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I've created some conversions for the Iron Kingdoms. Already posted these over at the UnearthedArcana subreddit, but I figured there might be a 5E community on these boards, too.

Things I've banned: Rangers (the Unearthed Arcana: Kits of Old has a viable Scout alternative), Eldritch Knights, Arcane Tricksters, Way of the Shadow, Way of the Four Elements, and the Great Old One Patron.

Restricted subclasses: Path of the Totem Warrior (must be a tribal member of an ogrun or trollkin community), Oath of the Ancients (must belong to the Circle of Orboros; the tenets of your oath are revised; you are are to respect and defend nature from the encroachments of civilization; in addition, replace every mention of fiends with constructs for purposes of determining the effects of your class features), and Dragon Bloodline (you must play a blighted character; as a carrier of Toruk's blight you can choose either acid or fire as your damage type; as a carrier of Everblight's blight your damage type is cold).

Spells: Resurrection and true resurrection do not exist; raise dead and reincarnate are both 9th-level spells; teleportation circle does not exist and all other teleportation spells are restricted (if a wizard character wishes to learn one of these rare spells, he or she must copy them from a scroll or tome).


Is it just me or is the lion blade prestige class really lackluster? Master spy is so much better, but then again, it was designed post-launch for the PFRPG, whereas the lion blade's an old 3.5 prestige class. Still, a lot of prestige classes from that era were much better...

Now, the lion blades are too cool to receive such secondary treatment. What to do, though? Update the class or just scrap it in favor of the master spy? They could just be a faction after all... I mean, why re-invent the wheel? A disguise expert that can blend into crowds and resist mind-affecting/divination effects? That's the master spy!

What'ye think?


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Adaptive Combatant (Ex):
Each day, by spending 1 hour in practice, a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. He may use this ability to change a number of feat slots each day equal to his Intelligence modifier (minimum 0). These changes persists for 24 hours, after which time the fighter's feats return to normal, unless the fighter is merely selecting a new weapon for which to apply the effects of certain feats (Weapon Focus, Weapon Specialization, etc.); with these feats, the changes persist until a different weapon is selected.

Design Notes:

  • Fighters should be more flexible! Being locked into one fighting style is kind of disappointing for a class that's touted as weapon masters. In my opinion, a fighter should be able to pick up a new weapon or combat style with ease. Thus, I'm going for something akin to a wizard's spell preparation.

  • I've always liked the Manual of War, but they're too expensive for low-level characters to make use of; decided to use it as a starting point.

  • By making the ability Intelligence-based, I've added an incentive for fighters not to dump the stat; they still can, but there's an opportunity cost. If all you're interested in is dealing lots of damage with a two-hander, for example, you're not missing out on much, but if you'd rather be a master of many styles, then you'd definitely benefit from a high Int score.


What happened to the bearded devil's "battle frenzy"? Is there a reason why they lost their rage ability in the transition from D&D 3.5?


Does the animal companion granted by Monstrous Mount advance as an animal (d8 HD, 3/4th BAB) or as a magical beast (d10 HD, full BAB)? It would seem that advancement is unchanged as per the druid's animal companion, but that seems odd to me--why would a griffon become less hardy or combat effective when chosen as a mount?


The Father of All Linnorms is already pretty powerful, but is he enough of a challenge for a group of mythic heroes (20th-level with 10 tiers)? How would you go about "buffing" this already impressive beast?


Core Rulebook wrote:

A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Wouldn't a paladin's mount (a dread companion) offend her moral code, causing her to fall, or would allying with it be considered an "exceptional circumstance"?


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There's not a lot of good art of female dwarves. One of the pictures I found was pretty good, but for some reason the dwarf depicted was sportin' some massive cleavage. Not really a bad thing, except that she's wearing medium/heavy armor. Seems impractical, especially for a dwarf (who I imagine would want the best possible protection that they can get).

LINK 1 (Original)

So, I edited the picture to fix the armor. I also changed the face up a bit and removed the fur headband. Not sure if anyone would be interested in this, but on the off chance that somebody might use it, I'll post the picture here.

LINK 2 (Edit)

If anyone has found good pictures of dwarven women, feel free to post 'em here!


What do you think the CR adjustment should be for this template?

Phantasmal Creature:
"Phantasmal Creature” is an inherited or acquired template that can be added to any living, corporeal creature. A phantasmal creature retains the base creature's statistics and special abilities except as noted here.

Type: A phantasmal creature gains the incorporeal subtype.

Defensive Abilities: A phantasmal creature gains the incorporeal ability.

Weaknesses: A phantasmal creature has only 20% as many hit points as a normal creature of its kind (regardless of whether it's recognized as illusory). If reduced to 0 hit points, it is immediately slain.

A phantasmal creature deals the same amount of damage with its attacks and abilities as a normal creature of its kind, unless the target succeeds a Will saving throw to disbelieve the illusion (DC = 10 + the creature's HD). Against a creature that recognizes it as an illusion, the phantasmal creature's damage is only 20% of normal, and all special abilities that do not deal lethal damage are only 20% likely to work.

Spells and spell-like abilities cast by a phantasmal creature always allow for spell resistance, even if they normally would not.

A phantasmal creature entering an area of antimagic ceases to exist, much like a spell effect, for as long as the antimagic persists. In this way, they are "suppressed" (but not slain).

Special Qualities: A phantasmal creature has all of the special qualities of the base creature, plus the following:

  • Insubstantial (Ex)

    Any creature that interacts with a phantasmal creature can make a Will save to recognize its true nature, as if it has been attacked by the phantasmal creature (see "Weaknesses"). A creature that succeeds on its save sees the phantasmal creature as a transparent image superimposed on vague, ethereal form, granting it a +4 bonus on saves to disbelieve the creature's damage or abilities in the future.

    Creatures that are immune to mind-affecting effects automatically disbelieve the illusion.

  • Limited Programming (Ex)

    A phantasmal creature is mindless, and thus has no Intelligence score, but retains access to all of the base creature's skills and Int-based abilities (use the base creature's Intelligence score for purposes of determining these effects). When unobserved, a phantasmal creature remains inactive, only responding to the presence of active minds. When alert to the presence of a sentient creature (one with an Intelligence score that approaches within 100 feet), a phantasmal creature acts very much like a normal creature of its type, receiving a spark of sentience from the observer. Its behavior, however, is limited. It cannot, for example, engage in conversation. Any words it speaks are distorted and strange, as if caught between the veil of worlds. For this reason, phantasmal creatures are often mistaken for ghosts or other incorporeal undead. Likely, their limited capacity for speech is imparted by their creators, as evident by the fact that phantasmal creatures often repeat the same dialogue, as if unable to speak anything else.

    Like other mindless creatures, phantasmal creatures have immunity to all mind-affecting effects.

  • Magic Aura (Su)

    A phantasmal creature has a magical aura and detects as an ongoing spell effect with a caster level equal to the base creature's HD. A creature that detects the phantasmal creature's aura can attempt a Spellcraft check (DC 15 + 1/2 caster level) to identify the phantasmal creature as an illusion (phantasm). Succeeding at this check provides all the benefits listed above (see "Insubstantial").


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Here is my attempt at re-creating the Blood Magic of Dragon Age.

Note: This document assumes all "mages" are of the wizard class; the words can simply be used interchangeably (all other casters being banned for setting purposes).


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Templar (Fighter Archetype)

Mages who refuse the Circle's control become apostates and live in fear of a templar's powers--the ability to dispel and resist magic. As servants of the Chantry, the templars have been the most effective means of controlling the spread and use of arcane power for centuries.

