The kineticist is a great class, but it's unique mechanics still have a low number of feats to support it. Here are some suggestions in line of what I would hope for future products or use in home games. Any ideas?
Kinetic Fist Savant You are specially good at channeling the elements through your fists. Prerequisites: Improved Unarmed Strike, Kinetic Fist infusion.
Benefit: When using the kinetic fist form infusion, your unarmed strike damage uses the damage progression of a monk of 1/2 your level(round down, minimum 1). Additionally you may use your Constitution instead of strength for damage when using kinetic fist.
Double Kinetic Blade You can create two blades at once. Prerequisites: Two-Weapon Fighting, Kinetic Blade infusion or Kinetic Whip infusion.
Benefit: You can create a second blade when using Kinetic Blade or Kinetic Whip infusions. The damage for both your blades is reduced by one dice (minimum 1). Normal two-weapon fighting penalties apply.
Kinetic Sword You can create a large blade of elemental matter. Prerequisites: Kinetic Blade infusion or Kinetic Whip infusion.
Benefit: When using the Kinetic Blade infusion or Kinetic Whip infusion you can create a larger mass wielding it in two hands. When doing so, you may add 1/2 your Constitution bonus to the damage of the blade, and treat it as a 2 handed weapon for the purpose of feats like Power Attack (physical blasts only).
Burn Tolerance You are used to taking burn. Prerequisites: Kineticist Level 3, Toughness.
Benefit: You can take each a day a number of burn points equal to half your Constitution bonus (minimum 1) without suffering any non-lethal damage.
Elemental Fury When going down, elemental rage overtakes you. Prerequisites: Kineticist Level 3.
Benefit: When falling unconscious from non-lethal damage, you may enter a state of rage and keep active for a number of rounds equal to half your Constitution bonus. During these rounds, you receive a +2 morale bonus to attack and damage, and a -2 penalty to AC. During these rounds you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. Once the time finishes you fall unconscious and can only enter this sate again after being healed back to consciousness.
Dragon Blood Kineticist You have something draconic about your powers. Prerequisites: Kineticist level 1.
Benefit: Choose a true dragon, when taking burn you add your elemental overflow accuracy bonus against sleep and paralysis effects (minimum 1). Also you gain resistance to its energy type equal to you elemental overflow damage bonus (minimum 2).
Dragon Scale Kineticist Your skin grows protective scales as you let the elements overtake you. Prerequisites: Dragon Blood Kineticist.
Benefit: You may gain a natural armor bonus equal to your elemental overflow accuracy bonus. Additionally the energy resistance from Dragon Blood Kineticist is doubled.
Dragon Breath Kineticist You can emulate the breath of dragons. Prerequisites: Dragon Blood Kineticist, Kineticist level 5
Benefit: You can change an energy blast into a breath weapon. This weapon is a 30' cone or a 60' line chosen once the feat is taken. The reflex save for half damage is 10+ 1/2 your kineticist level + your Constitution bonus. Once used, the breath cannot be used again for 1d4 rounds. This counts as a form infusion that costs 2 points of burn.
Dragon Awakened Kineticist You awakened the dormant dragon blood becoming much like a dragon. Prerequisites:Dragon Blood Kineticist, Dragon Scale Kineticist, Dragon Breath Kineticist, Kineticist level 7.
Benefit: At 7th level, when you have at least 3 points of burn, you gain 2 primary claw attacks (1d4 damage for a medium kineticst). At 9th level, when you have at least 5 points of burn, you gain immunity to the energy of you chosen dragon. At 11th level when you have at least 7 points of burn, you grow a pair of dragon wings, gaining a fly speed of 60' with good maneuverability.
Mystic kinetics You can tap into elemental powers producing wondrous effects. Prerequisites: Kineticist level 1.
Benefit: You can cast as spell-like abilities a number of spells equal to half your Constitution bonus (minimum 1). These spells must be chosen from the Wizard or Druid lists and must be of a level equal or lower than half your kineticist's level. The selected spell must have the descriptor of one of your blasts, and cannot have any expensive material component. Every casting of a spell this way costs 1 burn unless the spell is a cantrip or 3 levels lower than the highest level you could cast.
