Argith

Eyolf The Wild Commoner's page

675 posts (745 including aliases). 2 reviews. 1 list. No wishlists. 1 alias.




I have a rule question for the Race Builder Flight ability. (Answered see my second post).

The following ability states that you may take it multiple times and each additional time you take it, if you spend 2 RP you increase the Flight speed and maneuverability.

Quote:
Flight (4 RP): Prerequisites: None; Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability. Special: This trait can be taken more than once. For each additional 2 RP spent, the race's fly speed increases by +10 feet, and the maneuverability improves by one step.

Does this mean that if you take the base feat by spending 4 RP. Then add an additional 2 RP to that cost (Total 6) You gain 40 FT flight with Poor Maneuverability.

Or, does this mean you would be required to spend 4 RP base + 6 RP, total 10 RP. To gain 40 ft Flight and Poor Maneuverability.


I have a rule question for the Race Builder Flight ability. (Answered see my second post).

The following ability states that you may take it multiple times and each additional time you take it, if you spend 2 RP you increase the Flight speed and maneuverability.

Quote:
Flight (4 RP): Prerequisites: None; Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability. Special: This trait can be taken more than once. For each additional 2 RP spent, the race's fly speed increases by +10 feet, and the maneuverability improves by one step.

Does this mean that if you take the base feat by spending 4 RP. Then add an additional 2 RP to that cost (Total 6) You gain 40 FT flight with Poor Maneuverability.

Or, does this mean you would be required to spend 4 RP base + 6 RP, total 10 RP. To gain 40 ft Flight and Poor Maneuverability.


Please provide information on feedback. Remember that this is pathfinder and the ability modifier bonuses are based on size now, not the creature.

Please also note that the lack of a time limit is balanced by good game mastering. If you have issues with it, please provide reasons and I'll debate with you.

[align=center]Druid Variant: Bestial Wild Shape[/align]

Instead of acquiring an Animal Companion or Domain with Nature Bond; The druid may gain bonuses to Wild Shape.

Lose: Nature Bond Class Feature.

Gain the following.

Bestial Wild Shape
At 1st level you gain the ability to use Wild Shape as Beast Shape 1, in addition your Wild Shape is unlimited. Plant Shape, Elemental Body, and remaining versions of Beast Shape are acquired at their normal levels. Example; Upon reaching level 6 you will acquire the ability to use Beast Shape 2 through your Wild Shape Class Feature in the same fashion as you would use Beast Shape 1.

Vermin Shape
You're also able to take on the shapes of Vermin. Add the following list of Vermin abilities to the appropriate Beast Shape levels.

[u]Beast Shape I[/u]
Malleable, Susceptible to Salt, Water Dependency, Pull (Filament), Luminescence, Flash Burst, Attach, Blood Drain, Poison 1/round for 2 rounds (1d2 Ability Type Damage), cure 1 save.

[u]Beast Shape II[/u]
Lunge, Mandibles, Sudden Strike, Gnaw, Poison 1/round for 4 rounds (1d3 Ability Type Damage), cure 2 consecutive saves.

[u]Beast Shape III[/u]
Poison 1/round for 6 rounds (1d4 Ability Type Damage), cure 3 consecutive saves.

Quickened Shape
At 4th level your Wild Shape ability becomes a move action that does not provoke attacks of opportunity. At 8th level your Wild Shape ability becomes a swift action that does not provoke attacks of opportunity.

Bestial Force
At 6th level your Natural Attacks are considered both magic and silver for purpose of overcoming damage reduction.

Becoming Familiar with a Shape (Optional)
To prevent the druid from being able to resolve any issue they could ever encounter by merely changing forms. You may use these rules to limit their power.

To take the shape of a creature you must be familiar with the creatures appearance and behaviours; becoming so requires study of the creature for a total of 24 hours that may not be taken in increments less than 2 hours. Then a knowledge check DC 10 plus the creatures Chalenge Rating is required. Failing the check means you may attempt again after resting. Reduce the research time by half each time you fail the check. You may memorize a total number of shapes equal to half your Druid Level plus your intelligence modifier, minimum one. You may re-memorize these shapes with research.

Example: Leila the Druid has spent three days studying the behaviour and appearance of a squirrel family. She has accumulated at least 24 hours of time studying these animals and is now capable of taking their shape.

If Leila had failed the check she would need to have a full night's rest, and then study for 12 hours. If she again failed the check, it would require another full rest, and 6 hours of study.
---------------------------------------------------------------
Summary
Bestial Wild Shape Druid Variant
Advantages
* Can use Beast Shape I At Will from 1st level
* Wild Shape is Unlimited.
* Shifting becomes a move and then swift action, at levels 4, and 8.
* Can take on the form of Vermin and gain Vermin Abilities.
* Natural attacks treated as magic and silver for damage reduction at level 6.

Disadvantages
- Lose Nature Bond Class Feature


I'm looking for feedback on this class. At first it was basically a fighter without Weapon Mastery and then the old Knight 3.5 Class merged.

Then I looked into merging a fighter with a barbarian and this is the result. Thank you for feedback in advance. I'll be here to reply. My primary concern is balance.

Spartan Class

Alignment: Any

Hit Die: d12

Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (History) (Int), Perception (Wis), Survival (Wis), Sense Motive (Wis), and Swim (Str).

Skill Ranks Per Level: 2 + Int modifier per level.

Quote:

Level | BAB | Base Fort | Base Ref | Base Will | Granted Abilities

1st | +1 | +2 | +0 | +2 | Vigilant Defender
2nd | +2 | +3 | +0 | +3 | Combat Focus
3rd | +3 | +3 | +1 | +3 | Armor Training 1
4th | +4 | +4 | +1 | +4 | Combat Focus
5th | +5 | +4 | +1 | +4 | Combat Focus
6th | +6/+1 | +5 | +2 | +5 | Combat Focus, Defend Ally
7th | +7/+2 | +5 | +2 | +5 | Armor Training 2
8th | +8/+3 | +6 | +2 | +6 | Combat Focus
9th | +9/+4 | +6 | +3 | +6 | Champion
10th | +10/+5 | +7 | +3 | +7 | Combat Focus
11th | +11/+6/+1 | +7 | +3 | +7 | Armor Training 3
12th | +12/+7/+2 | +8 | +4 | +8 | Combat Focus
13th | +13/+8/+3 | +8 | +4 | +8 | Combat Focus
14th | +14/+9/+4 | +9 | +4 | +9 | Combat Focus, Improved Defend Ally
15th | +15/+10/+5 | +9 | +5 | +9 | Armor Training 4
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Combat Focus
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Impetuous Endurance
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Combat Focus
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Armor Mastery
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Undying Will

Class Features

Weapon and Armor Proficiency: You are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and all shields (except tower shields).

Vigilant Defender (Ex): Starting at 1st level, you may stand your ground, warding the spot where you make your stand to prevent foes from slipping past. If an opponent attempts to use the Acrobatics skill to move through your threatened area or your space without provoking attacks of opportunity, the Acrobatic check DC to avoid your attacks of opportunity increases by an amount equal to your class level.

Combat Focus (Ex): Starting at 2nd level, you gain a Combat Focus from the Combat Focus list below. You gain a new Combat Focus at levels (2, 4, 5, 6, 8, 10, 12, 13, 14, 16, 18, and 20).

Combat Focuses:

Spoiler:
Combat Feat: If chosen this ability grants you a bonus Combat Feat.

Shifting Stance (Ex): As a move action you may perform a special feint combat maneuver against an adjacent foe. If successful, the target loses their dexterity bonus to armor class for your next attack. In addition they suffer a -2 penalty to armor class for the next round. You may use this ability a number of times per day equal to your Spartan level.

Intimidating Glare (Ex): You may make an Intimidate check against one adjacent foe as a move action. If you successfully demoralize your opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which your check exceeds the DC.

Resiliency (Ex): Once per day, you may gain a number of temporary hit points equal to your Spartan level. Activating this ability is an immediate action that can only be performed when you are brought to below 0 hit points. This ability can be used to prevent yourself from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal.

Numbing blow (Ex): Opponents damaged by your attacks can't make attacks of opportunity for 1 round.

Stand Up (Ex): You may stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.

Swift Reaction (Ex): During the surprise round, opponents are always considered flat-footed to a Spartan with this ability, even if they have already acted.

Dirty Wrestler (Ex): While grappling you may perform an unarmed lethal attack at 1d4 + Str Modifier without penalty to break free from or maintain a grapple. This attack is resolved before the grapple check is made. If the attack hits, any grapple checks made by the Spartan against the target this round are at a +2 bonus.

Internal Fortitude (Ex): You are immune to the sickened and nauseated conditions. A Spartan must be at least 8th level before selecting this ability.

Clear Mind (Ex): You may reroll a failed Will save. This ability is used as an immediate action after the first save is attempted, but before the results are revealed by the GM.You must take the second result, even if it is worse. A Spartan must be at least 8th level before selecting this ability. You may only use this ability once per encounter.

Determined Will (Ex): Your determination of will makes you almost immune to compulsion. As a free action you may make an additional saving throw against a mind-affecting spell or ability, even if an opponent is controlling or influencing your actions. You may only use this ability once per round. You must be at least level 12 to take this ability.

Fearless (Ex): You are immune to the shaken and frightened conditions. A Spartan must be at least 12th level before selecting this ability.

Knockback (Ex): Once per round, you may make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to your Strength modifier and is moved back as normal. You do not need to move with the target if successful. This does not provoke an attack of opportunity.

Knockdown (Ex): Once per encounter, you can make a trip attack against one target in place of a melee attack. If successful, the target takes damage equal to your Strength modifier and is knocked prone. This does not provoke an attack of opportunity.

Mighty Swing (Ex): You automatically confirm a critical hit. This ability is used as an immediate action once a critical threat has been determined. A Spartan must be at least 12th level before selecting this ability. This ability can only be used once per encounter.

No Escape (Ex): You can move up to double your normal speed as an immediate action but may only use this ability when an adjacent foe uses a withdraw action to move away from you. You must end your movement adjacent to the enemy that used the withdraw action. You provokes attacks of opportunity as normal during this movement. This ability can only be used once per encounter.

Powerful Blow (Ex): The Spartan gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the Spartan has attained. This ability is used as a swift action before the roll to hit is made. This ability can only be used once per encounter.

Quick Reflexes (Ex): You can make one additional attack of opportunity per round.

Renewed Vigor (Ex): As a standard action, You may heal 1d8 points of damage + your Constitution modifier. For every four levels the Spartan has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A Spartan must be at least 4th level before selecting this ability. This ability can be used only once per day.

Strength Surge (Ex): You may add your Spartan level on one Strength check or combat maneuver check, or to a Combat Maneuver Defense when an opponent attempts a maneuver against you. This ability is used as an immediate action. This ability can only be used once per encounter.

Surprise Accuracy (Ex): You gain a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the Spartan has attained. This ability is used as a swift action before the roll to hit is made. This ability can only be used once per encounter.

Terrifying Howl (Ex): The Spartan unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the Spartan's level + the Spartan's Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this ability for 24 hours. A Spartan must have the intimidating glare Combat Focus to select this ability. A Spartan must be at least 8th level before selecting this ability.

Unexpected Strike (Ex): You can make an attack of opportunity against a foe that moves into any square threatened by you, regardless of whether or not that movement would normally provoke an attack of opportunity. This ability can only be used once per encounter. A Spartan must be at least 8th level before selecting this ability.

Come and Get Me (Ex): As a free action you may leave yourself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against you until the beginning of your next turn, but every attack against you provokes an attack of opportunity from you, which is resolved prior to resolving each enemy attack. A Spartan must be at least 12th level to select this ability.

Flesh Wound (Ex): Once per day, you can try to avoid serious harm from an attack. You must make a Fortitude save with a DC equal to the damage that would be dealt by the attack. Your armor check penalty applies on this saving throw. If the save succeeds, you takes half damage from the attack and the damage is nonlethal. You must elect to use this ability after the attack roll is made, but before the damage is rolled. A Spartan must be at least 10th level to select this ability.

Ground Breaker (Ex): Once per encounter, you can attack the floor around you as a standard action. This attack automatically hits and deals damage normally. If you manage to deal more damage than the floor's hardness, the space you occupy and all of the squares adjacent to you become difficult terrain. Creatures in these squares, except you, must make a DC 15 Reflex save or be knocked prone. A Spartan must be at least 6th level to select this ability.

Overbearing Advance (Ex): You inflict damage equal to your Strength bonus whenever you succeed at an overrun combat maneuver.

Overbearing Onslaught (Ex): You may overrun more than one target per round, with a –2 penalty on your CMB for each overrun check after the first. You must have the overbearing advance Combat Focus to select this ability. A Spartan must be at least 6th level to select this ability.

Smasher (Ex): Once per encounter, whenever you make an attack against an unattended object or a sunder combat maneuver, you can ignore the object's hardness. This ability must be used before the attack roll or sunder check is made.

Armor Training (Ex): Starting at 3rd level while wearing armor you reduce the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum of 4 respectively. In addition you may move at normal speed while wearing medium armor. At 9th level you may move at normal speed while wearing heavy armor.

Defend Ally (Ex): Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

Champion (Ex): At 9th level you may protect an ally that is within one of your threatened squares. You may grant that ally half of your Armor Class bonus at the expense of your own (this effect lasts a round, unless you choose to continue the protection).

Improved Defend Ally (Ex): At 14th level, your ability to absorb damage increases. Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.

Impetuous Endurance (Ex): Starting at 17th level, your fighting spirit enables you to push your body beyond the normal limits of endurance. You no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.

Armor Mastery (Ex): At 19th level, you gain DR 5/— whenever wearing armor or using a shield.

Undying Will (Ex): At 20th level, if you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can remain conscious and continue to act for up to 10 more rounds before dying. If your body is somehow destroyed before your next action (such as by disintegrate), then you cannot act. If you receive healing that leaves you with more than negative your constitution score, you survive (or fall unconscious) when you stop using this ability. Otherwise, death overtakes you.


Nation of Windshore

The human built kingdom of Windshore is ruled by the High Lord. Capital of the Nation is Kins Nord a large port city built upon the northern coast of Terra. Heavily defended by stone walls with a strong naval influence. Each province of Windshore has its own Lord which operate independantly of each other, though work together in times of war and council. The High Lord is either named by the current High Lord or voted in by the council of Lords.

The High Lord serves to settle decisions that the other lords cannot come to agreement upon. He is also typically the final say on matters for the Nation.

High Lord of Kins Nord- Dinvar Alexander Windborn The Fourth.

Territories.
1. Kins Nord - Capital Province.
2. Wild Lands - Outlaw Territory.
3. Sunflower Fields. - Rich farm lands, known for their sunflowers.
4. Skywreath - Known for it's meteor craters which have given way for many ponds and lakes.
5. Windsrun - Valley land which leads north to Kins Nord.
6. Dunmore - Land of Lord Michael Dunmore. Rolling hills and fields.
7. Serpant Marshes - So named for the dangers that frequent these wet lands.
8. Whispering Woods - Southern forest expanse boarding the Northshore and its hostile territories.
9. Kins Vest - Birth Territory of the Windborn Royal Line.
10. Glimmer Field - Territory of those devoted to Sarenrae, and guardian of the Gate of Sarenrae, entrance to Rinan.
11. Kins Lake - A great lake which spreads into Winds run and north into Kins Nord then into the Frozen Beauty ocean.


Hello all. Hope you're well. Happy Thanks Giving to those of you who are experiencing the holiday.

Location of game to be determined, either here on Paizo or Gaia Online.

I'm presently prepared to run an Epic 6 Pathfinder Homebrew Game. I need a couple of players. I'd like to keep the player group small so that way we don't run into huge delays in post time frequency. I'd also like some dedicated posters. This means that with my current group of 1 player; I'm looking for 1 to a maximum of 3 additional players.

Eligibility to Apply.
* Previous game experience not needed.
* Must be willing to dedicate time to the game. It is post by post, so as long as you check the forum every two days at maximum to make a post, we should be good. Would prefer daily checks.
* Friendly and positive, team working attitude.

Character Creation Rules. 1
* Character must be from the local region of Windshore, one of its provinces; or from the Northern continent of Gimle.

* Good or Neutral alignment only.

* Races to be used are Core, & Advanced.

* Use 200 gold to start, not what the equipment rules state.

* For ability scores use 25 point buy.

* Max HP all levels

* Use your Favoured Class Bonus.

* Use either an online character sheet or the word file sheet supplied.

1: Exceptions to the character creation rules are possible, please speak with me in this forum or private message to discuss. I also use Skype.

Information Required for the Game

http://paizo.com/pathfinderRPG/prd/

Please see post 2 as follows for additional story information.

War consumes the lands of Terra between the Nation of Windshore and the Southern United Rovagug worshiping Jungle Orc Tribes. The Quaking Desert once separated these two races with its many hostile and dangerous predators. Though recent events led the Orcs to brave the desert and best its denizens.

It was four dozen men who were responsible for this war. Merchant Guilds working together to send an expedition in search of lost and unknown treasures. They traveled by sea to land upon the Southern Jungles where the natives rejected them brutally. Ripping and burning their ship, causing the men to flee back to Windshore by foot across the Desert. Only five men survived this ordeal to return home. The orc tribes gave chase through the desert, regardless of its inhabitants, and after several months of silence from the south a host of destruction broke its way through the southern boarders.

Thousands of Orcs, a swarm never seen swept through Windshore and brought ruin. The ruling lords of Windshore leaped into action and immediately began efforts to protect their territories and citizens. Their armies gathered as one in order to repel the orc host. Requesting aid from their neighboring nations of Ren'Ther, Gimle, and Rinan. Ancient Elves from Ren'Ther of West Sky came in great number to join the war. Legendary, powerful wizards from Gimle traveled across the North ocean to assist. However, Rinan denied the request, stating they had dire matters of their own to attend to ad refused to inform what they were, remaining secretive and isolated from the rest of the great nations.

Some citizens of Windshore fled west over the mountains to Ren'ther, others North across the oceans to Gimle. A few had attempted to sneak into Rinan to the east around the ocean for its boarders were walled and guarded.

The Tribal Orcs did not take prisoners or land. They killed anyone and anything in their path, seemingly intent on only destruction.

