: +13/+13/+8/+8/+3/+3
16: +14/+14/+9/+9/+4/+4/-1
17: +15/+15/+10/+10/+5/+5/+0
18: +16/+16/+11/+11/+6/+6/+1
19: +17/+17/+12/+12/+7/+7/+2
20: +18/+18/+13/+13/+8/+8/+3
Stunning Fist; 1st Level:
Te monk learns to strike opponents in vulnerable locations that can cause paralyzing pain. He gains Stunning Fist as a bonus feat, even if he does not meet its prerequisites. Remember that a monk may declare a stunning fist attack a number of times per day equal to his class level, plus one more time each day for every four non-monk levels he possesses.
Ki Pool (Su); 2nd Level:
As a monk, the character's daily meditations focus on the ability to shape and expend his own personal life energy – an energy known to him as ki. At 2nd level, the monk gains a pool of ki points equal to half his class level plus his Constitution modifier; though a monk with a higher Wisdom can apply that bonus (if any) instead, as per his enlightenment.
By spending 1 point of ki from this pool, the monk may make one additional attack at his highest base attack bonus as part of a flurry of blows. He can spend 1 point of ki to immediately move up to twenty feet; this movement provokes attacks of opportunity as normal, but it does not count against his total speed for the round. Finally, the monk can spend 1 point of ki to give himself a +4 dodge bonus to either his AC or his CMD, or a +2 dodge bonus to each, for 1 round. Using ki in any of these ways is a swift action.
Still Mind (Ex); 2nd Level:
A monk gains a +2 bonus on saving throws against enchantment spells and effects.
High Jump (Ex); 3rd Level:
A monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and for horizontal jumps. He always counts as having a running start to determine the DC of Acrobatics checks made to jump. Half of any falling damage a monk takes, if he fell deliberately (even as a result of a missed jump) is automatically converted to nonlethal damage.
Ki Strike (Su); 3rd Level:
A monk's unarmed strikes channel mystic power while he remains focus. As long the monk has at least 1 point of ki left in his pool, and is not confused, frightened, panicked, or cowering, all of his unarmed strikes count as ki strikes. A ki strike ignores an amount of hardness when the monk strikes an object equal to his class level. Furthermore, at third level, the monk's ki strikes count as cold iron weapons for the purposes of overcoming a creature's damage reduction. When the monk reaches 6th level, his ki strikes count as silver weapons. At 9th level, they count as lawful weapons. At 13th level, they count as adamantine weapons. At 16th level, they count as good or evil weapons, matching the monk's own alignment; a neutral monk instead gains the ability to overcome the DR of creatures with no listed weakness (such as the barbarian's DR). At 19th level, they count as epic weapons.
As a standard action, the monk can concentrate and focus the flow of ki throughout his body for 1 minute per monk level. When he does so, even those without any eldritch heritage or assistance can see the flow of his ki and his whole body sheds light as a torch. At 3rd level, this grants his unarmed strikes a +1 enhancement bonus, which either stacks with any existing enhancement bonus (such as from an enchanted gauntlet or an amulet of mighty fists) to a maximum of +5 or can be used to add weapon properties to the monk's unarmed strikes. A monk's unarmed strike, just like a weapon, must have at least a +1 enhancement bonus to benefit from weapon properties in this way. At 6th, 9th, 13th, 16th, and 19th levels each, the enhancement bonus provided in this manner improves by +1.
Any melee weapon property can be added to the monk's unarmed strike in this fashion, provided that it only takes effect as long as the unarmed strike is applicable. For example, the disruption property can be added, but it has no effect whenever the monk decides to inflict piercing or slashing damage with his unarmed strikes. Weapon properties consume an amount of bonus equal to their cost. They are added to any properties a weapon already has, but duplicate abilities do not stack.
Once the monk has allocated the bonuses from his ki strike, he cannot change them until he focuses his ki again. The monk may use this ability once per day at third level, twice per day at ninth level, and thrice per day at fifteenth level. If the monk is rendered unconscious or reduced to 0 hit points or less while using his ki strike in this manner, he loses all use of his ki strike feature for 30 days or until he gains a new monk level, whichever comes first. During his time period, he suffers a -1 penalty on unarmed strike attack and damage rolls due to his shaken confidence in his own abilities.
Martial Style; 4th Level:
All monks master unarmed combat, but approach it in different ways. A collection of related maneuvers and teachings are known as a martial art, or a style, and each monk must declare whether he specializes in one of these styles or favors a generalized approach to combat. If a monk chooses to specialize in a martial art, he becomes a novice of that style at 4th level. His rank improves to Apprentice, then to Journeyman, to Expert, to Master, and finally Grandmaster every three levels thereafter. Each rank of a martial art provides the monk with a unique class feature. If a feature of the monk's martial style allows a saving throw, the DC is equal to 10 + half his class level + his Wisdom modifier.
If the monk chooses not to specialize in a martial art, he instead gains a bonus feat at 4th level. This feat may be chosen from the following list: Adder Strike, Bodyguard, Catch Off-Guard, Combat Reflexes, Crushing Blow, Deflect Arrows, Dodge, Enforcer, Improved Grapple, Quarterstaff Master, Scorpion Style, Throw Anything, and Weapon Focus (unarmed strike).
At 7th level, he selects another bonus feat from this list. At 10th level, the monk can select another bonus feat and he adds the following to the list of available feats: Breadth of Experience, Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, In Harm's Way, Jawbreaker, Ki Throw, Mobility, Nightmare Fist, Tripping Staff, and Weapon Specialization (unarmed strike).
At 13th level, he selects another bonus feat. At 16th level, the monk can select another bonus feat and he adds the following to the list of available feats: Blinding Throw, Cockatrice Strike, Bonebreaker, Greater Blind-Fight, Greater Bull Rush, Greater Disarm, Greater Feint, Greater Trip, Greater Weapon Focus (unarmed strike), Improved Critical (unarmed strike), Improved Ki Throw, Medusa's Wrath, Snatch Arrows, Spinning Throw, Spring Attack, and Greater Weapon Specialization (unarmed strike).
A monk loses the benefits and features of his martial style, or his bonus feats, whenever he wears medium or heavy armor or readies a shield. Similarly, he loses these benefits when carrying a medium or heavy load.
