Ekmule's page

Goblin Squad Member. Organized Play Member. 28 posts (30 including aliases). No reviews. No lists. 1 wishlist. 1 Organized Play character. 1 alias.


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Well i make a mistake and i post a blank message :(

Sorry.

Well i just want to say : we have a lot of good music for RPG like witcher 1,2 and 3 - Pilalrs of eternity - Bastion - alien isolation and more video game.

I do mix of music for RPG table if someone needs. You can find it here.

If you need music for a 1920 ambiant you have caro esmerald or Bioshock 1 and 2 with old music.


(Sorry for my English but i want to help the Paizo team then i try to do a feedback)

Hi guys,

My table (5 players and me) plays lot of games and tests all classes. (We play a game with level 1

To be simple

What we like :

- The concept of the psychic class from paizo it's good. We like all classes except the spiritualist (Not the mechanics but BG)

- They like the concept of all classes but... (See "we hate")

- The concept of Burn but... (See "we hate")

- The BG of all classes except the spiritualist

What we hate :

- The spiritualist. The concept of this class, it's just... To be haunted, it's not a class, it's a state. you gain power from the haunt but before the haunt you are a farmer, a warrior or something like that. (I hope ou understand what i try to explain)

- All classes have problems like :

The psychic with the Discipline of Pain and Painful Resurgence. You take 10 damage and you gain 1 point in your phrenic pool. Totally useless when you are level 1 or 2.

Kineticist with the burn system : Complex to use because it's like a new pool of something etc...

The medium and the system of the spirit number and influence on the character. (My players are really confused whe he tries to use him)

- All class need a little boost.

- They want a psychic warrior who can create weapons (Somone says he wants to create balista...)

- Class like mesmerist is just too gadget.

- The medium after 2 years. It's over 9000 spirits !!

Conclusion :

Today, the system it's too confuse. Rule need to be clear

No mesmerist...

They like all classes (Except the mesmerist) but a lot of capacity are really strange or difficult to use during a game for my players.

I hope it's useful and if it's not well we try :)

P.S : Again sorry for my english


The map for me its not really realistic. A lot of things can block the invade. Elves from Kyonin, In ustalav the Lich. In river Kingdom, we have the kingdom from kingmaker (if its not a fail, this kingdom is really powerfull), The cheliax and his devil ally (devil never accept that invade... Asmodeus has a plan...) All runelords..., In brevoy, Choral never accepts to lose... Aashaq same thing... Heroes from Ustalav (They block the return of the Whispering Tyran)

And more and more and more ... it s interesting but not enough for me


1 person marked this as a favorite.

Well i like the valeros and seoni


Congratulations


Thx Anthony Adam and RonarsCorruption !

You help me a lot

Tanks you very much.

:)


yes its like the ring x-ray !

the object uses the life of the user and give a power.

For Lazarx :

Sorry I don't have a real object. I continue to search and I have this idea about an object you can use just a short time because he uses the life of the user.


Thx all for the help

well the penality i want it s like a poison.

The user loses 1 point of Strength each round.

How calculate this penality for an object. I find nothing.


Hi !

I create an object with a penality but i don't see in the rule how to calculate the price of this magic object with a penality.

Somone can help me ?

my regards,

Ekmule


I explain my player want play in half:

Half-dwarf
Half-halfelin
Half-giant (Troll,ogre hill giant)

But the real problem is sorcerer.

If you have blood from all type of creature then you can have half of all this type.

We need clearly a description about this half something.


Tiny Coffee Golem wrote:
Ekmule wrote:

For me, i think we need rule about half-something.the problem about this race it s :

I m half elf but my mother or father it s only a human or he can be an orc, a dwarf or another thing ?

Well maybe we can have all half-dwarf, gnome or other species, ?

Or it's impossible ?

well i'm curious about this part of species in Pathfinder.

James Jachobs actually answered this in the "ask James Jachobs" thread. Well, as much as he answers any such questions.

Some races are more compatible (genetically presumably, but it's fantasy, so yea) than others. Hence some "half" races exist and others don't.

ok then this new book can explain all half races ? :)

My mother it s an orc and my father an elf :D not fun ? :D


For me, i think we need rule about half-something.the problem about this race it s :

I m half elf but my mother or father it s only a human or he can be an orc, a dwarf or another thing ?

Well maybe we can have all half-dwarf, gnome or other species, ?

Or it's impossible ?

well i'm curious about this part of species in Pathfinder.


congrats everyone :)


Jodi don't have the sword well not Jodi then i vote for Kelly as Harsk because he have the pet :D


cwslyclgh, wrote:


Mask of Pure Madness

I see a couple of things wrong with this right off the bat...

first it is basically just a couple of spells in a can with a bonus on intimidate checks and a bit of additional flavor text thrown in.

Second the construction requirements don't make sense... why must the creator have ranks in climb??? (should probably be intimidate)

third you change the name of your item in the description section (going from mask of pure madness to mask of sheer madness).

the second and third points above show the value of editing, careful editing would have easily discovered and fixed those problems.

