Swordpriest

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Just looked at it quickly and there are terms used that do not apply in PF: Long Rest, Radiant damage, Reaction. What are these? Looking through PF, what do you think would be the most similar? Once you've found those, replace those 5e terms and if need be rework the class ability to make it better fit PF.

Pathfinder has Archetypes for classes, but not the way that 5e apparently does, so that wording would need to change. Take a look at the Barbarian's Rage ability and its Rage powers, the Ranger's Combat Style ability, or even the Unchained Monk's Ki Power ability, to get an idea of how you could make it more PF friendly and get away from using Archetype within the class itself.

Redemption looks most like the Cleric's Channel Energy ability, so I suggest reading up on that.


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I kind of feel that your 'Extreme Cold' rules are a bit too harsh. I say this based on my own experience in MN winters. These are just suggestions and reasons why. I know being as real as possible isn't the name of the game for fantasy, but to me, some of these seem..off.

While only wearing 3 layers of pants (two thin cotton pants and a pair of jeans), shirts (under-shirt, t-shirt, long-sleeved shirt), coat (light hoodie), hat, scarf, hood (hoodie), and a leather trench coat, I walked for more than 3 hours in -50+ temp (I think it reached below -60 at one point), at night, in the middle of a blizzard. None of the clothes by themselves were specifically designed to prevent extreme cold, but together they worked out to be what I'd imagine would be considered your 'Extreme Cold Outfit'.

By your rules, I would have been dead in minutes, even with your Extreme Cold Outfit. My department manager and store manager both yelled at me for being a stubborn idiot with a death wish. I did finish my shift and was given a ride home, but I was bedridden for almost 36 hours afterwards. This is just an example of the stupidest time I've been out in the cold like this (at least willingly). I've been in similar (though less extreme) situations, since I work nights and MN winters suck ass especially when you need to commute without a car and have to either walk, ride a bike (if you can through the snow), or rely on public transportation that takes hours for the next bus to arrive in the middle of the night.

My point being, I think the lethal damage should not be automatic with no save unless the temp is below -50, or at the very least, if the character is wearing an Extreme Cold Outfit, it should convert the lethal damage to non-lethal until at least 2 hours have passed, and grant a save. Remove the additional non-lethal damage from Extreme Cold.

Also, frostbite should only be possible from -20 and below, but never above 0 (10 is more accurate, but 0 for the ranges you've given), unless exposure is prolonged (2+ hours). Have frostbite impose penalties that could become permanent after extended exposure, including the loss of fingers/toes or, if severe enough, limbs. Possible penalties could be -1 to actions requiring fine motor control, -1 any attempt requiring balancing, or -2 attack due to numb fingers.

As for hypothermia, my suggestion is to alter it so that it has three stages. Non-lethal damage two (maybe three) times, save vs hypothermia, if fail, gain a status, repeat until final status. Status: Hypothermia (Fatigue), Severe Hypothermia (Exhausted), Death.

These are just some suggestions based on my personal experience.


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I've only just seen the rope dart in Ultimate Combat, and having looked it up (and seen videos of it in use), I wanted to try making a version that seems as it it better reflects the actual weapon.

Exotic Light Melee Weapon
Johyo
Cost: 2gp
Damage: 1d3(S), 1d4(M), 1d6 (L)
Critical: 20/x2
Damage Type: Varies (see description)
Range: 0/20ft. (see description)
Weight: 2lbs.
Special: Monk, Distracting, Trip, Reach (see description)
Description:
This deceptively complex weapon appears as nothing more than a rope or thin chain (7ft small, 12ft medium, 17ft large) with a weighted end. It can be whirled at great speeds, then aimed to strike opponents with great reach (+5ft small, +10ft medium, +15ft large). Once it strikes, the wielder can quickly retrieve the weapon with a free action. The weighted end can have a solid weight attached to deal bludgeoning damage, a bladed to deal slashing damage, or spike piercing damage. Changing the end takes 1 minute.

This weapon can be used in two ways, selected as a free action at the beginning of your turn. The first is as a reach weapon that does not threaten squares adjacent to you. The second is as a thrown weapon with a range of 20ft, or 40ft if the wielder lets go of the rope which must then be retrieved.

When fighting defensively, this weapon gains the Blocking special weapons quality (+1 shield bonus to AC).


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Many of the things archetype monks are able to do with their Ki Pool do not seem to have any reason why a non-archetype monk not do them as well, and since they are 1 ki point for usually one specific action for one round, it doesn't seem as if it would break anything to put them into the base monk ki pool..tricks I guess, for lack of a better term.

As far as I've understood things, monk's can be powerhouses, IF you take certain feats, certain styles, certain archetypes, etc, and you still have to min-max and you're still no good outside of combat.

A GM asked me when he and I were talking about this, "Why not just play Unchained, and use archetypes to remove some of the issues?"

To which I responded, "If an archetype is needed to make a class viable, then the class needs to be fixed first. Not only that, but no archetype (or combination) fixes the monk's problems, in fact they mostly exacerbate them or create new issues (for instance the Qinggong did create a way to help the monk, but at the same time made them even more ki point dependent without an actual boost to the their ki pool). IF there were a combination of archetypes that did fix the Unchained monk's problem, then unlike other classes, the Unchained monk would HAVE to be those archetypes to be viable. But even then, it would run contrary to how Paizo put it themselves about archetypes:

Originally Posted by Paizo
Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers."

Many monk abilities are bad or pointless (Tongue of the Sun and Moon for instance), and this pervades their archetypes. So allowing a monk to choose what ability they want eliminates, at least a bit, the poor monk abilities. They're still (monk)level dependent, and more powerful abilities still take more than one level's worth of investment. It's the Qinggong idea of ability swapping taken to the next level.


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Changes made:
*Altered the AC Bonus so that the Monk gains +6 at 19th level instead of maxing out at +5 at 20th.
*Dropped the Unarmed Damage back down to match the normal Monk progression.


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The race this belongs to, the Orani, are Xenophobic in nature, keeping themselves apart from other races (for various reasons).

Uniquely Superior: Each Orani is unique. This is emphasized and fostered from a young age, and while this lends to boosting a child’s abilities, it leaves them unable to interact well with those outside of their race. Orani suffer a -4 penalty on Sense Motive and Diplomacy checks with those of other races, but each Orani (lesser) gains a +2 bonus to two ability scores.

Personally, I think I overdid it with the penalties, but since I designed this to be used with the Race Builder, I gave it the Prerequsites: Xenophobic, and gave it a RP cost of 0.

I used this reasoning:
2RP = +2 skill bonus
-2RP = -2 skill penalty
-8RP = -8 skill penalty
4RP = +2 ability score bonus
8RP = +2 ability score bonus to two abilities


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I've altered the Unchained Monk in a number of ways such as giving the monk their Monk level + Wis for the ki pool, made it slightly less MAD by giving them Dex to attack and Wis to damage, the monk gains four more ki powers throughout their career, and allowed the monk to be enchanted like any other weapon/item (either by themselves or by another spellcaster).

But the main change is that most of the monk abilities (such as purity of body, tongue of the sun and moon, and even fast movement and evasion) are not ki abilities that the monk can choose to take.

In doing so I also went through many of the archetypes and instead of replacing a certain ability, the monk must be a certain level to select that ability.

A few other changes is dropping the monk back to d8 hit die, upping their skill points per level to 6+Int, and increased their unarmed damage die.

I've got it all written up in a google doc: here.