Kinetic Deflection You can use the elements to deflect incoming attacks. Prerequisites: Kinetic Cover wild talent.
Benefit: When an opponent makes a melee or ranged attack against you, you can take 1 burn point and expend a use of an attack of opportunity to attempt to deflect that attack. This otherwise works as the Opportune Parry deed from the Swashbuckler class.
Consume Energy You can convert energy into vitality. Prerequisites: Resistance or immunity from one energy type.
Benefit: When you are targeted with an energy damage (fire, lightning, cold, acid, negative or positive), you can expend an immediate action to convert any damage prevented by your resistance or immunity into temporary HP. Those temporary HPs last for a number of minutes equal to your Constitution bonus. Multiples uses of this feat do not stack and you cannot absorb damage produced by yourself.
After reading the Bestiary 5, this seemed like a good idea: an archetype for the summoner that's based around the creation of a tulpa (tulpas are creatures produced from the imagination of powerful minds, they can have any shape/alignment, and are sustained by belief).
Tulpa Master(summoner archetype)
Eidolon(su): The Tulpa Master's eidolon receives the tulpa template (B5, p.254), but the eidolon can only use innate tulpa spell-like abilities of a level equal or lower that the summoner's class level.
Spellcasting: The Tulpa Master uses the mesmerist spell list and is a psychic caster.
Channel belief(su): The Tulpa Master can heal himself or his eidolon as a swift action. This works as the spell Cure Light Wounds. At 3rd level this works as Cure Moderate Wounds, at 5th level as Cure Serious Wounds, at 7th level as Cure Critical Wounds, at 9th level as breath of Life, and at 11th level as heal. This ability can be used 3+ charisma modifier times/day. This ability replaces summon monster.
Share belief(su): By spending 10 minutes in attunement with a creature or group of creatures up to 1+summoner's charisma modifier, the Tupla Master can allow the creatures to heal the eidolon whith the tulpa ability sustained by thought(su). Those individuals can also be affected by the Channel Belief ability as if they were the eidolon.
As an alternative to the Synthesist, I would do the following:
Tulpa Ascendant:(summoner archetype)
Created Self Image(su): The Tulpa Ascendant receives the tulpa template (B5, p.254), but he can only use innate tulpa spell-like abilities of a level equal or lower that the summoner's class level. He cannot use the Mental Form (Su) ability. He is considered to be his own creator, and receives all the benefits an eidolon would receive from his levels, including evolutions, natural armor, str/dex bonus and abilities, but not HD, Bab, save, skills and feats. The Tulpa Ascenant is affected by effects that target outsiders and his original type. This replaces Eidolon.
Spellcasting: The Tulpa Ascendant uses the mesmerist spell list and is a psychic caster.
Channel belief(su): The Tulpa Ascendant can heal himself as a swift action. This works as the spell Cure Light Wounds. At 3rd level this works as Cure Moderate Wounds, at 5th level as Cure Serious Wounds, at 7th level as Cure Critical Wounds, at 9th level as breath of Life, and at 11th level as heal. This ability can be used 3+ charisma modifier times/day. This ability replaces summon monster.
Share belief(su): By spending 10 minutes in attunement with a creature or group of creatures up to 1+summoner's charisma modifier, the Tupla Ascendant can allow the creatures to heal himself whith the tulpa ability sustained by thought(su). Those individuals can also be affected by the Channel Belief ability as if they were himself.
Shielded Image(su)At 4th level, whenever the Tulpa Master is within 30ft. from a creature under effect of shared belief, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. These bonus increase to +4, and the radius to 60ft. at 12th level. This ability replaces shield ally, greater shield ally and life link.
Mind's Reach(su): At the 13th level, the Tulpa Ascendant may add teleport and planar shift to his spells known list and class list. This ability replaces maker’s call and transposition.
Memory of Life(su): At 16th level, as long as at least one creature that was subject to share belief is still alive, the Tulpa Ascendant can return to life once per day as if subjected to a True Resurrection spell.
Through the playtest, I tested and thought about improving the class. Here is may take at it:
Kineticist (alternate)
Alignment: Any.
Hit Die: d10
Starting Wealth: 1d6 × 10 gp (average 35 gp).