Skills: A templar does not gain Knowledge (Dungeoneering) or Knowledge (Engineering) as class skills; instead, he gains Knowledge (Religion) and Spellcraft as class skills.

Detect Mages (Su): At will, a templar can, as a move action, concentrate on a single individual within 60 feet and determine if it is capable of casting spells. After he observes a creature with this ability for at least 3 rounds, it must make a Will save (DC 10 + 1/2 the templar's caster level + the templar's Charisma modifier). If it fails the saving throw, the templar learn what bloodlines, hexes, or school specializations the creature possesses. If the creature makes its save, it is immune to the effects of this ability for 24 hours.

Mental Fortress (Ex): A templar is able to stand strong against magical effects that seek to control, compel, or persuade him. The templar rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.

This ability replaces the fighter’s 1st-level bonus feat.

Knowledgeable Defense (Ex): Starting at 2nd level, a templar who identifies a spell with Spellcraft gains a +1 bonus on saving throws against its effects or a +1 dodge bonus to AC against the spellcaster's attack. These bonuses increase by +1 for every four levels beyond 2nd.

This ability replaces Bravery.

Mage Slayer (Ex): Starting at 5th level, whenever a templar attacks a creature capable of casting spells, he gains a +1 bonus on attack and damage rolls. This bonus increases by +1 for every four levels beyond 5th.

This ability replaces weapon training 1.

Righteous Strike (Su): Starting at 9th level, whenever a templar deals damage to a creature capable of casting spells, that creature is the subject of a targeted greater dispel magic using the templar's level as the caster level.

This ability replaces weapon training 2.

Cleanse Area (Sp): Starting at 13th level, a templar can cast greater dispel magic spell-like ability a number of times per day equal to his 3 + his Charisma modifier (minimum 1), but only to target an area. The templar's caster level when using this ability is equal to his fighter level. Despite having access to this spell-like ability, a templar is not considered a spellcaster. Thus, he is not susceptible to another templar's attacks, nor does he detect as a mage.

This ability replaces weapon training 3.

Greater Righteous Strike (Su): Starting at 17th level, whenever a templar deals damage to a creature capable of casting spells, that creature loses one spell slot of each spell level it has access to. These spell slots are consumed as if they had been cast, meaning that the spellcaster must rest a full 8 hours to regain access to them. In addition, the spellcaster loses one use per day for each spell-like ability it is capable of casting; constant and at-will spell-like abilities are unaffected.

This ability replaces weapon training 4.

Holy Vengeance (Su): Starting at 20th level, whenever a templar succeeds on a saving throw against a spell or spell-like ability, he may reflect the effect onto its caster as per spell turning. The spell's caster must roll twice and take the lesser of the two rolls when saving against the spell. In addition, if the spell deals damage it is automatically empowered, increasing the amount of damage dealt to its caster by half (+50%).

This ability replaces weapon mastery.


What do you think it sounds like? We all know what Elven, Dwarven, and Orcish sound like, more or less. But, what about Halfling?

In most of my games I just get rid of it and assume all Halflings speak Common. They usually speak with local accents, full of slang. They adopt and invent words, adding them to the "Common" tongue, and in this, have their own version, but it's largely the same.

How about you? How do you run Halflings and their language?


Is he really supposed to have a movement speed of 50 feet? Was this a typo? If not, where's this coming from? As a dwarf, shouldn't it be 20 feet (slow and steady)?

The only thing I can think of is that he's riding his fiendish giant wasp, but that his weight encumbers it a bit (reducing it's speed down from 60 feet to 50 feet)?


I'm thinking of changing the mongrelmen underneath Kenebras into tieflings. It makes more sense to me that the demonic influence of the Abyss would warp humans into tieflings than it does for them to become mongrels.

What sort of impact do you think this change would have on the AP? Is there anything I'm missing? Is there something about the "radioactive" properties of the Worldwound that produces mongelmen?


Awesome.


I wrote up some weapon enhancements with the assassin class in mind. Posting them here in case you guys might wanna use 'em. If so, tell me what you think.

Death-dealing (+2,000 gp): An assassin wielding this weapon increases the DC of his or her death attack by +1.

Converted from the Assassin's Dagger into a weapon enhancement.

Venomous (+1): A venomous weapon adds its enhancement bonus as a bonus to the DC of any poisons applied to it. In addition, the weapon allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck once per day. The wielder can decide to use the power after he or she has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the weapon strikes.

Converted from the Dagger of Venom into a weapon enhancement. Probably a little strong, but I think the DC for poisons really need some help, so I don't mind it. This enhancement becomes absolutely necessary to keep poisons relevant at higher levels (you really can't ignore a +5 bonus; a must for any poison-user).

Vampiric (+3): Functions as wounding weapoon except that the the heal DC to stop the bleeding increases to 20. In addition, any bleed damage dealt by the weapon heals the wielder (for example, after having been struck three times by the weapon, a target bleeds for 3 points of damage at the start of its turn, the wielder of the vampiric weapon would then gain 3 points of healing). Hit points gained from this weapon cannot exceed your maximum hit point limit; hit points gained in excess of this limit are lost.

Occult (+2): The damage caused by this weapon doesn't heal naturally and resists magical healing. A caster attempting to use magical healing on a creature damaged by this weapon must succeed on a DC 25 caster level check, or the healing has no effect on the injured creature.

Inspired by the clay golem's "cursed wounds" ability; synergizes well with the assassin class, I think.


How much do you think an item should cost which bestows the wearer the ability to control X amount of zombies (as per command undead, except permanently; similar to the amulet used to control a shield guardian golem)?

I'm thinking of having a shady merchant appear in one of my games that is selling such an item (attuned to four zombies).

Aside from the ethical concerns, the benefits of having such an item would be that:

- Zombies have a Strength score that is much higher than your typical human (17).
- Zombies never tire, require no rest, and have darkvision (and so can work all hours).
- Zombies do not need food or water.
- Zombies have no will of their own.

I imagine that the merchant, a morally bankrupt character, would be a charlatan rouge (with some seedy connections, obviously).

I'm thinking slavery will exist in the setting, which means that he would try to convince the crowd (and PCs) that zombie laborers are not only superior to human laborers in terms of productivity and cost-effectiveness, but that they are morally advisable. In his words, the zombie laborers, if put to use, would put an end to the needless suffering of countless slave laborers.

(Plot Hook) The charlatan and his conspirators would be obtaining these bodies illegally (perhaps even murdering people to keep up with demand).


The rules state that a character with trapfinding can disable magical traps. That much is clear.

My question is "how"?

The mechanics work--don't get me wrong. The answer could be as simple as "it does", but I'd like a more in-game explanation.

I mean, it would make sense for a magical character to dispel a magical trap, but how does a martial character (like the rogue) accomplish this?

Is disabling a magical trap like "Use Magic Device"? Are you just that cool? With a wink, snap of the finger, or tilt of the head, the trap is defeated?

But wouldn't that require a Charisma check versus the creator of the trap? A pseudo-dispel attempt made against the trap, replacing caster level with the number of levels attained in the trapfinder class? Something?