Other problems are the name, if it is a mask of madness why doesn;t it make people mad (crazy), and the physical description of the item, which is 15 words long and lacking in any real coherent description other then it is a black mask.

Thx !! yes. lot of mistakes.


Mask of the pure madness
Aura strong necromancy and transmutation[evil]; CL 7th
Slot head;; Price 20400 gp; Weight 3 lbs.
Description
The mask of sheer madness is a black mask where several faces of terror appear.
On command, this powerful object can cast the fear spell at will. When you use this power, a terrible scream can be heard by anyone can see the wearer. It continually grants a +10 competence bonus on intimidation checks.
The wearer may cast ray of enfeeblement three times per day, exactly as if he had cast the spell of the same name but it reduces only the wisdom of the target.

The mask is infused with evil, and as a result it bestows one negative level on any non evil creature wearing it. This negative level persists as long as the mask is worn and disappears when the mask is removed. The negative level cannot be overcome in any way (including restoration spells) while the mask is worn.

Construction
Requirements Craft Wondrous Item, Creator must have 10 ranks in the Climb skill, fear, ray of enfeeblement, creator must be evil; Cost 10200 gp


Congratulations !!


Hi all,
Sorry for my english.
My first feedback about the new class. I’m the GM and i have ten players. I post here the conclusion about the witch class.
This class is really … bad. All players and me are agree. This class is really bad, not attractive.

All reasons :

Again a class with arcane spell and the same style of wizard or sorcerer.
You can’t custom the witch.

If 2 players want create a witch, you have the same character, all spell and special power doesn’t change.

Witch is just another wizard type or sorcerer.

Hex is simple and really not innovative.

This witch is a spell class. It’s a problem because with the pathfinder rule you have 4 spell classes, 4 no spell classes and 2 mixed classes. With the new classes, you have 4 new classes with spell (i don’t know if the inquisitor is a full spell class or a mix class) and it’s not a good idea. Try to create a new style of class with the witch. You have too much class with a spell type evolution.

An example of witch :

A witch can use different power. She can use transform spell. Maybe you can give her a transformation as a rat or a crow. (Directly in the first level ? why not).

A witch can use dark power of nature but you can divide in different path.

The path of beast : the witch use the beast of nature. She can gain lot of power as a werewolf or can Summon nature’s ally.

The path of spirit pact: The witch starts with a pact with a powerful spirit. She gain spell and power. You can choose different spirits (Evil spirit of nature, …). All spell is not selected. All spell is linked with the spirit.

The path of hex: The witch talks with spirit and can call them to curse all enemies.

The path of elemental: you can call spirit of elemental and you can summon them to fight for you. (Something like that)

Path of charm and madness: You use power of nature to charm enemies.

It’s a fast example but you can start with this idea. Maybe other players can create a new style of witch ?

Maybe I try to create a complete example the next week


Thanks Elizabeth and Trellian.

I'm working hard to increase my skills in English but it's not really easy.

Well thank you so much for all your advice Elizabeth! :)

For the next scenario, I'll try to add more details about the background and I'll delete random encounter and the block stat of the boss


Hi all !!

I'm a beginner and I hope to learn to be a good author.
It’s my first scenario for paizo and maybe a good soul can give me any advices? :)

Title

The evil winter of Falcon’s Hollow

Introduction
In this winter in the small village of Falcon’s hollow, the day of the father winter will be celebrated. Many travelers stay here because they are blocked by snow or are attracted by the festivities. However this year, the winter is unnatural hard around this village and the fear can be perceived on the face of peasant.

Summary

The PC is dispatched by the pathfinder society to find any clue about the eternal ice idol in the Falcon's Hollow. The adventure starts with a festival of winter father in Falcon’s Hollow. A pack of wolf with a satyr attacks the village. They discover that this satyr has a bond with the artifact and the daughter of mayor has been kidnapped. The village peasants give some informations about the mountain and a cursed woodcutter camp.

After a day of travel, the group encounters a band of gobelin. They try to destroy the bridge and gain time for the satyr master. The combat have a limited time and if the bridge is destroyed, they must make a detour to continue the chase.

Near the woodcutter camp, the curse of snow attacks the group. An enigma and a fight with ice zombie are started. All zombies continue to attack if the group doesn’t find the word to cancel the curse temporally.

After they find the word to cancel the curse, the group must defeat the ice elemental in the woodcutter. He discovered the ancient book of the woodcutter chief. They know the position of tumulus.

The group continues to travel and maybe encounter a creature during the travel (test of random encounter). The tumulus is guarded by satyrs but PCs have the advantage of the surprise to defeat them.

For each encounter, the group has a penalty if they have been too slow. The ritual is finished if the group is too slow but they can defeat him before he takes the news ice witch in the mountain.

Summary of each encounter
Encounter 1 The wrath of wolfs

A Fire starts during the festival of the winter father and a pack of wolf with a satyr attack the group.

