Owl

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I like the idea behind E6, but I find the stagnation of the character to be boring (I have the same problem with only 20 levels in a class). The character goes up 6 levels, then just stops, gaining some feats after that. The most they can hope for is a dm that is willing to turn the higher level abilities into feats. So, I came up with an alternate idea, of sorts...

It is a combination of E6, Gestalt and Dual-Classing (from second addition). Multiclassing under the current rules is out. But, when the Character hits 6th (or what ever max level the DM is using, for E8 etc.) they can start over in another class. HP, Skill points, BAB and Saving throws work like Gestalt, they are replaced with the higher value from previous levels. The XP to gain the next level would be the equivalent to what is needed to get to the new level in the class +1. (So 2nd level xp for the first level, and 7th level xp for the 6th level in the class)

An example: The 6th level wizard dual-classes into a fighter. The wizard does not get a +1 bab at 1st level, but the fighter does, so the characters BAB increases by 1. But when the character becomes a second level fighter, the wizard side already gives a +1 BAB, so the BAB is not increased. The bonuses replace, not stack, with the original bonuses of that level for the character, like a gestalt character.

This would continue to provide the same spell level limitations, BAB limitations and all the other limitations of e6.

One of the problems is Hit Points. Most people don't keep track of the Hit point amount they gain at each level. An easy alternate is to add two hit points per hit die increase. So the wizard in the above example would gain four hit points, increasing the max to 10.

Feats would still occur every other level, and ability score adjustment would also increase at 4th (realize that after the first time, it takes 6 levels to increase a score, not 4).

Special abilities would build up, but the power levels would still be lower powered. The number of skills would increase only horizontally, not vertically, and only when a class with higher skill points is taken. And the highest power magic items would still be incredibly limited.

Just a thought. Any input is welcome. :)


I must start with stating my love of the AP's. I've ran two so far and played in many others. My exposure has been incredibly positive.

Now my suggestion: Something that would help me as a DM would be pronunciation guides after all the non-english words and more so after the made up words. Something as simple as (pro·nun·ci·a·tion) after the first time the word appears.

PLEASE, I'm begging you. It's disjointing for me and the players when I fumble over the imaginary (and Russian-ish in the case of Reign of Winter) words that the creative writers come up with.


I'm about to start DMing the Reign of Winter path. Is there any suggestions from any of the people already running it? Just general ones, problems you ran into during the campaign? Thank you.


Just Spreading The Word on the cool new game by Monte Cook. Check it out, participate in the kick starter if you can. The min has already been met, so now we are just adding more cool stuff.


Any suggestions for feats for a gestalt Rogue (Rake)/Sorcerer (Stormborn) build for Skull and Shackles, but with a Air ship instead of a normal one?


I think this blog post stats perfectly the problem with magic in role-playing and how it should effect games. Link

We know all the rules to how magic works, it can't be a wondrous, game shattering devise. If you want this use artifacts, that have no rules on how to make them.

Treat all magic as hard. If you want something different your going to have to get rid of the wizards as pc's.


2 people marked this as FAQ candidate.

I'm playing a Verdant sorcerer in a campaign and am reading this in a way that may be wrong, at 9th I gained this ability:

    Massmorph (Sp): you can alter the size and health of plant life, as if using plant growth or diminish plants. Alternatively, you can transform one willing non-plant creature per sorcerer level as tree shape. You can transform non-plant creatures using this power once per day.

I'm interpreting this to mean I can use plant growth or diminish plants at with, but only transform people once per day.
But these are third level spells, even if they are rarely used, and to have the at will seems powerful, but once per day is weak. But they don't do damage, and they still use an action.. as you can see I see arguments for both. I'm hoping I can get an official ruling.


My cohort, who is a female, put on a belt of masculinity/femininity, had sex with my main and got her pregnant... I just thought I should share this role-playing adventure.


I ask the people that have already played this path,can 3 PC's get through this adventure path without a lot of tweaking? What would you suggest to allow them to succeed without making it too easy?


I like the trust point system, my question is should make the PC's keep track of their points. I figure:

    1) This lets the pc's know that it is going on, so they do not screw stuff up for themselves.
    2) This takes one more thing off my shoulders, which I do like.
    3) This gives them something to work towards, a set goal, at least one of my players is very goal driven.

On the other hand:
    1) I could see how this would take away some of the mystery, show the man behind the curtain.

I can't really think of any other reasons not to allow it, my current stance is to give it to them, based only on the number of reasons to do it.

Please comment with any opinions either way. I’ve got until Saturday to make a decision.


Magic Mouth, you can defeat an any level rogue's trapfinding ability, the one unique ability, the thing they are supposed to be the best at, to justify the lack of power in other area's, with a second level spell. The rogue can not make a check to see it (which should be a perception check for the rogue, who can see magic traps). The rogue can not do anything to stop it (should be a disable devise check). Traps are now only necessary if you don't have someone nearby.

Any thief trying to get in on a second story window heist is now defeated by a 3rd level wizard, or a rich person that can afford to higher a 3rd level wizard, you can only steal from the poor which is a waste of time.

Please note: I play rogue's almost exclusively, I don't fully agree with a lot of the other arguments on the weakness of rogues, mine being that yes the rogue can't do as much damage, but he's the Trapfinder, I was wrong.

Second Note: this is not a pathfinder exclusive problem, it's a problem in all of 3rd edition.


My head's all fuzzy, like someone is hugging it. I'm drinking Milk Stout By Left Hand Brewing Company. what are you drinking?


I like the re-write, but I would like some clarification. Is a deed picked at the marked levels, like rogue talents, or are they all gained and you can use any as you wish? I pick up mixed signals from the pdf and could see an argument for both ways.


I keep seeing people whine and protest about the "class tiers"; a simple and easy solution would be to assign the classes to tiers and then a different xp chart to each tier.

If druids/wizards/clerics are tier 1 make them use the slow chart, it's what they did in second edition.