/headache


I don't really play the Golarion setting that often, but I find the hellknights to be intriguing. I'm considering using them in a homebrew world of mine, but there's one thing that concerns me: their effective paladin level when smiting is really low. They essentially suffer a -5 penalty (when compared to a straight-leveled paladin). This was probably done intentionally by the design team as not to overshadow the paladin, but I think they played it too safe (and by doing so, created a class whose core ability is underpowered). Now, it does seem the hellknight's smite ability comes into its own at higher levels, but in the meantime, it's nearly useless. That's a shame, I think, as I'd prefer the ability to be useful from the start. My solution is as follows:

Smite Chaos (Su):
This ability functions as the paladin's smite evil ability, but against chaotic-aligned creatures. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey.

A hellknight's effective paladin level for purposes of determining the effects of this ability is equal to his hellknight level plus the number of levels he has in any one class he belonged to before he added the prestige class. If he had levels in more than one class before he became a hellknight, he must choose one; this decision must be made upon entering the prestige class and can never be undone.

For example, a 5th-level fighter/1st-level hellknight would have an effective paladin level of 6, having levels in only one class prior to becoming a hellknight, whereas a 4th-level fighter/2nd-level rogue/1st-level hellknight would only have an effective paladin level of 5, by choosing to add his fighter levels to his hellknight level, despite being a 7th-level character.


Does a dhampir's racial bonus against mind-affecting effects stack with the barbarian's bonus against enchantment effects gained at 14th level, or do they overlap?

The reason I ask is because it seems unclear to me. My reasoning is that whilst not all mind-affecting effects are enchantments, all enchantments are mind-affecting effects (or at least, I think that's the case).


Continuing the discussion started here.

I think it's probably a good idea to clearly define what we mean when we say "East" and "West". When someone says something to the effect of, "The East is leading the world in technological advances" they really need to make clear what countries they are talking about.

It may be true, for instance, that Japan leads the world in some fields of technology (such as robotics). Still, it is inaccurate to attribute this innovation to the whole of "the East". Perhaps we should rephrase this discussion as "Japan vs. the West".

Two of the most active eastern countries (China and India) have only recently industrialized. To say these countries might be centuries in advance of "the West" is unwise (unless I am mistaken; perhaps they contribute in ways unknown to me).

Further, grouping all European countries, the U.S. and Australia together as "the West" seems rather strange as well.

We could really use some factual evidence (for either side). Until then, the positive-claim that "the East" is more technologically advanced than "the West" is unproven.

And finally, might I posit a claim? In our modern, world economy, would it not be true to say that all technologically advanced countries contribute and build off one another? Should we even be having this discussion (assuming anyone follows the link, haha)?


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Somebody I know has expressed interest in playing a character that is capable of stealing other peoples' magic. I thought it was an interesting concept so I put this template together. Admittedly, it's pretty wacky and wouldn't really work in a typical game or group. That said, I think it's neat. Stole some bits from the Sandman Bard (ironically enough, haha). Considering adding something similar to vampiric withdrawals, as well.

Mage-bane:

Whether born in a region of wild or dead magic, or exposed to terrible arcane experiments, you've been made incredibly resistant to magic. Unfortunately, you've also acquired an addiction to magic and must feed upon its energies frequently.

Skills:

You gain Spellcraft as a class skill. Further, you gain a bonus on Spellcraft checks equal to 1/2 your character level (minimum +1).

Special Attacks:

Arcane Sight (Sp): You gain arcane sight as a constant spell-like ability. Your caster level for this effect is equal to your character level.

Mana Pool (Su): You can store magical energy which you can use to cast stolen spells. Your mana limit is equal to 1/2 your character level + your Constitution modifier. This pool does not refresh on its own. To regain mana, you must absorb magic or siphon it from a mana spring*.

  • Absorb Magic: Whenever you resist a spell due to your spell resistance, you gain a number of mana points equal its spell level. You may not gain mana points in excess of the maximum value available to you in this way.

  • Siphon Magic: As a full-round action, you can siphon mana from a mana spring* to regain 1 mana point. You may not gain mana points in excess of the maximum value available to you in this way.

  • Steal Spell: You can steal spells from your foes and add them to his list of spells known. You can steal a prepared spell or a spell known from another creature with a touch attack as a standard action. The target receives a Will save (DC 10 + 1/2 your level + your Constitution modifier) to negate the effect. You spell stolen is random, but it is always of the highest level that the target possesses which you are capable of casting. The target loses the prepared spell or spell known and you add it to your list of temporary spells known for up to 1 minute per character level, after which it reverts to the original recipient. While stolen, you may cast the spell by expending a number of points from your mana pool equal to the level of the spell. If you steal another spell while a spell is stolen, the previous spell immediately reverts to its original owner. The spell save DC of any spell you cast is determined by your Constitution modifier. At 1st level, you can cast 1st level spells with this ability. At 4th level and every two levels thereafter, you can cast spells one level higher (to a maximum of 9th level spells at 18th level).

Special Defenses:

Spell Resistance (Ex): You possess spell resistance (SR) equal to 11 + your character level. However, you are incapable of voluntarily lowering your spell resistance.

Weaknesses:

No Magic (Ex): You may never gain a level in a class which has the “spells” class feature.

* = A mana spring can be found in any place where particularly potent ley-lines converge, or where wild magic is present.


Thinking of implementing the following changes around my table. Would you use these variants?

Dagger (simple light weapon; 1d4 piercing damage; 18-20/x2 crit; 10 feet range if thrown; easily concealed)

Kukri (exotic light weapon; 1d6 slashing damage; 19-20/x3 crit)


I am putting together a list of traits for a possible campaign I am looking to run with a group of friends. Rather than professional adventurers, I hope to foster in them a desire to play more realistic heroes—those who are made, not born. To this end, I've come up with the following traits, each focused on a particular upbringing/profession.

Without further adieu:

Blacksmith:
You gain a trait bonus on Craft (Smithing)* checks equal to 1/2 your character level (minimum +1). In addition, you begin play owning an anvil, a forge and a set of masterwork artisan’s tools (smithing). You also begin play with a membership as part of an artisan’s guild. While adventuring, you will not be charged for the privilege of using a guild member’s forge. You may also be provided lodging, but are expected to follow directions, submit to the rules of another man’s home, and burden neither he nor his family. You must seek employment elsewhere and leave as soon as possible, unless invited to stay. You are also required by guild law to inform your fellow of any misdeeds you have committed, and any possible retribution that may be sought against you—as not to endanger the man or his family. Failure to comply with any of these expectations will see you removed from the organization and left to fend for yourself.

*= Craft (Smithing) is a house-ruled skill in my games. Essentially, it comprises armorcrafting, weaponcrafting, and toolmaking—all in one skill.

Farmer:
You gain a trait bonus on Profession (Farmer) checks equal to 1/2 your character level (minimum +1). In addition, you begin play owning a small farm, an ox and 1d4+1 sheep, goats, or pigs. This land yields enough crops to feed yourself and a handful of others, plus provide you with a small stipend of gold while you are away adventuring. When not tending your crops or animals, you can leave it in the care of someone else, typically a family member or trusted friend. Each month away from home, you can roll a single Profession (Farmer) check. This roll represents the efforts of your steward. It is assumed that more income is produced, but is used in maintaining the farm. The remainder, represented by this roll, is sent by way of carrier to your last known location. You may send word to your steward whenever you are within a civilized community. The costs of delivery are assumed to be paid by your steward, unless the travel is particularly dangerous, or the location you are sending from is difficult to access. In this case, you may be required to pay a small amount of coin for the service of a more brazen carrier.

I'd like to hear what you all have to think? I'm still looking to create a few more like this—one for an apothecary, another for a fisherman, perhaps—I don't know.

Any suggestions?


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This is my 1,000th post.