Nation of Windshore

The human built kingdom of Windshore is ruled by the High Lord. Capital of the Nation is Kins Nord a large port city built upon the northern coast of Terra. Heavily defended by stone walls with a strong naval influence. Each province of Windshore has its own Lord which operate independantly of each other, though work together in times of war and council. The High Lord is either named by the current High Lord or voted in by the council of Lords.

The High Lord serves to settle decisions that the other lords cannot come to agreement upon. He is also typically the final say on matters for the Nation.

High Lord of Kins Nord- Dinvar Alexander Windborn The Fourth.

Territories.
1. Kins Nord - Capital Province.
2. Wild Lands - Outlaw Territory.
3. Sunflower Fields. - Rich farm lands, known for their sunflowers.
4. Skywreath - Known for it's meteor craters which have given way for many ponds and lakes.
5. Windsrun - Valley land which leads north to Kins Nord.
6. Dunmore - Land of Lord Michael Dunmore. Rolling hills and fields.
7. Serpant Marshes - So named for the dangers that frequent these wet lands.
8. Whispering Woods - Southern forest expanse boarding the Northshore and its hostile territories.
9. Kins Vest - Birth Territory of the Windborn Royal Line.
10. Glimmer Field - Territory of those devoted to Sarenrae, and guardian of the Gate of Sarenrae, entrance to Rinan.
11. Kins Lake - A great lake which spreads into Winds run and north into Kins Nord then into the Frozen Beauty ocean.


Not sure where to exactly recruit, this message board in my opinion is a mess and it's difficult for me to locate where everything should go, or where one would run a campaign on these boards.

I presently have the game on Gaiaonline, am willing to switch over here if need be.

Anyway, on to the game info

Hello all. Hope you're well. Happy Thanks Giving to those of you who are experiencing the holiday.

I'm presently prepared to run an Epic 6 Pathfinder Homebrew Game. I need a couple of players. I'd like to keep the player group small so that way we don't run into huge delays in post time frequency. I'd also like some dedicated posters. This means that with my current group of 1 player; I'm looking for 1 to a maximum of 3 additional players.

Eligibility to Apply.
* Previous game experience not needed.
* Must be willing to dedicate time to the game. It is post by post, so as long as you check the forum every two days at maximum to make a post, we should be good. Would prefer daily checks.
* Friendly and positive, team working attitude.

Character Creation Rules. 1
* Character must be from the local region of Windshore, one of its provinces; or from the Northern continent of Gimle.

* Good or Neutral alignment only.

* Races to be used are Core, & Advanced.

* Use 200 gold to start, not what the equipment rules state.

* For ability scores use 25 point buy.

* Max HP all levels

* Use your Favoured Class Bonus.

* Use either an online character sheet or the word file sheet supplied.

1: Exceptions to the character creation rules are possible, please speak with me in this forum or private message to discuss. I also use Skype.

Information Required for the Game

http://paizo.com/pathfinderRPG/prd/

Please see post 2 as follows for additional story information.

War consumes the lands of Terra between the Nation of Windshore and the Southern United Rovagug worshiping Jungle Orc Tribes. The Quaking Desert once separated these two races with its many hostile and dangerous predators. Though recent events led the Orcs to brave the desert and best its denizens.

It was four dozen men who were responsible for this war. Merchant Guilds working together to send an expedition in search of lost and unknown treasures. They traveled by sea to land upon the Southern Jungles where the natives rejected them brutally. Ripping and burning their ship, causing the men to flee back to Windshore by foot across the Desert. Only five men survived this ordeal to return home. The orc tribes gave chase through the desert, regardless of its inhabitants, and after several months of silence from the south a host of destruction broke its way through the southern boarders.

Thousands of Orcs, a swarm never seen swept through Windshore and brought ruin. The ruling lords of Windshore leaped into action and immediately began efforts to protect their territories and citizens. Their armies gathered as one in order to repel the orc host. Requesting aid from their neighboring nations of Ren'Ther, Gimle, and Rinan. Ancient Elves from Ren'Ther of West Sky came in great number to join the war. Legendary, powerful wizards from Gimle traveled across the North ocean to assist. However, Rinan denied the request, stating they had dire matters of their own to attend to ad refused to inform what they were, remaining secretive and isolated from the rest of the great nations.

Some citizens of Windshore fled west over the mountains to Ren'ther, others North across the oceans to Gimle. A few had attempted to sneak into Rinan to the east around the ocean for its boarders were walled and guarded.

The Tribal Orcs did not take prisoners or land. They killed anyone and anything in their path, seemingly intent on only destruction.

Nation of Windshore

The human built kingdom of Windshore is ruled by the High Lord. Capital of the Nation is Kins Nord a large port city built upon the northern coast of Terra. Heavily defended by stone walls with a strong naval influence. Each province of Windshore has its own Lord which operate independantly of each other, though work together in times of war and council. The High Lord is either named by the current High Lord or voted in by the council of Lords.

The High Lord serves to settle decisions that the other lords cannot come to agreement upon. He is also typically the final say on matters for the Nation.

High Lord of Kins Nord- Dinvar Alexander Windborn The Fourth.

Territories.
1. Kins Nord - Capital Province.
2. Wild Lands - Outlaw Territory.
3. Sunflower Fields. - Rich farm lands, known for their sunflowers.
4. Skywreath - Known for it's meteor craters which have given way for many ponds and lakes.
5. Windsrun - Valley land which leads north to Kins Nord.
6. Dunmore - Land of Lord Michael Dunmore. Rolling hills and fields.
7. Serpant Marshes - So named for the dangers that frequent these wet lands.
8. Whispering Woods - Southern forest expanse boarding the Northshore and its hostile territories.
9. Kins Vest - Birth Territory of the Windborn Royal Line.
10. Glimmer Field - Territory of those devoted to Sarenrae, and guardian of the Gate of Sarenrae, entrance to Rinan.
11. Kins Lake - A great lake which spreads into Winds run and north into Kins Nord then into the Frozen Beauty ocean.


I was wondering why this is not possible. I think it would be a good way to help spread Paizo Popularity and that of Google too. I imagine it needs to be set up between a partnership of Paizo and Google. I'd definitely +1 Paizo though. I don't like facebook ><


I'm obsessing... someone smack me. Seriously though, although this is a very small problem and can be solved with a simple homebrew fix...

Why does this error even exist!?! It's.... retarded ><

1, 2, 4, 10. Medium Size Tent Holds...
Cost 15 gp. (Meaning FAN SRD is in error for pavillion tent) and in addition..

ALL SRDs..

even 3.5 hypertext srd ARE MISSING, this includes ALL PATHFINDER PDF's and Erratas... ANY information stating that a tent holds two people.

Thus a new player would assume that the 10 gp, 20 lb tent holds ONE Medium Size Character.. .When in fact it holds 2 >.> (SUPPOSEDLY) Where the heck is the information on this....


So what I'm looking to create with the aid of the community (hopefully) is a vampire that we can use at level 1. (I'd prefer if we can get it down to a CR +1

However..... This is the part where it gets a bit interesting...

I don't want dominate person, and level drain / negative energy.

They are able to walk in the sun light (it basically irritates the skin and or fatigues them, but it doesn't kill them or seriously hinder them)

The only method to kill them is to lop off their head (Yes this means that staking doesn't work) Garlic doesn't work, water doesn't work, holy symbols don't work.

The way to spread vamprism is through the ingestion of vampire blood.

Anyone interested in taking on this project with me?


Dm updated his O.P. It's not easier to read and comprehend.


My cloaker calculation failed, set fixed it.


Would would happen or be required to change in order for me to alter 6 second rounds to 1 minute.

Round 1 - Fight!


Oh yeah, hitpoints or gold are choice of take full hitpoints at first, then roll or take average.

Gold is roll or take average.

Hope I'm not forgetting anything else.


Do they exist, what are they called, how much are they, what are the links, how can I locate them??

I am desiring a general book that describes the regions, not individual regional books.

Do they exist?? This site is a b@~## to navigate at times.


Decided to bold it up for ease of use. -> Reading, lol.

Beyond Masterwork
To create a high masterwork item, you create a high masterwork component as if it were a separate item in addition to the standard item. The high masterwork component has its own price (1500 gp for a weapon or 1000 gp for a suit of armor or a shield) and a Craft DC of 25. Once both the standard component and the high masterwork component are completed, the high masterwork item is finished. Note: The cost you pay for the high masterwork component is one-third of the given amount, just as it is for the cost in raw materials.

To create a grand masterwork item, you create a grand masterwork component as if it were a separate item in addition to the standard item. The grand masterwork component has its own price (6000 gp for a weapon or 3000 gp for a suit of armor or a shield) and a Craft DC of 30. Once both the standard component and the grand masterwork component are completed, the grand masterwork item is finished. Note: The cost you pay for the grand masterwork component is one-third of the given amount, just as it is for the cost in raw materials.

To create an unequaled masterwork item, you create an unequaled masterwork component as if it were a separate item in addition to the standard item. The unequaled masterwork component has its own price (14,000 gp for a weapon or 7000 gp for a suit of armor or a shield) and a Craft DC of 35. Once both the standard component and the unequaled masterwork component are completed, the unequaled masterwork item is finished. Note: The cost you pay for the unequaled masterwork component is one-third of the given amount, just as it is for the cost in raw materials.

Weapons
Masterwork - The wielder gains a +1 enhancement bonus to attack rolls. The cost of the weapon is increased by 300 gp.

High Masterwork - The wielder gains a +1 enhancement bonus to attack rolls and damage rolls. The weapon's hardness and hit points are increased by 1. The cost of the weapon is increased by 1500 gp.

Grand Masterwork - The wielder gains a +2 enhancement bonus to attack rolls and damage rolls. The weapon's hardness and hit points are increased by 2. The cost of the weapon is increased by 6000 gp.

Unequaled Masterwork - The wielder gains a +3 enhancement bonus to attack rolls and damage rolls. The weapon's hardness and hit points are increased by 3. The cost of the weapon is increased by 14,000 gp.

Armor and Shields
Masterwork - The armor check penalty of the armor or shield is reduced by 1. The cost of the armor or shield is increased by 150 gp.

High Masterwork - The armor check penalty of the armor or shield is reduced by 1. The armor or shield gains a +1 enhancement bonus to AC. Shields gain +1 to their hardness and gain +5 hit points. The cost of the armor or shield is increased by 1000 gp.

Grand Masterwork - The armor check penalty of the armor or shield is reduced by 2. The armor or shield gains a +1 enhancement bonus to AC. Shields gain +2 to their hardness and gain +10 hit points. The cost of the armor or shield is increased by 3000 gp.

Unequaled Masterwork - The armor check penalty of the armor or shield is reduced by 2. The armor or shield gains a +2 enhancement bonus to AC. Shields gain +3 to their hardness and gain +15 hit points. The cost of the armor or shield is increased by 7000 gp.


http://paizo.com/pathfinderRPG/prd/spells/animateObjects.html#animate-objec ts

A bard operates off of arcane magics, and it makes more sense to me for a wizard or sorcerer to have this spell than a bard.

Why can they not use it, is this an error in the SRD?


So I'm gathering comments to help our pal, Tom. Not to mention myself, and possibly others.

I'll be putting down my own thoughts and opinions on the matter as well.

Lets do the review.

The link to our topic at hand.

http://www.dorkistan.com/PFRPG/classes/ranger.htm

A quick cut of what it does.

Quote:

The ranger can spend a day (8 hours) in training, study, or research refocusing a favored enemy slot. During this time, the ranger does not have access to the favored enemy slot he is refocusing. At the end of this refocusing day, the ranger must makes a Survival check. The DC of this check is 15 + (the favored enemy bonus of the slot the ranger is refocusing x 2) to confirm the refocusing. The ranger does not get his favored enemy bonus on this Survival check. If successful, the chosen favored enemy slot is refocused: the old favored enemy is lost, replaced by the new one. If the Survival check fails, the ranger retains the old favored enemy bonuses (which he once again has access to). If the ranger fails an attempt to refocus on a specific creature type, then attempts to refocus on that enemy again within one week, he gains a +5 circumstance bonus to Survival to confirm a refocusing. If the ranger attempts to refocus a favored enemy slot on a creature type he has had as a favored enemy before, he can do so with only a half-day of training, study, or research (4 hours).

New Favored Enemy Feats
The following feats expand the above favored enemy mechanic.

Improved Refocus
Prerequisite 5th Level Ranger
Benefit You can refocus a favored enemy slot with 1 hour of study, training, or research. You can refocus a favored enemy slot on a creature type you had as a favored enemy before with 10 minutes of focused meditation.
Normal It takes 8 hours to refocus a favored enemy slot to a new creature, and 1 hour for a creature you've had as a favored enemy before.

Versatile Focus
Prerequisite 5th Level Ranger
Benefit You permanently lose your favored enemy slot I (+2). In exchange, you can use a standard action to make a Survival check (DC 15 + creature's CR) to gain a +2 favored enemy bonus against a creature within 60 feet. The creature cannot be of a creature type that is currently one of your favored enemies. The bonus gained from this feat only applies to the specified creature, not a generic creature type. You gain this bonus for a number of minutes equal to your ranger level.

My opinion on it.

I like the idea of having a versatile focus, I also like the idea of being able to retrain bonuses.

I dislike the feat which makes you only have 1 hour to retrain. I see that as too much of a buff to the class feature.

I think that 8 hours may be too low an amount.

I am not sure about balance, so lets gather some opinions.


1 person marked this as a favorite.

So what do we need to do in order to modify the E6 variant for Pathfinder.

I've begun changing up the E6 feats for Pathfinder, and removing obsolete ones. The only problem is, I need help.

Aside from feat changes for the E6 3.5 feats. What else do you think we need to change?

Here are the E6 feats

Character progression from level 1 to level 6 is as per the World’s Most Popular Roleplaying Game. Upon attaining 6th level, for each 5000 experience a character
gains, they earn a new feat. A diverse selection of feats should be made available
in any E6 campaign, however, feats with unattainable prerequisites under this
system remain unattainable. For the purpose of experience awards, treat each 5 feats as +1 CR (or level), to an upper limit of 20 feats. After this, a ratio of 10 feats to 1 CR can be used, as it becomes more and more difficult to bring all a character’s feats to bear in a given situation. Alternatively, and at the GM’s option, player-characters with more than 20 feats can simply be always treated as if they were level 10 for experience and challenge purposes.

FOR THE GM
E6 isn’t just a change for the players: Monsters are presented differently than
in d20. Just as level 6 parties in the World’s Most Popular Roleplaying Game
aren’t expected to tangle with monsters higher than CR 10, the mighty monsters of E6 require special consideration for presentation in-game. E6 characters aren’t intended to go up against high-level threats under the same circumstances as
high-level characters; those creatures, if they can be defeated at all, require the
kind of resources and planning far beyond the typical encounter.
In terms of raw rules, CR 7-10 monsters are an excellent guide for what E6
characters can handle. As they rise to around the 20-feat range, the range is
more like 7-12. Beyond that, a DM should take monsters in the CR 7-12 range and
use feats (and to a lesser extent templates) to advance them. Hit die or class-based
advancement beyond CR 12, or base monsters above CR 12 should generally be
avoided as straight-up fights. Of course, not every monstrous encounter
is a straight-up fight. For example, insane horrors from another age might be a reason to run, and there is little a character could do in the face of an angry Titan. But these situations don’t call for direct confrontation, except with some special resource or amazing circumstance. Perhaps, in a special ritual with the presence of 20 mages, a Titan can be bound to the mortal realm (lowering its stats to an Aspect of Kord), with whom the players can do battle. Again, that’s far from a straight-up fight with a CR 20
creature, but we can console ourselves with the fact that it’s probably a very
memorable encounter. If, as a result of the restrictions on items, an item cannot be created, then it should not be distributed as normal treasure. Like high-level monsters, such items should be placed carefully and built to make sense in the context of your game. For example,a +4 sword can’t be made by a human wizard, but it could be crafted by a Titan (which makes for great god-stats). That’s a sword that no mortal can make.
E6 will always inherit d20’s balance issues at the same level, especially issues that result from scenarios where characters have long periods of downtime. The best approach is to be cognizant of these issues when considering what feats to allow in your E6 game.

ON ALLOWING FEATS
There are 3 philosophies on what feats to allow in an E6 game, each more generous than the last:
1) The Cautious Approach
2) The Gestalt Approach
3) The Lean Upward Approach

The Cautious Approach is exactly what it sounds like – a GM chooses what feats to allow in his E6 game very, very carefully. This GM does not make exceptions or new feats to accommodate players chaacter concepts - he chooses what feats to allow and the players agree to work within that framework.

The Gestalt Approach dictates that if an ability can be learned under 6th level, then it’s learnable via some chain of feats. The Gestalt Approach usually means all WotC sources are available, as well as a few extra feats to provide ways to learn class features. These can be done on an ad-hoc basis for a given player or they can be gathered from sources like the Book of Unusual Feats. The Gestalt theory is the one used in playtesting.

The Lean Upward Approach looks at the Gestalt Approach and says “6th level plus many feats is clearly more powerful than 6th level. Thus, it won’t be game-breaking to allow feat chains that bring characters from 6th level to 8th level, although this progression should be quite slow.” GMs who like the Lean Upward approach might have feats to bring BAB to +8, or to gain 4th level spells, or 8th level class features, additional hit dice, and so on.

Feats

Ability Training [General]
You spend time honing one of your Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.
Benefit: Choose one Ability; treat that Ability as having a +2 bonus to that Ability Score whenever you are making an Ability Check. This bonus does not count when making a skill check or for any other use of that ability.
Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.

Ability Advancement [General]
Your training pays off, and one of your Abilities increases.
Prerequisite: Ability Training in the same ability.
Benefit: Choose one Ability. You gain a permanent +2 bonus to that ability. This bonus does not stack with the benefit from Ability Training.
Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.

Capstone Feats

Martial Veteran (General) (comrade_raoul)
Prerequisites: Fighter level 6th.
Benefit: You may select feats with a requirement of up to fighter level 8, and with a Base Attack Bonus requirement of up to +8.
Special: A fighter may select Martial Veteran as one of his bonus feats.

Roguish Ability [General]
Prerequisite: Rogue 6
Benefit: You learn one rogue special ability.
Special: This feat may be taken only once.

Barbaric Resilience [General]
Prerequisite: Barbarian 6
Benefit: You gain DR 1/--

Skill Beyond Your Years
Prerequisite: Level 6
Pick a skill. Your max ranks rise from 6 to 8.