There is your balance, rogue are the bottom tier, they go up the fastest!


Link
This is my excel kingdom tracker, please try it out and let me know about any flaws or things that need to be added in.


Hey I have a kingdom tracking excel sheet I'd like to give out, how would I put it up for everyone to get?


A friend of mine had drill this weekend when we usually play, so we ran the words of power in his absence. I had two players, so one ran a Word sorcerer (Starsoul bloodline), the other ran a normal sorcerer (Orc bloodline).

The first combat was against two 1st level fighters with bows and higher ground. the combat went about as you would expect two sorcerers vs two fighters would go, shots from both sides, lots of misses, not much damage from either sorcerers until the orc blood got feed up with trying to shot at them with magic, and hit them with his axe.

The second combat was the two sorcerers against 8 Kobolds, this combat took forever. They split up on opposite sides of a river to fight 4 kobolds each. The normal sorcerer was able to do area damage, this alone allowed him to take down his 4 faster than the word sorcerer. The normal sorcerer ended up helping the word sorcerer finish them off at the end.

Results: At 1st level the damage of the word sorcerer is far more limited than with the normal sorcerer, 1d4 to one thing as a first level spell. burning hands alone saved the normal sorcerer. Please note, i am providing data not opinion, i'm not suggesting any changes.

Before the next combat, i had the two players level up to 5th. The face off against a tiger CR4 and 4 Kobolds. both players got eaten by the tiger.... the tiger got surprise, grabbed the word sorcerer, and finished him off while the normal sorcerer finished off the Kobolds; a unsurprisingly easy task. the tiger than turned to the normal sorcerer and finished him off just as easy as he did the word sorcerer.

The next combat was against 4 ghoul Kobolds (the mini's where right there and i didn't feel like searching for more). i reduced the ghouls speed to 20 and increased their NA by 1. this combat lasted 1 round, just long enough for the word sorcerer to destroy the ghouls. the normal sorcerer had a chance, he only damage one a little bit.

Results: At 5th level, the word sorcerer gaining new targeting words has made up for 1st. they allow him to do a bunch of damage to a bunch of targets, while still suffering from the same flaws that all sorcerers have at those low levels (lack of a meat shield).


My friends and I don't like the lack of a real weapon proficiency system, so I came up with this as a replacement; I fixed some other issues I have in the game as well (Monks don't only use Osaka weapons). I'm looking for opinions, critiques and flaws in the system.

Weapon Proficiencies
All classes loose automatic weapon proficiencies, instead gaining three extra feats. Weapon proficiencies are bought one at a time; each costing one feat. One new, required feat:

    Simple Weapon Proficiency
    Choose one simple weapon; you understand how to use that weapon in combat.
    Benefit: Gain proficiency in one simple weapon, all non-proficiency penalties in this weapon’s weapon group are reduced by one.
    Special: You can gain Simple Weapon Proficiency multiple times. Each time you take the feat it applies to a new type of weapon.
    Normal: When using a simple weapon with which you are not proficient, you take a -2 penalty on attack rolls.

Some other changes include:
  • Non-proficiency in all simple weapons is -2, non-proficiency in all martial weapons is -4 and non-proficiency in all exotic weapons is -6. Each weapon belongs to a weapon group, every time you take proficiency in a weapon the penalties for the group is reduced by one. Having no penalty in a weapon does not mean that you have proficiency.
  • All classes that would normally have all martial proficiencies instead get; Martial Weapon Training: All non-proficiency penalties are reduced by 2.
  • Monk weapons no longer exist; instead the Kama uses the Sickle stats; Nunchaku uses Flail stats; Sai uses dagger stats; Siangham uses the short spear stats; and Temple sword uses longsword stats. Monks can flurry with any weapon they have proficiency in.
  • Double weapons can take up to three different proficiencies, each end requiring the feat appropriate to its weapon type plus an extra proficiency for double weapons. The nice thing is that you only have to take double weapon once; it counts for all double weapons.
  • Longbow covers the use of both longbow and composite longbow. Shortbow covers the use of both shortbow and composite shortbow.
  • Gauntlets and brass knuckles are covered under Improved Unarmed Strike and do not require a separate proficiency.

Some Weapon Groups; note, this doesn’t cover everything I hope you can figure out which group the non-listed weapons belong to.
    Axes: Battleaxe, Dwarven Waraxe, Greataxe, Throwing Axe
    Bows: Longbow, Shortbow
    Blowguns: Blowgun
    Claw Weapons: Cestus, Spiked Gauntlet
    Crossbows: Double Crossbow, Hand Crossbow, Heavy Crossbow, Light Crossbow: Repeating Heavy Crossbow, Repeating Light Crossbow
    Flails and Chains: Flail, Heavy Flail, Spiked Chain, Whip
    Heavy Blades: Bastard Sword, Elven Curve Blade, Falcata, Falchion, Greatsword, Khopesh, Longsword
    Light Blades: Dagger, Kukri, Punching Dagger, Rapier, Scimitar, Short Sword, Starknife, Sword Cane, Swordbreaker Dagger
    Maces and Clubs: Battle Aspergillum, Club, Greatclub, Heavy Mace, Light Mace, Morningstar, Sap
    Picks and Hammers: Heavy Pick, Heavy Shield, Heavy Spiked Shield, Light hammer, Light Pick, Light Shield, Light Spiked Shield, Scythe, Sickle, Spiked Armor, Warhammer
    Slings and Thrown Weapons: Bolas, Boomerang, Chakram, Dart, Grenade-like-weapons, Halfling Sling Staff, Lasso, Net, Shuriken, Sling
    Polearms: Bardiche, Bec De Corbin, Bill, Glaive, Glaive-Guisarme, Guisarme, Halberd, Lucerne Hammer, Mancatcher, Ranseur
    Spears and Lances: Bayonet, Boar Spear, Javelin, Lance, Longspear, Pilum, Shortspear, Spear, Trident

Please note: if you are unhappy with the placement of the weapons in their groups, change them. I'm just looking for opinions, not set in stone.