I spend hours a day browsing these messageboards. I think I've got a problem...


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I recently stumbled upon this variant spellcasting system. I haven't decided if I like it or not, but it's definitely more appealing to me than Vancian spellcasting.

There are some potential problems with this sort of system. These are but a few:

  • Although the sorcerer receives more mana than the wizard, this system might blur the lines between the two classes (mechanically speaking). Without a clear distinction, what's the point in having two full-arcane casters?

  • If a 5th-level cone of cold spell deals marginally more damage than a 3rd-level fireball spell, why ever use the former? Now, my answer to this dilemma would probably mean "buffing" the cone of cold spell so that it is a more attractive option (increasing its damage to d8s, or adding a "slow" effect, or some such). There are other ways to handle this, like imposing additional mana costs for casting spells at higher caster levels than the minimum required to cast it.

  • How might metamagic be handled in this system? Simply increasing the spell level wouldn't be enough, as the cost would be too low (especially for high level spells; a quickened time stop for example would be too good at a mere 13 mana). The best option I've come up with is to replace the "increased level" requirement for casting a metamagic spell with a "cost multiplier." Essentially, you'd take the +X associated with the metamagic feat in question and convert it into a multiplier equal to X + 1. Thus, quickening a spell would take five times the base mana of the spell (45 for a time stop; a bit more reasonable).


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    G A N D A L F

    CG Medium Outsider (Native)
    Init +6; Senses arcane sight, detect charm, detect evil, true seeing; Perception +25
    Aura Courage (20 feet), Protective (20 feet), Resolve (20 feet)

    DEFENSE:

    AC 20, touch 20, flat-footed 16 (+6 armor, +3 Dex, +1 dodge; +4 deflection vs. evil)
    HP 150 (15d10+60)
    Fort +13, Ref +7, Will +17 (+4 resistance vs. evil)
    Special Defenses Uncanny Dodge; Immune Fear, Charm, Compulsion; SR 26

    OFFENSE:

    Speed 30 feet (6 squares)
    Melee Glamdring +21/+16/+11 (1d8+5/19-20/×2) and Quarterstaff +19 (1d6+5/×2)
    Spell-like Abilities (CL 15th; concentration +22)
    Constant — align weapon (good), arcane sight, detect charm, detect evil, greater age resistance, greater mage armor, mind blank, pass without trace, true seeing
    At Will — arcane mark, burning hands, light, hold portal, prestidigitation, mage hand, message, read magic, shocking grasp, snapdragon fireworks, spark
    3/day — fire seeds, greater dispel magic, lightning bolt (DC 20), sunburst (DC 25), telekinesis
    1/week — summon (2d6 advanced giant eagles)

    STATISTICS:

    Str 16, Dex 14, Con 18, Int 21, Wis 23, Cha 25
    Base Attack +15; CMB +18; CMD 31
    Feats Alertness, Arcane Strike, Dodge, Double Slice, Improved Initiative, Iron Will, Two-Weapon Fighting, Quarterstaff Master, Weapon Focus (Longsword), Weapon Focus (Quarterstaff), Weapon Specialization (Quarterstaff)
    Skills Appraise +9, Bluff +13, Diplomacy +13, Heal +11, Intimidate +13, Linguistics +13, Knowledge (Arcana) +20, Knowledge (Geography) +20, Knowledge (History) +20, Knowledge (Local) +20, Knowledge (Nature) +20, Knowledge (Nobility) +20, Knowledge (Religion) +20, Knowledge (Planes) +20, Perform (Oratory) +15, Ride +16, Sense Motive +17, Spellcraft +20, Stealth +11, Survival +15
    Languages Celestial, Common, Dwarven, Elven; true speech
    Gear Glamdring (+2 Mithral Longsword of goblin-bane), Narya, Quarterstaff

    SPECIAL ABILITIES:

    Bardic Performance (Su): Gandalf may use bardic performance as a 15th-level bard (39 rounds/day), and can use countersong, dirge of doom, distraction, fascinate, frightening tune, inspire competence (+5), inspire courage (+3), inspire greatness (3 targets), inspire heroics (1 target), soothing performance, and suggestion.
    Channel Spell (Ex): Gandalf treats any sword he wields as if it possessed the spellstoring property. In addition, he may store a spell as a swift action (1/day).
    Lore Master (Ex): Gandalf can take 10 on any Knowledge check he has ranks in. In addition, he can take 20 on a Knowledge check as a standard action (3/day).
    Protective Aura (Su): Gandalf and each ally within 20 feet gain a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures. This ability otherwise functions as magic circle against evil and lesser glove of invulnerability (CL 15th).
    Ring of Power, Aura of Courage (Sp): The wielder of Narya gains an Aura of Courage, as a 20th-level paladin.
    Ring of Power, Aura of Resolve (Sp): The wielder of Narya gains an Aura of Resolve, as a 20th-level paladin.
    Ring of Power, Immortality (Sp): The wielder of Narya gains greater age resistance (CL 20th) as a constant spell-like ability, and effectively stops aging.
    Ring of Power, Mind Blank (Sp): The wielder of Narya gains mind blank (CL 20th) as a constant spell-like ability, except against divinations made by the wielder of
    the One Ring.
    Summon Mount (Su): Gandalf may call upon the aid of Shadowfax, lord of horses. This ability functions as a 15th-level paladin’s divine bond ability, except that it can be used at will, and does not have the same limitations (alignment, code of conduct, etc).


    Does silence mute all sound originating from within the area, or do those outside of the radius hear the noises from within?

    Example: A pitched battled is being fought within the radius of a silence spell. Within the area, none of the combatants can hear anything. Outside of the area, however, there are many spectators viewing the scene. Do they hear the blades crashing into one another, or the shouting of the combatants?


    Players rarely use crossbows in games I've taken part in. They aren't really all that good. Most characters use a bow, and only ever carry a crossbow for "fluff."

    From a real-world perspective, crossbows didn't require all that much experience to use (hence it is a simple weapon, in-game), yet they were fully capable of piercing armor and delivering killing blows from quite a distance. Their damage as represented within the game is lackluster, in my opinion. They pale in comparison to bows.

    In an effort to spice 'em up a bit, I've designed the following rule for use with crossbows. The idea is to give 'em a bit more "oomph," promoting their usage both amongst players and DM alike. I'm actually quite excited to implement this rule, supplying each and every city guard with a light crossbow (making 'em a real threat to low level characters).

    Winding: As a full round action, a character can wind a loaded crossbow to increase the tension along the weapon’s cord. This added tension generates more draw force. Each full-round spent winding a crossbow increases the weapons damage by +1. A light crossbow can be wound up to three times (for a total of +3 points of piercing damage), whilst a heavy crossbow can be wound up to five times (for a total of +5 points of piercing damage).

    The Rapid Reload feat allows a character to wind a crossbow as a move action.


    Frustrated with the available options, I decided to make my own blood mage.

    Special thanks to the writer/designer of this. The class description was better than anything I could write, so I shamelessly stole it.

    ^_^


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    Insanely fast punches.


    I've been compiling a list of boons associated with different Sandpoint residents. So far, I've got Belor, Abstalar and Jubrayl finished up.

    Here's what I've got for each:

    Belor Helmlock:

    - Belor can share an old shield technique with a PC. Whenever the PC has a shield equipped and chooses to fight defensively or use the Combat Expertise feat, he gains an additional +1 bonus to AC.