Encounter 2 The bridge

This fight start when the group see a group of goblin want to destroy the bridge that go to the tumulus of eternal ice. The fight during 6 rounds and each round, a little joke with a goblin try to break the bridge with different object. (All objects is useless to cut this bridge)

Encounter 3 The curse of snow
Player heard a strange poem and the curse are started. Each character fight ice zombie but he can stop the curse if they discover the title of this poem.

Encounter 4 The ice avenger
A tempest comes and all players need to go in the camp of woodcutter. Some ice elemental come to fight.

Encounter 5 Guard of Dolmen
A little group of satyr defends the dolmen and try to stop the group.

Encounter 6 Atrish the druid satyr
The boss tries to accomplish the ritual. The satyr is a specialist of invocation and tries to submerge the group with them.

Tier 1-2
Atrish CR 4
Male satyr druid 2
CN medium fey
Init +3; low-light vision, limited word
DEFENSE
AC 19 (+3 Dex, +4 natural, +2 armor)
hp 42 (5d6+10 + 2d8+4 )
Fort +5, Ref +5, Will +8
DR 5/Cold iron
OFFENSE
Spd 40 ft.
Melee : +4 masterwork scythe (2d4 +2)
Distance +5 Icicles D6+1
TACTICS
Before Combat limited word
During Combat limited word
Morale If brought below 8 hit points, he tries to escape in the mountain and contact his master an ancient white dragon.
STATISTICS
Str 12, Dex 16, Con 14, Int 12, Wis 15, Cha 13
Base Atk +3;
Feats Alertness, Dodge, mobility, Nature bond(domain water), Nature sense, orison, wild empathy, Woodland Stride.
Skills limited word
Spells Prepared (CL 2rd)
1st – summon natural x2, entangle, cure light wound, obscuring mist,D
D: Domain spells Deity: Ice totem Domains: Water Languages Common, Sylvan
Gear Potion of light cure wound, Bracers of armor +2

Conclusion
If the daughter of mayor is possessed by the artifact. She tries to join the pathfinder society and want to gain some power with it.

If Artrish is not killed then he goes to inform the situation to an ancient white dragon in the mountain.

Thanks.


Matthew Morris wrote:
Ekmule wrote:

Well i like this priest style but again you have all priest with big armor.

In pathfinder, all priests send a peace message with a plate armor and a big weapon.

Like every other iteration of D&D before it.

If you want, there's the evangalist and warpriest (Green Ronin's Advanced player's Manual) and the Cloistered Cleric (Unearthed Arcana)

Ok you need again some rule to change the DD priest style. I like the idea of the domain and the team of paizo update this rule.

BUT a priest is an image of a god and now if you do another priest of Sarenrae, you can easly do a priest with a big axe and a big armor with spike. No limitation.

Zaister wrote:
Ekmule wrote:

Well i like this priest style but again you have all priest with big armor.

In pathfinder, all priests send a peace message with a plate armor and a big weapon.

a) not every priest is a priest of peace.

b) you noticed that there is no "plate armor" in the statblock? Kyra is using medium armor.

Yes but it's not the real problem. Kyra give a good image of Sarenrae but with this rule the choice of the god don't define the style of combat of a priest. The god of a priest give only some special power but the dogma of this god give no limitation for equipment.

Well i thinks it's better to give some advantage for a priest of sarenae when he use the special weapons of this god

Example: A priest of death god gain a special power when he don't use an armor and special attack with a scythe.

Today, the difference between a priest is only the spell list.

But it's only from my opinion.


Well i like this priest style but again you have all priest with big armor.

In pathfinder, all priests send a peace message with a plate armor and a big weapon.


I can see where you're going with this
It's similar to the Ranger Combat Styles
Unfortunately, that link does not show the table - the image is missing :(

Strange when i click on the link i have the table well i can explain it.

the table shows when you can take a feat and it's the same as the wizard spell table.

Well an example: when you have +3 with your bba you can choose art martial feat level 2

veebles wrote:


Maybe a synopsis of your proposal would help.
Something for quick and easy comparison to the Ranger Styles.

Ok i try to write it for the next week.

veebles wrote:


Have you thought about maybe chaining the action feats?
So if you roll one successfully, it opens the door to use another the next round, or a choice of which to do so?

Yes you can use an art martial technique for each attack you have.

Example:

If you have two attack, you can execute two art martial technique in a round.

I think it's important to give more possibility in fight.

veebles wrote:


It just appears to be too complex, because of the size and layout of post.
Well, to me anyway lol :)

lol :D Well, it's not easy to resume this big idea :D but i try to write a synopsis just for you :) i m

veebles wrote:


Is this meant to replace the core feat system altogether for all classes or just one class?

It's for all classes. If you have +2 in your BBA you gain a combat feat.

I have a very big list of art martial technique (97).


Hi all

I post a new system for pathfinder. This system is based on rules from tome of battle. For me, the long list of feat is an error because you have 200 feats (all books) but you have a very limited number of feats. If you don’t take a combat feat, you are really penalized in your adventure.

It's very difficult to add a system with this forum and i hope you can read it.