My group is playing through the kingmaker AP, i want to start a thieves guild. any idea's on how to make this tie into the kingdom running stuff?


Please Tell Me What You Think.

Skin-Walker
Class Level BAB Fort Save Reflex Save Will Save # of Skins Armor Bonus Evolution Pool Skin Max Attacks Special
1st +1 +2 +2 0 2 2 3 3 Skin, Monster Feats
2nd +2 +3 +3 0 2 4 3 Evasion
3rd +3 +3 +3 1 2 5 3 Feat
4th +4 +4 +4 1 3 2 7 4 Quick Change
5th +5 +4 +4 1 4 8 4 Multiattack
6th +6 +5 +5 2 4 9 4 Feat
7th +7 +5 +5 2 6 10 4
8th +8 +6 +6 2 6 11 5
9th +9 +6 +6 3 4 6 13 5 Feat
10th +10 +7 +7 3 8 14 5 Improved Evasion
11th +11 +7 +7 3 8 15 5
12th +12 +8 +8 4 10 16 6 Feat
13th +13 +8 +8 4 10 17 6
14th +14 +9 +9 4 5 10 19 6 Reflexive Change
15th +15 +9 +9 5 12 20 6 Feat
16th +16 +10 +10 5 12 21 7
17th +17 +10 +10 5 14 22 7
18th +18 +11 +11 6 14 23 7 Feat
19th +19 +11 +11 6 6 14 25 7
20th +20 +12 +12 6 16 26 8 Final Form