    - Belor can teach a PC a new dual-wielding technique he has developed. Whenever the PC uses the Two-Weapon Fighting feat, he gains a +1 bonus on damage rolls made with his off-hand weapon for 1 round whenever he successfully strikes an opponent with his main-hand weapon. This effect can only trigger once per round.

    - Belor can alert a PC to the local customs, traditions, and rumors. Whenever the PC is within Sandpoint, he gains a +2 bonus on opposed Perception or Sense Motive checks.

    - Belor can arrange a meeting between a PC and any resident NPC of Sandpoint (such as Kendra Deverin or Old Quink).

    - Belor can detain any resident NPC of Sandpoint for up to 24 hours, allowing a PC access for questioning. This privilege extends to visitors from Magnimar, whom Belor may also detain (in some cases, he may be unable to detain those of sufficiently high level, such as those above 9 HD).

    - Belor can assign a patrol of guards to assist a PC for up to 1 hour, within Sandpoint. Alternatively, he may assign a single guard for up to 24 hours.

    Abstalar Zantus:

    - Abstalar can act as a mediator for a PC when he attempts to influence the attitude of a resident of Sandpoint. When he does so, the NPC automatically shifts one step closer to helpful—and at this point, the PC rolls his Diplomacy check. He gains a +4 bonus on this check, due to Abstalar’s guidance. Out of respect for Father Zantus, even NPCs that are hostile towards the PC will comply.

    - Abstalar can gift a PC with an Elixir of the Phoenix (imbiber gains the effect of the breath of life spell, CL 10th). Anyone who carries this item instantly triggers its effect when brought below 0 hit points (they need not drink it to gain its effect), at which point the elixir bursts into flames and shatters the vial. The target of this contingency also gains an aura of flames for 5 rounds. Anyone striking the target during this time is dealt 1d8 points of fire damage.

    Jubrayl Vhiski:

    - Jubrayl can instruct a PC in an old knife-fighting technique. If the PC wields a dagger and nothing in his off-hand, he deals an additional +1 point of damage with it. However, if he uses the Two-Weapon Fighting feat, he gains a +1 shield bonus to AC as long as he carries a dagger in his off-hand.

    - Jubrayl can show a PC how to conceal a dagger in such a way as to allow quick access to it. The PC can draw a concealed dagger as a move action (or a free action, if he has the Quick Draw feat).

    - Jubrayl can teach a PC to speak Thieves’ Cant and to recognize Shadow Signs (a sort of written language—comprised of symbols—used by thieves).

    - Jubrayl can spread a rumor on behalf of a PC. Such a rumor will reach the ears of each and every resident of Sandpoint over the course of 1d3 days. In a week’s time, such a rumor might spread as far as Magnimar.

    - Jubrayl can arrange for a disturbance for a PC, whose distraction imposes a –2 penalty on opposed Perception checks for up to 10 minutes. In addition, during this time he can assure the PC has cover, allowing Stealth checks to be made during the day without an imposed penalty.

    - Jubrayl can perform various criminal services for a PC. He can arrange to smuggle people or items into or out of Sandpoint. He can command a robbery, break-in, or assault on a target. He can arrange to buy or sell illegal items, acting as a fence (15,000 gp limit). He can falsify testimony or forge documents, or even break a PC out of jail.

    Anyone else create NPC boons for the ROTRL adventure?


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    If my party defeats Karzoug, I'd like to continue the adventure, perhaps introducing other Runelords.

    Alaznist (Wrath) has already been mentioned in the AP, so she's a contender. Perhaps she survived the fall of Thassilon as well. Her association with demons could somehow have provided her the means. When fought by the party she can be accompanied by some high CR demons, too!

    Another I'm considering is Zutha (Gluttony). He's supposedly some sort of undead capable of possessing anyone unlucky enough to assemble the scattered pieces of his lost spellbook. Undead Revisted mentions a variant ravener associated with Zutha; would make for an excellent minion.


    Given the plethora of options available in the Pathfinder d20 system, how open are you to customizing rules to fit your characters?

    Would you allow racial traits, feats, and such to be re-tooled or skinned according to your players' back-stories? Or, do you require they meet all prerequisites described in flavor text?

    For example, a player wants to play a hardy elf character, but they hail from a forested region rather than a desert. Would you allow them to select "Desert Runner" in place of "Elven Magic?"

    My Answer:
    I'd have to say "no." In this case, such an elf would have been unable to acquire such a racial trait as they were not exposed to the rigors and challenges associated with it. Unless you've lived in a desert at some point in your background, you cannot be a "desert runner."


    What do you think about a house rule replacing Solo Tactics and Teamwork Feat with the following?

    Conviction (Ex): At 3rd level, an inquisitor gains a +2 bonus on saving throws against enchantment spells and effects. In addition, as a swift action he can call upon his conviction to re-roll a failed ability check or skill check. An inquisitor can use this ability once per day at 3rd level, plus an additional time per day for every 3 inquisitor levels beyond 3rd (to a maximum of 5 times per day at 15th level). At 18th level, he can roll twice when using this ability (taking the better result).


    What CR do you think a Rakshasha Master Spy 6 ought to be?


    Just saw 'em... wanna build Hellboy now. I swear, it's possible now. Tiefling Gunslinger with the Fiendish Sprinter, Maw or Claw (especially if the DM is willing to grant a slam attack instead), Prehensile Tail, and Scaled Skin traits. To top it off, take the Fiendish Heritage feat, select Demon-Spawn, and grab the 17th ability (to wield a large revolver).

    So... AWESOME!


    I really like the idea of playing a merciful character. I've done so many times in the past (much to the annoyance of my friends). That said, this archetype is a bit disappointing.

    When I saw the Merciful Smite ability I had high hopes. But, it seems a bit lackluster. The Blade of Mercy trait provides the same benefit, but can also be used when not smiting, and adds a bit of damage on top. Similarly, a cavalier of the Order of the Blue Rose receives the Flat of the Blade ability which grants the same benefit, plus a bit of damage on top.

    In context of what's already out there, I was expecting more from Merciful Smite. On the bright side, you can extend Merciful Smite to your allies at 11th level. Also, that Pact of Peace ability is rather cool.

    An aside, I love how the Redeemer lacks Detect Evil. Perhaps an idealistic fellow out to save the world is a bit naive, lacking the "sense" for it!

    Cheers.


    What do you think of a houserule which gives rangers spells from 1st level, as per bard (6th-level spell progression)? The cost: Full BAB.

    Would this be too much of a change for you? Would this still be a ranger, or something else entirely?

    For me, it sort of fits nicely with the "jack of all trades" aspect of the class. Yea, some combat ability is lost, but with combat style feats and favored enemy, the ranger wouldn't be hurting *that* badly.

    (Also considering converting the warden class from 4th edition, which would be a full BAB, 4th-level spellcaster, as per the ranger/paladin. So, that might be influencing my thought process quite a bit.)


    So, I love the flavor of goblins in Golarion, but I think their racial traits are rather boring. Decided I'd re-tool 'em for a little bit more fun (you know, the singing/chomping/burning sort of fun only goblins can truly appreciate).

    Goblin Racial Traits:
    –2 Strength, +4 Dexterity, –2 Intelligence: Goblins are fast, but weak and simple-minded.

    Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

    Fast: Goblins are fast for their size, and have a base speed of 30 feet

    Darkvision: Goblins can see in the dark up to 60 feet.

    Goblin Dog Empathy: Goblins find kindred spirits amongst the ugly, rat-like goblin dogs. They gain a +4 racial bonus on Handle Animal checks made to influence goblin dogs.