Slowfall (Ex or Su); 4th Level:
A falling monk has the extraordinary ability to slow his descent when within arm's reach of a wall, a rod or similar pole that is solidly planted into the earth, or other objects that he could grab and brace himself against without the object moving or falling under his weight. Under this condition, he takes damage from falls as if they were 20 feet shorter than they actually are. For example, if the monk falls a distance of 50 feet, he would be subject to only 3d6 damage instead of 5d6 damage. A fall of 20 feet or less is then completely negated in terms of damage. A monk's ability to slow his fall – that is, how much distance is subtracted from a fall before rolling for damage – improves by twenty feet every three levels thereafter.
Sometimes, a monk may be subject to a dangerous fall when no suitable item is within reach for him to brace against. In such cases, a monk has the supernatural ability to expend 1 point of ki from his pool as an immediate action. This allows him to benefit from his Slowfall feature, but at half effectiveness. For example, at 4th level the monk would benefit from only Slowfall (10 feet) instead of Slowfall (20 feet). The use of Slowfall in this manner results in visible effects. The details of these effects are unique to each monk, and should remain fairly consistent throughout a campaign. One monk may appear to surround himself with a bubble of glowing ki energy, while another might seem to sprout great wings and slowly flutter to safety.
Ki Power (Sp or Su); 5th Level:
As the monk's training progresses, he realizes many truths about the universe. His vision pierces through the great illusion of the cosmos, and he can see its inner-workings. With this awareness he can call upon a number of special martial arts and ki techniques to overcome challenges. Each ki power is a supernatural ability and can be activated as a swift action, unless otherwise noted in the description of an individual power. The monk must expend a certain number of points from his ki pool to activate a ki power.
A monk gains his first ki power at 5th level, with a new power every three levels after. If the monk already has a particular ki power, he may allocate further selections to gain one or more ranks of mastery over it. Each power details the additional benefits granted to a master.
Deep Impact (Ex); 6th Level:
The monk learns a special technique to pierce through natural and worked armors. Each time the monk declares an unarmed strike, he may expend daily use of his stunning fist to resolve that attack as a touch attack in regards to his foe's Armor Class.
Diamond Body (Ex); 9th Level:
The monk gains extraordinary control over his body's health. He becomes immune to all poison and disease, including those of supernatural origin. As a full-round action, the monk may focus himself to enter a state of slowed metabolism. This meditative ritual expends two points of ki from his pool, and the resulting trance has a duration of 1d4 hours. During this time, the monk can take only a single move or standard action each round; as a standard action, he may charge but can move only up to his normal speed. The monk may end this trance early as a free action, but doing so leaves him stunned for 1 round.
While in this trance, the monk can hold his breath for twice as long as normal before he risks suffocation or drowning. He gains a bonus on Fortitude saves and Constitution checks made to resist the effects of cold and heat, smoke, starvation, and thirst. See "Environment," in chapter 13 of the Core Rulebook for more information on each of these hazards.
Abundant Step (Sp); 12th Level:
The monk can focus his ki[i] in a way that allows him to magically slip between spaces. Using this ability is a move action that consumes 2 points of [i]ki from his pool. Abundant step functions as dimension door, and the monk's effective caster level is equal to half his class level. The monk can transport only himself and his own gear in this manner; he cannot take other creatures with him.
Quivering Palm (Su); 15th Level:
The monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once a week, and he must announce his intent before making an attack roll with an unarmed strike or a manufactured weapon with the Monk special ability. Any creature that he cannot inflict extra damage to with a critical hit is not subject to the effects of a quivering palm, and incorporeal creatures are never subject to a quivering palm. Otherwise, if the monk successfully strikes and the target takes damage from the blow, the quivering palm attack succeeds.
Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to the monk's level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude save (DC 10 + half his class level + his Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
A monk can have no more than one quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated. The victim of a quivering palm cannot be slain in this manner as long as it remains on another plane of existence that is not coterminous or co-existent with the plane in which the monk currently resides (such as an enemy that has fled the Material Plane in favor of the Ethereal Plane). In either latter case, the victim can be slain by a quivering palm but gains a +5 bonus to its saving throw.
Timeless Body (Su); 18th Level:
The monk no longer takes penalties to his ability scores for aging and cannot be magically aged. He retains any bonuses previously gained for advanced age, and such bonuses continue to accrue. The monk does not physically age, however, and cannot die of old age; barring violence or accident, the monk could theoretically live forever.
Perfect Self (Su); 20th Level:
The monk has tuned his body with skill and mystic understanding to the point that his consciousness becomes one with the universe and he becomes a magical creature. He is forevermore treated as an outsider (an extra-planar creature) rather than as a humanoid (or whatever the monk's creature type was) for the purposes of spells and magical effects. For instance, charm person does not affect him. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first ten points of damage from any attack made by a non-chaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.
I designed this archetype specifically for the main villain of a mini-campaign I just recently ran this past week. It was inspired in part by the Scar Enforcer prestige class (Races of Destiny, 3.5 Dungeons and Dragons).
Critiques, comments, praises, condemnations, let me know!
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In a time when elves and humans distrust one another and live in enmity, half-elves can find themselves lost in the crossfire. either society accepts them and both suspect half-elves of colluding with "the enemy." Triumphs and successes are first accredited to their allies of purer blood, while failures, treacheries, and tragedies are quickly blamed on the proclivities of the "sharp-ears" or "half-apes."
Not all half-elves are willing to accept the life of a second-class citizen at best, or a grueling future of slavery at worst. Instead, they choose to become the predators - half-blooded agents of wrath and retribution striking out against those who oppress and violate the dignity of their people.
Through often painted by authorities as a unified group of terrorists, mostly as a means of propaganda in the hope of inciting greater public fury against them, half-eared stalkers are hardly an organized band. Many operate alone, avenging slights committed against their own person. They expect no support and do not provide it to others In fact, it is not unheard of for lone half-eared stalkers to come into bloody conflict when they discover that they have marked the same victim.
Structured bands of half-eared stalkers exist only in the larger cities, and even then only as long as someone with the strength or force of personality is able to reign in the self-centered righteous anger that is common to so many o their numbers. Such groups often gather the resources to support their criminal activities through theft, extortion, intimidation, and assassination.
Favored Enemy:
At 1st level, a half-eared stalker gains only a +1 favored enemy bonus but applies it whenever dealing with enemies that have either the elf or human subtype. At 5th level, and every five levels thereafter, this bonus improves by +2.