SKIN-WALKER
Alignment: Any.
Hit Die: d10.
Class Skills
The Skin-Walker ’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (the planes) (Int), Perception (Wis), Profession (Wis), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.
Class Features
The following are the class features of the Skin-Walker.
Weapon and Armor Proficiency: Skin-Walkers are proficient with all simple weapons, all martial weapons, and the natural weapons of the forms they turn into. Skin-Walkers are also proficient with light armor and all shields.
Skin (Su): A skin-walker can pull energies from the outer planes and wear them like a skin. This changes their shape to that of unnatural creatures, and they use this power to fight like a monster. The mark of the skin-walker always shows when a skin is worn, this maybe a glowing mark that shines an inch off the middle of the skin’s head. A skin-walker can never exactly mimic any other creature, they always look slightly unnatural, and anyone with an understanding of animals (wild empathy, or 1 rank in handle animal or knowledge (nature), for example) can look and quickly spot its wrongness.
Skin-Walkers start out with two alternate forms and gain more as they go up. It is a full round action to change forms, as the skin-walker summons the energy and changes shape. A skin can be maintained for up to 1 hour (10 minutes?) per level, and then they must resume their normal form. They can put on a skin, Charisma modifier plus 3 times per day. If they change out of the skin early the energy is lost, and they lose the rest of the time for that skin change. A skin-walker can have only one skin on at a time.
All equipment is covered up when the skin is put on; this suppresses most magic items, and stops the skin-walker from retrieving items. The exception to this is items that don’t need an action to turn on, and any item the skin can use; if your new form can carry, and use a weapon in its hands then the sword does not vanish. Armor does not function while a skin is on.
Each skin starts with one of three base forms that determine the skins starting size, speed, AC, attacks, and ability score bonuses. These base forms also note any free traits that base form possesses. The bonuses from these free traits are already factored into the starting statistics.
Alternatively, any one of these base forms can be made Small. If the skin is Small, it gains a +2 size bonus to its Dexterity score, a –2 size penalty to its Strength, a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, +2 size bonus on its Fly skill checks, and a +4 size bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4; 1d4 becomes 1d3). If this choice is made, the skin can be made Medium whenever the skin-walker can change the skin’s trait pool (which causes it to lose these modifiers for being Small).
Darkvision (Ex): All skins have darkvision out to a range of 60 feet.
Base Forms
Quadruped
Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Attack bite (1d6); Ability Scores Con +2; Free Traits bite, limbs (legs) (2).
Biped
Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Attack 2 claws (1d4); Ability Scores Str +2; Free Traits claws, limbs (arms), limbs (legs).
Serpentine
Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Attack bite (1d6), tail slap (1d6); Ability Scores Dex +2; Free Traits bite, climb, tail, tail slap.
Armor Bonus: The number noted here is the skin’s base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the Skin-Walker. This number is modified by the skin’s base form and some options available through its trait pool. While wearing a skin, a skin walker gets no bonuses from armor, as the armor is covered up when the skin-walker puts on the skin.
Trait Pool: The value given in this column is the total number of points in the skin’s trait pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the skin. Whenever the skin-walker gains a level, the number in this pool increases and the skin-walker can spend these points to change the abilities of the skin. These choices are not set. The skin-walker can change them whenever he gains a level (and through the transmogrify spell). The current list is below at the end of the class.
Max. Attacks: This indicates the maximum number of natural attacks that the skin is allowed to possess at the given level. If the skin is at its maximum, it cannot take traits that grant additional natural attacks.
Monster Feats: A skin-walker can pick up any feat, that the prerequisites for are met while using a skin, though the feat is only useable when the prerequisites are actually met.
Evasion (Ex): At 2nd level, a skin-walker, in any form gains evasion. If a skin-walker is subjected to an attack that allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Feat: At 3rd level, and every 3 levels after a skin-walker gains a bonus feat.
Quick Change: At 4th level, a skin-walker can put on a skin as a standard action. This improves to a move action at 14th and a swift action at 20th.
Multiattack: At 6th level, a skin-walker gains Multiattack as a bonus feat; if his current form has 3 or more natural attacks. If he does not have the requisite 3 or more natural attacks (or is reduced to less than 3 attacks), the skin-walker instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the skin-walker later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.
Improved Evasion (Ex): At 10th level, a skin-walker gains Improved Evasion. When subjected to an attack that allows a Reflex saving throw for half damage, a skin-walker takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Reflexive Change (Ex): At 14th level, a skin-walker can respond to an opponent’s attack by putting on a skin. This is an immediate action and the skin the skin-walker puts on must have a defense against the attack that the skin-walker would normally not have. The skin-walker can do this as often as he likes, but each time it counts as a skin use for that day, and he loses his next move action.
Final Form (Su): From summoning so much energy from the outer planes, the skin-walker’s fundamental life force is closer aligned with them, than his home plane. At 20th level, the skin-walkers type changes to outsider (native), instead of humanoid. In addition the skin-walker can put on any of his skins as many times as he wants for an unlimited amount of times per day.
Traits
Each skin-walker receives a number of trait points that can be spent each war form for new abilities, powers, and other upgrades. These abilities, called traits, can be changed whenever the skin-walker gains a new level, but they are otherwise set. Some traits require that the skin have a specific base form or the skin-walker be of a specific level before they can be chosen. A number of traits grant additional natural attacks. Natural attacks listed as primary are made using the Skin-Walker’s full base attack bonus and adding the Skin-Walker’s Strength modifier to damage rolls. Natural attacks listed as secondary are made using the Skin-Walker’s base attack bonus –5 and add 1/2 the Skin-Walker ’s Strength modifier on damage rolls (if positive). If the skin-walker has only a single natural attack, the attack is made using his full base attack bonus and he adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack’s type.
Traits are grouped by their cost in trait points. Trait points cannot be saved. All of the points must be spent whenever the skin-walker gains a level. Unless otherwise noted, each trait can only be selected once.
1 Point Traits
The following traits cost 1 point from the skin’s trait pool.
Bite (Ex): The skin’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge, 1d4 if Small). If the skin already has a bite attack, this trait allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.
Claws (Ex): The skin has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The skin must have the limbs trait to take this trait. This trait can only be applied to the limbs (legs) trait once. This trait can be selected more than once, but the skin must possess an equal number of the limbs trait.
Climb (Ex): A skin becomes a skilled climber, gaining a climb speed equal to its base speed. This trait can be selected more than once. Each additional time it is selected, increase the skin’s climb speed by 20 feet.
Gills (Ex): A skin has gills and can breathe underwater indefinitely.
Improved Damage (Ex): One of the skin’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This trait can be selected more than once. Its effects do not stack. Each time a skin selects this trait, it applies to a different natural attack.