Well my system: (Sorry for my English)

IF you use it, delete all feats for combat.
- You gain a combat gift for each 2 BBA point (A fighter level 20 gain 10 combat gift) and a table show when you can take a gift of a level (The “x” mean you can take a gift of this art martial level)

I hope you can see the table with this link:

Free Image Hosting

In this system, you have a new type of combat feat. It’s Art martial technique. Art martial technique gives different capacity and increase the fun during a fight.

When you want use an art martial technique, you need to do a roll versus the art difficulty with D20 + BBA + wisdom modifier. If you fail, you can’t do it and you take the effect of the aftermath.

You have a little list of feats for this system and some art martial technique art. I know it’s not perfect. But I have a big list of art martial technique but I don’t post it now because I must translate it in English. But I can do it if paizo (or users of this forum) need more examples.

Well now an example with feat of pathfinder with this system :

Martial art level 1:
List:
Blind-fight
Combat reflexes
Dodge
Improved initiative
Improved unarmed strike
Point blanck shot
Power attack
Quickdraw
Two weapons fighting
Weapon focus

Blind-Fight (Combat)
You are skilled at attacking opponents that you cannot
clearly perceive.

Benefit: In melee, every time you miss because of concealment,
you can reroll your miss chance percentile roll
one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting
you in melee. That is, you don’t lose your Dexterity bonus
to Armor Class, and the attacker doesn’t get the usual +2
bonus for being invisible. The invisible attacker’s bonuses
do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move
at full speed while blinded.

Normal: Regular attack roll modifiers for invisible attackers
trying to hit you apply, and you lose your Dexterity
bonus to AC. The speed reduction for darkness and poor
visibility also applies.

Special: The Blind-Fight feat is of no use against a character
who is the subject of a blink spell.

Combat Reflexes (Combat)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of
opportunity equal to your Dexterity bonus. With this feat,
you may also make attacks of opportunity while f lat-footed.
Normal: A character without this feat can make only one
attack of opportunity per round and can’t make attacks of
opportunity while f lat-footed.
Special: The Combat Ref lexes feat does not allow a rogue
to use his opportunist ability more than once per round.

Dodge (Combat)
You have mastered a defensive stance that allows to you
easily react to your opponents.
Prerequisite: Dex 13
Benefit: As a swift action, you gain a +1 dodge bonus to
your AC until your next turn. If you have 10 or more ranks
in Acrobatics, the dodge bonus increases to +2.

Improved Initiative (Combat)
Your quick ref lexes allow you to react quickly to danger.
Benefit: You get a +4 bonus on initiative checks.

Improved Unarmed Strike (Combat)
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—
you do not provoke attacks or opportunity from
armed opponents when you attack them while unarmed.
In addition, your unarmed strikes can deal lethal or
nonlethal damage, at your option.
Normal: Without this feat, you are considered unarmed
when attacking with an unarmed strike, and you can deal
only nonlethal damage with such an attack.

Point Blank Shot (Combat)
You are especially accurate when making ranged attacks
against close targets.
Benefit: You get a +1 bonus on attack and damage rolls
with ranged weapons at ranges of up to 30 feet.

Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing
accuracy for strength.
Prerequisite: Str 13, base attack bonus +1.
Benefit: Add an amount equal to your Strength modifier (or your base attack bonus, whichever is lower)to your melee damage rolls for 1 round (in addition to the normal damage modif ier from a high Strength score).
Subtract the same amount from your melee attack rolls for 1 round. If your attacks are made with a two-handed
weapon, add an amount equal to double your Strength
modifier (or your base attack bonus, whichever is lower)
to your melee damage rolls for 1 round (the penalty remains the same).

Quick Draw (Combat)
You can draw weapons faster than most.
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead
of as a move action. You can draw a hidden weapon (see the
Sleight of Hand skill) as a move action. A character who
has selected this feat may throw weapons at his full normal
rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be
drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a
move action, or (if your base attack bonus is +1 or higher)
as a free action as part of movement. Without this feat, you
can draw a hidden weapon as a standard action.

Two-Weapon Fighting (Combat)
You can fight with a weapon in each hand. You can make
one extra attack each round with the second weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with
two weapons are reduced. The penalty for your primary hand
lessens by 2 and the one for your off hand lessens by 6. See
Two-Weapon Fighting in Chapter 9.

Normal: If you wield a second weapon in your off hand,
you can get one extra attack per round with that weapon.
When fighting in this way you suffer a –6 penalty with
your regular attack or attacks with your primary hand and
a –10 penalty to the attack with your off hand. If your offhand
weapon is light, the penalties are reduced by 2 each.
An unarmed strike is always considered light.

Weapon Focus (Combat)
Choose one type of weapon. You can also choose unarmed
strike or grapple (or ray, if you are a spellcaster) as your
weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base
attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make
using the selected weapon.
Special: You can gain this feat multiple times. Its effects
do not stack. Each time you take the feat, it applies to a new type of weapon.