Holy Strikes [General]
Prerequisite: Paladin 6
Benefit: Your melee attacks are considered good for the purpose of overcoming damage reduction.

Bardic Inspiration [General]
Prerequisite: Bard level 6
The bonus granted by your inspire courage ability increases to +2.

Extra Domain Power [General] (Shazman)
Prerequisites: Wis 16 +, Cleric level 6, Knowledge (religion) 6 ranks, Skill Focus: Knowledge (religon)
Benefit: You gain the domain power of one additional domain associated with your deity. You may only take this feat once.

Extra Domain Access (General) (Shazman)
Prerequisities: Wis 16 +, Cleric level 6, Knowledge (religion) 6 ranks, Extra Domain Power, Skill Focus: Knowledge (religion)
Benefit: You gain access to the domain spell list of one additional domain assciated with your deity. This domain must be the same one as that chosen for the Extra Domain Power feat. You may only take this feat once.

Restoration (General)
Prerequisites: 6th level, ability to cast 3rd-level divine spells, Wisdom 16, Healing 6 Ranks
Benefit: You can use Restoration, as the spell (paying the material component), with a casting time of 1 hour.

Swift Metamagic (Metamagic) (Kunimatyu)
Prerequisite: Metamagic feats (see below), Caster Level 6
Benefit: When you take this feat, select a metamagic feat. As a swift action once per day, you may apply this metamagic feat to a spell you cast with no adjustment to the level of the spell cast.
Special: You must have a number of Swift metamagic feats equal to the level increase of your chosen metamagic, minus one, to take this feat. For example, Empower Spell, which boosts the level of a spell by 2, has a prerequisite of 1 Swift feat. Split Ray, which has an increase of 1, would have no prerequisites. This feat may be taken multiple times.

Caster Training (General) (Khuxan)
You become a more accomplished spellcaster.
Requirements: Character level 6, caster level 1 or greater.
Benefit: Your caster level increases by 4, to a maximum of 6. Note this only affects Caster Level (i.e., more dice on your damage, no new spells or slots).

Expanded Knowledge (General) (PoeticJustice)
Prerequisite: Character Level 6th
Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell known at any level you can cast from that class's spell list.

Expanded Casting (General) (PoeticJustice)
Prerequisite: Character Level 6th
Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell slot at any level you can already cast.

Stone to Flesh (General)
Prerequisites: 6th level, ability to cast 3rd-level arcane spells, Intelligence 16, Craft (Alchemy) 6 Ranks
Benefit: You can use stone to flesh, as the spell, with an expensive and secret magical ingredient with a market value of 1000 gp and a casting time of 1 day.

Excelling Flurry [General]
Prereq: Monk 6
Benefit: You use Flurry of Blows with no penalty to your attack bonus. In addition, you qualify for feats that a Monk may take as 6th level bonus feats.

Step of the Wild lands
Prereq: Ranger 6
Benefit: You gain the Woodland Stride and Swift Tracker class abilities.

For Villains

Mental Domination (General) (Lord Tirian)
You're able to subjugate certain people's mind.
Prerequisite: Having charmed humanoid with HD equal or less than your caster level.
Benefit: Choose a humanoid with HD equal your caster level or less, you have currently charmed. Treat charm person as dominate person against this person.
Special: This feat can be taken several times. It applies to a different humanoid each time.


So I went there and found their madlab creation thingy. Some guy made some feats and I was just wondering what you guys or girls thought of their usefulness and balance. My own personal opinion right now on some of them is that a few may be a bit too strong, but I'm not certain. Maybe one or two are too weak even though. SO lets stop with my crappy opinions and gather some well educated ones.

Augment Channel
Your channeled energy is more reliable.
Prerequisite: Improved Channel.
Benefit: Re-roll ones when determining the amount of healing or damage dealt by your channel energy ability.

Channel Mastery
Your channeled energy can affect both allies and opponents at the same time.
Prerequisite: Greater Channel.
Benefit: Channeling energy now affects both living and undead creatures at the same time.
Normal: Without this feat, you must choose which type of creature (living or dead) your channeled energy affects.

Quicken Channel
You can channel energy in a fraction of the normal time.
Prerequisite: Improved Channel.
Benefit: You can channel energy as a move action. A quickened channel energy expends an additional use of your channel energy ability.

Maximize Channel
You can channel energy at its full potential.
Prerequisite: Greater Channel.
Benefit: Your channel energy ability deals the maximum amount of healing or damage possible. A maximized channel energy expends two additional uses of your channel energy ability.

Empower Channel
You channeled energy is more effective.
Prerequisite: Greater Channel.
Benefit: Add 2d6 more dice your channel energy ability damage or healing roll. An empowered channel energy expends an additional use of your channel energy ability.

Enlarge Channel
You channeled energy affects a larger area.
Prerequisite: Improved Channel.
Benefit: Add 15 feet to the burst radius of your channel energy ability.

Greater Channel
Your channeled energy is harder to resist
Prerequisite: Improved Channel, caster level 6th.
Benefit: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.


So I've gone and revised my helmets, I could use some help fine tuning them and pricing, but other than that. How do they look??

Helmets
Helmets are capable of negating critical hits. When ever someone wearing a helmet is threatened by a critical hit. Go about that the Confirmation normally, if a Critical hit is confirmed then roll a d100. If the percentage rolled falls within the stated negation of the helmet. The attack damage is separated into two parts. Normal Damage and Critical Damage. The normal damage is dealt to its proper target, the critical damage is dealt to the helmet, if the critical damage exceeds the amount of damage a helmet can absorb it goes through to the target.

Example; Frelia has been the target of a critical hit. She is currently wearing a Barbute helmet and thus has a 3% chance to negate the critical. She rolls a d100 and it lands on 1%, her helmet is able to absorb the critical damage, however, her attacker is using a bludgeoning weapon. This bypasses the hardness of her helmet, fortunately the critical damage is only 10. Thus the end result is that Frelia takes the non-critical damage (10), and her helmet takes the critical damage (10). Her helmet is now in need of repair as it is only half its hitpoints.

Leather Coif
A small cap made from animal leathers, and may include padding.
?? Gold, 1% Negate Critical
Hardness 2, Hitpoints 5, 1.5 lbs.
Piercing or Slashing Ignores the Hardness of this helmet.

Mail Coif
A metal coif made from many small interlinking rings that includes padding, rests upon your shoulders.
?? Gold, 2% Negate Critical, -1 Listen, 10% ASF
Hardness 10, Hitpoints 12, 8 lbs.
Piercing Ignores the Hardness of this helmet

Barbute
A visorless, padded helmet that fully protects the cheeks and nose, usually has a T or Y shaped opening for the eyes and mouth.
?? Gold, 3% Negate Critical, -1 Listen, 5% ASF
Hardness 10, Hitpoints 20, 6 lbs.
Bludgeoning Ignores the Hardness of this helmet

Aventail Bascinet
An open faced, padded helmet that includes attachable mail to cover the neck and shoulders.
?? Gold, 4% Negate Critical, -1 Listen, 15% ASF
Hardness 10, Hitpoints 28, 10 lbs.
Bludgeoning ignores the Hardness of this helmet

Armet (Close Helm)
A padded, plate closed helm that completely covers the face and neck, and has slits for vision and breathing.
?? Gold, +1 AC against Confirm Critical, -2 Perception, -1 ACP, 20% ASF
Hardness 10, Hitpoints 40, 13 lbs.
Bludgeoning Ignores the Hardness of this helmet

Piercing Attacks Against Helmets
Melee
If you have both Weapon Finesse and Weapon Focus with a melee piercing weapon you may ignore the effects of helmets on a critical hit.
Ranged
If you have both the Point-Blank Shot, and Precise Shot feats you may ignore the effects of helmets on a critical hit when utilizing the Point-Blank Shot feat. If you also have Weapon Focus with the ranged piercing weapon used you may ignore the effects at any distance.


So I've gone and revised my Chelonei species, and was curious as to what you guys think about them.

Lots of comments please.

Chelonei Racial Traits
+2 Strength, +2 Constitution, -2 Dexterity

Medium Size: Chelonei are Medium creatures and have no bonuses or penalties due to their size.

Cold Blooded: When suffering Cold Damage Chelonei take half again as much (+50%) more Cold Damage.

Keen Senses: Chelonei receive a +2 racial bonus on Perception skill checks

Low-Light Vision: Chelonei can see twice as far as humans in conditions of dim light. See Additional Rules.

Natural Swimmer: Chelonei have a swim speed of 30ft., and may hold their breath for a number of rounds equal to (6 multiplied by their constitution score) before drowning risks. This natural swim speed also grants them a +8 on all Swim Checks.

Slow and Steady: Chelonei have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Snap Jaw: Hard-Shelled Chelonei have a Hooked Snapping Jaw which gives them a Natural Bite attack at 1d6 damage.

Claws: Chelonei have two Natural Claw Attacks which deal 1d3 damage.

Hard Shell: Chelonei have tough, resilient shells which encompass their bodies, this grants them a +1 Natural Armor Bonus.

Shelled Structure: Due to having a large shell that encompasses their body Chelonei are unable to wear normal humanoid armors. This means that any armor above light must be specially constructed by multiplying its cost by 2.

Age: Adult 25, Middle Age 85, Old 145, Venerable 205, Maximum 205 +1d%

Languages: Chelonei begin play speaking Chelonei and one additional language in their list. Chelonei with high Intelligence scores can choose from the following: Aquan, Common, Draconian, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, and Terran.


What if we were to do a spell point variant that did something a little different than the others from what I've seen.

At lvl 1, you'd have one Spell Level
at 2nd, you'd have two spell levels, but still only be able to cast 1st levels.
At level 3 you'd have four spell levels. Thus instead of being able to cast 2 1st lvls, and 1 2nd lvl. You could cast 2 second levels or 4 first levels.

Basically this operates off the spell level of a spell slot.

A 9th level spell slot is worth 9 spell levels. Thus you could cast 9 first lvl spells with it.

Meaning at lvl 20, you'd have 180 spell levels, You could cast 20 lvl 9 spells, or 180 lvl 1 spells. >.>

Makes your wizard more versatile/powerful, would it O.P. it? This is probably a really horrible idea, lol. Does anyone know what I'm getting at, and why have I never seen this idea around before. Is it because it sucks balls?


So what does everyone think of the Dorkistan Fighter Alternative?

http://www.dorkistan.com/PFRPG/classes/fighter.htm


I had a comment on refined, he said it was interesting but that no one would take it when they could just get a regular masterwork item.

I asked him for his opinion on how to fix that.

He suggested that perhaps removing the damage die penalty and replacing it with a reduction to hardness and hitpoints.

I think that I like his idea.


I need some help with a school project. Please help me out, someone?

Name: (A real name, not necessarily yours. I know how people are about privacy.)
Date and Place of Birth
Married?
Children?

Jobs you've done?
Favourite Childhood memory?
Favourite Teenage memory?
Favourite Adulthood memory?
Have you ever traveled, if so, where to and why?
If you have children; what are their names? what do they do for a living? are you happy with the way they turned out?
What do you think about the world today compared to how it was when you were growing up?
What are some of the differences between today and when you were growing up?

Do you exercise?
What kind of activities are you interested in?
Do you regret anything?
If you could change one thing in the world or your life what would it be?


I would just like to apologize for my attitude and behaviour towards some of the members on this board. I apologize.

Aside from that I've decided to pretty much post a near entire collection of my homebrew and houserules. Both my own, and gathered. I would like to get rating of them all, especially the Druid Variant on balance and such.

So Please Evaluate And Critique Honestly

Masterwork Enhancements.:

Exponential Costs
All costs are exponential except for Disarm, Trip, Sunder, and Feint.
An example of the +1 Hardness and 5 hp Enhancement costs would be; +100 Gold for the first time, +200 gold IN ADDITION to for the second time, and then +400, +800, +1600 gold in addition each time.

Example

The requirements to give a Longsword the Enhanced Masterwork Quality of say
A Masterwork Reduced Weight Longsword, Enhanced +5 Hardness, 25 HP.
Would require that the Masterwork Component of the item have a DC total of 34.

This means that in order to create an Enhanced Masterwork item such as a longsword. You would be required to craft the item as normal, except the DC of the item's Masterwork Component would be increased, as well as the Masterwork cost of the item.

Meaning the Masterwork Component DC of the example longsword would be DC 34, and the Masterwork Component Cost would be 3600 Gold.

The Blue-Print

Price of Weapon = 15 Gold.
Masterwork Component = Separate MW DC of 20, +300 Gold MW Cost.
+5 Hardness, and 25 HP x5 = +10 to MW DC, +3100 Gold to MW Cost.
Reduced Weight (4 lb weapon) = +4 to MW DC, +200 Gold to MW Cost.

Total Cost = Cost of Weapon Materials + New Masterwork Component Cost.

Masterwork Weapon Enhancements wrote:

Enhancement --------------| Cost ---------| DC Increase -| Maximum

Reduce weight by 1/3 (33%) --| +50 / lb Gold -| 4 ----------------| 1
+1 Hardness and 5 HP ---------| +100 Gold ----| 2 ----------------| 5
+1 Disarm -----------------------| +200 Gold ----| 2 ----------------| 4
+1 Trip ---------------------------| +200 Gold ----| 2 ----------------| 4
+1 Sunder -----------------------| +200 Gold ----| 2 ----------------| 4
+1 Feint --------------------------| +200 Gold ----| 2 ----------------| 4
+1 Damage ----------------------| +500 Gold ----| 3 ----------------| 5
+1 To Hit Bonus -----------------| +500 Gold ----| 3 ----------------| 5
+1 Confirm Critical Threat -----| +1000 Gold ---| 2 ----------------| 4
+1 Critical Threat Range -------| +1000 Gold ---| 6 ----------------| 1

Stacking

All Masterwork Enhancements stack with Magical Enchantment bonuses except as listed below.

When applying the Masterwork bonus from the Critical Threat Range Enhancement with Keen, or Improved Critical. You apply the benefits AFTER applying Keen, or Improved Critical, NOT before.

Example

Enhanced Critical Threat Range essentially increases your Critical chance by 5%. Meaning that a weapon with 5% chance to Critical, with the Critical Threat Range Enhancement has a 10% chance to Critical.

A 5% Weapon with Keen has a 10% chance to Critical, a Keen Weapon with a Critical Threat Range Enhancement would therefore have a 15% chance to hit, NOT a 20% as the additional +5% is added AFTER the Keen, or Improved Critical is taken into account.

Masterwork Armor Enhancements wrote:

Enhancement ---------------| Cost ---------| DC Increase -| Maximum

Reduce Weight by 1/3 (33%) --| +75 / lb Gold --| 6 ---------------| 1
+2 Hardness and 10 HP ---------| +200 Gold ----| 4 ---------------| 5
+1 Max Dex ----------------------| +500 Gold ----| 4 ---------------| 3
Reduce ACP by 1 ----------------| +500 Gold ----| 4 ---------------| 3
-5% Spell Failure -----------------| +500 Gold ---| 4 ---------------| 1
+1 AC vs Confirm Critical Threat -| +500 Gold -| 4 ---------------| 4
Masterwork Tools and Instruments wrote:

Grade Degree --| Cost ------| DC ---| Bonus

Masterwork --------| +50gp -----| 20 ----| +2
Second -------------| +250gp ---| 30 -----| +4
Third ----------------| +1250gp -| 40 -----| +6

Bonded Wild Shape Druid Variant:

Instead of using their Nature Bond ability to acquire an Animal Companion or Domain. The druid has the option of enhancing their Wild Shape ability, thus granting their Wild Shape a handful of special features.

The Changes

+++ Starting at 1st level you are capable of using Beast Shape I at will.

+++ All other instances of your Wild shape ability function as normal except that your uses per day become hours per day. Thus at 6th level where you would normally have 2 uses of Wild shape per day, you'd instead have 2 hours of Wild shape per day. You can use this time in any manner in which you desire.

Example: You could Wildshape for 45 minutes, then for 25 minutes at another time, then for 50 more minutes later on.

+++ A Bonded Wild Shape druid is capable of taking on the shapes of Vermin. Add the following list of Vermin abilities to the appropriate Beast Shape levels.

Vermin Abilities

Beast Shape I
Malleable, Susceptible to Salt, Water Dependency, Pull (Filament), Luminescence, Flash Burst, Attach, Blood Drain, Poison 1/round for 2 rounds (1d2 Ability Type Damage), cure 1 save.

Beast Shape II
Lunge, Mandibles, Sudden Strike, Gnaw, Poison 1/round for 4 rounds (1d3 Ability Type Damage), cure 2 consecutive saves.

Beast Shape III
Poison 1/round for 6 rounds (1d4 Ability Type Damage), cure 3 consecutive saves.

Nature's Magic
Starting at 4th level you gain a magical enhancement bonus to your natural attacks equal to 1/4 your Druid level. This bonus functions like that of a normal magical weapon for the purposes of attack, damage, and bypassing damage reduction.

Quickened Shape
At 7th level your Wild Shape ability becomes a move action.

At 11th level your Wild Shape ability becomes a swift action.

At 17th level your Wild Shape ability becomes a free action.

Becoming Familiar with a Shape
In order to assume the shape of a creature you must be familiarized with that type of creature. Becoming familiar with the creature is done by studying its way of life. This is represented by a Knowledge check appropriate for the type of creature against DC 10 plus the creature's Challenge Rating. You must spend a total of 24 hours studying however, you may not study in periods less than 2 hours.

If you fail to succeed the Knowledge check after having studied, you may attempt to make another knowledge check at half the time requirement, after you have fully rested.

You are able to memorize a total amount of shapes equal to half your Druid level plus your Intelligence modifier, minimum one. You are capable of replacing previously learned shapes with new ones.

Example: Leila, a female Druid has spent three to four days studying the habits and general life of a squirrel family. She has accumulated at least 24 hours of time studying these animals and is now capable of taking their shape.

If Leila had failed to study these animals, she would need to have a full night's rest, and then study them for 12 hours, if she once again failed the check then she would require another full night's rest and only 6 hours of study the next day.

Homebrew Feats:

Swift Channeling
Clerics need not fear losing an action in combat to healing their allies.
Prerequisites: Channel Energy Class Feature, Extra Channel (Feat)
Benefit: You may channel energy as a swift action by using 2 of your daily uses of channel energy.