Improved Natural Armor (Ex): A skin’s hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This trait can be taken once for every five levels the skin-walker possesses.
Magic Attacks (Su): A skin is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the skin-walker is 10th level or higher, all of the skin’s weapons are treated as one aspect of the skin-walker’s alignment for the purposes of overcoming damage reduction.
Pincers (Ex): A skin grows a large pincers at the end of one pair of its limbs, giving it two pincer attacks. These attacks are secondary attacks. The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge, 1d4 if small). Skins with the grab trait linked to pincers gain a +2 bonus on CMB checks made to grapple. The skin must have the limbs (arms) trait to take this trait. Alternatively, the skin can replace the claws from its base form with pincers (this still costs 1 trait point). This trait can be selected more than once, but the skin must possess an equal number of the limbs trait.
Pounce (Ex): A skin gains quick reflexes, allowing it to make a full attack after a charge. This trait is only available to skins of the quadruped base form.
Pull (Ex): A skin gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the skin-walker makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the skin. This ability only works on creatures of a size equal to or smaller than the skin-walker. Creatures pulled in this way do not provoke attacks of opportunity. The skin must have a reach of 10 feet or more to select this trait. This trait can be selected more than once. Its effects do not stack. Each time a skin gets this trait, it applies to a different natural attack.
Push (Ex): A skin gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the skin-walker makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the skin-walker. This ability only works on creatures of a size equal to or smaller than the skin-walker. Creatures pushed in this way do not provoke attacks of opportunity. This trait can be selected more than once. Its effects do not stack. Each time a skin gets this trait, it applies to a different natural attack.
Reach (Ex): One of a skin’s attacks is capable of striking at foes at a distance. Pick one attack. The skin’s reach with that attack increases by 5 feet.
Resistance (Ex): A skin’s form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, electricity, fire, or sonic). The skin gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the skin-walker possesses, to a maximum of 15 at 10th level. This trait can be selected more than once. Its effects do not stack. Each time a skin gets this trait, it applies to a different energy type.
Scent (Ex): A skin’s sense of smell becomes quite acute. The skin gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the skin-walker to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The skin can pinpoint the creature’s location if it is within 5 feet. The skin can use scent to track creatures (see page 304 of the Bestiary for details).
Skilled (Ex): A skin becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This trait can be selected more than once. Its effects do not stack. Each time a skin gets this trait, it applies to a different skill.
Slam (Ex): A skin can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge, 1d6 if small). The skin must have the limbs (arms) trait to take this trait. Alternatively, the skin can replace the claws from its base form with this slam attack (this still costs 1 trait point). This trait can be selected more than once, but the skin must possess an equal number of the limbs trait.
Spell-Like Ability (Sp): A skin gains a measure of arcane power. Select one spell from the wizard/sorcerer spell list. The skin gains this spell as a spell-like ability that can be cast once per day (or three times per day if the spell is 0-level). The spell’s DC is based on the skin’s Charisma. The skin-walker must possess a Charisma score equal to 10 + the spell’s level to select this trait. The skin-walker must be of a level equal to or greater than twice the spell’s level to select this trait. This spell-like ability costs a number of trait points equal to the spell’s level (minimum 1). The spell can be cast three times per day by increasing the trait cost by 1 (or at will if the spell is a 0-level spell).
Sting (Ex): The skin possesses a long, barbed stinger at the end of its tail, granting it a sting attack. This attack is a primary attack. The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge, 1d3 if small). The skin must possess the tail trait to take this trait. This trait can be selected more than once, but the skin must possess an equal number of the tail trait.
Swim (Ex): A skin provides webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This trait does not give the skin the ability to breathe underwater. This trait can be selected more than once. Each additional time it is selected, increase the skin’s swim speed by 20 feet.
Tail (Ex): The skin grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks made to balance on a surface. This trait can be selected more than once.
Tail Slap (Ex): A skin can use its tail to bash nearby foes, granting it a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). The skin must possess the tail trait to take this trait. This trait can be selected more than once, but the skin must possess an equal number of the tail trait.
Tentacle (Ex): A skin possesses a long, sinuous tentacle, granting it a tentacle attack. This attack is a secondary attack. The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This trait can be selected more than once.
Wing Buffet (Ex): A skin learns to use its wings to batter foes, granting it two wing buffet attacks. These attacks are secondary attacks. The wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The skin must possess the flight trait, with wings, to select this trait.
2 Point Traits
The following traits cost 2 points from the skin’s trait pool.
Ability Increase (Ex): A skin grows larger muscles, gains faster reflexes. Increase one of the skin’s physical ability scores by +2. This trait can be selected more than once. It can only be applied to Strength, Dexterity, or Constitution once per individual ability score, plus 1 additional time for every 6 levels the skin-walker possesses.
Constrict (Ex): A skin gains powerful muscles that allow it to crush those it grapples. Whenever the skin successfully grapples a foe using the grab trait, it deals additional damage equal to the amount of damage dealt by the attack used by the grab trait. This trait is only available to skins of the serpentine base form.
Energy Attacks (Su): A skin’s attacks become charged with energy. Pick one energy type: acid, cold, electricity, or fire. All of the skin’s natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. The skin-walker must be at least 5th level before selecting this trait.
Flight (Ex or Su): A skin grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The skin gains a fly speed equal to its base speed. The skin’s maneuverability depends on it size. Medium or smaller skins have good maneuverability. Large skins have average maneuverability, while Huge skins have poor maneuverability. For 2 additional trait points, the skin flies by means of magic. It loses its wings, but its maneuverability increases to perfect. Flying via magic means makes this a supernatural ability. The skin’s fly speed can be increased by spending additional trait points, gaining a 20-foot increase to f ly speed for each additional point spent. The skin-walker must be at least 5th level before selecting this trait.
Gore (Ex): A skin grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).
Grab (Ex): A skin becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, slam, tail slap, or tentacle attacks. Whenever the skin makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the skin grapples the target. This ability only works on creatures of a size one category smaller than the skin or smaller. Skins with this trait receive a +4 bonus on CMB checks made to grapple.
Immunity (Su): A skin’s body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The skin gains immunity to that energy type. This trait can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The skin-walker must be at least 7th level before selecting this trait.
Limbs (Ex): A skin grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the skin’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The skin does not gain any additional natural attacks for an additional pair of arms, but it can take other traits that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the skin is proficient. This trait can be selected more than once.