Track:
A half-eared stalker's bonus on Survival checks to follow tracks applies only when dealing with tracks left behind by elves or humans. A half-eared stalker of at least 11th level can track elves and humans that otherwise leave no trace behind them (such as those with the Trackless Step feature or those under the effects of pass without trace or similar magic). The DC of a Survival check to follow the tracks of such prey improves by +10. Creatures that move without physically interacting with the world (such as ethereal or incorporeal creatures) still leave no trace that can be tracked.
Wolf in Sheep's Clothing (Ex); 1st Level:
A half-eared stalker is not penalized on Disguise checks when attempting to disguise himself as either an elf or as a human. Starting at 2nd level, he adds half his class level (rounding down) on such Disguise checks.
Favored Terrain:
At 3rd level, a half-eared stalker gains only a +1 favored terrain bonus but applies it when in either forests or urban terrain. At 8th level, and every five levels thereafter, this bonus improves by +2.
At the GM's discretion, a half-eared stalker may substitute one or both of these terrain options depending on where the elves or humans of his ancestry make their homes. For example, a half-elf who can trace his elven heritage to aquatic elves living along the banks of deep rivers might gain favored terrain bonuses in aquatic terrain instead of forests. Another descended from shepherding human nomads might replace the urban option with plains.
If both races share territories of similar terrain, then the half-eared stalker gains only that single choice of favored terrain. However, he begins with a +3 bonus instead of only a +1 bonus.
Diminished Spellcasting; 4th Level:
A half-eared stalker can cast one fewer spell per day of each level. If this would reduce his base daily allotment (without accounting for bonus spells) of spells to less than 0, then he has no access to spells of that level. If this reduces his base daily allotment to 0, then he can only cast spells of that level if he is eligible for bonus spells of that level.
Smite Ancestor (Ex); 4th Level:
Half-eared stalkers undergo specialized training to do battle with elves ad humans, studying their anatomy, psychology, and tactics. Once per day, a half-eared stalker may declare one target within sight to smite as a swift action. If the target has either the elf or human subtype, the half-eared stalker ads his Wisdom bonus (if any) to his attack rolls and adds his class level to damage rolls against the target of his smite. In addition, when the smite is in effect, the half-eared stalker gains an insight bonus equal to his Wisdom bonus (if any) to AC versus attacks made against him by the target of his smite.
If the target of the smite has at least one racial feat, the bonus damage on the first successful attack increases to 2 points of damage per class level. Regardless of the target, smite ancestor attacks automatically bypass any DR the creature might possess.
The smite ancestor effect remains until the target is dead or the next time the half-eared stalker rests to regain his daily use of this ability. If the half-eared stalker accidentally smites a foe without the elf or human subtype, it is wasted to no effect. At 10th and 16th levels each, the half-eared stalker may smite hi ancestors once more per day.
Forsake Heritage (ex); 7th Level:
The half-eared stalker is no longer considered an elf or a human for any attack or negative effect directed against him. This protects him from effects such as a ranger's favored enemy, the properties of an elfbane or humanbane weapon, and the like. This replaces Woodland Stride.
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This class could easily be adapted to fit any bout of racial tension where humans and another race mingle. For example, you could tweak it to cover half-orcs and half-elves with the following changes.
-Favored enemy bonuses apply against humans and orcs, while favored terrain bonuses apply while in both urban terrain and one of the following: Hills, mountains, or underground.
-The half-eared stalker's bonuses to track apply against humans and orcs, while his bonus on Disguise checks also applies only against humans or orcs.
-Smite ancestors allows him to smite humans and orcs, and he is not negatively affected by being considered a human or an orc.
I once had a close friend create a fighter named Ragna.
Ragna was the manliest man that ever lived. So manly, that he could eventually make a Jump check good enough to jump to the moon. Ragna was a charge fighter, that was his thing. If you hit him first, you could seriously ruin his day. But if he went first - ZERGRUUUUUUUUSH.
So I've been thinking about charging combat, and I feel like it doesn't get the love in Pathfinder that I used to see for it. After a while, I started tinkering around with a home-brew fighter archetype. I call it the Juggernaut.
Critiques, comments, praises, condemnations, let me know!
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No one crashes the party like a juggernaut. There is no obstacle that can stumble his charge, no gate that can bar his passage, and no wall that can stand in the face of his mighty blows. As a warrior, he charges headlong into any conflict, furiously rushing into and over – and sometimes straight through – any creature or obstacle foolish enough to stand in his way.
Bonus Feats:
At first level, all juggernatus must select Improved Bull Rush as their bonus feat. At second level, they must select Improved Overrun. Juggernauts gain these feats, however, even if they do not meet the prerequisites for them.
Hurtling Agility (Ex); 2nd Level:
The juggernaut gains improved alacrity while hurtling along the battlefield. He gains a +1 dodge bonus to his AC and Reflex saving throws when he charges; this bonus lasts for 1 round. At sixth level, and every four levels thereafter, this bonus improves by a further +1 (to a maximum of +5 at eighteenth level). This replaces Bravery.
Juggernaut's Charge (Ex); 3rd Level:
The juggernaut's dedicated focus to charging combat makes him hit as hard as a falling comet. When he declares a charge attack, he gains an additional +1 bonus on his attack roll and deals an additional 1d6 damage should his attack connect. This damage is the same type as that inflicted by his attack, for the purposes of resistance or damage reduction. In addition, the juggernaut treats his speed as if it were five feet higher to determine the maximum distance of his charging movement.
When the juggernaut reaches ninth level, these bonuses improve to an additional +2 on his attack roll, a total of 2d6 additional damage, and he treats his speed as a total of ten feet higher when determining the maximum distance of his charging movement. At fifteenth level, these bonuses improve again to a total of +3 to hit, 3d6 damage, and twenty additional feet. Finally, at twentieth level, these bonuses reach their maximum of +4 to hit, 4d6 damage, and forty additional feet.
This replaces Armor Training I.
Charge Through (Ex); 5th Level:
juggernaut gains the ability to beat his way right past fallen obstacles. When the juggernaut declares a charge attack and that attack ends up killing or incapacitating the target, or it destroys the object charged (usually a door or wall), the juggernaut may use an immediate action to move an additional distance of up to his speed (including the effective increase for Juggernaut's Charge). This extra movement does not count against the juggernaut's total movement for the round, but it does provoke attacks of opportunity as normal. This replaces Weapon Training I.