Martial art level 2

List :
Heavy weapons dancing stance
Two weapons dancing stance
Karate stance
IMPROVED BULL RUSH
IMPROVED DISARM
IMPROVED GRAPPLE
IMPROVED OVERRUN
MOBILITY
RAPID SHOT
WEAPON SPECIALIZATION

Heavy weapons dancing stance (Art martial technique)
Prerequisite: Power attack
Art difficulty: 13
Aftermath: you take a –2 penalty to Armor Class during D4 rounds.
Benefit:
Choose one effect for this turn:
Wind dance: you gain +4 in initiatives during 1D4 rounds
Fury dance: all enemies around you must do a will save with a DD equal to 10 + intimidation bonus check. If the enemy misses the save, he move back and can’t attack you for 1 round.

Two weapons dancing stance (Art martial technique)
Prerequisite: Two weapons fighting
Art difficulty: 13
Aftermath: you take a –2 penalty to Armor Class during D4 rounds.
Benefit:
Choose one effect for this turn:
Aggressive dance: You can do a jump at 2 cases and you strike your enemy wit one attack with each weapon
Defensive stance: You can use this dance with a move action and you move 4 cases with +4 at your AP.

Karate stance (Art martial technique)

Prerequisite: None
Art difficulty: 13
Aftermath: your enemy can do an opportunity attack.
Benefit:
Choose one effect for this turn:
Rapid attack: You make one attack and you add your wisdom modifier to your damage for this attack. After this attack, you can move 5 feet around your enemy (this move don’t provoke an opportunity attack.
Defense stance: The next attack on you, you do an opposite strike and if you win you can move your character behind or a side or you enemy and the attack of your enemy is ignored.

Improved Bull Rush (Combat)
You are skilled at pushing your foes around.
Prerequisite: Str 13, Power Attack.
Benefit: You do not provoke an attack of opportunity
when performing a bull rush combat maneuver. In addition,
you receive a +2 bonus on checks made to bull rush a
foe. In addition, increase the DC of performing a bull rush
combat maneuver against you by +2.
Normal: You provoke an attack of opportunity when
performing a bull rush combat maneuver.

Improved Disarm (Combat)
You are skilled at knocking weapons from a foe’s grasp.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity
when performing a disarm combat maneuver. In addition,
you receive a +2 bonus on checks made to disarm a foe. In
addition, increase the DC of performing a disarm combat
maneuver against you by +2.
Normal: You provoke an attack of opportunity when
performing a disarm combat maneuver.

Improved Grapple (Combat)
You are skilled at grappling opponents.
Prerequisite:Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity
when performing a grapple combat maneuver. In addition,
you receive a +2 bonus on checks made to grapple a foe. In
addition, increase the DC of performing a grapple combat
maneuver against you by +2.
Normal: You provoke an attack of opportunity when
performing a grapple combat maneuver.

Improved Overrun (Combat)
You are skilled at running down your foes.
Prerequisite: Str 13, Power Attack.
Benefit: You do not provoke an attack of opportunity
when performing an overrun combat maneuver. In addition,
you receive a +2 bonus on checks made to overrrun a
foe. In addition, increase the DC of performing an overrun
combat maneuver against you by +2. Targets of your overrun
attempt may not chose to avoid you.
Normal: You provoke an attack of opportunity when
performing an overrun combat maneuver.

Mobility (Combat)
You can easily move through a dangerous melee.
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against
attacks of opportunity caused when you move out of or
within a threatened area. A condition that makes you lose
your Dexterity bonus to Armor Class (if any) also makes
you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types
of bonuses.

Rapid Shot (Combat)
You can make an additional ranged attack.
Prerequisites: Dex 13, Point Blank Shot.
Benefit: When making a full-attack action with a
ranged weapon, you can fire one additional time this
round. All of your attack rolls take a –2 penalty when
using Rapid Shot.

Trample (Combat)
While mounted, you can ride down opponents.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you attempt to overrun an opponent
while mounted, your target may not choose to avoid you.
Your mount may make one hoof attack against any target
you knock down, gaining the standard +4 bonus on attack
rolls against prone targets.

Weapon Specialization (Combat)
You are skilled at dealing damage with one weapon. Choose
one type of weapon for which you have already selected the
Weapon Focus feat. You can also choose unarmed strike or
grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon,
Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you
make using the selected weapon.
Special: You can gain this feat multiple times. Its effects
do not stack. Each time you take the feat, it applies to a new
type of weapon.

Martial art level 3:

Comet strike impact technique (Art martial technique)
Prerequisite: weapons focus (a Bludgeoning weapons), Two weapons dancing stance
Art difficulty: 15
Aftermath: you take a –4 penalty to Armor Class during D4 rounds.
Benefit:
Your strike does a powerful chock wave and destabilizes your enemy. The target roll fortitude saves or he fall and take the maximum damage with each of weapons.