Poison (Ex): A skin secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target is poisoned. Skin-Walker poison—type poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save. The save DC is equal to 10 + 1/2 skin-walker level + the skin’s Charisma modifier. For 2 additional trait points, this poison deals Constitution damage instead. This poison can be used no more than once per round. The skin-walker must be at least 7th level before selecting this trait.
Rake (Ex): A skin grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The skin receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This trait is only available to skins of the quadruped base form. The skin-walker must be at least 4th level before selecting this trait.
Rend (Ex): A skin learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the skin makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the skin’s Strength modifier. The skin must possess the claws trait to select this trait. The skin-walker must be at least 6th level before selecting this trait.
Trample (Ex): A skin gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the skin can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the skin does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the skin’s Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + 1/2 skin-walker level + the skin’s Strength modifier. A trampling skin can only deal trampling damage to a creature once per round. This trait is only available to skins of the biped or quadruped base forms.
Tremorsense (Ex): A skin becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense trait, but only if both the skin and the creature to be pinpointed is in contact with the ground. The skin-walker must be at least 7th level before selecting this trait.
Trip (Ex): A skin becomes adept at knocking foes to the ground with its bite, granting it a trip attack. Whenever the skin makes a successful bite attack of the selected type, it can attempt a free combat maneuver check. If successful, the target is knocked prone. If the check fails, the skin is not tripped in return. This ability only works on creatures of a size equal to or smaller than the skin. The skin must possess the bite trait to select this trait.
3 Point Traits
The following traits cost 3 points from the skin’s trait pool.
Blindsense (Ex): A skin’s senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the skin to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the skin. Visibility still affects the skin’s movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The skin-walker must be at least 9th level before selecting this trait.
Burrow (Ex): A skin grows thick and gnarled claws, allowing it to move through the earth. The skin gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. The skin-walker must be at least 9th level before selecting this trait.
Damage Reduction (Su): A skin’s body becomes resistant to harm, granting it damage reduction. Choose one alignment: chaotic, evil, good, or lawful. The skin gains DR 5 that can be bypassed by weapons that possess the chosen alignment. The alignment must be opposite to one of the alignments possessed by the skin-walker. At 12th level, this protection can be increased to DR 10 by spending 2 additional trait points. The skin-walker must be at least 9th level before selecting this trait.
Frightful Presence (Ex): A skin becomes unsettling to its foes, gaining the frightful presence ability. The skin can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the skin must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 skin-walker level + the skin’s Charisma modifier. If the skin has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with a higher level than the skin-walker are immune to this effect. The skin-walker must be at least 11th level before selecting this trait.
Speed Increase (Ex): The skin gains the ability to move faster. The skin adds +20 to its base move. The skin-walker must be at least 6th level before selecting this trait. For each additional 1 point this can be increase by +10, but the skin-walker must be 9th before increasing this trait and it maxes out at a total of +60. If the skin carries a heavy or medium load it cannot use this talent.
Swallow Whole (Ex): A skin gains the swallow whole ability, giving it the ability to consume its foes. If the skin begins its turn with a creature grappled using its bite attack (see the grab trait), it can attempt a combat maneuver check to swallow the creature. The creature can be up to one size category smaller than the skin. Swallowed creatures take damage equal to the skin’s bite damage each round plus 1d6 points of acid damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 1/10 the skin’s total hit points. The skin’s AC against these attacks is equal to 10 + 1/2 its natural armor bonus. If a swallowed creature cuts its way out, the skin loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the skin’s mouth, where it can attempt to escape or be swallowed again. The skin must possess the grab trait, tied to a bite attack, to take this trait. The skin-walker must be at least 9th level before selecting this trait.
Web (Ex): A skin gains a pair of spinnerets, giving it the ability to spin webs. The skin can use these webs to support itself plus up to one creature of the same size. It can throw webbing as a ranged touch attack up to 8 times per day, entangling a creature up to one size larger than the skin. The webbing has a range of 50 feet and a 10-foot range increment. Creatures entangled by the web can escape with an Escape Artist check or a Strength check (at a –4 penalty). The DC of these checks is equal to 10 + 1/2 the skin-walker level + the skin’s Charisma modifier. The skin can climb its own webs at its climb speed and can pinpoint any creature touching its webs. The skin must possess the climb trait to take this trait. The skin-walker must be at least 7th level before selecting this trait.
4 Point Traits
The following traits cost 4 points from the skin’s trait pool.
Blindsight (Ex): A skin’s senses sharpen even further, granting it blindsight out to a range of 30 feet. The skin can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The skin must possess the blindsense trait to take this trait. The skin-walker must be at least 11th level before selecting this trait.
Breath Weapon (Su): A skin learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, electricity, or fire. The skin can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per HD it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage.
The DC is equal to 10 + 1/2 skin-walker level + the skin-walker’s Charisma modifier. The skin can use this ability once per day. The skin can use this ability 1 additional time per day by spending an additional 1 trait point (maximum 3/day). The skin-walker must be at least 9th level before selecting this trait.
Fast Healing (Su): A skin’s body gains the ability to heal wounds very quickly, giving it fast healing 1. The skin heals 1 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the skin to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the skin is alive. This healing can be increased by 1 per round for every 2 additional trait points spent (maximum 5). The skin-walker must be at least 11th level before selecting this trait.
Large (Ex): A skin grows in size, becoming Large. The skin gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. If the skin has the biped base form, it also gains 10 foot reach. The skin must be Medium to take this trait. The skin-walker must be at least 6th level before selecting this trait.
If 4 additional trait points are spent, the skin instead becomes Huge. The skin gains a +16 bonus to Strength, a +8 bonus to Constitution, and a +5 bonus to its natural armor. It takes a –4 penalty to its Dexterity. This size change also give the creature a –2 size penalty to its AC and attack rolls, a +2 bonus to its CMB and CMD, 10-foot reach, a –4 penalty on Fly skill checks, and a –8 penalty on Stealth skill checks. These bonuses and penalties do not stack with those gained from becoming Large. The skin-walker must be at least 11th level before selecting this option.
Spell Resistance (Ex): A skin is protected against magic, gaining spell resistance. The skin’s spell resistance is equal to 11 + the Skin-Walker’s level. This spell resistance does not apply to spells cast by the Skin-Walker. The skin-walker must be at least 9th level before selecting this trait.