Sculpted Channel
You may use a small amount of your channeled energy to alter the way in which it manifests.
Prerequisites: Channel Energy 2d6
Benefit: When you channel energy you may reduce the amount of energy that you produce by 1d6 to enable you to manifest your energy in either a 30ft cone or a 60ft line.

Channeled Touch
You may channel all your energy into one target by touch.
Prerequisites: Channel Energy 2d6
Benefit: When you channel energy you may touch a single target. The target receives a 50% increase in the amount of channeled energy, however all the energy is consumed into the one target.

Spell Channel
You can channel energy more times per day than normal, by expending divine spells.
Prerequisites: Channel Energy Class Feature
Benefit: You can sacrifice a divine spell to channel energy, even if you have expended all of your channel energy uses for the day. The channel energy damage is a number of d6 equal to the spell's level minus one (minimum 1 damage). You cannot exceed your normal channel energy damage, Nor can you sacrifice Cantrips or Orisons for this effect.

Charged Channel
You can enhance the potency of your energy channeling by expending spell slots to power them.
Prerequisites: Channel Energy 2d6
Benefit: As a move action, you can sacrifice a Divine spell of a level no greater than your Primary Spell Casting Ability modifier (Wisdom for Clerics, Charisma for Paladins), to charge a Channel Energy use to be made on the same turn. For each level of the spell sacrificed, you add 1d6 to the Channel Energy use.

Studied Defenses
Prerequisites: Dex 13, Int 15
Benefit: You gain a +1 circumstance bonus granted by your Intelligence to your AC. This feat may be taken multiple times, though the bonus gained cannot exceed your Intelligence modifier
Special: You do not gain this bonus if you are flat-footed, immobilized or considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.

Battle Trained Foresight
Prerequisites: Dex 13, Wis 15, Non-Monk.
Benefit: You gain a +1 circumstance bonus granted by your Wisdom to your AC. This feat may be taken multiple times, though the bonus gained cannot exceed your Wisdom modifier
Special: You do not gain this bonus if you are flat-footed, immobilized or considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.

Improved Weapon Finesse [Combat]
You've become more reliant on precision strikes than brute strength.
Prerequisite: Weapon Finesse
Benefit: When you wield a finesse melee weapon, you may apply your Dexterity modifier instead of your Strength modifier to damage rolls made with it. You cannot apply your Dexterity bonus to damage rolls against creatures that are immune to critical hits.
Normal: When using a melee weapon, you apply your Strength modifier to damage rolls.

Ability Training [General]
You spend time honing one of your Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.
Benefit: Choose one Ability; treat that Ability as having a +2 bonus to that Ability Score whenever you are making an Ability Check. This bonus does not count when making a skill check or for any other use of that ability.
Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.

Ability Advancement [General]
Your training pays off, and one of your Abilities increases.
Prerequisite: Ability Training in the same ability.
Benefit: Choose one Ability. You gain a permanent +2 bonus to that ability. This bonus does not stack with the benefit from Ability Training.
Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.

Guarded Advance (Combat)
You are skilled at navigating through a dangerous melee behind the protection of your shield.
Prerequisites: Shield Proficiency, base attack bonus +1
Benefit: When wielding a light, heavy, or tower shield, you may attempt to move at half speed without provoking attacks of opportunity. As a free action, make a combat maneuver check against a foe that threatens you, adding your shield bonus to the check. If successful, you do not provoke attacks of opportunity from that foe due to movement. Check separately for each foe you move past, in the order in which you pass them (player’s choice of order in case of a tie). Add a cumulative +2 to the DC for each enemy beyond the first. You may use this feat multiple times during your move.
Special: You can use this feat while moving at full speed, but this increases the DC of each check by 10. You may not use this feat during a charge.

Burning Spell (Metamagic)
Your spells gain the ability to ignite your foes.
Prerequisites: Ability to cast spells with the [Fire] descriptor
Benefit: When casting a spell with the [Fire] descriptor that deals hit point damage, your targets must make a Reflex save (DC equal to the spell's DC) or catch on fire (dealing 1d6 damage per round until the flames are extinguished). The spell must successfully deal damage in order to have this effect. A Burning Spell uses up a spell slot one level higher than the spell's actual level.
Normal: Most [Fire] damage spells deal instantaneous fire damage that does not threaten to ignite the target.

Light Sleeper (Combat)
Even while asleep, your senses do not fail you.
Prerequisites: none
Benefit: While asleep, you only take a -5 penalty to Perception checks.
Normal: You take a -10 penalty to Perception checks while asleep.

Shielded Deflect Arrows (Combat)
You can knock arrows and other projectiles off course, by using your shield.
Prerequisites: Dex 13, Shield Focus
Benefit: You must be wielding a shield with which you are proficient to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) can't be deflected. You may deflect projectile weapons such as spines from natural attacks, and spell effects.

Versatile Counterspell
You have learned how to adapt your magic to counter other spells being cast.
Prerequisites: Improved Counterspell (Feat)
Benefit: You are able to counter spells using any prepared spell or spell slot of a spell level equal to or greater than the spell level of the spell to be countered. For example, to counter a fireball using this feat, you would need a spell slot of 3rd level or higher in the case of spontaneous casting, or a prepared spell of 3rd level or higher.
Normal: You can normally only counter a spell using the same spell or Dispel Magic.

Non-Lethal Strike (Combat)
You have mastered avoiding the vital points of your foes.
Prerequisites: Combat Expertise, Proficiency With Wielded Weapon
Benefit: When attacking with a melee weapon that deals lethal damage, you can make nonlethal attacks with only a -2 penalty to your attack roll if the weapon is piercing or slashing, or with no penalty if the weapon is bludgeoning.
Normal: Attempting to make a nonlethal attack with a weapon that deals lethal damage imposes a -4 penalty on your attack roll.

Combat Step (Combat)
Prerequisites: BAB +6
Benefit: You may move up to half your speed and still make a full-round action. This movement provokes attacks of opportunity. All attacks are at -2.
Normal: You may make a five foot step and still make a full round action.

Improved Combat Step (Combat)
Prerequisites: BAB +11, Combat Step
Benefit: You may move up to your speed and still make a full-round action. This movement provokes attacks of opportunity. All attacks are at -2.
Normal: You may make a five foot step and still make a full round action.

Greater Combat Step (Combat)
Prerequisites: BAB +16, Combat Step, Improved Combat Step
Benefit: You may move up to your speed and still make a full-round action. This movement provokes attacks of opportunity.
Normal: You may make a five foot step and still make a full round action.

Shield Evasion (Combat)
You can use your shield to hide from deadly area attacks.
Prerequisites: Lightning Reflexes
Benefit: While wielding a shield you may add your shield bonus to your reflex save as an immediate action vs area effects. If you fail the save by 4 or more, your shield is subject to the damage. You cannot use a buckler for this effect.

Natural Talent
You have an enhanced aptitude for mastering skills.
Benefit: You gain +3 skill points. For every Hit Die you possess beyond 3, you gain an additional +1 skill point. If you have more than 3 Hit Dice, you gain +1 skill points whenever you gain a Hit Die (such as when you gain a level).
Special: This feat does not confer the ability to allocate more skill points to a skill than you have levels. The maximum number of skill points you may have in any skill is equal to your character level.

Never Die (Combat)
Prerequisites: Constitution 17, Wisdom 13 Diehard (Feat)
Benefit: Your negative hit point limit increases by a number of points equal to your total amount of hit dice.
In addition so long as your hit points are equal to or lower than 25% of your total hitpoints (rounded down), you gain a +2 morale bonus to your Strength, and Constitution scores, as well as your to your Will Save.

Special: The moral bonuses granted by this feat increase to +4 each if your total hitdice are equal to or higher than 8. If your total hitdice are equal to or higher than 16 the bonuses instead increase to +6 each.

Spells:

Animate Dead, Lesser
School necromancy [evil]; Level cleric 1, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, F (an onyx gem worth at least 5 sp per Undead)
Range touch
Targets one or more corpses touched
Duration 1 hour/level
Saving Throw none; Spell Resistance no

This spell turns corpses into undead skeletons or zombies that obey your spoken commands.

The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.

Regardless of the type of undead you create with this spell, you can't create more HD of undead than your caster level with a single casting of animate dead. The desecrate spell doubles this limit.

The undead you create remain under your control for 1 hour/level. Once the spell duration expires they are destroyed. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.

Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.

Minor Missile
You point your finger and a glowing blue missile of pure magical force unneringly shoots from your finger towards a target.
School evocation [force]; Level: sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. +10 ft./level)
Target: one creature
Duration: Instantaneous
Saving Throw: none; Spell Resistance: yes

You shoot a missile of pure magical force unerringly at a target within range. The missile deals 1 point of damage. For every three caster levels you gain another missile for a maximum of three missiles at level 6. The missiles can be launched at separate targets but each target must be within 15 feet of each other. Objects are unaffected by this spell. Otherwise treat this spell as a magic missile spell for all purposes.

Halt Infection
School Necromancy [Death]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range Melee Touch
Target One Creature
Duration instantaneous; see text
Saving Throw none; Spell Resistance yes

By laying your hands upon the target and infusing their body with the energy it requires to stave off infection. You grant the target a +2 circumstance bonus on saves against poison and disease.

You must be attending the target for at least 10 minutes for it to be granted this bonus.

Obscuring Colour Blast

School Illusion [Glamer]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, F (A small glass or crystal prism)
Range 100 ft. + 10 ft. / level
Target Caster, and one Target.
Duration 1 round / level
Saving Throw Fortitude negates; Spell Resistance yes

By focusing, and manipulating the energies around you, the colour from your equipment, and yourself slowly fades away and gatherings in front of you. As you seemingly fade away the now surging colour sphere lashes out as a lance at your target.

The target must make a Fortitude save or be blinded for 1 round. In addition you become invisible for a number of rounds equal to your caster level. This invisibility functions like the invisibility spell.

Crawling Smoke
School Transmutation; Level sorcerer/wizard 0, Druid 0
Casting Time 1 standard action
Components V, S, M (A pinch of soil)
Range 10 ft.
Area 5 ft. Square / level (Max 20 ft. square)
Duration 1 hour / level (Max 8 hours)

By focusing on a fire located within a small area, you are capable of manipulating the smoke created by the fire to float along the ground as if it were crawling, effectively preventing it from rising into the air. The smoke never rises higher than 1 foot off the ground, unless disturbed by a manipulating force. This spell lasts for for 1 hour per caster level, to a maximum of 8 hours.

Cauterize
School: Evocation [Fire]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

With a touch of your hand there is a bright flash of light and a wave of heat that seals the target’s wounds closed.

With a touch, you cause a dying creature to become stabilized in the most painful way imaginable as you simultaneously sterilize and sear its wounds closed. This deals no damage, but causes severe pain in the victim that grants a – 2 penalty to all actions taken by that creature for 1d3 rounds.

House Rules:

Quick Draw - The quick draw feat in addition to its normal effects adds a +1 to your Initiative. This feat also allows you to "Quick Sheathe", and Don a Shield as a Swift Action so long as you have a Base Attack Bonus of at least +3.

Crossbows - Both the repeating crossbows, and the hand crossbow are considered to be simple weapons. In addition you may upgrade non-repeating crossbows to add increased damage, this upgrade functions similarly to that of the Composite upgrade for Bows. The maximum Upgrade number is +4, this gives them a minimum strength requirement to be able to load, or increases the loading time by one step for each +1 bonus (to a maximum of 2 full rounds) for those who do not meet the strength requirement.

Example: A +2 Composite Heavy Crossbow would require a minimum strength of 14 in order to load properly, but for those with a 13 or lower strength it would require two full rounds of loading time.

Cantrips/Orisons - You get bonus known cantrips, or orisons equal to the modifier of your casting ability modifier. Example: (A Wizard would get 4 bonus Cantrips for having a +4 Intelligence Modifier)

Force Spells - Also effect objects Example: (Magic missile can effect objects.)

Shape, Body & Form Spells - Beast Shape, Elemental Body, and Plant Form are available to Druids at one spell level lower. This means that Beast Shape I is a level 2 spell for Druids.

The following are the spells and their new spell level for Druids.
Beast Shape I = Level 2
Beast Shape II = Level 3
Beast Shape III = Level 4
Beast Shape IV = Level 5

Elemental Body I = Level 3
Elemental Body II = Level 4
Elemental Body III = Level 5
Elemental Body IV = Level 6

Plant Shape I = Level 4
Plant Shape II = Level 5
Plant Shape III = Level 6

Monks - Are not required to be Lawful, but may not be Chaotic.

Absolutes - Are no longer absolute, instead these are replaced with high bonuses or resistances. Examples are as follows.

Flesh and Blood = 60 Fire Resistance
Made of Fire = 120 Fire Resistance
Sleep Immunity for Elves/Half-Elves = +10 vs Magical Sleep
Druid venom immunity = +10 Vs Poisons
Monk Purity of Body = +10 vs natural diseases.
Monk Diamond Body = +10 Vs Poisons
Paladin Aura of Courage = +10 Vs Fear.
Paladin Divine Health = +10 vs All Diseases.

Chelonei Species:

Chelonei are not very well known if at all in foreign lands, this is due to their tendencies for home life. Those that have heard of them, know that the stories tell of a peaceful people whom are fair in all aspects. They hold family to be most precious jewel in life, and respect law, knowledge, and philosophy.

Personality: Chelonei tend to be a peaceful, sharing, happy people that enjoy leading simple lives. They enjoy learning new things, but above all hold family as the most important aspect of life. Although being a peaceful people, they are quick to retaliate if attacked. This is of course only if more diplomatic options fail.

Physical Description: Chelonei regardless of gender tend to have a height of 4'8" up to 6'0" feet in height. The bulk of their weight is from their shell, and this ends up giving them a total weight varying from 300-800 lbs. They are like any other humanoid creature, bipeds, and they have no hair on their turtle like bodies. Their skin is scaly, but some how surprisingly smooth and tends towards dull shades of green, brown, or yellow. It is possible for it to be lighter, more attractive shades, and even speckled. The most beautiful of the Chelonei people are the ones who have more bright, and colourful skin. The shell that all Chelonei have is very durable and helps to protect them, with some effort they are capable of withdrawing into their shells. It is unusual for Chelonei to wear clothing but some do have; gloves, belts, shoes, and bands for the head, arm, wrist or leg.

Relations: Chelonei are a peaceful species that usually stay within the boundaries of their village. They greet friendly visitors with hospitality and will often give aid to those who ask of it. Chelonei tend to have friendly relationships with Lizardfolk, but also have close ties with other species such as; Dwarves, Elves, Gnomes, Halflings, and Humans. There is a general distrust, and dislike for half-orcs due to their kin having a history of raids on Chelonei villages.

Alignment: Chelonei are creatures of order and neutrality, this leads them to usually be Lawful Neutral. However, the Chelonei that take upon themselves the task of adventuring tend to not fit the mold. They after all have some reason to leave their homes, and families, and explore the world. Be it a quest for knowledge, excitement, justice or revenge.

Chelonei Lands: Chelonei do not belong to any nation of their own and tend towards small villages on the boarders of other nations. Autonomy is one such trait that is common among the Chelonei peoples. Their homes tend to be built near sources of water, lakes, rivers, and oceans. Locations that crops can be grown in abundance. Chelonei villages consist of extended family units that span generations, and it is often possible for an entire village to exist solely of a single family unit.

Religion: Chelonei tend to respect and follow a more spiritual path than they do actual religion. They are more inclined to worship the forces that drive the waters, the earth, and the forests than they are any other. Though very seldom, some Chelonei turn away from the natural ways to worship the gods of other species.

Languages: Chelonei speak their own slow paced language called Chelonei. For any non-Chelonei listener it can require great patience to hold a conversation.

Names: Most Chelonei only have a single name that they are given at birth, family names are foreign to them, as they are rather closely tied to their families as their villages. That there is no need, everyone is family within their village. An example would be the Chelonei name followed by the name of their village.

Adventurers: Chelonei take up the tedious task of adventuring usually for the purpose of educating themselves with the wonders of the world, or a deeper understanding of life and more spiritual natures. They may even take up this duty to right wrongs that have been done upon themselves or their families. Chelonei tend to find that life among other species is far too fast paced for them. This is greatly known to other species who have met Chelonei and experienced their tendency towards lifestyles that allow them to take a very slow pace. Chelonei love knowledge, and some even love debates on difficult issues, no matter the species they are dealing with.

Chelonei Special Traits
Chelonei (Humanoid Turtle Species)
Ability Scores: +2 Con, +2 Wis, –2 Dex
Size: Medium
Slow Pace: Chelonei have a base movement speed of 20 ft.
Natural Swimmer: Chelonei have a base swim speed of 20 ft. and receive a +4 Racial bonus on Swim Checks. In addition Swim is always a class skill, and they are able to hold their breath for a number of rounds equal to (6 multiplied by their constitution score). before having to make standard checks for drowning.
Low-light Adaption: Chelonei have Low-Light Vision
Shell/Withdraw: Chelonei have a +2 Natural Armor Bonus granted by their tough shells. They may also as a move action withdraw inside their shell to gain Damage Reduction 5/Bludgeoning, and Energy Resistance 5 against both Fire and Acid. In addition they are treated as if they had the prone condition.

However, while withdrawn they are unable to; attack, move, cast spells with somatic components, lose their dodge and dexterity bonuses to Armor Class, take a -4 penalty to visual perception, and any items held within the hand that is not small enough to fit inside the shell with them (such as a dagger) must be dropped.
Cold Blooded: Whenever a Chelonei takes Cold damage they suffer an additional equal amount of non-lethal Cold damage.
Unique Structure: Due to having a large shell that encompasses their body Chelonei are unable to wear normal humanoid armors. This means that any armor above light must be specially constructed multiplying its cost by 2. In addition if a Chelonei is wearing Heavy armor it is unable to withdraw inside its shell.

Automatic Languages: Chelonei, plus one additional from bonus list. Bonus Languages: Aquan, Common, Draconian, Dwarven, Elven, Gnome, Goblin, Halfling, Orc

Age: Adult 20, Middle Age 80, Old 140, Venerable 200, Maximum 200 +1d%

Combat Facing Rules
If you are using the combat facing variant, any attack from behind a Chelonei that would hit their shell grants their withdrawn bonuses against the attack with none of the penalties.

This means that they would have Damage Reduction 5/Bludgeoning, and Energy Resistance 5 against Fire and Acid.