Charge True (Ex); 7th Level:
juggernaut is not adversely affected by weapons that are readied against his charge. While an enemy is still free to do so, no extra damage is inflicted to the juggernaut for it. This replaces Armor Training II.
Cometary Collision (Ex); 9th Level:
The juggernaut becomes a thunderbolt of destruction on the battlefield. By carefully timing his charge, he rushes forward and slams into an enemy just as she gathers the speed necessary to charge themselves. In essence, he turns that enemy's own momentum against her. A juggernaut can prepare this class feature for use by readying a standard action to use when an enemy declares a charge. At any point during that enemy's charge, the juggernaut charges her. He gains all the usual benefits and penalties for the charge, and this movement is restricted as normal. The foe lose the benefits of their charge (though they retain any penalties), but can attack him instead of their original target – assuming they survive his initial assault. This replaces Weapon Training II.
Marathon Charge(Ex); 11th Level:
When the juggernaut charges, he may move up to three times his speed to reach an enemy. A juggernaut with the Run feat can instead move up to four times his speed to reach an enemy. Whenever the juggernaut charges when reduced to a single standard or move action, he may still move up to twice his speed to reach an enemy. This replaces Armor Training III.
Charge Anyway (Ex); 13th Level:
The juggernaut may declare a charge attack even when his movement would only cover five feet of distance. Difficult terrain does not hinder his charge attacks, nor does the presence of an ally within line of his movement. If he encounters an obstacle that he could otherwise move around quickly (at the DM's discretion, such as the corner of two walls or a small crate), such an item does not prevent him from charging either. This replaces Weapon Training III.
Swift Charge (Ex); 15th Level:
The juggernaut may declare a charge attack as a standard action instead of a full-round action. This also affects the action required to make use of his Gatecrasher ability. This replaces Armor Training IV.
Fall Upon Them (Ex); 17th Level:
By emulating the wild and furious blows of many wild beasts, the juggernaut is able to strike quickly even after a charge attack. Though charging requires a standard action for him by this point, he gains the ability to follow the movement through with a full attack instead of only a single attack. If any of the juggernaut's iterative attacks, or additional attacks from any other source (such as the speed weapon quality, the haste spell, or from simply wielding a weapon in both hands) would kill/incapacitate an enemy or destroy an item or obstacle, he can make use of his Charge Through feature. This replaces Weapon Training IV.
Nimble Charge (Ex); 19th Level:
The juggernaut becomes an agile bullet of flesh and steel. Once per charging movement, he may change his direction. This allows him to charge enemies he could not otherwise reach by moving in a straight line, so long as they remain within the maximum distance he can move as part of a charge. This replaces Armor Mastery.
Foolhardy Rush (Ex); 20th Level:
When the juggernaut declares a charge attack and moves through the threatened space of a creature who does not take an attack of opportuniy against him, they provoke one from the juggernaut. He may make this attack as part of his movement, and it does not count towards the number of attacks he can make against the target of his charge. This replaces Weapon Mastery.
So two of my favorite classes to play have always been the Rogue and the Monk, back from 3.5. Some of the most broken character's I've ever played - while being restricted to the actual rules of the game, anyway, and not including DM fiat - have been rogues and monks.
I've been pretty underwhelmed by what the rogue and monk can do in Pathfinder - and, to a lesser extent now that PF has been around for a while - 3.X. So I went to work attempting to update the classes into what I hoped were better, stronger, more thematically concise options.
And, of course, by "thematically concise" I mean actually able to live up to the concept of their class.
During the course of this work, it came to my attention that I was looking to add simply too much to both classes. I was basically writing a whole new class to layer on top of an old one - kind of like adding a template to a monster. I debated with myself for some time what the best solution to this problem might be, until it finally hit me. I had no need to try to restrict myself to "streamlining" what was already there, when I could simply start from scratch and rebuild my options from the ground up.
To that end, I've been slowly muddling along over the last couple of weeks, flipping back and forth between both my monk and rogue rewrites. Today, I finally finished the rogue! I figured I'd put it up here for critiquing and thoughts. I'm going to be running a mini 3.5 campaign in the next week or so, running the 3.5 versions of both rewrites, so I'm looking to get feedback from both ends.
As a note, this rewrite has received inspiration from several sources. Obviously the rogue classes themselves, as well as the scoundrel class from both the unrevised and revised Star Wars d20, the assassin prestige class (this version of the rogue is meant to replace the assassin prestige class as well), and several character options presented in the Freeport Companion Guide by Green Ronin publishing.
Also bear in mind that I haven't actually worked these ideas directly into PF; I finished the 3.5 version first, so I'm converting as required while posting the piece now. If I've missed anything, feel free to let me know!
Without further ado, the New Rogue!
Base Statistics:
The rogue's Hit Dice, base attack bonuses, base saving throws, skills, and proficiencies all remain unchanged from their description in the Core Rulebook.
Rogue Talent (Ex); 1st Level:
At first level, a rogue gains a rogue talent – a special trick that allows her to confound her foes. She may select a talent from among several talent trees, gaining the Novice rank ability. At 3rd level, and every two levels thereafter, she gains a new rogue talent. She may apply this talent either to a talent tree she already possesses, increasing her rank and gaining advanced features (Novice to Apprentice, to Expert, to Master), or she may apply it to a new talent tree and gain the associated Novice rank feature.
Acrobatics: An acrobat relies on agility to navigate the battle. While her allies either stand still and absorb the blows of their foes with heavy armor, or stand safely away from the thick of the fray, she feels most alive when she is weaving through her enemies' offenses and delivering her own strikes.
A novice of acrobatics is not considered flat-footed while using the Acrobatics skill to move across a narrow surface or uneven ground. In similar fashion, she is not at risk of being knocked down from her perch when she takes damage; she is considered to have automatically made a successful Acrobatics check. Lastly, she requires only half the normal amount of time to squeeze through a tight space (see the description of the Escape Artist skill, in the Core Rulebook).
An apprentice of acrobatics can roll out the momentum of terrible falls. When she makes an Acrobatics check to reduce the damage dealt to her by a fall, she treats the fall as though it were an additional 10 feet shorter for every 10 points by which her check beats the DC of 15. For example, a result of 35 reduces the effective distance of her fall by a total 30 feet. In addition, she can use the Escape Artist skill to free herself from non-magical restraints (excluding a grapple) as a move action.