Martial art level 4:

Magic combo strike (Art martial technique)
Prerequisite: caster level 1rd
Art difficulty: 17
Aftermath: You take the level spell x ½ HD of your character
Effect: You can use a spell and give a special damage strike at your weapons:
Type of the spell:
Fire => your weapons gains Fire Damage.
Acid=> your weapons gains Acid Damage
Air => your weapons gains Sonic Damage
… (The list is too big)

Damage: You gain the level of spell x wisdom modifier damage of the type of the spell. If you do a critical strike, you multiply by 2

Martial art level 5:

Invulnerable skin (Art martial technique)

Prerequisite: Iron will
Art difficulty: 19
Aftermath: You are fatigued
Effect:
You obtain a reduce damage of a type equal at you wisdom (minimum: 1) during constitution modifier rounds.

Martial art level 7:

Improved total defense (Art martial technique)

Prerequisite:Dex 15
Art difficulty: 23
Aftermath: You are fatigued but you in simple total defense
Effect:
Does an attack roll with the better attack bonus you have. You block all attacks lesser than your attack roll.

Martial art level 9:

Dance of the unstoppable sharp whirlwind (Art martial technique)
Prerequisite: two weapons fighting, two weapons dancing stance, weapons focus (a sword)
Art difficulty: 27
Aftermath: You do the art martial technique but when you finish your special attack, you take 2 HP by HD.
Effect:
Your character moves the max move you can and all character in the same case in your move take a unique attack. If you touch you do a critical hit with each weapon in your hand.

During this move, you obtain a +4 bonus at your AC.


A simple question:

Are you only interested by the technic or you want analyse about the background of your race ?

Example : are you interested by a critical about the age of elf, dwarf ?


Well it's good to see other solution.

It's more simple to add this system but it's the player who choose the type of priest he want.

Well, again you can do a priest with no armor for a priest of war and a priest of love can fight with heavy armor and a big battle axe.

Well, maybe i want a priest too realist but for me, I prefer see priest as this image :

http://www.wizards.com/dnd/images/FR_ART/People/Clerics.jpg

Each priest is really different because they have a different god.


mmhh a secular paladin is near a simple knight, no ? I prefer add a class knight with honor feat, special technical fight or other power.

For me, the paladin have some divine power because he is the symbol of the power of a god on earth.

But maybe i m wrong to think that.

But I hope that paizo develop all class from complete adventurer, warriror ...


Hi all,

My first post and i hope it's not to late to suggest some rules for the cleric class and the paladin.

Priest :

The priest class needs a real change because if you have 2 or more players with this class you have the same character. All priests can use all armor and shield and the list of speel don”t change really.

Well if you see this image from the forgotten realms, each priest has a special style. You can see the first priest of Mystra (Goddess of magic) with a robe and the second priestess of Baine (God of Tyranny) with a big armor.

Today with this class, you can’t do a priest with this special style. Well for me a priest of the goddess of beauty with a big armor and a big axe, it’s ridiculous 

Well, the change that I suggest is simple and don’t need a big work.

Delete the description about Weapon and Armor Proficiency and for each domain give some bonus and some weapon and armor training.

Exemple :

Earth Domain

Deities: Abadar, Torag.
Caster

Type 1:

Armor training: Gain the feat heavy armor training
Weapons training: the priest can use all weapons of hammer group (See page 27-28 Weapons training)
Special ability: N/A
Class skill bonus: N/A

Type 2:

Armor Training: Gain the light armor training
Weapons training: N/A
Special ability: Bless of the earth (Gain +4 for all save type versus poison, disease and speel with the type earth).
Class skill bonus: N/A

If you want construct other domain with the same system:

For each domain, I give 3 points:
A weapons training (See page 27-28 to see all group of weapons) : 1 point
A exotic weapons training = 2 points
Feat: light armor proficiency = 1 points
Feat: medium armor proficiency = 2 points
Feat: heavy armor proficiency = 3 points
New skill class = 1 point
Feat with no condition: 2 points
Special Faculty (Not really strong) = 2 points

I like the idea of domain power but I see a problem for the first spell level. You can use it all time. But all spell after it, you can use only a limited time per day. For me, all spell from domain power must be limited each day because I don’t want see all my priest use all time only this first spell.

Level Ability

1st Acid Dart (Su): As a standard action, you can unleash
an acid dart targeting any foe within 30 feet as a
ranged touch attack. The acid dart deals 1d6 points
of acid damage + 1 for every two caster levels you
possess.

[…]

You can increase the difference between priests with a specific list of spell with domain and reduce all general spell.

It’s difficult to see a priest of the goodness of love do the same spell of the god of war. Hey I m the priest of god of war and I can call a fire strike and a priest of the farmer say “And then ? me too…”

For heal spell, I thinks its logic if you have different effect if you heal a simple or a man who pray the same god as you. Well example :

If you heal a man who prays the same god as you, the spell heals with the maximum.

You can apply the same system on the spell “wound” if you do it on a priest or a man who pray the enemy of your deity, your spell do the maximum.

Paladin :

The paladin is only for good god and you don’t have a difference between a paladin of Erastil, god of farming and a paladin of Iomadae.