My friends and I have been playtesting a interesting idea. the campaign uses the fast chart, but you can gestalt (two classes) by using the medium chart and, as we are calling it, tristalt(three classes) by using the slow chart. yes i know tristalt is not a word, or even the right word. this works pretty well, it reminds me of second edition multiclassing, and it allows people to multiclass without all the multiclassing bs. Normal multiclassing is still allowed.

I've found that at 1st level the characters have way more options and are slightly more powerful, but that quickly is balanced out by the level advantage the single class people end up with.

I guess if you wanted to you could limit the options based on race, ei like second edition. but we have not done so.

What do you think of this idea?


This is my swordsage rewrite. it develops one of the abilities that they gained in the version out of the book. it exchanges one of it's abilities for something out of another book. and please note, this class is a replacement for all the tomb of battle classes, which is what my dm asked for.

Show Class:
Base Attack Bonus: As Rogue
Saves: Reflex and Will Favored
Skills (6 + Int Modifier per level): Acrobatics, Bluff, Climb, Craft, Heal, Intimidate, Knowledge (history), Perception, Profession, Ride, Sense Motive, Spellcraft, Stealth, Swim.
Weapon and Armor Proficiency: As a Swordsage, you are proficient with simple weapons, martial melee weapons (including those that can be used as thrown weapons), and light armor, but not with shields.
Maneuvers: You begin your career with knowledge of all martial maneuvers.
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by a Swordsage is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn one additional at each level beyond the first. You must meet all of a maneuver’s prerequisites to learn it. The highest level maneuver you can learn is equal to ½ your initiator level, round up.
Upon reaching 4th level, and at every even-numbered Swordsage level after that, you can choose to learn a new maneuver in place of one you already know. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know and prerequisites. You can swap only a single maneuver at any given level.
Maneuvers Readied: You can ready four of your six maneuvers known at 1st Level; at 2nd level and every even level after you gain one additional maneuver readied. As you advance in level and learn more maneuvers, and you are able to ready more, you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter.
You can recover an expended maneuver by using a full-round action to quickly meditate. Doing this provokes an attack of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.
Stances Known: You begin play with knowledge of one stance from any discipline open to you. At 2nd, and every three levels after you gain a additional stance. Unlike maneuvers, stances are not expended, and you do not have to ready them. All stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
You initiate a stance as a swift action. A stance remains in effect indefinitely and is not expended. You enjoy the benefit your stance confers until you change to another stance you know. You can remain in a stance outside of combat situations, and you can enjoy its benefit while exploring or traveling.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Quick To Act (Ex): You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th and every 5 levels after. In addition, at 5th level you add your Wisdom modifier to your initiative in addition to you Dexterity modifier. At 10th level whenever you roll for initiative, you can roll twice and take either result. At 15th level you always act in a surprise round, but if you fail to notice the ambush, you act last, regardless of you initiative result (you act in the normal order in following rounds). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Discipline Mastery (Ex): As a Swordsage, you can focus your training to take advantage of a discipline’s fighting style. Each time you gain the Discipline Mastery ability, select one of the Swordsage disciplines to which that focus applies. You can select a different discipline each time you gain Discipline Mastery, but you must know at least one martial maneuver from the selected discipline. Even if you select a different discipline at higher levels, your discipline choice for earlier abilities does not change.
This focus manifests in the following ways.
Discipline Focus: At 1st level, you gain the benefit of the weapon focus feat for all weapons associated with the chosen discipline. In addition you can use your initiator level in place of your BAB for all strikes executed from the chosen discipline. And finally you add ½ your Swordsage level to all checks for the chosen discipline key skill.
Insightful Strike: At 4th level, you can add your Wisdom modifier as a bonus on damage rolls whenever you execute a strike from the chosen discipline. At 12th level, you can choose a second discipline to which this ability applies.
Defensive Stance: At 8th level, you gain a +2 bonus on saving throws whenever you adopt a stance from the chosen discipline. And you use your initiator level instead of you BAB for your CMD while in a stance the chosen discipline. At 16th level, you can choose a second discipline to which this ability applies.
AC Bonus: Starting at 2nd level, you can add your Wisdom Modifier as a bonus to Armor Class, so long as you wear light armor; are unencumbered, and do not use a shield.
Bonus Feat: At 3rd level, and every 5 levels thereafter, a Swordsage may select a bonus feat. These feats must be taken from the following list: Adaptive Style, Blade Meditation, Clarion Commander, Desert Fire, Desert Wind Dodge, Distant Horizon, Falling Sun Attack, Gloom Razor, Iron Heart Aura, Perfect Clarity of Mind and Body, Reaping Talons, Scorching Sirocco, Shadow Blade, Shadow Trickster, Shards Of Granite, Song of the White Raven, Stone Power, Stormguard Warrior, Sudden Recovery, Tiger Blooded, Unnerving Calm, Vital Recovery, White Raven Defense. A Swordsage must meet all of the prerequisites normally required for these feats to select them
Deflect Arrows: At 6th level, the Swordsage gains the feat deflect arrows, except you do not have to have at least one hand free as long as a weapon is held in one hand.
Sense Magic (Su): At 7th level, you gain Detect Magic at will, this works just like detect magic. The Swordsage uses his initiator level check instead of a knowledge (arcane) skill check. The Swordsage, as a move action, can focus on one object gain the equivalent of all three rounds in one round. While focusing on one object, the Swordsage does not detect magic on any other object. The Swordsage can focus on objects even if they are currently held by another person.
Spell Reflection (Su): At 9th level, you gain the supernatural ability to reflect magical attacks back on their caster. If an enemy misses with a spell or spell-like ability aimed at you, you can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability.
For example, if a 3rd-level wizard missed you with a scorching ray, you could use an immediate action to redirect the ray back to the wizard. The wizard would immediately make a new ranged attack roll (using the same modifier) against his own touch AC; if the attack succeeds, the scorching ray deals its normal damage to the wizard.
This effect applies only to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren't subject to this reflection.
If a single spell or ability misses you more than once at the same time (such as scorching ray cast by a high-level caster), you can redirect each portion of the spell that missed. Using the example above, if you were missed by two of the three rays from an 11th-level wizard's scorching ray spell, you could redirect only those two rays (but not the one that hit).
You can use this ability a number of times per day equal to 1 + your Wis modifier (minimum 1/day).
Disrupt Magic (Su): At 11th level, you may use a targeted Dispel Magic against any magic item you know the properties of from using the Sense Magic ability. You use your initiator level instead of caster level to make the check and it can only function on one item at a time. Using this ability is a standard action that provokes attacks of opportunity.
You can use this ability a number of times per day equal to 1 + your Wis modifier (minimum 1/day).
Craft Arms and Armor (Su): At 14th level, you gain the feat Craft Magic Arms and Armor, you use your initiator level in place of caster level. You may only enchant weapons you can use and armor you can wear.
Improved Spell Reflection (Su): At 17th level, you can now reflect a larger selection of spells and spell-like abilities.
If the spell or ability is a burst, cylinder, sphere or spread, in order to reflect it; you must threaten the center of the spell or ability, the spell or ability must require a reflex save, which you must have made. The entire spell or ability then retargets with its caster in the center, all effects working normally, possibly hitting you anyway. This does save the people in the normal target effect from suffering the effects, or needing to make the save, though if they are in the new area they still suffer.
If the spell or ability is a line, the spell or ability bounces back at its caster continuing the line, hitting anyone between you and the original caster a second time, making them make saves as normal. This ability doesn’t increase the length of the line; it just bounces back at the caster, saving you, and any behind you, from the effect. This spell must require a reflex save, which you must make.
Use of this improved ability counts against the number of times you can use Spell Reflection.
Dual Stance (Ex): At 19th level, you can have two stances active simultaneously. When using dual stance, one of the stances must be from a discipline chosen with the defensive stance ability. When you use a swift action to initiate or change your stance, you can initiate or change one or both stances.
Dual Boost (Ex): At 19th level, you can use two boost maneuvers simultaneously. Whenever you initiate a boost maneuver, you can also initiate any other boost maneuver that you know. Both boosts you initiate are expended normally. You can use this ability a number of times per day equal to your Wisdom modifier.
Destroy Magic (Su): At 20th level, your ability to disrupt magic reaches its full potential. Any object you target with your Disrupt Magic ability gets a Will save DC (15+1/2 your initiator level + your wisdom modifier) or is permanently destroyed. An object currently in another creature’s possession can use its own Will save bonus or its possessor’s, whichever is higher.
Even artifacts are subject to this ability, though there is only a 1% chance per initiator level of actually affecting such powerful items. If successful, the artifact’s power unravels, and it is destroyed. If an artifact is destroyed, you must make a DC 25 Will save or permanently lose the Sense Magic, Disrupt Magic, Spell Reflection, Improved Spell Reflection and Destroy Magic abilities. These abilities cannot be recovered by mortal magic, not even miracle or wish. Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.
You can choose to not use this ability and instead only Dispel Magic the item as per Disrupt Magic.

please critique.