An expert of acrobatics who attempts to move up to her full speed on a narrow or uneven surface does not suffer the associated penalty to her Acrobatics check for the accelerated movement. She may attempt to run or charge while moving in this fashion, with her Acrobatics check penalized at -10; a separate check is required for each multiple of her speed that the acrobat moves. Lastly, an expert acrobat can use the Escape Artist skill to escape from a grapple or pin as a swift action.
A master of acrobatics can move at full speed when using the Acrobatics skill to avoid provoking an attack of opportunity without increasing the DC of the check. Additionally, she can use the Escape Artist skill to escape from magical restraints (such as animated rope, command plants, entangle, and the like) as a standard action. Lastly, the rogue is capable of a defensive roll. This allows her to roll with blows that may otherwise prove lethal, the result being that she takes less damage from the attack. Once per day, when she would be reduced to 0 hit points or less in combat, the rogue can attempt to roll with an an attack and take only half damage. To use this ability, a rogue must make an Acrobatics check (DC = damage dealt). The rogue must be both aware of an attack (not denied her Dex bonus to AC), and able to respond to it (she cannot be helpless). Only attacks by weapons, both natural and manufactured, can be rolled with; this feature cannot be used to defend against spells, special abilities, or attacks that can kill without dealing hit point damage.
Assassination: The assassin is the master of dealing quick, lethal blows. She excels at laying low an enemy with as little effort as is necessary. She may be a lone killer-for-hire plying her talents to the will of the highest bidder, a stone-cold killer who offers her services only to jilted lovers, or even a righteous agent of justice who works celestial wrath from the shadows.
A novice of assassination is capable of delivering a death attack. To perform a death attack, she must spend at least 1 full round doing nothing but studying her intended victim; she cannot take any actions, even to defend herself, and the attempt is ruined if she is attacked. In order to have any effect, a death attack must qualify as a sneak attack; for each round that the assassin spent studying her victim, one more of her sneak attack damage dice is treated as though it rolled a natural result of "6." Furthermore, the assassin is an expert of hiding weapons on her person and enjoys a bonus on Sleight of Hand checks to conceal a weapon on her body equal to half her class level.
An apprentice of assassination can destroy evidence she might have left on the corpse of her victim. She needs 1 hour to mutilate a body, sweep it of hairs, and remove other traces of the victim's identity or her own presence. Per size category smaller than Medium a victim is, this process requires half as much time. Per size category larger, this process requires twice as much (remember that two doubles equal a triple, and so on). After this process, it becomes impossible to identify victims, beyond their age, gender, and creature type, by any mundane means. Investigators have no way of determining time or cause of death, or finding clues to implicate the rogue. Magical practices (divination spells) are unhindered by this feature, if they have a spell level at least equal to 1/2 the rogue's class level (rounding down). Furthermore, the assassin learns several techniques to conceal evidence of her presence and her passing; the DC of Survival checks made to track her or creatures in her company increase by half her class level.
An expert of assassination completes her training into the eldritch arts, gaining access to a limited selection of spells that enhance her abilities as a spy, saboteur, and silent killer. She may cast spells from the assassin spell list; treat 1/2 her rogue level as her assassin level to determine spells per day and caster level. Furthermore, she is capable of delivering a swift death unto her foes. When she studies a victim in preparation for a death attack, each round that she spends maximizes two dice of her sneak attack damage.
A master of assassination brings a true and lasting death to those she lays low; she brings ruin not only to flesh, but also to the soul. When the assassin makes a successful Death Attack (as described above) that kills her foe, that victim must make a Fortitude or Will save (DC = 10 + 1/2 the rogue's class level + her Charisma modifier, use whatever save is best) or their spirit is torn asunder by the attack and ceases to exist. Normal magic cannot return life to a creature slain by a death attack; only miracle, wish, or similar strong magic can do so. Furthermore, the assassin can now strike at an enemy so quickly that her actions are faster than the speed of the human eye. When she delivers a death attack that outright slays an enemy, the assassin may immediately attempt a Stealth check opposed by the Perception checks of any creature in the vicinity to prevent them from realizing that she is the assailant. If her Stealth check is at least 10 points higher than that of the best opposed Perception check, then no one even notices that her victim is actually dead for 1d4+1 rounds.
Athletics: Where an acrobat trains her body for agility and balance, the athlete practices endurance and coordination. A rogue who studies under a regimen of athletics can weather physical activity better than can her peers.
A novice of athletics does not lose her Dexterity bonus to Armor Class when using the Climb skill. In similar fashion, she is not at risk of being knocked down from her perch when she takes damage; she is considered to have automatically made a successful Climb check. Furthermore, she only falls from her perch is she fails a Climb check by 10 or more.
An apprentice of athletics can make a Climb check at accelerated movement without the associated penalty to her skill check, or she may move up to her normal speed by accepting a -5 penalty to her skill check. She can make a Swim check as either a move action to move up to half her speed, or as a standard action to move up to her normal speed. She may hold her breath twice as long as normal (remember that two doubles equal a triple, so she can actually hold her breath for three times her Constitution score). Lastly, she is only dragged underwater if she fails a Swim check by 10 or more.
An expert of athletics does not need a running start in order to make full use of the Jump skill; the DC's of her Jump checks do not increase without one. Additionally, she can catch herself after falling (as noted in the Climb skill's description in the Core Rulebook) with a DC equal only to (wall's DC + 10), or (wall's DC + 5) if on a slope.
A master of athletics can use a full-attack to attack a foe at a lower elevation, making a single melee or composite bow attack. To attack in this manner she must leap down to reach her foe. She suffers falling damage as is normal, but deals that same damage to a foe in extra damage; this is the same type of damage as the weapon, and is not multiplied with a critical hit.
Awareness: The talents of awareness provide a rogue with uncanny knowledge of her surroundings. Mastering it, she will eventually develop an almost preternatural "sixth sense" for danger. They serve their companions by interpreting subtle clues in the environment and providing them with warning.
A novice of awareness gains the Uncanny Dodge feature. This lets her react to danger before her senses would normally allow. The rogue cannot be caught flat-footed, and retains her Dexterity bonus to AC (if any) even if she is struck by an invisible attacker. She stll loses her bonus if immobilized. If a rogue already has uncanny dodge from a different class, the character then gains Improved Uncanny Dodge (see below) instead, and the levels from both classes that grant Uncanny Dodge stack to determine the minimum rogue level required to flank her. Additionally, she gains a +2 insight bonus whenever she checks for the following skills: Appraise, Diplomacy (strictly to gather information), Perception, Sense Motive, and Survival (strictly to follow tracks).