Well here are some feats that I either acquired and edited, or I created myself.

Lets get some comments going on balance and all that?

Shield Evasion (Combat)
You can use your shield to hide from deadly area attacks.
Prerequisites: Lightning Reflexes
Benefit: While wielding a shield you may add your shield bonus to your reflex save as an immediate action vs area effects. If you fail the save by 4 or more, your shield is subject to the damage. You cannot use a buckler for this effect.

Improved Weapon Finesse [Combat]
You've become more reliant on agility rather than strength when it comes to damage.
Prerequisite: Weapon Finesse
Benefit: When you wield a finesse melee weapon, you may apply your Dexterity modifier instead of your Strength modifier to damage rolls made with it. You cannot apply your Dexterity bonus to damage rolls against creatures that are immune to critical hits.
Normal: When using a melee weapon, you apply your Strength modifier to damage rolls.

Weapon Juggler (Combat)
With a quick, deft movement of the hand or foot, you can bring a weapon from the ground to your grasp in a near-instant.
Prerequisites: Dex 14, Quick Draw (Feat)
Benefit: You may pick up a weapon from the ground as a free action, or as a free action combined with a regular move. However, doing so still provokes an attack of opportunity.
Normal: You may pick up a weapon from the ground as a move action.

Shielded Deflect Arrows (Combat)
You can knock arrows and other projectiles off course, by using your shield.
Prerequisites: Dex 13, Proficiency with Shield Wielded

Benefit: You must be wielding a shield with which you are proficient to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) can't be deflected. You may deflect projectile weapons such as spines from natural attacks, and spell effects.

Never Die (Combat)
Prerequisites: Constitution 16, Diehard, Endurance

Benefit: Your negative hit point limit increases by a number of points equal to your total amount of hit dice.
In addition so long as your total hit points are below your total hit dice, you gain a +2 moral bonus to both your Strength, and Constitution scores.

Reactive Maneuver (Combat)
You are adept at performing combative maneuvers at opportune times.
Prerequisites: Combat Reflexes (One of the following; Improved Sunder or Disarm).
Benefit: When making an attack of opportunity, you may elect to perform either a Sunder or Disarm maneuver instead. However, you do not gain the +2 bonus that your Improved Sunder, or Disarm would grant you. You may only perform one Reactive Maneuver per round.
Normal
You may only make a normal attack when making an Attack of Opportunity.

Pole Arm Double-Fighting (Combat)
You have been specially trained in the use of hafted weapons to deliver deadly blows with the butt end of the haft as well.
Prerequisites: Two-Weapon Fighting, Weapon Focus (Pole Arms), Base Attack Bonus +6
Benefit: You can use pole arms, longspears, and spears as if they were double weapons. You can gain an extra attack per round with these weapons, treating the butt end as if it was one end of a quarterstaff (1d6 bludgeoning damage, x2 critical). You incur all of the normal penalties for two-weapon fighting if you choose to use these weapons in this manner. Weapons that normally have reach lose that quality when using this feat.

Before
Studied Defenses
Prerequisites: Dex 13, Int 16, Dodge
Benefit: You gain a +1 circumstance bonus granted by your Intelligence to your AC. This feat may be taken multiple times, though the bonus gained cannot exceed your Intelligence modifier
Special: You do not gain this bonus if you are flat-footed, immobilized or considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.

Battle Trained Foresight
Prerequisites: Dex 13, Wis 16, Dodge
Benefit: You gain a +1 circumstance bonus granted by your Wisdom to your AC. This feat may be taken multiple times, though the bonus gained cannot exceed your Wisdom modifier
Special: You do not gain this bonus if you are flat-footed, immobilized or considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.

After
Studied Defenses
Prerequisites: Intelligence 15
Benefit: You may use either your Dexterity or Intelligence modifier, which ever is highest, as the bonus to your Armor Class
Special: You do not gain this bonus if you are flat-footed, immobilized, considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.
Normal: You may normally only use your Dexterity as the bonus to your Armor Class.

Battle Foresight
Prerequisites: Wisdom 15
Benefit: You may use either your Dexterity or Wisdom modifier, which ever is highest, as the bonus to your Armor Class.
Special: You do not gain this bonus if you are flat-footed, immobilized, considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.
Normal: You may normally only use your Dexterity as the bonus to your Armor Class.


Transmutation Magic Reference wrote:
If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class, attack bonus, Combat Maneuver Bonus, and Stealth skill modifiers. Your ability scores are not modified by this change unless noted by the spell.

So I'm guessing that my post was correct.

You'd add the +4 Dex size bonus, the +2 AC bonus, and the +2 to BaB.


No one likes my topic. -Pouts-


  • -Keeping the fatigue damage at 1d4 due to commoner's, and other 1d4 hitdice creatures >.>
  • -Fixed the raw material cost to what it should be from 50% to 33%. I got mixed up.

So what do people think of my crafting system with the fixes.

IMO I think it's one of the most favored systems that I've seen for crafting, aside from if someone actually went and tracked down the realistic time values it took to craft such items and then altered the system to work instead for hours and not cost.

Realistic, Timed Crafting:

Thus a Sword would take ?? hours to create, you work 8 hours on the sword. You add 8 hours to the total creation requirement. (8/??hours)

If you had an assistant aid you for 4 hours, you'd add an additional 2-4 hours to that progress.

If you paid more in addition to the base raw material cost, (Meaning you're not making it completely from scratch) you'd add a set bonus depending upon the item/cost paid to the progress rate in hours.

So Assuming it took 4 weeks to make a Katana, 7 day weeks,

672 Hours Work Required to create a katana.

I mean, you could make a system like this, it would certainly be more realistic IMO.

There would be no multiplication or anything, and no need to track price completion, just material costs paid, and then hours progress.

But yeah...

Work take some work probably to put it into practice, and would certainly probably be a bit of a piss off to some people who want to get their items done fast.

I however, don't think that I'd mind it. Could even add a bonus to the hours worked, depending on your skill bonus maybe.

So I work for 12 hours crafting my Katana, I spent 20% more in addition to the materials so 53% instead of 33%. I have an assistant aiding me in the swords creation for those 12 hours, AND I have some excellent tools and facilities at my disposal.

So 12, we'll say half from the assistant.

18 Hours, then I paid more for the cost, so I bought a semi-finished product and am going to finish it myself. So we'll add say...20% of the item time for now. 134 Hours.

Then add an additional 2 Hours for the tools and facilities for that work session.

So in total.

134, +2, +12, +6 = (154/672) Hours Completion to Craft my Katana.


Alright, So I'm venturing into a new field, and thus far I only know how to do potions, and scrolls.

Anything else currently seems beyond my ability.

><

So here is the deal.

A cloak of Elven Kind has a cost of 2500 gp, the creation cost is half that.

Now if you go to the magic item creation, and for skill bonuses, (Elven kind cloak is +5 to stealth) you'll notice that it's bonus squared times 100 gp.

So 500 gp, right??

Where is the other 750 gp coming from out of that 1250 gold Creation Cost.

That's my question.

Because, I want to make either a ring or a cloak, and I've no damned clue how much it would cost.

I really do assume that the elven cloak itself doesn't cost 750 gp. Can someone help me with this.


So yeah, I've been thinking about helmets lately, and it annoys the hell out of me.

So here are my thoughts, as well as some notes that I gathered.

What if I removed helmets from the armors that have them (Fullplate, and half-plate.) Then I gave the helmets an AC bonus of +1. Meaning that without the helmets to those armors, they grant you 1 less ac.

Then we could go into factors of helmets granting AC. So characters could then make helmets of leather or metal, perhaps they grant different ac's +1 or +2. MAYBE, instead or with we could do something else, 5% chance to negate a critical hit?? maybe less than 5% I don't know.

I don't believe helmets would have an ACP, but some coould give a penalty to Perception, -1 or -2, maybe.

Anyway, that's my thoughts, and here are some notes I gathered which helped me come to these thoughts.

Quote:

HELMET

+1 AC
-1 ACP?
COST 10 GP
WEIGHT 5

There are no proficiencies for Helmets and Dueling Cloaks. The Dueling Cloak must be held in one hand and provides a +2 bonus to Feint Bluff Checks. Light and Heavy Shields provide a +2 bonus to Bull Rush checks. Everything else works the same as the listed in the SRD.

Magical Armor provides the DR/- with the same numerical damage reduction as a normal suit of armor of that type. (ie: +1 Full Plate provides DR 5/-)

So instead of a -1 ACP, your helmet matches the type of armor your wearing; so a Light or Medium Helmet have no penalties and a Heavy Helmet has a -1 to Search, Spot, and Listen checks.

I wonder though if you start to classify helmets by type, they shouldn't provide different armor bonuses? Maybe two types Open Helm providing +1 with no penalties, and Closed Helm giving +2 but -1 to search, spot, and listen. Though +2 for a helmet seems a little high. Thoughts?

So yeah, would my thoughts be balanced if we actually put this into the game mechanics.

A helmet

Leather Helmet +1 AC, -0 to -2 to Perception.
Maybe a small chance to negate a critical.


If I am correct, beastshape, nor wildshape does not list anything about ground movement speeds.

My question is, do the rules list anywhere that you gain the base ground speed of the creature's form taken, or do you keep your base ground speed.

I shall check the polymorph rules later, and go over beastshape and wildshape again.

But I'm positive I didn't miss it.

If the rules don't list anything, I'll just go with getting the assumed forms base overland movement.


So this is a thread containing various little homebrew/houserule thingies that I've picked up along the way or what not, and would like opinions on their balance and such, and if you guys would use them..

This helps me out by finding out if I could use them (if they're balanced and useful)

and helps you guys out by giving you access to random little things.

Anyway. lol---

First off

What do you think of these two Ambi-Dexterity feats, which is most balanced, useful?

Would you use either?

Ambidexterity
Prerequisites
Strength 13+, Dexterity 17+
Benefit
When fighting with two weapons (or a double weapon) you may add your full strength modifier to damage rolls made with your off-hand weapon.
Normal
You only add one-half your strength modifier to damage rolls made with an off-hand weapon.

Ambi-Dexterity [Birth]
You worn born with the innate ability to use both your hands equally, you have no official off-hand.
Prerequisite: Dex 16, (May only take this feat at Character Creation)
Benefit: You reduce the penalties for fighting with two weapons by an additional 2. You also apply your full strength modifier to both hands.
Normal: When wielding two weapons you only apply half your strength modifier to your off-hand weapon.
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What do you all think of these following feats, and how balanced do you think they are?

Combat Step (Combat)
Prerequisites: BAB +6
Benefit: You may move up to half your speed and still make a full-round action. This movement provokes attacks of opportunity. All attacks are at -2.
Normal: You may make a five foot step and still make a full round action.

Improved Combat Step (Combat)
Prerequisites: BAB +11, Combat Step
Benefit: You may move up to your speed and still make a full-round action. This movement provokes attacks of opportunity. All attacks are at -2.
Normal: You may make a five foot step and still make a full round action.

Greater Combat Step (Combat)
Prerequisites: BAB +16, Combat Step, Improved Combat Step
Benefit: You may move up to your speed and still make a full-round action. This movement provokes attacks of opportunity.
Normal: You may make a five foot step and still make a full round action.
===============
===============
What do you think of this houserule for when you roll initiative each round in combat, instead of just once for the encounter.

Initiative Each Round
Delay gives -5 to next round
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What do you all think of these feats, balance and such?

Einhander (Combat)
Your free hand is not a liability but an asset.
Prerequisites: Dex 13, BAB +1, Dodge, Gauntlet to be worn on off-hand.
Benefit: When wielding a single one-handed or light weapon, and a gauntlet on your off-hand, you gain a +1 dodge bonus to AC. This bonus increases to +2 when your base attack bonus equals +6. It further increases to +3 when your base attack bonus equals +11.
Special: Unarmed attacks do not qualify as weapons for this feat.

Nimble Ascent
You are able to use your coordination and balance while climbing, instead of brute strength.
Prerequisites
Dexterity 13
Benefit
You may use your Dexterity modifier instead of your Strength modifier when making Climb checks.
Normal
Climb checks use your Strength modifier.

Pole Arm Double-Fighting (Combat)
You have been specially trained in the use of hafted weapons to deliver deadly blows with the butt end of the haft as well.
Prerequisites: Two-Weapon Fighting, Weapon Focus (Pole Arms), Base Attack Bonus +6
Benefit: You can use pole arms, longspears, and spears as if they were double weapons. You can gain an extra attack per round with these weapons, treating the butt end as if it was one end of a quarterstaff (1d6 bludgeoning damage, x2 critical). You incur all of the normal penalties for two-weapon fighting if you choose to use these weapons in this manner. Weapons that normally have reach lose that quality when using this feat.

Corrosive Spell [Metamagic]
Your spells gain the ability to eat away at the flesh of your foes.
Prerequisites: Ability to cast spells with the [Acid] descriptor.
Benefit: When casting a spell with the [Acid] descriptor that deals hit point damage, your targets must make a Fortitude save (DC equal to the spell's save DC) or start to take continuous damage. This damage is equal to half the spell's level per round (minimum 1). This damage is Acid damage, and the effect lasts until the acid is neutralized or the target receives healing (DC 15 Heal check, or magical healing). The spell must successfully deal damage in order to have this effect. A Corrosive Spell uses up a spell slot one level higher than the spell's actual level.

Freezing Spell [Metamagic]
Your spells can freeze your foes in place.
Prerequisites: Ability to cast spells with the [Cold] descriptor.
Benefit: When casting a spell with the [Cold] descriptor that deals hit point damage, your targets must make a Reflex save (DC equal to the spell's save DC) or become covered in ice crystals that root them to the ground, giving them the Entangled condition and preventing movement. The spell must successfully deal damage in order to have this effect. A Strength check (DC equal to the spell's save DC) ends the effect - the DC for this check decreases by 1 for every 5 minutes the target is entangled. In hot environments, it instead decreases every 1 minute, and in freezing environments, it never decreases. Fire-based spells directed at the entangled target (or the target's square) end the effect immediately. A Freezing spell uses up a spell slot one level higher than the spell's actual level.

Shocking Spell [Metamagic]
Your spells gain the ability to stun your foes.
Prerequisites: Ability to cast spells with the [Electric] descriptor.
Benefit: When casting a spell with the [Electric] descriptor that deals hit point damage, your targets must make a Fortitude save (DC equal to the spell's save DC) or become Stunned for one round. The spell must successfully deal damage in order to have this effect. A Shocking Spell uses up a spell slot one level higher than the spell's actual level.

Burning Spell [Metamagic]
Your spells gain the ability to ignite your foes.
Prerequisites: Ability to cast spells with the [Fire] descriptor
Benefit: When casting a spell with the [Fire] descriptor that deals hit point damage, your targets must make a Reflex save (DC equal to the spell's DC) or catch on fire (dealing 1d6 damage per round until the flames are extinguished). The spell must successfully deal damage in order to have this effect. A Burning Spell uses up a spell slot one level higher than the spell's actual level.
Normal: Most [Fire] damage spells deal instantaneous fire damage that does not threaten to ignite the target.

Teamwork
Benefit: After ten minutes instruction, you can allow your allies to use one skill you possess at your skill ranks. This only applies to base skill ranks. All other modifiers are determined by the character using the ability. Alternatively, you may allow them to use one feat you possess as if they had the feat.
A person may only benefit from one Teamwork effect at a time.
You may affect a number of individuals equal to 1 plus your Charisma Modifier. This ability lasts for one hour.

Coordinated Teamwork
Benefit: Your teamwork ability can affect 2 more allies.
Note: This feat can be taken multiple times. It's effects stack.
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What do you guys think of these spells, balance and all that jazz?

Death’s Wind
Necromancy [Air]
Level: Sor/Wiz 3
Components: V,S
Casting Time: 1 standard action
Range: 30 feet
Area: 30-ft. line
Duration: 2 rounds
Saving Throw: Fortitude partial
Spell Resistance: Yes
Drawing from the planes of air and
negative energy you summon forth a
moderate wind that extends from you in a
straight line. As long as the spell is in effect,
anyone caught in the area of effect suffers
3d8 + 1 point per caster level (maximum
+15) of negative energy damage and must
succeed on a fortitude save or gain one
negative level as the icy wind drains away
life itself. The wind will remain to blow for
2 rounds.
If an affected subject has at least as many
negative levels as HD, it dies. Each negative
level gives a creature a –1 penalty on attack
rolls, saving throws, skill checks, ability
checks and effective level (for determining
the power, duration, DC and other details
of spells or special abilities).
Additionally, a spellcaster loses one spell or
spell slot from his or her highest available
level. Negative levels stack.
Assuming an affected subject survives, it
regains lost levels after a number of hours
equal to your caster level (maximum 15
hours). Usually, negative levels have a
chance of permanently draining the victim’s
levels, but the negative levels from death’s
wind do not last long enough to do so.
An undead creature struck by the wind
gains 5 temporary Hit Points for 1 hour.

Draining Earth
Transmtation [Earth]
Level: Sor/Wiz 2
Components: V,S
Casting Time: 1 standard action
Range: 100 feet + 10 feet per caster level
Area: 30-ft. radius spread
Duration: 1 min./caster level
Saving Throw: Fortitude negates
Spell Resistance: special
All natural earth and stone in the affected
area becomes infused with negative
energy and the ground ruptures under the
unnatural strain. Traversing the affected
area becomes difficult: it costs 2 squares
of movement to enter an affected square.
The DC of Balance and Tumble checks on
affected squares increases by 5. All who
touch the affected ground must succeed
on a Fortitude save or suffer a 1d6 Strength
penalty. A Strength score cannot drop
below 1.

Eternal Rest
Abjuration [Earth]
Level: Clr 2, Sor/Wiz 2
Components: V,S
Casting Time: 1 standard action
Range: 25 feet + 5 feet per two caster
levels
Area: 50 sq. ft./level
Duration: 1 week/level
Saving Throw: Will negates
Spell Resistance: Yes
Most often used on the soil of graveyards,
eternal rest infuses the affected area with
positive energy. The remains of the dead
in the affected area are warded against
easy animation for as long as the spell
lasts. Anyone wishing to animate the dead
using remains affected by eternal rest
must succeed on a DC 25 spellcraft check
to successfully create undead. Even if the
check succeeds, the resulting undead have
–1 HP for every HD they possess. Undead
touching the affected soil suffer 1 point of
positive energy damage for every round of
contact.