    Pyromaniac: Goblins are treated as 1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and when determining the damage of alchemist bombs that deal fire damage. This ability does not give goblins early access to level-based powers; it only affects powers that they could already use without this ability. If a goblin has a Charisma of 11 or higher, it also gains the following spell-like abilities: 1/day— dancing lights, flare, prestidigitation, and produce flame. The caster level for these spell-like abilities is equal to the goblin's character level.

    Skilled: Goblins gain a +2 racial bonus on Ride and Stealth checks.

    Swarming: Goblins are used to living and fighting communally with other members of their race. Up to two goblins can share the same square at the same time. If two goblins that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

    Weapon Familiarity: Goblins are proficient with dogslicers. In addition, they do not suffer penalties for using torches as improvised weapons, and treat them as light maces for purposes of determining ease of use and damage dealt.

    Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Giant, Orc, and Undercommon.


    Brawler (Fighter Archetype)

    All melee is up close and personal, but some warriors bring it as close as they can get. Brawlers can be found anywhere, among all races and societies. A brawler could be hired muscle in a tavern, a local crime syndicate enforcer, or a hotheaded recruit among the ranks of a baron’s guard. Often brawlers’ in-your-face attitudes are as powerful as their tactics.

    Weapon and Armor Proficiency: A brawler is not proficient with medium armor, heavy armor, or shields.

    Fist Fighter (Ex): At 1st level, a brawler gains the Improved Unarmed Strike and Stunning Fist as bonus feats. He may attempt a stunning attack a number of times per day equal to his fighter level, plus one more time per day for every four levels he has in classes other than fighter.

    In addition, a brawler adds 1-1/2 times his Strength bonus on the damage roll for his first unarmed strike on a given round.

    This ability replaces the bonus feat at 1st level.

    Tough Guy (Ex): At 2nd level, a brawler gains DR/— equal to half his fighter level against nonlethal damage or damage taken while he is grappled.

    This ability replaces bravery.

    Defensive Flurry (Ex): At 3rd level, when a brawler makes a full attack with a weapon from the close weapon group, he gains a +1 bonus to AC against melee attacks until the beginning of his next turn. At 7th level, and every four fighter levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

    This ability replaces armor training 1 and 4.

    Close Combatant (Ex): At 5th level, a brawler gains a +1 bonus on attack rolls and a +2 bonus on damage rolls with weapons in the close weapon group. At 9th level, and every four fighter levels thereafter, these bonuses increase by +1 and +2, respectively, to a maximum of +4 and +8 at 19th level.

    This ability replaces Weapon Training 1, 2, 3 and 4.

    Clever Wrestler (Ex): At 7th level, a brawler takes no penalties to Dexterity or on attack rolls while grappled, and retains his Dexterity bonus to AC while pinning an opponent. The brawler can make attacks of opportunity even when grappled and even against creatures attempting to grapple him if the opponent has the Improved Grapple feat or the grab ability.

    This ability replaces armor training 2.

    Takedown (Ex): At 11th level, if a brawler succeeds on a drag or grapple maneuver, he can attempt a trip maneuver against the same target as a swift action that does not provoke attacks of opportunity.

    This ability replaces armor training 3.

    Sucker Punch (Ex): At 19th level, when a brawler strikes a creature that is denied its Dexterity bonus to AC, he may perform an unarmed strike as an attack of opportunity against that creature, at a -5 penalty to the attack roll. If he hits, the brawler adds twice his Strength bonus on the damage roll.

    This ability replaces armor mastery.

    Weapon Mastery (Ex): A brawler must select the close weapon group with this ability.

    Set out to create a better fist-fighting-fighter. Combined many aspects of the brawler and unarmed fighter, so this archetype is really meant to replace the both of 'em. Whatcha think?


    I am considering running a campaign set during the American Civil War. Although it is still just theory, and I've no real notes drawn up, I'd like to hear what others have to say on the subject.

    Have you ever run a game set during this time period? If so, what was the focus? How did you prepare for it, and how did it turn out?

    Advice requested:
    - How would you handle magic?
    - What classes would you allow?
    - Would you enforce a level cap?
    - What story would you tell?
    - What "monsters" would you use?


    You know what time it is? Of course you do! It's how-can-we-"fix"-or-otherwise-make-the-rogue-more-appealing-and-or-useful-i n-combat!

    So, here's another of those threads. Add the following to the standard rogue, and voila: you've got roguey-goodness.

    Guile (Ex): A rogue possesses a pool of guile points which he can use to accomplish amazing feats. The number of points in the rogue’s guile pool is equal to 1/2 his rogue level (minimum 1) + his Intelligence modifier. As long as he has at least 1 point in his guile pool, a rogue gains the benefits of the Improved Feint feat.

    Guile can be spent in the following ways.

    Cheap Shot: As a swift action, a rogue can expend 1 point of guile to make one additional attack at his highest attack bonus, but he can do so only when making a full attack.

    Dirty Trick: As a swift action, a rogue can expend 1 point of guile to perform a Disarm or Steal maneuver as part of an attack action without provoking an attack of opportunity from his target, substituting his rogue level for his base attack bonus.

    Redirect: As an immediate action, a rogue can expend 1 point of guile to attempt to redirect an attack meant for him. To do so, the rogue makes an attack roll at his full attack bonus. If it is greater than the roll of the attacking creature, the rogue takes no damage from the attack, which he may then direct to an adjacent creature. The attack is rolled against that creature's AC, and if successful deals damage as normal.

    Sneak Attack (Ex): If a rogue can catch an opponent when it is unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. A rogue cannot sneak attack a creature with indiscernible anatomy or concealment. If he is using a ranged weapon, a rogue can only sneak attack a creature within 30 feet.

    The rogue's attack deals extra damage (called "precision damage") anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. The rogue uses d8s to roll this extra damage instead of d6s whenever he is using a rogue weapon (dagger, hand crossbow, sap, or throwing knife).

    If the rogue threatens a critical hit with a sneak attack, he adds 1/2 his rogue level as a bonus on his confirmation check. Should the rogue score a critical hit with a sneak attack, he does not multiply his precision damage.

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

    When a rogue deals precision damage against a flat-footed or unaware target, he deals an additional +1 damage per sneak attack dice, and his target becomes fatigued. A Fortitude saving throw (DC = 10 + 1/2 the rogue's level + the rogue's Strength modifier [or Dexterity modifier if wielding a finesse weapon]) negates this condition.

    At 4th level, when a rogue deals precision damage against a flat-footed or unaware target, it becomes wounded if it fails its Fortitude saving throw. It is dealt 1d8 bleed damage each round at the beginning of its turn. This condition ends immediately if the target benefits from a DC 15 Heal check or magical healing of any kind.

    At 8th level, when a rogue deals precision damage against an flat-footed or unaware target, his target becomes stunned for 1 round if it fails its Fortitude saving throw.

    At 12th level, when a rogue deals precision damage against a flat-footed or unaware target, it becomes stunned for 1 round if it fails its Fortitude saving throw, after which it is staggered for 1d4+1 rounds.

    At 16th level, when a rogue deals precision damage against a flat-footed or unaware target, the bleed damage it is dealt each round increases to 2d6 if it fails its Fortitude saving throw.

    At 20th level, when a rogue deals precision damage against a flat-footed or unaware target, it becomes exhausted if it fails its Fortitude saving throw.


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    Sick of Dex-based scimitar wielding magi? Me, too.

    With this house rule, Strength-based two-hand wielding magi, and shield wearing magi are viable options!

    Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). While using this ability, the magus may treat any spell he casts as if it did not require somatic components.

    If a magus uses a two-handed weapon with this ability, he applies his Strength bonus to the damage rolls (instead of 1-1/2 times his Strength bonus). A magus may use a shield while using this ability, but must forfeit the shield’s bonus to AC until the beginning of his next turn; if the shield is a buckler, he retains its bonus to AC.

    If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty.

    A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.


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    Here's my homebrew attempt at making a Black Mage. It's worth noting that the class does not cast spells as per Pathfinder. There are only five spell levels, and they are based upon mana costs.

    Hit Points: d6
    Skill Points: 2 + Intelligence modifier
    Class Skills: Appraise (Int), Craft (Int), Knowledge (All) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int)

    1 Black Magic I, Focus, Mage Armor
    2 Elemental Mastery +1
    3 Arcane Weaponry I
    4 Elemental Mastery +2
    5 Black Magic II
    6 Elemental Mastery +3
    7 Arcane Weaponry II
    8 Elemental Mastery +4
    9 Black Magic III
    10 Elemental Mastery +5
    11 Arcane Weaponry III
    12 Elemental Mastery +6
    13 Black Magic IV
    14 Elemental Mastery +7
    15 Arcane Weaponry IV
    16 Elemental Mastery +8
    17 Black Magic V
    18 Elemental Mastery +9
    19 Arcane Weaponry V
    20 Elemental Mastery +10

    Weapon and Armor Proficiency
    Black magi are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a mage's movements, which can cause his spells with somatic components to fail.

    Limit Break (Manafont)
    Once per day, when a black mage's hit point total is reduced to 1/4th his maximum, he may enter a state of clear casting as a swift action. While in this state, his spells do not consume mana. This limit break lasts for 1d4+1 rounds.

    Black Magic:
    The black mage has a mana pool (equal to twice his level plus his Intelligence score), and access to black magic spells (DC = 10 + 1/2 the black mage's level + his Intelligence modifier). Every six hours, a black mage recovers 1/4th of his total MP.

    Focus:
    The black mage may spend a full-round action casting a black magic spell to enhance its effects.

    Mage Armor:
    The black mage adds his Intelligence modifier to his AC when unarmored and unencumbered.

    Elemental Mastery:
    The black mage deals additional damage with elemental spells equal to half his level.

    Arcane Weaponry I :
    The black mage adds his Intelligence modifier on attack rolls made with arcane weapons (staves or rods).

    Arcane Weaponry II :
    The black mage recovers a number of MP after dealing damage with an arcane weapon (staff or rod) equal to the MP cost of the highest level spell he is capable of casting.

    Arcane Weaponry III:
    The black mage deals an additional 1d6 elemental damage with an arcane weapon (staff or rod), as if his weapon had the flaming, frost, or shocking property.

    Arcane Weaponry IV:
    On a critical hit with an arcane weapon (staff or rod), the black mage may cast a level one black magic spell.

    Arcane Weaponry V:
    The black mage automatically confirms all critical threats with an arcane weapon (staff or rod).

    Example Spells:

    Fire I
    – Cost: 2 MP
    – Range: Close (25 ft. + 5 ft. per 2 levels)
    – Area: 1 target (ranged touch attack), plus adjacent creatures (Reflex half)
    – Damage: 1d6 fire damage per mage level (maximum 5d6), plus burn additional 1d4 fire damage each round for a number of rounds equal to the half mage's level; Reflex save negates)
    – Focus: Ignore up to 5 fire resist, plus burning creatures are fatigued, and the DC to end the effect is increased by +2

    Fire II (Fira)
    – Cost: 4 MP
    – Range: Medium (100 ft. + 10 ft. per level)
    – Area: 10-ft. radius (Reflex half)
    – Damage: 1d8 fire damage per mage level (maximum 10d8), plus burn (additional 1d6 fire damage each round for a number of rounds equal to the half mage's level; Reflex save negates)
    – Focus: Ignore up to 10 fire resist, plus burning creatures are fatigued, and the DC to end the effect is increased by +2

    Fire III (Firaga)
    – Cost: 8 MP
    – Range: Medium (100 ft. + 10 ft. per level)
    – Area: 10-ft. radius (Reflex half)
    – Damage: 1d10 fire damage per mage level (maximum 15d10), plus burn (additional 1d8 fire damage each round for a number of rounds equal to half the mage's level; Reflex save negates)
    – Focus: Ignore up to 15 fire resist, plus burning creatures are fatigued, and the DC to end the effect is increased by +2

    Fire IV (Firaja)
    – Cost: 16 MP
    – Range: Long (400 ft. + 40 ft. per level)
    – Area: 20-ft. radius (Reflex half)
    – Damage: 1d12 fire damage per mage level (maximum 20d12), plus burn (additional 2d6 fire damage each round for a number of rounds equal to half the mage's level; Reflex save negates)
    – Focus: Ignore up to 20 fire resist, plus burning creatures are fatigued, and the DC to end the effect is increased by +2, plus each creature which takes full damage from the spell is knocked prone

    Blizzard I
    – Cost: 2 MP
    – Range: Close (25 ft. + 5 ft. per 2 levels)
    – Area: 1 target (ranged touch attack), plus adjacent creatures (Reflex half)
    – Damage: 1d6 cold damage per mage level (maximum 5d6), plus freeze (movement speed reduced to half for a number of rounds equal to half the mage's level; Fortitude save negates)
    – Focus: Ignore up to 5 cold resist, plus creatures are frozen in place (unable to move) for 1 round (Fortitude save negates)

    Blizzard II (Blizzara)
    – Cost: 4 MP
    – Range: Medium (100 ft. + 10 ft. per level)
    – Area: 10-ft. radius (Reflex half)
    – Damage: 1d8 cold damage per mage level (maximum 10d8), plus freeze (movement speed reduced to half for a number of rounds equal to half the mage's level; Fortitude save negates)
    – Focus: Ignore up to 10 cold resist, plus creatures are frozen in place (unable to move) for 1 round (Fortitude save negates)

    Blizzard III (Blizzaga)
    – Cost: 8 MP
    – Range: Medium (100 ft. + 10 ft. per level)
    – Area: 10-ft. radius (Reflex half)
    – Damage: 1d10 cold damage per mage level (maximum 15d10), plus freeze (movement speed reduced to half for a number of rounds equal to half the mage's level; Fortitude save negates)
    – Focus: Ignore up to 15 cold resist, plus creatures are frozen in place (unable to move) for 1 round (Fortitude save negates)

    Blizzard IV (Blizzaja)
    – Cost: 16 MP
    – Range: Long (400 ft. + 40 ft. per level)
    – Area: 20-ft. radius (Reflex half)
    – Damage: 1d12 cold damage per mage level (maximum 20d12), plus freeze (movement speed reduced to half for a number of rounds equal to half the mage's level; Fortitude save negates)
    – Focus: Ignore up to 20 cold resist, plus creatures are frozen in place (unable to move) for 1 round (Fortitude save negates), plus each creature which is frozen is dealt 1d4 piercing damage per two mage levels (maximum 10d4) on the following round, as the ice shatters

    Thunder I
    – Cost: 2 MP
    – Range: Close (25 ft. + 5 ft. per 2 levels)
    – Area: 1 target (ranged touch attack), plus adjacent creatures (Reflex half)
    – Damage: 1d6 electricity damage per mage level (maximum 5d6), plus shock (2 MP Drain)
    – Focus: Ignore up to 5 electricity resist, plus each creature which takes full damage from the spell is staggered for 1 round