An apprentice of awareness strikes true, reducing the bonuses that her enemies enjoy from concealment and cover by one-half. She may attempt attacks of opportunity against enemies with cover relative to her (but not foes with total cover). Lastly, she gains the Low-Light Vision feature, allowing her to see twice as far as a normal human in conditions of poor illumination. This stacks with any Low-Light Vision the character may already have (remember that two doubles equal a triple, and so on).
An expert of awareness gains Improved Uncanny Dodge. She can no longer be flanked; she reacts to enemies on opposite sides of her as easily as she can react to a single opponent. This defense denies another rogue the ability to sneak attack her by flanking her, unless they have as many levels of rogue as she does or more. Additionally, she gains darkvision feature, and can see up to sixty feet in total (but not magical) darkness; in these conditions, she can see only black and white. If the rogue already has darkvision, instead her total range is extended by an additional 30 feet.
A master of awareness cannot be caught unaware. She always gets to act on surprise round, and she is not automatically flat-footed when an encounter begins until she acts. Lastly, her senses become so acute that she can gains Skill Focus (Perception) as a bonus feat.
Dirty Fighting: Underhanded tricks are the meat and drink of rogues studying this talent. By unlocking its secrets, the rogue improves her ability to inflict sneak attacks on her enemies. In addition to the following features, she gains a +4 bonus on checks to perform a disarm, feint, sunder or trip attack.
A novice of dirty fighting can sneak attack creatures benefiting from concealment, but not total concealment. Moreover, she increases the maximum range at which she can make a sneak attack with a thrown or ranged weapon by 15 feet (up to the first range increment of her weapon).
An apprentice of dirty fighting has studied special weaknesses and vulnerabilities of enemies that traditionally confound her peers. She can deliver both critical hits and sneak attacks to oozes and elementals, and she gains flanking bonuses against these foes as well (though her allies might not). In addition, she increases the maximum range at which she can make a sneak attack with a thrown or a ranged weapon by 15 feet (up to the first range increment of her weapon).
An expert of dirty fighting scores cleaner, deeper wounds when she strikes a vital area. When she confirms a critical hit with a sneak attack, she is allowed to re-roll all natural 1's and 2's on her extra damage. The normal rules regarding this re-roll still apply. Moreover, she increase the maximum range at which she can make a sneak attack with a thrown or ranged weapon by 15 feet (up to the first range increment of her weapon).
A master of dirty fighting can deal crippling blows when an enemy is not prepared to defend themselves from her attacks. When one of her sneak attacks deals at least 1 point of damage to an enemy, she also inflicts one point of ability damage. Each time she deals this damage, she chooses which ability score to damage; damage of multiple strikes stacks. Moreover, she increases the maximum range at which she can make a sneak attack with a thrown or a ranged weapon by 15 feet (up to the first range increment of her weapon).
Opportunism: An opportunist relies on two forces that might otherwise seem to conflict to overcome her foes; subtlety and mob violence. When her enemies are threatened by her allies, the threat presented by an opportunist grows as she takes advantage of the distractions.
A novice of opportunism improves her bonus on attack rolls when flanking an enemy to +4, and also deals an amount of extra damage to flanked enemies equal to 1/2 her class level (rounded down). In addition, she does not provoke an attack of opportunity when attempting a coup de grace.
An apprentice of opportunism gains a +4 bonus to confirm critical threats against flanked enemies. If she also has the Uncanny Dodge feature, an opportunist's enemies can only confirm critical threats against her if they are flanking her. Additionally, she may perform a coup de grace as a move action.
An expert of of opportunism is counted as flanking any threatened enemy that is also threatened by one or more of her allies, no matter what her actual position happens to be; both she and her ally or allies gain full benefits for flanking an enemy. Additionally, she may deliver a coup de grace to an enemy who has total concealment from her with only a single full-round action. If the rogue has also attained at least the apprentice rank of the Dirty Fighting talent, she may also deliver a coup de grace to creatures that are subject to her critical hits as a result of that feature.
A master of opportunism is able to capitalize on the distraction of her allies' attacks with one of her own. Whenever an enemy that she threatens is attacked by an ally, the opportunist may make a melee against them. This counts as an attack of opportunity, but it can only attempted once each round no matter how many attacks of opportunity the opportunist can make. Moreover, when she attempts a coup de grace attack she may decide to brutally kill her enemy; the coup de grace is performed as a standard action and provokes an attack of opportunity as normal, but the opportunist adds half her class level to the Fortitude DC her enemy must make to survive.
Poison Use: Used often by assassins and thugs, poisons are often considered a great equalizer for the stealthy but frail who live in a world that's dominated by armor-clad knights and power-houses of eldritch might. Many poison makers are also alchemists, though by no means is this a requirement. The skills that a rogue acquires as she explores this talent allow her to brew potent toxins and use them to terrifying effect.
A novice of poison use is not at risk of poisoning herself when she applies a poison to her weapon, rolls a natural 1 on Craft (Alchemy) checks to brew poisons, or rolls a natural 1 on an attack roll using a poisoned weapon. Additionally, constant exposure to toxins and their fumes have built up a resistance to them within the poisoner and she enjoys a +1 bonus on all saves versus poisons of both mundane and supernatural origin.
An apprentice of poison use can quickly brew toxins. When she makes a Craft (alchemy) check, she may choose to accept a -5 penalty to her skill check; if her Craft check is successful, than she counts that week's result in gold pieces worth of completed work instead of silver pieces. Additionally, she may choose to brew a more potent version of a standard poison by adding five points to the poison's Craft DC. If she successfully completes the dose of poison, then she adds 1/2 her class level to the poison's Fortitude save DC. At this rank, the poisoner's bonus to save versus poison effects improves by +2.
An expert of poison use may apply poisons to her weapons with a swift action. Alternatively, she may spread thin the application of a single dose of poison over two separate weapons; this requires a standard action, and coats both weapons with a full use of the poison. At this rank, the poisoner's bonus to save versus poison effects improves by +3.
A master of poison use applies toxins to lasting effect. When she applies a poison to a single weapon, that poison remains virulent for one full round after it scores a hit or comes into contact with a creature, regardless of how many times the weapon is used to attack during this time. At this rank, her bonus to save versus poison effects improves by a final +4.