The difference between gods, it’s domain of this god.

When you create a paladin, you choose a god and you play this paladin differently if you are a paladin of justice or a paladin of freedom.

Use domain for paladin and you have different paladin. For each domain give different power for the paladin. With this system you can do a Paladin for all gods and you can create black paladin for evil god.

Exemple : the paladin choose the earth domain

Paladin domain power:

1st level: Dust bless: Your character call the earth bless and a dust turn around it. The dust blocks attack. You obtain a deflection bonus (+1 by 5 level) during 2 round + and you can use this power 1/day per 2 caster levels

2nd level: Calm of the spirit earth your character need only 4 hours to be rest and you have the faculty to speak the earth language.

4th: Tenacity of the earth: your body can be really heavy for your enemies and your body is same as earth. You gain a grabble bonus for + 1 for every two caster levels you and you can regenerate 1 hp per round during 2 + cha modifier 1/day

8th: Call of the earth friend: You can use summon a earth elemental with ½ HD for each level of paladin

I have developp this rules for my player but it's not in english. If you interest to see all domain with this modification i can translate it for you.

Well I hope this rule inspire the team of paizo :)

bye

Full Name

Cyrene

Race

| HP: 45/45| AC: 20 | CMB: 5 CMD: 20 | F: +3, R: +10, W: +9 | Init: +5 |

Classes/Levels

Ling +4, KnEn +5, KnNo +9, Per +12, Blf +13[17], Dip +13, Dsg +15 [35+], Sth +17, SM +13[17] |Koriana's Blade +11, d?+5+3d4/8 |Active conditions:

Gender

Female Tiefling Vigilante

About Cyrene

Cyrene
Female Tiefling Serial-Killer Vigilante 7
CN//CG Medium Outsider (Native)//Humanoid (Human)

Init +5 (+5 Dex)

Senses: Perception +13, Darkvision (60ft).

DEFENSE
AC 24, touch 18, flat-footed 18 (+4 armor, +5 dex, +1 dodge, +2 deflection, +2 natural).

HP 52/52 (8+1+1)+6*(5+1+1)

Fort +3 (2 base, +1 Con)
Ref +10 (5 base, +5 Dex)
Will +8 (5 base, +0 Wis, +1 trait, +2 feat)

OFFENSE
+1 Silver Dagger +11, d4+2+2{+3d8/d4}, 19-20x2. S/P.
+2 Koriana's Blade +12, d?+2+2{+3d8/d4}, ?

Spd 30 ft
Space 5 ft.; Reach 5 ft.

SPECIAL
Charm (Hex, non-magical), DC 10 + 1/2 lvl + Cha = 16.
Studied Target, (move action, 1 target). +1 bluff, know, perc, SM, surv, to hit and damage vs target. Can immediately study when sneak attacking (adds to damage).
Vig level -3.
Death Attack, Sneak Attack after studying (x3 standard action). Can paralyze or kill the target. Fort save (DC 10 + lvl + cha) On fail death/helpless for 1d6+lvl rounds.

STATISTICS
Str 12 (+1)
Dex 20 (+5) [16 base, +2 racial, +2 enhancement]
Con 12 (+1)
Int 10 (+0)
Wis 10 (+0) [12 base, -2 racial]
Cha 18 (+4) [15 base, +2 racial, +1 lvl 4]

Base Atk +5
CMB +6 (5 BAB, +1 Str)
CMD 21 (10, +5 BAB, +5 Dex, +1 Str)

FEATS
Feat Taxes: Weapon Finesse, Power Attack, Deadly Aim, Combat Expertise.
Dodge [Level 1]: You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Skill Focus - Stealth [Vigilante Bonus 2]: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Alertness [Level 3]: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Iron Will [Level 5]: You get a +2 bonus on all Will saving throws.
Deceitful [Level 7]: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

TRAITS
Athletic Champion (Campaign): Your physique and skill brought you into the public eye, and a winning smile helps you stay there. Select two of the following skills: Climb, Diplomacy, Perception, and Swim. You gain a +1 trait bonus on checks with those skills, and they are always class skills for you. In addition, you are accustomed to maneuvering through crowds; you gain a +2 trait bonus on checks to navigate through a crowd or resist being moved against your will, including spells and bull rush, drag, and reposition combat maneuvers.
Indomitable Faith (Religion): You gain a +1 trait bonus on Will saves.

SKILLS
Bluff +16[20] (7 ranks, +4 Cha, +3 class, +2 feat)
Diplomacy +14 (7 ranks, +4 Cha, +3 class, +1 trait)
Disguise +18 [38] (7 ranks, +4 Cha, +3 class, +2 race, +2 feat [+20 seamless guise])
Knowledge (Engineering)* +6 (3 ranks, +0 Int, +3 class)
Knowledge (Nobility)* +10 (7 ranks, +0 Int, +3 class)
Linguistics* +4 (4 ranks)
Perception +13 (7 ranks, +0 Wis, +3 class, +1 trait, +2 feat)
Sense Motive +14[18] (7 ranks, +0 Wis, +3 class, +2 race, [+4 circumstance], +2 feat)
Stealth +18 (7 ranks, +5 Dex, +3 class, +3 feat)

Total Points: 56 [7*(6 Vigilante + 0 Int + 2 background)]
AC penalty is 0

LANGUAGES
Common, Abyssal, Elven, Halfling, Infernal.