    Thunder II (Thundara)
    – Cost: 4 MP
    – Range: Medium (100 ft. + 10 ft. per level)
    – Area: 10-ft. radius (Reflex half)
    – Damage: 1d8 electricity damage per mage level (maximum 10d8), plus shock (4 MP Drain)
    – Focus: Ignore up to 10 electricity resist, plus each creature which takes full damage from the spell is staggered for 1 round

    Thunder III (Thundaga)
    – Cost: 8 MP
    – Range: Medium (100 ft. + 10 ft. per level)
    – Area: 10-ft. radius (Reflex half)
    – Damage: 1d10 electricity damage per mage level (maximum 15d10), plus shock (8 MP Drain)
    – Focus: Ignore up to 15 electricity resist, plus each creature which takes full damage from the spell is staggered for 1 round

    Thunder IV (Thundaja)
    – Cost: 16 MP
    – Range: Long (400 ft. + 40 ft. per level)
    – Area: 20-ft. radius (Reflex half)
    – Damage: 1d12 electricity damage per mage level (maximum 20d12), plus shock (16 MP Drain)
    – Focus: Ignore up to 20 electricity resist, plus each creature which takes full damage from the spell is stunned for 1 round

    Ultima
    – Cost: 32 MP
    – Range: Long (400 ft. + 40 ft. per level)
    – Area: 20-ft. radius (Fortitude half; bypasses SR)
    – Damage: 2d6 un-typed damage per mage level (maximum 40d6), creatures that are killed by this spell are reduced to ashes, and cannot be resurrected by anything short of true resurrection
    – Focus: N/A (Ultima requires a full-round action to cast)


    Shield Mage (Magus Archetype)

    A shield mage is capable of empowering his shield with arcane power.

    Modifies Weapon and Armor Proficiency; Replaces Medium Armor, Heavy Armor; Gains Armor Bonus, Sorcerous Shield

    Weapon and Armor Proficiency: A shield mage is proficient with all simple and martial weapons. A shield mage is proficient with shields, including tower shields, but not with armor. He can cast magus spells while using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a shield mage wearing light, medium, or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass shield mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.

    Canny Defense (Ex): When a shield mage is using a shield, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that he may use it with a shield.

    Sorcerous Shield (Su): A shield mage can use his arcane pool to grant an enhancement bonus to a weapon as normal, as well as to his shield, paying the arcane pool cost separately for each. At 5th level and above, he can also add the following shield special abilities: animated, arrow catching, arrow deflection, bashing, blinding, fortification (any), reflecting, spell resistance (any).

    When a shield mage uses spell combat, he can perform somatic components for magus spells with his shield hand, forfeiting the shield’s bonus to AC until the beginning of his next turn; if the shield is a buckler, he retains its bonus to AC.

    At 2nd level, a shield mage can use spellstrike with a weapon or shield bash attack.

    Spellshield (Su): At 7th level, as a standard action, a shield mage may store a magus spell in his shield by spending 1 point from his arcane pool per level of the spell. This functions as the spell storing weapon special ability, but activates only on a successful shield bash by the shield mage and is not limited to spells of 3rd level or less.

    This ability replaces Medium Armor.

    Greater Spellshield (Su): At 13th level, a shield mage may activate a stored spell as an immediate action after being struck in combat. He may choose to have the spell affect himself or the creature that struck him.

    This ability replaces Heavy Armor.

    Not really content with the Skirner, so this is an attempt at making a "shield mage" viable. A little wary of the Armor Bonus feature, but with the loss of armor, it seems a fair enough trade.


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    Blood Mage (Magus Archetype)

    A blood mage gains his arcane powers as a result of inherent power, rather than through careful study.

    Modifies Spells; Replaces Spell Recall, Knowledge Pool, Improved Spell Recall

    Spells: The blood mage does not gain spells per day as a typical magus does. Instead, he gains cantrips, spells known, and spells per day as a bard of the same level (though still using the magus class spell list). If a blood mage selects the harmonic blending, jinx blending, or spell blending magus arcanas, he gains the selected spells as bonus spells known.

    A blood mage uses his Charisma, rather than his Intelligence, to determine all class features and effects relating to his magus class, such as bonus spells per day, the maximum spell level he can cast, the save DCs of his spells, and the number of daily uses of his class abilities.

    Blood Magic (Su): At 4th level, a blood mage may expend 1 point from his arcane pool to enhance a spell he is about to cast, as a swift action. When he does so, for purposes of calculating the effect of his spell, a blood mage treats his caster level as +2 higher than normal.

    This ability replaces Spell Recall.

    Absorb Spell (Ex): At 7th level, when a blood mage fails a saving throw against a spell, he may add it to his list of spells known, as an immediate action. He retains access to this spell until he casts it, at which point it lost. If an absorbed spell is divine, the blood mage may treat it as if it were arcane. A blood mage can use this ability a number of times per day equal to his Charisma modifier.

    This ability replaces Knowledge Pool.

    Improved Blood Magic (Su): At 11th level, when a blood mage enhances a spell with blood magic, he may apply any one metamagic feat he knows to the spell without increasing the casting time. He must still expend a higher-level spell slot to cast this spell.

    This ability replaces Improved Spell Recall.


    Does a +1 defending weapon grant a +1 bonus to AC, or +2? Meaning, does the 'defending' property count as a +1 enhancement?


    Blademaster

    Lose: Mount, Weapon Expertise, Mounted Archer
    Gain: Spirit Draw, Blade Expertise, Iajitsu

    Spirit Draw (Ex):
    At 1st level, the samurai learns the mystical art of drawing forth
    the spirit of his weapon. He can use this ability a number of times per
    day equal to 1/2 his samurai level (minimum 1) + his Wisdom modifier.

    At 1st level, a samurai can expend 1 daily use of this ability as a
    swift action to grant any weapon he is holding a +1 enhancement bonus
    for 1 minute. For every four levels beyond 1st, the weapon gains another
    +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses
    can be added to the weapon, stacking with existing weapon enhancement
    to a maximum of +5. Multiple uses of this ability do not stack with
    themselves.

    At 5th level, these bonuses can be used to add any of the following
    weapon properties: dancing, flaming, flaming burst, frost, icy burst,
    keen, shock, shocking burst, speed, or vorpal.

    Adding these properties consumes an amount of bonus equal to the
    property’s base price modifier. These properties are added to any the
    weapon already has, but duplicates do not stack. If the weapon is not
    magical, at least a +1 enhancement bonus must be added before any other
    properties can be added. These bonuses and properties cannot be changed
    until the next time the samurai uses this ability. These bonuses do not
    function if the weapon is wielded by anyone other than the samurai.

    A samurai can only enhance one weapon in this way at one time. If he
    uses this ability again, the first use immediately ends.

    This ability replaces Mount.

    Blade Expertise (Ex):
    At 3rd level, the samurai gains unparalleled expertise with blade weapons. The samurai can draw any blade (heavy) or blade (light) weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the such a weapon, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for Weapon Specialization feats, so long as the chosen weapon is of the blades (heavy) or blades (light) weapon group.

    This ability replaces Weapon Expertise.

    Iajitsu (Ex):
    At 6th level, the samurai may draw his blade at blinding speed. During a surprise round, he may perform both a move and attack action. This attack is made at a +2 bonus, as if the samurai had performed a charge. Until the start of his next turn, the samurai takes a -2 penalty to AC.

    This ability replaces Mounted Archer.