Survival: Where some rogues prefer to strike first and try to bring down powerful foes before they can strike back, others believe that victory is achieved in a safer – and easier – manner by simply surviving and allowing an enemy to wear themselves down trying to hit them.
A novice of survival gains the Evasion feature. Whenever she is confronted by an attack that allows for a Reflex save to take only half damage, the survivor takes no damage with a successful saving throw. In addition, she selects one of the following conditions and becomes immune to attacks that cause that condition, though she may remain susceptible to other, unrelated effects such an attack might cause: Checked, confused, dazed, dazzled, deafened, fascinated, fatigued, shaken, and sickened.
An apprentice of survival gains a slippery mind, which represents her ability to wriggle free from magical compulsion. If she is affected by an enchantment spell or effect and fails her save, she can attempt another save in in 1 round at the same DC. She gets only this one extra chance to succeed at her saving throw. In addition, she selects another condition to gain immunity against. She may select this condition from the list above, or she may gain an immunity to a stronger condition based on one she has already selected. This new condition (and the associated condition that she must first gain immunity to) are: blind (dazzled), blow away (checked), exhausted (fatigued), frightened (shaken), nauseated (sickened).
An expert of survival gains the Improved Evasion Feature. Now, if she fails a Reflex saving throw against an effect that allows a saving throw for half damage (see above), the survivor takes only half damage. In addition, the survivor becomes immune to one additional condition of her choice.
A master of survival is exceedingly difficult to kill, and receives a bonus on all saving throws to resist effects that would result in death (such as death from massive damage, the petrifying gaze of a medusa, and all magical death effects) equal to half her class level. In addition, she becomes immune to one final condition of her choice.
Trapsmithing: Perhaps the quintessential skill of the rogue is her facility with traps. With a bit of patience, the proficient trapsmith can locate and disable any hidden death-dealing device that her party might encounter.
A novice of trapsmithing adds half her class level to Perception checks and Disable Device checks. She may use the Disable Device skill to disarm magical traps. If the trapsmith beats a trap's Disable Device DC by 10 or more, she can study the trap, figure out how it works, and safely bypass it without disarming it. The rogue can also inform any creature she chooses how to bypass the trap as well, and informed creatures are never at risk of triggering it. In addition, the trapsmith's familiarity with traps and the ways they are concealed provide her with an almost sixth sense for their attacks. The trapsmith gains the Trap Sense feature; this provides her with a +2 bonus to Reflex saves and a +2 dodge bonus to AC against traps made by traps. Note that trap sense bonuses from multiple sources stack, unlike other bonuses.
An apprentice trapsmith is able to disarm and disable devices faster than her peers, whether disarming a trap or sabotaging another device. She may use the Disable Device on a simple device with a move action, a tricky device as a standard action, a difficult device as a full-round action, or a wicked device with 1d4 rounds worth of work; she may open a lock as a standard action. See the description of the Disable Device skill for a list of the associated DC's to work with such devices. In addition, her Trap Sense bonus improves by +2.
An expert of trapsmithing does not accidentally trigger a trap with a failed Disable Device check unless she fails by 10 or more. In addition, she can take 10 on Perception and Disable Device checks, even if distracted or threatened. Moreover, she can use the Disable Device skill to open a lock as a move action. Lastly, her Trap Sense bonuses improve by a further +2.
A master trapsmith In addition, she gains the Trap-cunning feature; when she passes within 10 feet of a trap or is trigger she receives a Perception check to notice its presence, whether or not she is actively looking. In addition, she can use the Disable Device skill to open a lock as a swift action if her skill check exceeds the trap's DC by 10 or more. Lastly, her Trap Sense bonuses improve by a further +2.[/list]
Sneak Attack (Ex); 1st Level:
If a rogue catches her opponent when he is not able to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, her attack deals extra damage whenever her opponent would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or she flanks her target. Her extra damage is 1d6 at 1st-level, and improves by 1d6 every two class levels thereafter.
If a rogue confirms a critical hit with a sneak attack, she may re-roll any die of sneak attack damage that results in a natural "1." She must abide by the second roll of any given die, even if they roll additional "1's." Sneak attack damage is not multiplied, or affected in any other way, by a critical hit.
A ranged attack can count as a sneak attack only if the rogue's target is up to 30 feet away from her. She cannot strike with the requisite accuracy if her target is any further away. Creatures whose vitals are well-protected or are otherwise exceptionally difficult to strike may have protection against a rogue's sneak attack; if her opponent is not subject to extra damage from a critical hit, or is somehow resistant to critical hits (such as the fortification armor quality), that same immunity or resistance applies against sneak attacks. Similarly, the rogue cannot sneak attack a creature that benefits from concealment, nor can a rogue sneak attack a foe by attacking an appendage if is vitals are out of reach.
With a weapon that deals nonlethal damage (a sap, whip, or unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to attempt a nonlethal sneak attack, not even with the usual -4 penalty; the rogue must make optimal use of her weapon and its design in order to perform a sneak attack.
Master of Disguise (Ex); 2nd Level:
A rogue can create a disguise in a short amount of time. She may choose to create a disguise swiftly, taking only 2d4 minutes of work. If she chooses instead not to create a swift disguise, she instead crafts a master disguise. This does not impose any penalty to her disguise check for disguising herself as a different race, gender, or age.
Prowling (Ex); 4th Level:
A rogue can quickly stalk victims through the shadows. When moving up to her normal speed, a rogue can make Stealth checks without the associated -5 penalty. When running (but not when attacking or charging), she can make Stealth checks at only a -10 penalty.
If the rogue is larger than Medium size, she receives penalties to her Stealth checks as though one size category smaller than she is.
When the rogue uses the Stealth skill as described under the "Sniping" entry in the skill's description, the associated penalty is reduced to only -10.
Lucky (Ex); 6th Level:
The rogue is often as lucky as he is good at something. Therefore, she can re-roll a failed ability check, skill check, attack roll, or saving throw. The second result must be used, even if it is worse than the first; after all, not all luck is good. The rogue may re-roll a check in this manner once per day; at 12th-level, and again at 18th-level, the rogue can call upon her luck one additional time per day (but only once per encounter).