Invigorating Breeze
Conjuration (healing) [Air]
Level: Clr 2, Drd 2, Sor/Wiz 2
Components: V,S
Casting Time: 1 standard action
Range: 25 feet + 5 feet per two caster
levels
Area: 40-ft. radius spread
Duration: 1 round + 1 round per two levels
Saving Throw: No
Spell Resistance: No
A gentle breeze, full of positive energy,
fl ows in a circular manner throughout the
affected area. All creatures in the area of
effect gain fast healing 2 for as long as they
stay in the area of effect. Constructs and
undead are not affected by this spell.
===========================
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What do you guys think of these house rules??

Charge:
Charge is a standard action that allows you to move up to your movement in a straight line and make an attack. You must move at least 10 feet. This replaces the official version which is a full round action for double movement and attack. If you charge, you cannot move after the charge.

Keen & Improved Critical
The Keen enhancement (and the Keen Edge spell) and Improved Critical stack. However, the threat range is doubled +1 rather than tripled, e.g. a Keen Longsword wielded by someone with Improved Critical will have a threat range of 16-20 (rather than 17-20 as it is now or 15-20 if they all stacked normally).

Monks
Alignment: Monks may be Neutral as well as Lawful but may not be Chaoticly aligned.

Maneuver Training:
A Monk adds his Wisdom bonus to his CMB and CMD.


What is the average amount of rounds that a combat lasts?

Does anyone know?


Alrighty, so Sean K. one of the awesome game designers who makes us all happy.

Created a Feat Point system in the days back for 3.0 - 3.5

Here's the dealy. Lets create a feat point project for Pathfinder.
I'm gonna need help for this one, but anyway, here is Sean's quoted work.

Quote:

Feat Points

Each time a character gains a feat, she instead gets 10 feat points which she can use to purchase feats. Characters must still meet all prerequisites as normal. Unspent feat points carry over from level to level, but a character can only purchase feats with feat points at the times in her adventuring career when she could normally select a feat, even if she has extra feat points left over (for example, a character with 6 feat points left over from character level 3 could not spend them until level 6--the next level at which she gains a feat) .

A class that grants bonus feats grants bonus feat points of the appropriate type. For example, the fighter class gives 10 fighter feat points at levels 1, 2, 4, 6, and so on. Typed feat points can only be used on feats of the appropriate type, so a fighter can only use his fighter feat points to purchase fighter feats. However, any normal (typeless) feat points can be combined with typed feat points to purchase typed feats. You can still only use these feat points to purchase feats of the type you could normally purchase at that level.
Example:Tegdar is a human ftr1 with 3 typeless feat points left over from 1st level. He reaches 2nd level and gains 10 fighter feat points. Tegdar decides to use 7 of those points to purchase Combat Reflexes (cost: 7 points) , leaving him with 3 fighter feat points and 3 normal feat points. He decides to combine these feat points and purchase Far Shot (cost: 6points) . He now is completely out of feat points. He could not have used his 3 normal feat points to purchase feats other than fighter feats because he can only select those feats at level 1, 3, 6, and so on.

Feat Point Debt
At 1st level, and 1st level only, a character is allowed to overspend her feat points by selecting one or more feats with a cost of 11 or more feat points. The extra cost of these feats is carried over until the next time she gains feat points of the appropriate type. She can go into "feat point debt" up to 3 points. Feat point debt is tracked separately by type of feat point (typeless, fighter, wizard, etc.) .The feat point debt system allows characters using it to maintain parity with characters who don't (characters using the standard rules could sometimes end up with several strong feats at 1st level, penalizing the feat-point character) .

Example: Vidda, a halflingrog1, has 10 feat points. She selects Two-Weapon Fighting (11 points) and goes into feat point debt by for point. The next time she gains typeless feat points (3rd level) she only gains 9instead of 10 because of the 1-point debt. She gains the normal 10 feat points at levels 6, 9, and so on.
Example:Tegdar, a human ftr1, has 20 typeless feat points (10 from being1st-level, 10 from being human) and 10 fighter feat points. He chooses Point Blank Shot (9 points) and Two-Weapon Fighting with his typless feat points, which brings his typeless feat points to 0 (if there were a 12-point feat he qualified for, he could have selected that instead of Two-Weapon fighting, which would have put him in debt for 1feat point) . He purchases Rapid Shot (11 points) with his fighter feat points, which puts him in debt for one fighter feat point. At 2ndlevel, he gains 9 fighter feat points instead of 10 because of the1-point debt. He gains the normal 10 fighter feat points at fighter level 4, 6, and so on. His typeless feat points (at level 3, 6, and soon) are unaffected (though if he had chosen a 12-point feat instead of Two-Weapon Fighting he would have paid that typeless feat point debt at level 3 when he gained more feat points) .

Virtual Feats
Virtual feats, such as those conditional feats granted by the monk and ranger classes, do not grant feat points, cost feat points, or cause or negate feat point debt.

Pricing Feats
When pricing feats, keep in mind these guidelines (in no particular order) . "Better" in these circumstances means "will have a higher feat point cost." Note that many feats choose a weaker option; this does not make the feat flawed, as it is usually done for balance or playability.

1. Something that gives you an extra attack better than an equivalent feat that doesn't.Two-Weapon Fighting is better than Weapon Focus because TWF gives you one more opportunity to use Weapon Focus (and Power Attack, and Weapon Specialization, and Cleave, and Improved Critical, and Improved Disarm...) .
2. Typeless bonuses are better than typed bonuses. Purely a matter of stacking or not.
3. Offense is better than defense.A +1 to attack is better than +1 to AC because you control who you attack and where best to devote your combat assets, while your enemies choose to attack you or not and decide where to devote their combat assets; a +1 to AC does you no good if none of your enemies are attacking you.
4. Giving a bonus is better than reducing a penalty.Penalties are caused by circumstances that can usually be avoided in some way without spending a feat (the firing into melee penalty can be avoided by shooting non-meleeing targets or larger creatures, ranged penalties can be avoided by moving closer, movement AOOs can be avoided by using Tumble or staying out of threatened areas, etc.) while there are few circumstances where you can gain a bonus. In combat, not having a penalty means (at best) that you're able to fight at your normal effectiveness, whereas having a bonus means you are fighting better than normal.
5. Not having a use limitation is better than having a use limitation.Being able to stun an attacker an unlimited number of times is better than Stunning Fist's daily limit to your number of stunning attacks. A feat that gave a +4 dodge bonus to AC against all AOOs would be better than Mobility's limited set of qualifying AOOs that trigger the bonus.
6. Not having to declare to use the feat is better than having to declare.Automatically improving your critical threat range with Improved Critical is better than a theoretical feat which requires you to declare using it to improve your critical threat range.
7. Not having a power cap is better than having one.A feat is more versatile (and therefore more powerful) if you can push it to extremes. Power Attack is better than Combat Expertise because the former doesn't have the +5/-5 limitation of the latter (both have a cap equal to the character's BAB, of course) . Scribe Scroll is better than Brew Potion because Scribe Scroll doesn't have a 3rd-level spell limit.
8. Not having a cost is better than having a cost.A feat that made all your spells castable silently is better than an identical feat that requires you to use a higher-level spell slot.
9. A bonus to a broad category is worth more than the same bonus to a smaller category. +1 to all spell DCs is better than +1 to DCs from just one school.
10. Specialization is rewarded. +3 to one skill is better than +2 to two skills or +1 to three skills, even though the total plus value is the same or greater.
Not quite a big rule: #11. Some feats are worth more to some classes than others. In particular, metamagic feats are better for spontaneous casters than preparing casters; that's because a metamagic feat for a spontaneous caster is like adding an entire new complement of spells, which is great since they have few spells but many spell slots. Eventually we'd need to work out some sort of cost modifiers for such things, but for now be aware that metamagic feats should cost more (probably just +1 or +2) for spontaneous casters.

[You'll notice that with the exception of Spell Mastery, there are no feats valued at less than 5points. That's because I didn't want a character to pick up weak but useful-as-prereqs feats just by dropping 1 or 2 spare feat points. Feat choices for a character should still require some serious thinking, and a significant cost means players are less likely to gloss over the cost. Also, by having all feats cost 5 or more points, it makes sure that characters won't end up with more than 2x the number of feats as a "normal, " non-feat-point character (even though they'd all be weak feats) .]
br >These point costs are estimates and I'm willing to discuss them on my message boards if you think any are too high or too low. Benchmark feats are listed in bold.]
[The Relevant Rule column is a quick pointer to the rule explaining why I downgraded the cost of a feat; in other words, these are the reasons why the cost was reduced, rather than justifying a boost in the cost. Of course, I could have missed some. :P]

Acrobatic 9
Agile 9
Alertness 9
Animal Affinity 9
Armor Prof (H) 9
Armor Prof (L) 5
Armor Prof (M) 7
Athletic 9
Augment Summoning 7
Blind-Fight 8
Brew Potion 9
Cleave 8
Combat Casting 10
Combat Expertise 9
Combat Reflexes 7
Craft Magic Arms/Armor 10
Craft Rod 7
Craft Staff 9
Craft Wand 10
Craft Wondrous Item 10
Deceitful 9
Deflect Arrows 7
Deft Hands 9
Diehard 7
Diligent 9
Dodge 7
Empower Spell 5
Endurance 5
Enlarge Spell 5
Eschew Materials 4
Exotic Wep Prof 9
Extend Spell 5
Extra Turning 10
Far Shot 6
Forge Ring 7
Great Cleave 6
Great Fortitude 10
Greater Spell Focus 7
Greater Spell Penetrate 8
Greater TWF 10
Greater Wep Focus 10
Greater Wep Specialize 10
Heighten Spell 5
Improved Bull Rush 8
Improved Counterspell 7
Improved Critical 10
Improved Disarm 8
Improved Feint 7
Improved Grapple 8
Improved Initiative 8
Imp. Overrun 8
Imp. Precise Shot 8
Imp. Shield Bash 8
Imp. Trip 8
Imp. Turning 8
Imp. TWF 10
Imp. Unarmed Strike 7
Investigator 9
Iron Will 10
Leadership 8
Lightning Reflexes 10
Magical Aptitude 9
Manyshot 12
Martial Wep Prof 6
Maximize Spell 5
Mobility 8
Mounted Archery 6
Mounted Combat 5
Natural Spell 5
Negotiator 9
Nimble Fingers 9
Persuasive 9
Point Blank Shot 9
Power Attack 10
Precise Shot 10
Quick Draw 7
Quicken Spell 5
Rapid Reload 7
Rapid Shot 11
Ride-By Attack 8
Run 5
Scribe Scroll 10
Self-Sufficient 9
Shield Prof 5
Shot On The Run 8
Silent Spell 5
Simple Wep Prof 7
Skill Focus 10
Snatch Arrows 6
Spell Focus 7
Spell Mastery 4
Spell Penetration 8
Spirited Charge 8
Spring Attack 9
Stealthy 9
Still Spell 5
Stunning Fist 8
Toughness (3 HP) 6
Toughness (5 HP) 10
Tower Shield Prof 5
Track 7
Trample 6
Two-Wep Defense 7
Two-Wep Fighting 11
Weapon Finesse 9
Weapon Focus 10
Wep Specialize 10
Whirlwind 9
Widen Spell 5

Here is the weblink to the original source.

http://www.seankreynolds.com/rpgfiles/misc/featpointsystem.html

So how are we gonna do this?

The Pathfinder Feats
http://paizo.com/pathfinderRPG/prd/feats.html


So I took away the shield feats, added them to the bonus list, then added additional bonus feats. Renamed shield ally to defend ally.

So what does it look like? lol

Skills: Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Nobility) (Int), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Ranks per level: 2 + Int modifier.

HitDice: d12

Table - The Knight
Level | BAB | Base Fort | Base Ref | Base Will | Granted Abilities
1st | +1 | +2 | +0 | +2 | Knight's Challenge, Fighting Challenge
2nd | +2 | +3 | +0 | +3 | Bonus Feat
3rd | +3 | +3 | +1 | +3 | Bonus Feat
4th | +4 | +4 | +1 | +4 | Armor Training 1
5th | +5 | +4 | +1 | +4 | Bonus Feat, Vigilant Defender
6th | +6/+1 | +5 | +2 | +5 | Defend Ally
7th | +7/+2 | +5 | +2 | +5 | Armor Training 2, Rallying Cry +1
8th | +8/+3 | +6 | +2 | +6 | Call To Battle
9th | +9/+4 | +6 | +3 | +6 | Champion
10th | +10/+5 | +7 | +3 | +7 | Bonus Feat
11th | +11/+6/+1 | +7 | +3 | +7 | Armor Training 3, Rallying Cry +2
12th | +12/+7/+2 | +8 | +4 | +8 | Daunting Challenge
13th | +13/+8/+3 | +8 | +4 | +8 | Bonus Feat
14th | +14/+9/+4 | +9 | +4 | +9 | Improved Defend Ally
15th | +15/+10/+5 | +9 | +5 | +9 | Armor Training 4, Bonus Feat, Rallying Cry +3
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Bond of Loyalty
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Impetuous Endurance
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Bonus Feat
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Rallying Cry +4
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Bonus Feat, Loyal Beyond Death

Weapon and Armor Proficiency: Knights are proficient with all simple and martial weapons and with all armor (light, medium, and heavy) and all shields (except tower shields).

The Knight's Code: You fight not only to defeat your foes but to prove your honor, demonstrate your fighting ability, and win renown across the land. The stories that arise from your deeds are just as important to you as the deeds themselves. A good knight hopes that her example encourages others to lead righteous lives. A neutral knight wishes to uphold the cause of his liege (if he has one) and win glory. An evil knight seeks to win acclaim across the land and increase her own personal power.

The knight’s code focuses on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile.
• A knight does not gain a bonus on attack rolls when flanking. You can choose to keep the +2 bonus, but doing so violates your code of honor (see below).
• A knight never strikes a flat-footed opponent. Instead, you allow your foe to ready himself before attacking.
• A knight never deals lethal damage against a helpless foe.

You can strike such a foe, but only with attacks that deal nonlethal damage. If you violate any part of this code, you lose one use of your knight’ challenge ability for the day. If your knight’ challenge ability is not available when you violate the code (for example, if you have exhausted your uses for the day), you take a – penalty on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward. While you cleave to your view of honor, chivalry, and pursuit of glory, you do not force your views on others. You might chide a rogue for sneaking around a battlefield, but you recognize (and perhaps even feel a bit smug about) the reality that not everyone is fit to follow the knight’ path.

Knight’s Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies’ego, you can manipulate your foes. You can use this ability a number of times per day equal to 1/2 your knight class level + your Charisma bonus (minimum once per day). As you gain levels, you gain a number of options that you can use in conjunction with this ability. Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues.

Fighting Challenge (Ex): As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect. If the target does meet the conditions given above, you gain a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight’ challenge ability for the day because of the blow to your ego and confidence from this defeat. The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any). If you are capable of issuing a knight’ challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switch foes if your original target is still active. At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4.

Bonus Feats: Starting at 2nd level the knight acquires a bonus feats from the list below. The Knight is still required to meet the prerequisites of a feat to acquire it. The Knight then gains an additional bonus feats at levels 2, 3, 5, 10, 13, 15, 18, and 20.

(Animal Affinity, Cleave, Combat Reflexes, Diehard, Endurance, Great Cleave, Greater Weapon Focus, Greater Weapon Specialization, Greater Shield Focus, Improved Critical, Improved Initiative, Intimidating Prowess, Improved Vital Strike,. Improved Shield Bash, Leadership, Mounted Combat, Power Attack, Quick Draw, Ride-By Attack, Spirited Charge, Shield Focus, Shield Slam, Stand Still, Shield Master, Trample, Two-Weapon Fighting, Tower Shield Proficiency, Vital Strike, Weapon Focus, Weapon Specialization.)

Test of Mettle (Ex): Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability. As a swift action, you can expend one use of your knight’ challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 + 1/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect’ area. An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him or ensure his death or the death of one he cares for. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target. If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight’ challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight’ challenge ability in this manner per day. The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

Armor Training (Ex): At 4th level a knight learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum – reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a knight can also move at his normal speed while wearing medium armor. At 9th level, a knight can move at his normal speed while wearing heavy armor.

Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Acrobatics skill to move through your threatened area or your space without provoking attacks of opportunity, the Acrobatic check DC to avoid your attacks of opportunity increases by an amount equal to your class level.

Defend Ally (Ex): Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

Rallying Cry (Ex): At 7th level, the Knight may utter a powerful shout as a swift action by expending one point from his reserve. This shout gives all allies who hear the cry a +1 morale bonus to their attack rolls, and saves against fear spells and effects until the knight's next turn. A knight does not gain this benefit, it only rallies his allies. At 11th level the morale bonus increases to +2, to +3 at 15th level and +4 at 19th level.

Call to Battle (Ex): Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a knight still battles on its name.

As a swift action, you can expend one use of your knight’ challenge ability to grant an ally another save against a fear effect. The target gains a bonus on this save equal to your Charisma bonus (if any). If the target succeeds on this save, he gains the benefit for a successful save against the attack or spell. This ability reflects your talent to inspire your allies in the face of a daunting foe. For example, Lidda fails her save against a lich’ fear spell. On his next action, Sir Agrivail uses his call to battle ability to grant Lidda another save. If she succeeds, she immediately
shrugs off the effect of the fear spell.

Champion (Ex): At 9th level the knight can use her prowess to protect an ally that is within one of her threatened squares. She may grant that ally half of her Armor Class bonus at the expense of her own (this effect lasts a round, unless the knight chooses to continue the protection).

Daunting Challenge (Ex): Starting at 12th level, you can call out opponents, striking fear into the hearts of your enemies. In this manner you separate the strong-minded from the weak-willed, allowing you to focus on opponents that are worthy foes. As a swift action, you can expend one use of your knight’ challenge ability to issue a daunting challenge. This ability affects all creatures within 100 feet of you that have a CR less than your character level minus 2. Targets must be able to hear you, speak or understand a language of some sort, and have an Intelligence score of 5 or more. All targets who meet these conditions must make Will saves (DC 10 + 1/2 your class level + your Cha modifier) or become shaken. Whether a creature fails or succeeds on its save against your daunting challenge, it can only be targeted by this effect once per day.