EQUIPMENT
Dagger x2 (4gp)
Noble’s Outfit (30gp)
+1 silver dagger (2322gp)
+1 chain shirt (1350gp)
Belt of Dex +2 (4000gp)
+1 studded leather
+2 ring of prot
+2 am of nat arm
Mask of the Mantis

821 gold 0 silver 0 copper.

SPECIAL ABILITIES
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Pass for Human: (Social only) Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages.
Prehensile Tail: (Vigilante Only) Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Skilled: Rakshasa-spawn Tieflings gain a +2 racial bonus on Disguise and Sense Motive checks.
Variant Ability: Your features are subtly malleable, granting you a +2 racial bonus on all Disguise checks.

Weapon Proficiencies: Vigilantes are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Dual Identity:
A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.
The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.
Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.
Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

DESCRIPTION
Ahreni is now a woman fully, or mostly fully grown, and has gradually filled out from the emaciated waif that Sandru first met. That said she is still thin and hard, with the lean figure of someone who works every day for their livelihood. Her hair is long and black and has barely ever known the touch of a brush, only a simple twist of string or rudimentary pin to hold it out of her eyes. Ahreni changes clothes regularly, now that Sandru has finally impressed the importance of it on her, but favours sturdy and practical jerkins and trousers over skirts and the embroidered blouses so beloved of varisian caravan followers. Her dress sense and physique have led to Ahreni being mistaken for a boy more than once and her strangely gravelly voice adds to the effect.
She almost always smells of animals, generally the horses she spends most of her time with, which overlays her natural scent unless tackled with serious application of soap and water – something she resists ferociously. The only piece of personal grooming Ahreni does not regularly disregard is cleaning her teeth, which she does ritually every morning and night. As a result her teeth are impressively white in an otherwise sun-darkened face, although an astute observer might notice that she has rather more canines than is normal in humans.

Overall Ahreni looks much like stablehands the world over, practical, somewhat dishevelled and reeking of horses. Whether she would ever be willing to clean up, and what the result would be, is a question that awaits the right time or perhaps the right person.

Background:
Ahreni has been with Sandru Vhiski for years, ever since he set out on his own in the caravaning business. On an otherwise uneventful trip near the Storval Plateau the caravan was encamped one night when it was attacked by a pack of starving wolves who were so hungry that even the usual defenses of fire and loud noises were insufficient to scare them off. Leading the defense from the front, Sandru was busy for the entire skirmish and it was only when the wolves retreated to lick their wounds that he found that the door to the supplies caravan had been opened and two sacks of food, as well as a bottle of fine Chelish brandy and one of his handkerchiefs, were missing.
Being naturally kind-hearted Sandru couldn't bring himself to chase down the thieves and continued the route, writing the supplies off as an investment in a good story that he could tell at the trading posts. That was the last he thought of the matter until nearly a week later when a child caught up with the slow-moving caravan. Covered in dirt and long hair the figure was barely recognisable as a human at all and the guards were about to drive it away when it collapsed in front of them. Closer examination revealed the figure to be a girl, with a massive bruise across her chest and at least six broken ribs. Strangest of all, she clutched Sandru’s handkerchief in one filthy hand.

Over the next two weeks the girl lay in one of the wagons, fighting a deep fever and nearly dying more than once. Most of the caravan sat with her at one point or another and heard how she spoke, sometimes in the common tongue and sometimes in barks and yips more like a dog or wolf than a human being. Eventually the girl pulled through thanks to the magic of the caravan’s Fortune Teller and by the time Sandru came to conclude the caravan and begin a new route the strange girl was a part of the family and his original plan of dropping her off at an orphanage in Magnimar was roundly condemned by the whole caravan.

Madam Vicorsa named the girl ‘Ahreni’ which the fortune teller said meant ‘Angel’ in the old varisian tongue. Ahreni proved to be anything but an angel however, as the group combined their efforts to civilise the wild child. Clothes were gradually accepted, especially as the weather turned colder, but concepts such as regular washing, eating with more than the most basic utensils and manners remained foreign things which Ahreni fiercely resisted. She did show a gift for animals though and was soon the caravan’s horse-master as well as a surprisingly accomplished scout – able to move quietly across almost any terrain and keep the horses moving through some of Varisia’s most inclement weather.

Travellers and wagoneers came and went, as is the nature of the caravans, and eventually Sandru and Ahreni were the only survivors of the original caravan into which the girl had stumbled, near dead, years before. Beginning to slow down a little himself and keen to repay a debt to his adoptive mother Sandru set his new caravan on course to Sandpoint, telling Ahreni that it was about time that she met his mother for herself.