Blindsense (Ex); 8th Level:
The rogue's senses become exceptionally acute and allow her to "feel out" nearby enemies that are hidden from her sight. She does not need to make Perception checks to pinpoint the location of a creature within 15 feet of her, provided that she has line of effect to that creature. Any opponent that he cannot see still has total concealment against her, and the she still has the normal miss chance when attacking foes that have concealment. Visibility still affects the rogue's movement.
Warning Shout (Ex); 10th Level:
The rogue may give a short cry of alarm to alert her allies to impending danger. A warning shout counts as a free action, since it is nothing more than a quick yelp, but doing so prevents a rogue from mounting her own proper defense. Each time the rogue makes a warning shout she may choose one of the following effects, based on the circumstances.
If the rogue gets to act during a surprise round, she may instead cry out to alert her allies to the impending ambush. While she herself is no longer able to act on the surprise round, each of her allies within thirty feet of her can act even if they would have been otherwise caught by surprise.
When rolling for initiative, the rogue can yell for her allies to rally together or to come to her defense. She makes a normal roll for initiative, but she automatically goes last in the round. Instead, any ally within thirty feet of her can use either their initiative roll or hers, whichever is better.
If the rogue has the Trapsmith talent (see above), she may also scream to her allies to warn them of a trap that has just been triggered. The rogue may then reduce her own trap sense bonus by any amount of her choice, as long as she has at least a +1 bonus left; each ally that hears her then gains a trap sense bonus equal to the number of points the rogue sacrificed. The effects of such a shout last for 1 round.
Hide In Plain Sight (Ex); 12th Level):
The rogue may use the Stealth skill even if she is being observed as long as there is terrain or an object that she can use for cover close enough for the rouge to move behind it. She cannot exceed her movement for the round in order to get behind this cover, but she makes her Stealth check before moving to stand behind it.
Trackless Step (Ex); 14th Level:
The rogue leaves no trail in her surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Blindsight (Ex); 16th Level:
The rogue's uncanny sense of her close surroundings sharpens considerably and she gains blindsight to 15 feet. This is similar to blindsense, but it is far more discerning. Using non-visual senses, such as her ability to feel distortions in air flow or sound, she maneuvers and fights just as well without sight as she does with it. Invisibility, darkness, and most kinds of concealment are irrelevant, though the rogue must have line of effect to a creature or object to discern it. In addition, the range of her blindsense increases to 30 feet.
Fortune's Friend (Ex); 18th Level:
The rogue's luck seems to more readily swing in her favor. Once per day when she makes use of her Lucky feature, she may use the better of the two rolls.
Master Strike (Ex); 20th Level:
The rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue is able to deal at least 1 point of sneak attack damage to an enemy, she chooses One of the following three effects to also apply to that creature: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or immediately slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect; the DC is equal to 20 + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that the rogue cannot deal sneak attack damage to are not subject to the additional effects of master strike.
EDIT:
One thing I forgot to mention. I am well aware, before anyone worries, that rewriting a class can make many archetypes defunct. My next goal, after I finish polishing this and so too the monk, is to bring the archetypes for both back up to speed - and maybe a little stronger, too.
My Search-fu has failed me, and while I can find several threads focused on the subject of natural attacks, none of them seem to answer my particular question.
I am converting the kythons over for a campaign I will be running. For those of you not in the know, a kython is a fiendish repitle/insect thing that has long been feared by players who encounter them because the severe power slant they have on their Upper-End of the CR. Part of my goal is to balance them out a little better while still maintaining a reason to fear them, but I've run into a bit of confusion that I can't seem to answer.
Since pretty much forever, I've always just had the assumption that if you had more than one natural attack, without some kind of actual exception to the rule, only one of them could be a primary attack. So, if you had a bite and two claws, only either your bite or your claws would be primary - unless, for example, you had a racial feature that let you treat them all as primary attacks. For the life of me I couldn't tell you if this is an actual rule, or just a quirk of the system that I picked up somewhere along the line.
But my question is this. With that in mind, the table for Natural Weapons in Bestiary I lists specifically whether a natural weapon is primary or secondary. But...does that mean, that's how that attack is always used barring "Specific Trumps General?" Or, does one of them get used as a natural attack for your monster, and the rest you delegate as secondary? Again, using my example above, does a creature with a bite and two claws treat them all as primary attacks (as noted on the table), or do I have to choose one as primary and then choose the other as secondary?
Hello, all. My mother and father are coming in to visit me in a week or so, and I have been asked by my fiancee to run a short mini-campaign for the three of them while they are here. I eagerly agreed, and have decided to run a short campaign using the Beginner's Box.
My question is this. I'm thinking that I'll only have a few nights to run the campaign. Maybe three or four sessions apiece. So I'm guesstimating no more than 16 hours of gameplay (@ four hour long sessions). With this in mind, my brain is scrambling to figure out how to time the pacing of each individual session to maximize play time.
My attempts to search an answer through the forum have only yielded discussions on the pacing of entire campaigns or story lines. No help there. My needs are much more small-scale. More along the lines of, how much material do I need to write to fill up a span of time equal to "X?"
I know that, in large part, this is going to depend on the payers themselves. No matter how well-timed my material is, their decisions to delve in as deep or shallow as they desire will slow down or speed up this pacing. But has anyone ever come up with a general formula that works for them? Maybe something like, "one page @ 12 pt font equates to X minutes of play," or along those lines?
TL;DR
Anyone whose figured out generally how much time any given amount of adventure material fills, please let me know?
After searching through the forums for any posts related to doppelgangers and their skills, I could not find the answer that I've been looking for. So I'll ask it of the community myself.
For a new home-brew campaign setting that I'm writing up, I'm trying to convert a character that appears in several of my personal stories into a PFRPG villain. The intent is to start with a doppelganger and then add a few levels of rogue until he qualifies for Master Spy.
However, I'm having some difficulty figuring out how many ranks a standard doppelganger holds in the Perception skill. With a Wisdom of only 14, his modifier to this skills should only by +2; with only 4 HD, as far as I know he could only have up to 4 ranks in any skill. Yet, his total Perception modifier is listed at +9 - when it seems to me that it couldn't be anything higher than +6! I've scoured through the entry in the Bestiary for an explanation, from feats to special abilities, but I cannot find an explanation for the extra 3 points in his Perception modifier. Was this a type on Paizo's part, or a I missing some vague (or perhaps glaring) piece to the puzzle? Does the HD-to-Max-Rank ratio not apply to monsters like it does PC's, and the creators at Paizo simply dumped more skill ranks than I'm assuming into it?