Improved Defend Ally (Ex): At 14th level, your ability to absorb damage increases. Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.

Bond of Loyalty (Ex): Starting at 16th level, the knight’ devotion to honorable combat and his loyalty to his companions grants him additional resistance against compulsion. The knight can expend a use of his knight’ challenge ability as a free action to make an additional saving throw against a mind-affecting spell or ability, even if an opponent is controlling or influencing your actions. This ability can only be used once per round.

Impetuous Endurance (Ex): Starting at 17th level, your fighting spirit enables you to push your body beyond the normal limits of endurance. You no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.

Loyal Beyond Death (Ex): At 20th level, if you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can expend one use of your knight’ challenge ability to remain conscious and continue to act for 1 more round before dying. You can use this ability even if your hit point total is –0 or lower. If your body is somehow destroyed before your next action (such as by disintegrate), then you cannot act. You can continue to expend uses of your knight’ challenge ability to survive from round to round until you run out of uses. If you receive healing that leaves you with more than –0 hit points, you survive (or fall unconscious, as appropriate to your new hit point total) when you stop using this ability. Otherwise, death overtakes you when you run out of uses of your knight’ challenge ability.


I came across these a while ago, and I just wanted to run them by people and see if them seemed balanced.

Wizard's Weed

Description: This green plant is dried and sold in pouches, similar to tobacco. As with tobacco, it is smoked, but unlike tobacco it tends to emit tiny sparks when lit and the exhaled smoke is a pale shade of green. Once lit, it must be smoked for at least one round, and will take two rounds to take effect. Wizard's Weed helps with clarity of thought and memory, but it makes the user nauseous. One pouch of Wizard's Weed costs 10gp and contains 10 doses.
Benefit: +1d4 Int for one hour.
Cost: -1d4 Con for two hours.

Bard's Flower Tea

Description: The bard's flower has small, white and pink petals. If dried and dissolved in water, these petals form Bard's Flower Tea, a yellow liquid with a sweet scent and taste. Brewing the tea takes 5 minutes. Quickly drinking a cup is a full round action and its effects begin one round after that. Bard's Flower Tea makes one more sociable and artistic, but also makes one feel weak. A pouch of the petals for brewing costs 5gp and is enough to make 5 pots of tea, each of which is good for four cups.
Benefit: +1d4 Cha for one hour.
Cost: -1d6 Str for one hour.

Rage Powder

Description: The red seeds of the Malyss plant (itself a source of Malyss Root poison) can be shelled and the insides ground into powder to create Rage Powder. Rage Powder is a bright red powder, usually kept in potion bottles, which can be scooped out with a small spoon and snorted for an intense effect. Snorting the powder is a full round action, and the effects take place immediately. Snorting Rage Powder gives one both a minor boost of strength and a numbness toward pain, but make the user reckless. 20gp will buy a bottle of Rage Powder which is good for 10 doses.
Benefit: +1d2 Str, +1d2 Con for one minute.
Cost: -1d6 Wis for one minute.

Archon Mushroom

Description: The Archon Mushroom tends to grow on ignored stores of grains or rice which are not kept suitably dry. It is a spotless white capped mushroom, that is dried and eaten most commonly by druids and clerics for its benefits. Eating one dose of the mushrooms quickly is a full round action, but the effects do not begin until about 5 minutes later. Eating the mushrooms gives one a sense of unity and understanding with spiritual or divine matters, but also tends to result in dizziness. They are typically sold in single doses for 1gp each.
Benefit: +1d4 Wis for one hour.
Cost: -1d4 Dex for two hours.

Acrobat's Patch

Description: An Acrobat's Patch is a piece of rough cloth lightly coated in a gluey alchemical substance. It is usually difficult to distinguish from an ordinary tattered rag, but if rubbed on the underside of the arm between the armpit and elbow, it will result in strange drug effects. Doing so is a full round action and the effect begins one round later. Using this patch makes one feel grounded and with good balance but makes them act and speak strangely for the during of the effect. One patch, which can only be used once, costs 1gp.
Benefit: +1d4 Dex for one minute.
Cost: -1d4 Cha for two minutes.

Drug Paraphernalia

Those wishing to use these drugs will need certain materials for their preparation and consumption.

Pipe: 5sp

Teapot: 1gp

Pouch: 2sp

Teacup: 2sp


FINAL PRODUCT, ENGAGE!

The Chelonei, Chelon, Chelonein, Chelonian, Cheloneian. Whatever you want to give their plural to, I shall call them. Chelonei.

Chelonei

Quote:

Chelonei are not very well known if at all in foreign lands, this is due to their tendencies for home life. Those that have heard of them, know that the stories tell of a kind, peaceful people whom are fair in all aspects. They hold family as the most precious jewel in life, and enjoy law, knowledge, and philosophy.

Personality: Chelonei tend to be a peaceful, sharing, happy people that enjoy leading simple lives. They enjoy learning new things, but above all hold family as the most important aspect of life. Although being a peaceful people, they are quick to retaliate if attacked. This is of course only if more diplomatic options fail.

Physical Description: Chelonei regardless of gender tend to have a height of 4'8" up to 6'0" feet in height. The bulk of their weight is from their shell, and this ends up giving them a total weight varying from 300-800 lbs. They are like any other humanoid creature, bipeds, and they have no hair on their turtle like bodies. Their skin is scaly, but some how surprisingly smooth and tends towards dull shades of green, brown, or yellow. It is possible for it to be lighter, more attractive shades, and even speckled. The most beautiful of the Chelonei people are the ones who have more bright, and colourful skin. The shell that all Chelonei have is very durable and helps to protect them, with some effort they are capable of withdrawing into their shells. It is unusual for Chelonei to wear clothing but some do have; gloves, belts, shoes, and bands for the head, arm, wrist or leg.

Relations: Chelonei are a peaceful race that usually stay within the boundaries of their village. They greet friendly visitors with hospitality and will often give aid to those who ask of it. Chelonei tend to have friendly relationships with Lizardfolk, but also have close ties with other species such as; Dwarves, Elves, Gnomes, Halflings, and Humans. There is a general distrust, and dislike for half-orcs due to their kin having a history of raids on Chelonei villages.

Alignment: Chelonei are creatures of order and neutrality, this leads them to be Lawful Neutral. However, the Chelonei that take upon themselves the task of adventuring tend to not fit the mold. They after all have some reason to leave their homes, and families, and explore the world. Be it a quest for knowledge, excitement, justice or revenge.

Chelonei Lands: Chelonei do not belong to any nation of their own and tend towards small villages on the boarders of other nations. Autonomy is one such trait that is common among the Chelonei peoples. Their homes tend to be built near sources of water, lakes, rivers, and oceans. Locations that crops can be grown in abundance. Chelonei villages consist of extended family units that span generations, and it is often possible for an entire village to exist solely of a single family unit.

Religion: Chelonei tend to respect and follow a more spiritual path than they do actual religion. They are more inclined to worship the forces that drive the waters, the earth, and the forests than they are any other. Though very seldom, some Chelonei turn away from the natural ways to worship the gods of other species.

Languages: Chelonei speak their own slow paced language called Chelonei. For any non-Chelonei listener it can require great patience to hold a conversation.

Names: Most Chelonei only have a single name that they are given at birth, family names are foreign to them, as they are rather closely tied to their families as their villages. That there is no need, everyone is family within their village. An example would be the Chelonei name followed by the name of their village.

Adventurers: Chelonei take up the tedious task of adventuring usually for the purpose of educating themselves with the wonders of the world, or a deeper understanding of life and more spiritual natures. They may even take up this duty to right wrongs that have been done upon themselves or their families. Chelonei tend to find that life among other races is far too fast paced for them. This is greatly known to other races who have met Chelonei and experienced their tendency towards lifestyles that allow them to take a slow pace. Chelonei love knowledge, and some even love debates of difficult issues, no matter the species they are dealing with.

Chelonei Racial Traits
Chelonei (Humanoid Turtle Species)
Ability Scores: +2 Con, +2 Wis, –2 Dex
Size: Medium
Slow Pace: Chelonei have a base movement speed of 20 ft.
Natural Swimmer: Swim is always an in class skill for Chelonei and they have a base swim speed of 20 ft. They also receive a +6 Racial bonus on Swim checks. In addition Chelonei can hold their breath underwater for a number of rounds equal to (6 multiplied by their constitution score), before having to make standard checks for drowning.
Low-light Adaption: Chelonei have Low-Light Vision
Shell: Chelonei have a +4 Natural Armor bonus, and the ability to withdraw into their shell. This doubles their Natural Armor Bonus, and grants them a Damage Reduction 5/Bludgeoning. However, they are unable to attack, move, cast spells with somatic components, and lose their armor, dodge, and dexterity bonus while withdrawn. In addition a Chelonei also gains Resistance 5 Fire against sources outside their shell.
Unique Structure: Due to their shells Chelonei are incapable of wearing regular humanoid armor. This means that all armors must be specially constructed to fit a Chelonei. Any armor specifically constructed for a Chelonei has its cost multiplied by 2. In addition, if a Chelonei is wearing Heavy armor it is incapable of withdrawing into its shell.

Automatic Languages: Chelonei. Bonus Languages: Aquan, Common, Draconian, Dwarven, Elven, Gnome, Goblin, Halfling, Orc

Age: Adult 20, Middle Age 80, Old 140, Venerable 200, Maximum 200 +1d%

Combat Facing Rules
If you are using the combat facing variant, any attack from behind a Chelonei that would hit their shell is instead made against their withdrawn natural armor bonus. This is twice their natural armor bonus minus their dodge and dexterity bonuses.


Wow, realized that I never did get any comments on this.


I think that what is hindering me in this attempt is the fact that I wanted to make a PHB2 shifter option for the PF druid.

However, I'm still not convinced, as from what I've been told
-----Intermission-----

Alright, so I just got back from having a bowel movement. I think that learned something.. Performing Simple or Complicated Mental Tasks/Equations while on the toilet having a bowel movement temporarily increases your intelligence, and wisdom modifiers by +2 for 2d6 rounds. At which point they then drop by -4 for 1d6 rounds. Couldn't locate the soup for 1 round. Was right in front of me >.>

<.< ..... >.>

Anyway..........................................

Here is my current proposal. Rough work of course, I'm gonna need help finishing it.

Nature Bond (Shifter Choice)

Quote:
Aside from choosing an Animal Companion or a Domain, a Druid may also choose to focus on shifting instead. A druid who selects Shifter as their Nature Bond option is capable of using Wildshape at level 1, and in addition their uses change from x/Per day to (rounds or hours per day). This means that a Shifter Bonded Druid at level 1 may shift into a Wolf for X (ROUNDS OR MINUTES) and then later shift into a bird for X (ROUNDS OR MINUTES) until their total duration for that day has been met.


Animate Dead, Lesser
School necromancy [evil]; Level cleric 1, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (an onyx gem worth at least 8 gp per Hit Die of the undead)
Range touch
Targets one or more corpses touched
Duration 10 mins/level
Saving Throw none; Spell Resistance no

This spell turns corpses into undead skeletons or zombies that obey your spoken commands.

The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.

Regardless of the type of undead you create with this spell, you can't create more HD of undead than your caster level with a single casting of animate dead. The desecrate spell doubles this limit.

The undead you create remain under your control for 10 mins/level. Once the spell duration expires they are destroyed. No matter how many times you use this spell, however, you can control only 2 HD worth of undead creatures per caster level.. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.

Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.


No posts, looks like no negative critiques then. So woot, lol.

Am thinking about allowing it to stack with improved critical, but not keen. ><


Here is a PrC that I made for PF, it's mainly for Tieflings, but other Demon, or Devil heritage races can use it.

Corrupted Slayer of Fiends - Prestige Class

Throughout the realms fiendish creatures have spread their seed amongst other species on many an occasion. It is no secret that many beings through out the realms dislike these fiends, but it is even more seldom that one of their own spawn holds this outlook. Especially to such the degree of those that become the Slayer of those Fiends. Taking their lives into their own hands and using what potent natural abilities they have to fulfill their purpose. The Corrupted Slayer of Fiends is a being that has his/her heritage tainted by a Fiendish bloodline. Using their enduring mental prowess they bend the energies of their heritage and manipulate it. Using it as a weapon to destroy those that cursed them. Although frowned upon and deemed evil by most who take sight or hear of a Corrupted Slayer of Fiends. They are not evil at heart. In fact, some may not even believe that the energies they wield are inherently evil, but rather have been used for an evil purpose by true Demons, and Devils for ages untold. The goal of a Corrupted Slayer of Fiends is one fold, to slay all those that they see as evil, specifically Demons, or Devils.

Role Capable of easily locating, and standing strong against the most intimidating of fiends. The Corrupted Slayer of Fiends can even inspire fear in the minds of those that oppose his/her path. They are more resistant and effective when battling Devils, and Demons than other heroes. The strongest Slayers even have the ability to bind their opponents to the plane they inhabit, preventing their prey from escaping and making it that much easier to slay.

Alignment Corrupted Slayer of Fiends can be of any non-evil alignment, though they tend to be more chaotic in nature. The usual alignment being Chaotic Good. If at any time a Corrupted Slayer of Fiends turns evil, they can no longer advance as a Corrupted Slayer of Fiends. They do however, keep all abilities previously learned from levels of Corrupted Slayer of Fiends.

Hitdice d10

Requirements
To qualify to become a Corrupted Slayer of Fiends, a character must fulfill all the following criteria.
Race Must have Devil, or Demon heritage.

Alignment Any non-evil Base Will Save: +5

Skills Knowledge (Planes) 5 ranks.

Feats Iron Will, Improved Iron Will

Special On top of swearing an oath to oneself to hunt out and destroy evil wherever it is, specifically those of Demonic, or Devilish taint. You must spend one full day meditating, channeling the energies of your fiendish heritage and bending them to your will. If you fail to bend the energies to your will you run the risk of them bending you to their own desires.

You must spend 24 hours meditating, making a total of 4 DC 10 will saves. If you fail 3 of these saves your alignment shifts to the following (Demonic Heritage: Chaotic Evil, Devilish Heritage: Lawful Evil)

Class Skills Acrobatics, Fly, Intimidate, Jump, Knowledge (Planes), Knowledge (Religion), Perception, Survival

Skill Ranks per level 4 + Int modifier

Table - Corrupted Slayer of Fiends

Quote:

Lvl | BAB | Fort | Ref | Will | Special

1st | +1 | +0 | +0 | +2 | Foe of Fiends +2, Inherited Aura, Inherited Aspect I, Face your Fears +4
2nd | +2 | +0 | +0 | +3 | Detect Fiends, Telepathy
3rd | +3 | +1 | +1 | +3 | Fiendish Strike Once/Day, Face your Fears +8
4th | +4 | +1 | +1 | +4 | Flesh of The Bloodline I
5th | +5 | +1 | +1 | +4 | Face your Fears +12, Foe of Fiends +4
6th | +6 | +2 | +2 | +5 | Inherited Aspect II, Fiendish Strike Twice/Day
7th | +7 | +2 | +2 | +5 | Flesh of The Bloodline II, Fiendish Binding I, Face your Fears +16
8th | +8 | +2 | +2 | +6 | Fiendish Binding II
9th | +9 | +3 | +3 | +6 | Fiendish Strike Thrice/Day, Fiendish Binding III, Face your Fears +20
10th | +10 | +3 | +3 | +7 | Foe of Fiends +6, Flesh of The Bloodline III, Fiendish Binding IV

Class Features

The following are class features of the Corrupted Slayer of Fiends.

Weapon and Armor Proficiency A Corrupted Slayer of Fiends is proficient with his/her natural claw attacks, and with light armors, but not shields.

Inherited Aura (Su) Unfortunately due to the manifestation of the (gifts/curses) that you possess. You radiate an aura of fiendish energy which may confuse those attempting to discern your alignment. This functions as an Aura of Evil.

Detect Fiends (Sp) You gain the ability to detect at will all Demons or Devils within a 60 ft. radius of you. Upon reaching level 5 in this Prestige Class this ability becomes a constant effect. At level 10 the distance increases to 120 ft.

Foe of Fiends (Ex) You have honed your knowledge and combative abilities on countering Devils, and Demons. You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against these creatures. You also get a +2 bonus on all attack and damage rolls. You can make untrained knowledge checks to identify and learn of these creatures.

The bonuses increase to +4 Upon reaching level 5. At 10th level these bonuses increase to +6

Inherited Aspect I and II(Ex)
Your nails grow and lengthen to form claws, You gain a claw attack of 1d4 damage, if you already have claws this damage increases by one step. The damage listed is for a medium creature.

Upon reaching level 2 you gain more control over your fiendish powers and can withdraw/grow your claws at will as a swift action.

Upon reaching level 6 your claw damage increases by one damage step and are now treated as magic weapons for purpose of bypassing damage reduction. You also gain the ability to sprout/withdraw leathery wings at will as a standard action. You gain a fly speed equal to your main base movement speed, your maneuverability rating is good. If you already have wings the fly speed increases by 10 ft.

Telepathy (Su) You gain the ability to communicate with others telepathically by projecting to them emotions or images. You can use this ability within 40 ft. Upon reaching level 5 the range at which you can communicate increases to 80 ft., At level 8 you can communicate with words, and the range at which you can communicate increases to 120 ft.

Flesh of The Bloodline I, II, and III(Ex)
Your body begins to take on an appearance and construction that is only comparable to your parentage.

Upon gaining Flesh of the Bloodline, you are capable of selecting one of the following packages. You must meditate for a period of 24 hours before your body reforms itself to take on the characteristics desired. All of the effects stack with any abilities you already have, and with themselves. This means that you can select the same choice more than once. You get one choice at levels 4, 7, and 10. Once a choice is made and the transformation complete it is permanent and cannot be altered.

Elemental and Environmental Resistances
You gain resistance against Fire, Cold, Acid, and Electricity of 10. You also gain a +4 Resistance Bonus vs Poisons and Diseases.

Brute
Your claw damage increases by one category, you gain a Natural Armor bonus of +1, and you are granted Damage Reduction 2/Good

Anti-Magic
You Gain Spell Resistance equal to your level. Upon taking this a second time this increases to SR equal to your level plus 5. If taken a third time it increases to level plus 10.

Face your Fears (Ex) By constantly facing that which most beings fear the most, you have become more resistant to fear effects; in fact, you're almost immune to them.