Some thoughts I had for replacing the graft reserve is a reduction in time spent, and maybe a reduction in money spent. ie one gold is worth two for building the graft and 2000gp a day rather than 1000gp.


I was wondering if there has been a ruling on if you get your strength bonus to damage when throwing splash weapons (mostly the alchemist bomb damage is the important one)? Does anyone know? If yes then does this damage count when calculating splash damage? (the book says minimum damage dealt, so yes?)


Can I get some good suggestions for feats for the alchemist? My DM allows all the WoTC stuff so any suggestions are good.


I have created a character that rides her eidolon like a mount. she has ranks in ride, she has mounted combat, and ride-by attack. he has dodge, mobility and spring attack. with both ride-by attack and spring attack, can he run, attack, and while he's running by i attack? or am i wasting some feats?


Ok so i had a great idea for a new discovery.
The alchemist channels his bomb into a directed attack. this allows the alchemist use his bomb as a ranged touch attack with a 10' range. call it The Gone. (if you get the reference then good for you)

do you have any good idea's for discovery's, beyond giving them every even level? please tell me.


ok, let me get this straight, you can summon the eidolon once per day, every time the eidolon is summoned it is at full hit points. you can dismiss it as a standard action but you can't summon it until the next day if it disappears due to damage.

you wouldn't be able to summon it until the next day regardless if it leaves due to damage. you can only summon it once a day.

i think you should be able to summon it and dismiss it as many times per day as you want, but it only comes back fully healed if you let it rest for 8 hours. other wise it doesn't heal.


These are the modifications i have made to counterspelling in my new game.
Counterspelling As An Attack of Opportunity.
It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is divine and the other arcane.
How Counterspells Work:
As the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spell’s level). This check is a free action. If the check succeeds, you correctly identify the opponent’s spell and can attempt to counter it. If the check fails, you can’t do either of these things. You must then cast the correct spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (if you prepare spells), you cast it, altering it slightly to create a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.
Line of sight is also needed.
Both spells are lost if successful.
Provoking: Any time a spell is cast with in your spellcasting threat range it provokes a counterspell attack of opportunity. The threat range is always the highest level spell you currently have prepared (unused slot) time 5 feet plus 10 feet.
Outside your spellcasting threat range treat counterspelling as normal from the book. You must have a readied action.
Counterspelling Metamagic Spells: Metamagic feats are not taken into account when determining whether a spell can be countered
Specific Exceptions: Some spells specifically counter each other, especially when they have diametrically opposed effects.
Dispel Magic as a Counterspell: You can usually use dispel magic to counterspell another spellcaster, and you don’t need to identify the spell he is casting. Dispel magic doesn’t always work as a counterspell (see the spell description).

I'll let you all know how it goes.


Umm, i can't find the taking 10 rules, where they removed?


I know that paizo/jason doesn't know if epic pathfinder is going to happen. but i find it an interesting thought piece.

Here are my thoughts on one way to do Epic levels.

I've always thought the easy way to do epic is to have the characters go back to first, think 2nd edition human multiclassing. the characters keep all their powers of being 20th but can improve the lower level stuff. have most of the different leveled abilities max out at 20, skills, bab, ect. example: the 20th level wizard goes back and takes levels of fighter. 8 levels of fighter and their BAB maxes out, but they can continue to take more levels of fighter for the feats and other abilities.

this would allow them to increase BAB, pick up some combat feats and increase different places of power.

but say you want to increase in wizard alone. i would suggest a prestege class that increases caster level, and maybe gives some other abilities.

this system works well in most worlds, anyone that is 20th is a step away from godhood anyway why can't they go back and balance out their characters a little.

it also works well for multiclassed characters, the skills they mastered stay mastered, but they can finish the rest of the classes. example: 20 sorcerer/20 rogue/10 arcane trickster is 50th level with 30 levels of caster 15d6 sneak attack.

please give me your $.02 or post your own version of epic.


I'm sorry if this is covered somewhere else, i looked, and could not find.

I understand that bloodline powers and bloodline feats are directly tied to sorcerer class level, but are bloodline spells tied to the class alone?

this would make prestage classes even weaker. because sorcerers are already limited in spells known, but to be giving up one spell known per level is harsh, and not really worth it.
Example: a 6th level Sorcerer, 10th level loremaster (yes it is odd but possible) would have the bloodline spells of a 6th level sorcerer (3 bonus spells vs 8 bonus spells)

the other problem this causes it that then all specialist abilities from wizards should be tied to the class, not wizard caster level. if not then wizard is even more powerful then i thought.
Example: a 5 level wizard, 10th level loremaster specalized in Divination would have the specalist abilities of a 5th level wizard, including bonus spells per day.

hell, the way it's set up, what would balance that out.


I allow weapon focus to add to BAB for purposes of multiple attacks, and prerequisites. it's worked ok so far.

what do you think?


My campains all have no max rank to skills. This has resulted in several things. I now have an explanation for why someone can be a mastercraftsman, yet not 20th+ level. Also it results in characters min-maxing, I'll have people put tons of ranks in steath. lol, then i killed him at a river crossing, no swimming ranks means you die. It's the best addition i've added to the campain.

I think it should be included in the base set, with max skill ranks an option.

What do you think?