At level 1 you gain a +4 Resistance bonus to fear effects. This bonus increases to; +8 at level 3, +12 at level 5, +16 at level 7, and +20 at level 9.

Fiendish Smite (Su) Starting at level 3, once per day, a Corrupted Slayer of Fiends can focus fiendish energies into her/his attacks. As a swift action, the Corrupted Slayer of Fiends chooses one target within sight to smite. This grants the Corrupted Slayer of Fiends an attack and damage bonus equal to her/his Charisma modifier (if any). In addition to the damage granted by the Charisma modifier, the Corrupted Slayer of Fiends is granted a damage bonus equal to her/his Corrupted Slayer of Fiends level. Regardless of the target, Fiendish Smite attacks automatically bypass any DR the creature might possess.

In addition, while Fiendish Smite is in effect, the Corrupted Slayer of Fiends gains a deflection bonus equal to her Charisma modifier (if any) to her/his AC against attacks made by the target of the smite.

The Fiendish Smite effect remains until the target of the smite is dead or the next time the Corrupted Slayer of Fiends rests and regains her/his uses of this ability. Upon reaching level 6 this ability can be used twice a day. At level 9 it can be used three times a day.

Fiendish Binding I, II, III, and IV(Sp) Upon reaching level 7 you are capable of binding Devils, and Demons to the plane which you currently inhabit by channeling your own fiendish energies. This ability functions like Dimensional Lock except for the following differences.

This ability emanates from you. It only affect Devils, and Demons. It can be turned off at will by using an immediate action. In order to activate the ability you must use a full round action. This ability can be used any number of times per day. The radius of the Fiendish Binding is 30 ft.

At level 8 this ability can be activated as a standard action, and the radius increases to 60 ft. At 9th level this ability can be activated as a swift action and the radius increases to 90 ft. At 10th level the ability can be activated as an Immediate action.


Well, here is a conversion that I did for the knight, as I really didn't like the way Adamant went with it. I don't think this violates any rights, if it does, please inform me where and I'll remove/alter it so that it merely lists what goes there, and not what it does. I believe that would solve any problems?

Commoner's Pathfinderized Knight

Skills  Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Points per level   2 + Int modifier.
Hit Dice  d12

Table - The Knight

Quote:

Level | BAB | Base Fort | Base Ref | Base Will | Granted Abilities

1st | +1 | +2 | +0 | +2 | Knight's Challenge, Fighting Challenge
2nd | +2 | +3 | +0 | +3 | Bonus Feat, Shield Focus
3rd | +3 | +3 | +1 | +3 |
4th | +4 | +4 | +1 | +4 | Armor Training 1
5th | +5 | +4 | +1 | +4 | Bonus Feat, Vigilant Defender
6th | +6/+1 | +5 | +2 | +5 | Shield Ally
7th | +7/+2 | +5 | +2 | +5 | Armor Training 2, Rallying Cry +1
8th | +8/+3 | +6 | +2 | +6 | Call To Battle
9th | +9/+4 | +6 | +3 | +6 | Champion
10th | +10/+5 | +7 | +3 | +7 | Bonus Feat, Greater Shield Focus
11th | +11/+6/+1 | +7 | +3 | +7 | Armor Training 3, Rallying Cry +2
12th | +12/+7/+2 | +8 | +4 | +8 | Daunting Challenge
13th | +13/+8/+3 | +8 | +4 | +8 |
14th | +14/+9/+4 | +9 | +4 | +9 | Improved Shield Ally
15th | +15/+10/+5 | +9 | +5 | +9 | Armor Training 4, Bonus Feat, Rallying Cry +3
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Bond of Loyalty
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Impetuous Endurance
18th | +18/+13/+8/+3 | +11 | +6 | +11 |
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Rallying Cry +4, Superior Shield Focus
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Bonus Feat, Loyal Beyond Death

Weapon and Armor Proficiency Knights are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and all shields (except tower shields).

The Knight's Code You fight not only to defeat your foes but to prove your honor, demonstrate your fighting ability, nand win renown across the land. The stories that arise from your deeds are just as important to you as the deeds themselves. A good knight hopes that her example encourages others to lead righteous lives. A neutral knight wishes to uphold the cause of his liege (if he has one) and win glory. An evil knight seeks to win acclaim across the land and increase her own personal power.

The knight’ code focuses on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile.
•A knight does not gain a bonus on attack rolls when flanking. You can choose to keep the +2 bonus, but doing so violates your code of honor (see below).
•A knight never strikes a flat-footed opponent. Instead, you allow your foe to ready himself before attacking.
•A knight never deals lethal damage against a helpless foe.

You can strike such a foe, but only with attacks that deal nonlethal damage. If you violate any part of this code, you lose one use of your knight’ challenge ability for the day. If your knight’ challenge ability is not available when you violate the code (for example, if you have exhausted your uses for the day), you take a – penalty on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward. While you cleave to your view of honor, chivalry, and pursuit of glory, you do not force your views on others. You might chide a rogue for sneaking around a battlefield, but you recognize (and perhaps even feel a bit smug about) the reality that not everyone is fit to follow the knight’ path.

Knight’ Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies’ego, you can manipulate your foes. You can use this ability a number of times per day equal to 1/2 your knight class level + your Charisma bonus (minimum once per day). As you gain levels, you gain a number of options that you can use in conjunction with this ability. Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues.

Fighting Challenge (Ex) As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect. If the target does meet the conditions given above, you gain a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight’ challenge ability for the day because of the blow to your ego and confidence from this defeat. The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any). If you are capable of issuing a knight’ challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switch foes if your original target is still active. At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4.

Shield Focus (Ex) At 2nd level the Knight excels in shielded combat; he gains the Shield Focus feat as a bonus feat.

Bonus Feat Starting at 2nd level the knight acquires a bonus feat from the list below. He must still meet the requirements of the feat to take it. He then gains an additional bonus feat at level 5, and each five levels after that. Resulting in bonus feats being acquired at levels 2, 5, 10, 15, and 20.

Quote:
(Animal Affinity, Cleave, Combat Reflexes, Diehard, Endurance, Great Cleave, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Initiative, Intimidating Prowess, Improved Vital Strike,. Improved Shield Bash,  Leadership, Mounted combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Two-Weapon Fighting, Vital Strike, Weapon Focus, Weapon Specialization, Quick Draw, Tower Shield Proficiency, Shield Slam, Stand Still, Shield Master.)

Test of Mettle (Ex) Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability. As a swift action, you can expend one use of your knight’ challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 + 1/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect’ area. An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him or ensure his death or the death of one he cares for. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target. If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight’ challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight’ challenge ability in this manner per day. The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

Armor Training (Ex) At 4th level a knight learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum – reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a knight can also move at his normal speed while wearing medium armor. At 9th level, a knight can move at his normal speed while wearing heavy armor.

Vigilant Defender (Ex) Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Acrobatics skill to move through your threatened area or your space without provoking attacks of opportunity, the Acrobatic check DC to avoid your attacks of opportunity increases by an amount equal to your class level.

Shield Ally (Ex) Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

Rallying Cry (Ex) At 7th level, the Knight may utter a powerful shout as a swift action by expending one point from his reserve. This shout gives all allies who hear the cry a +1 morale bonus to their attack rolls, and saves against fear spells and effects until the knight's next turn. A knight does not gain this benefit, it only rallies his allies. At 11th level the morale bonus increases to +2, to +3 at 15th level and +4 at 19th level.

Call to Battle (Ex) Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a knight still battles on its name.

As a swift action, you can expend one use of your knight’ challenge ability to grant an ally another save against a fear effect. The target gains a bonus on this save equal to your Charisma bonus (if any). If the target succeeds on this save, he gains the benefit for a successful save against the attack or spell. This ability reflects your talent to inspire your allies in the face of a daunting foe. For example, Lidda fails her save against a lich’ fear spell. On his next action, Sir Agrivail uses his call to battle ability to grant Lidda another save. If she succeeds, she immediately
shrugs off the effect of the fear spell.

Champion (Ex) At 9th level the knight can use her prowess to protect an ally that is within one of her threatened squares. She may grant that ally half of her Armor Class bonus at the expense of her own (this effect lasts a round, unless the knight chooses to continue the protection).

Greater Shield Focus (Ex) At 10th level the Knight gains Greater Shield Focus as a bonus feat.

Daunting Challenge (Ex) Starting at 12th level, you can call out opponents, striking fear into the hearts of your enemies. In this manner you separate the strong-minded from the weak-willed, allowing you to focus on opponents that are worthy foes. As a swift action, you can expend one use of your knight’ challenge ability to issue a daunting challenge. This ability affects all creatures within 100 feet of you that have a CR less than your character level minus 2. Targets must be able to hear you, speak or understand a language of some sort, and have an Intelligence score of 5 or more. All targets who meet these conditions must make Will saves (DC 10 + 1/2 your class level + your Cha modifier) or become shaken. Whether a creature fails or succeeds on its save against your daunting challenge, it can only be targeted by this effect once per day.

Improved Shield Ally (Ex) At 14th level, your ability to absorb damage increases. Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.

Bond of Loyalty (Ex)  Starting at 16th level, the knight’ devotion to honorable combat and his loyalty to his companions grants him additional resistance against compulsion. The knight can expend a use of his knight’ challenge ability as a free action to make an additional saving throw against a mind-affecting spell or ability, even if an opponent is controlling or influencing your actions. This ability can only be used once per round.

Impetuous Endurance (Ex) Starting at 17th level, your fighting spirit enables you to push your body beyond the normal limits of endurance. You no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.

Superior Shield Focus (Ex) At 19th level the Knight increases the AC bonus granted by any shield he uses by 1. This bonus stacks with the bonuses from Shield Focus and Greater Shield Focus.

Loyal Beyond Death (Ex) At 20th level, if you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can expend one use of your knight’ challenge ability to remain conscious and continue to act for 1 more round before dying. You can use this ability even if your hit point total is –0 or lower. If your body is somehow destroyed before your next action (such as by disintegrate), then you cannot act. You can continue to expend uses of your knight’ challenge ability to survive from round to round until you run out of uses. If you receive healing that leaves you with more than –0 hit points, you survive (or fall unconscious, as appropriate to your new hit point total) when you stop using this ability. Otherwise, death overtakes you when you run out of uses of your knight’ challenge ability.


Commoner's Pathfinderized Knight

Skills:  Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Points per level:   2 + Int modifier.
Hit Dice:  d12

Table - The Knight

Level Base Attack Bonus Base Fort Save Base Ref Save Base Will Save Granted Abilities
1st +1 +2 +0 +2 Knight's Challenge, Fighting Challenge
2nd +2 +3 +0 +3 Bonus Feat, Shield Focus
3rd +3 +3 +1 +3
4th +4 +4 +1 +4 Armor Training 1
5th +5 +4 +1 +4 Bonus Feat, Vigilant Defender
6th +6/+1 +5 +2 +5 Shield Ally
7th +7/+2 +5 +2 +5 Armor Training 2, Rallying Cry +1
8th +8/+3 +6 +2 +6 Call To Battle
9th +9/+4 +6 +3 +6 Champion
10th +10/+5 +7 +3 +7 Bonus Feat, Greater Shield Focus
11th +11/+6/+1 +7 +3 +7 Armor Training 3, Rallying Cry +2
12th +12/+7/+2 +8 +4 +8 Daunting Challenge
13th +13/+8/+3 +8 +4 +8
14th +14/+9/+4 +9 +4 +9 Improved Shield Ally
15th +15/+10/+5 +9 +5 +9 Armor Training 4, Bonus Feat, Rallying Cry +3
16th +16/+11/+6/+1 +10 +5 +10 Bond of Loyalty
17th +17/+12/+7/+2 +10 +5 +10 Impetuous Endurance
18th +18/+13/+8/+3 +11 +6 +11
19th +19/+14/+9/+4 +11 +6 +11 Rallying Cry +4, Superior Shield Focus
20th +20/+15/+10/+5 +12 +6 +12 Bonus Feat, Loyal Beyond Death

Weapon and Armor Proficiency: Knights are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and all shields (except tower shields).

The Knight's Code: You fight not only to defeat your foes but to prove your honor, demonstrate your fighting ability, nand win renown across the land. The stories that arise from your deeds are just as important to you as the deeds themselves. A good knight hopes that her example encourages others to lead righteous lives. A neutral knight wishes to uphold the cause of his liege (if he has one) and win glory. An evil knight seeks to win acclaim across the land and increase her own personal power.

The knight’ code focuses on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile.
•A knight does not gain a bonus on attack rolls when flanking. You can choose to keep the +2 bonus, but doing so violates your code of honor (see below).
•A knight never strikes a flat-footed opponent. Instead, you allow your foe to ready himself before attacking.
•A knight never deals lethal damage against a helpless foe.

You can strike such a foe, but only with attacks that deal nonlethal damage. If you violate any part of this code, you lose one use of your knight’ challenge ability for the day. If your knight’ challenge ability is not available when you violate the code (for example, if you have exhausted your uses for the day), you take a – penalty on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward. While you cleave to your view of honor, chivalry, and pursuit of glory, you do not force your views on others. You might chide a rogue for sneaking around a battlefield, but you recognize (and perhaps even feel a bit smug about) the reality that not everyone is fit to follow the knight’ path.

Knight’ Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies’ego, you can manipulate your foes. You can use this ability a number of times per day equal to 1/2 your knight class level + your Charisma bonus (minimum once per day). As you gain levels, you gain a number of options that you can use in conjunction with this ability. Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues.

Fighting Challenge (Ex): As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect. If the target does meet the conditions given above, you gain a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight’ challenge ability for the day because of the blow to your ego and confidence from this defeat. The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any). If you are capable of issuing a knight’ challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switch foes if your original target is still active. At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4.

Shield Focus (Ex): At 2nd level the Knight excels in shielded combat; he gains the Shield Focus feat as a bonus feat.

Bonus Feat: Starting at 2nd level the knight acquires a bonus feat from the list below. He must still meet the requirements of the feat to take it. He then gains an additional bonus feat at level 5, and each five levels after that. Resulting in bonus feats being acquired at levels 2, 5, 10, 15, and 20.
(Animal Affinity, Cleave, Combat Reflexes, Diehard, Endurance, Great Cleave, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Initiative, Intimidating Prowess, Improved Vital Strike,. Improved Shield Bash,  Leadership, Mounted combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Two-Weapon Fighting, Vital Strike, Weapon Focus, Weapon Specialization, Quick Draw, Tower Shield Proficiency, Shield Slam, Stand Still, Shield Master.)

Test of Mettle (Ex): Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability. As a swift action, you can expend one use of your knight’ challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 + 1/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect’ area. An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him or ensure his death or the death of one he cares for. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target. If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight’ challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight’ challenge ability in this manner per day. The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

Armor Training (Ex): At 4th level a knight learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum – reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a knight can also move at his normal speed while wearing medium armor. At 9th level, a knight can move at his normal speed while wearing heavy armor.

Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Acrobatics skill to move through your threatened area or your space without provoking attacks of opportunity, the Acrobatic check DC to avoid your attacks of opportunity increases by an amount equal to your class level.

Shield Ally (Ex): Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

Rallying Cry (Ex): At 7th level, the Knight may utter a powerful shout as a swift action by expending one point from his reserve. This shout gives all allies who hear the cry a +1 morale bonus to their attack rolls, and saves against fear spells and effects until the knight's next turn. A knight does not gain this benefit, it only rallies his allies. At 11th level the morale bonus increases to +2, to +3 at 15th level and +4 at 19th level.

Call to Battle (Ex): Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a knight still battles on its name.

As a swift action, you can expend one use of your knight’ challenge ability to grant an ally another save against a fear effect. The target gains a bonus on this save equal to your Charisma bonus (if any). If the target succeeds on this save, he gains the benefit for a successful save against the attack or spell. This ability reflects your talent to inspire your allies in the face of a daunting foe. For example, Lidda fails her save against a lich’ fear spell. On his next action, Sir Agrivail uses his call to battle ability to grant Lidda another save. If she succeeds, she immediately
shrugs off the effect of the fear spell.

Champion (Ex): At 9th level the knight can use her prowess to protect an ally that is within one of her threatened squares. She may grant that ally half of her Armor Class bonus at the expense of her own (this effect lasts a round, unless the knight chooses to continue the protection).

Greater Shield Focus (Ex): At 10th level the Knight gains Greater Shield Focus as a bonus feat.

Daunting Challenge (Ex): Starting at 12th level, you can call out opponents, striking fear into the hearts of your enemies. In this manner you separate the strong-minded from the weak-willed, allowing you to focus on opponents that are worthy foes. As a swift action, you can expend one use of your knight’ challenge ability to issue a daunting challenge. This ability affects all creatures within 100 feet of you that have a CR less than your character level minus 2. Targets must be able to hear you, speak or understand a language of some sort, and have an Intelligence score of 5 or more. All targets who meet these conditions must make Will saves (DC 10 + 1/2 your class level + your Cha modifier) or become shaken. Whether a creature fails or succeeds on its save against your daunting challenge, it can only be targeted by this effect once per day.

Improved Shield Ally (Ex): At 14th level, your ability to absorb damage increases. Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.

Bond of Loyalty (Ex):  Starting at 16th level, the knight’ devotion to honorable combat and his loyalty to his companions grants him additional resistance against compulsion. The knight can expend a use of his knight’ challenge ability as a free action to make an additional saving throw against a mind-affecting spell or ability, even if an opponent is controlling or influencing your actions. This ability can only be used once per round.

Impetuous Endurance (Ex): Starting at 17th level, your fighting spirit enables you to push your body beyond the normal limits of endurance. You no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.

Superior Shield Focus (Ex): At 19th level the Knight increases the AC bonus granted by any shield he uses by 1. This bonus stacks with the bonuses from Shield Focus and Greater Shield Focus.

Loyal Beyond Death (Ex): At 20th level, if you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can expend one use of your knight’ challenge ability to remain conscious and continue to act for 1 more round before dying. You can use this ability even if your hit point total is –0 or lower. If your body is somehow destroyed before your next action (such as by disintegrate), then you cannot act. You can continue to expend uses of your knight’ challenge ability to survive from round to round until you run out of uses. If you receive healing that leaves you with more than –0 hit points, you survive (or fall unconscious, as appropriate to your new hit point total) when you stop using this ability. Otherwise, death overtakes you when you run out of uses of your knight’ challenge ability.