CLASS SKILLS
The kineticist’s class skills are Acrobatics (Dex), Craft (Int), Heal (Wis),Intimidate, Knowledge (arcana), Knowledge (planes), Linguistics, Perception, Perform, Profession, Sense Motive, Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
CLASS FEATURES:
Weapon and Armor Proficiency A kineticist is proficient with all simple weapons, light armor, and medium armor, but not with shields.
Elemental Focus (Su):
At 1st level, a kineticist chooses tofocus primarily in air (aerokinesis), earth (terrakinesis), fire (pyrokinesis), water (hydrokinesis), or aether (telekinesis). Her choice of element determines how she accesses the raw power of the Ethereal Plane, and it grants her access to wild talents and additional class skills. The kineticist can remotely manipulate her chosen element within her blast's reach with an effective strength equal to her constitution score. She can automatically move up to one 5 feet cube for every 2 kineticist's levels (minimum 1), anything beyond that requires a constitution check. She can shape crude non-magical objects from this element within the normal properties of the material. A craft skill check may be required for complex objects. Also, the kineticist may use any cantrip or orison with his element's name on it's description. (Aether may use prestidigitation, open/close and mage hand).
Kinetic Blast (Sp):
The same.
Wild Talent (Sp):
A kineticit gains a wild talent at 1st level and another at every two levels afterward (10 at 19th level.). (all utility talents, separated from blasting)
Burn (Ex):
The same, however a kineticist that has burn damage may choose to become exhausted instead of unconscious from 0 or negative HP.
Blasting Prowess (Sp):
A kineticit gains a blasting prowess at 2nd level and another at every two levels afterward (10 at 20th level). (all blast talents, separated from utility)
Element Tradition (Ex):
A kineticist develops her powers through understanding and training in disciplines of those who experienced the gift before.
Unarmed: The kineticist receives Improved Unarmed Strike as a bonus feat, and may add his constitution bonus to AC as long as he is unarmored and not wielding a shield. The damage from his unarmed strikes increase as a monk of 1/2 his level (min. 1). At 6th, 12th and 18th level he may select a style or monk bonus feat.
Swordsman: The kineticist gains proficiency with a light or one handed melee martial weapon. He receives weapon focus with that weapon at 1st level, and can select bonus combat feats at 6h, 12th and 18th levels. His kineticist levels count as fighter levels for the purpose of selecting Weapon Specialization, Greater Weapon Focus and Greater Weapon Specialization for his chosen weapon. If he selects the kinetic blade talent, those feats apply to blade created.
Blaster: The kineticist gains the Precise Shot feat, and may select the following feats for his Wild Blast even without fulfilling the prerequisites: Focused Shot, from 6th level: Snap Shot, from 9th level: Improved Snap Shot. He receives bonus feats at 6th, 12th and 18th level from the following list:
Focused Shot, Point Blank Shot, Weapon Focus (blast) and Rapid Shot.
At 6th level, he adds Improved Precise Shot, Parting Shot and Point Blank Master to the list.
At 12th level, he adds Pinpoint Targeting and Shot on the Run to the list.
The benefits of the kineticist's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a kineticist selects a combat style, it cannot be changed.
Feel the Burn (Ex):
At 3rd level, a kineticist’s body surges with energy from her chosen element when she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, take on an earthen skin tone, or experience some other thematic effect. In addition, she receives a bonus on all attack and damage rolls with her kinetic blast equal to double the number of points of burn she is currently suffering, to a maximum of +2 for every 3 kineticist levels, this bonus counts as weapon enhancement for the purpose of overcoming damage reduction. Her flesh also becomes infused with elemental energy receiving DR 1/- and resistance 5 to her element(s) (Aether uses sonic) for every 3 kineticist levels.
Infused Body(Sp):
At 8th level the kineticist's body becomes infused with her element providing bonus equal to those received by Elemental Body I. The kineticist doesn't need to assume the form or change shape to obtain the bonus. An Aether kineticist may simulate any element form, but will not gain any subtype, element immunity, burn, vortex, water breathing, wirlwind, element resistance or movement mode. At 12th level the bonus are equal to Elemental Body II, at 16th, Elemental Body III. and at 20th, elemental Body IV
All the rest is kept the same. (although I would alter/increase several talents and some defenses).
I've been looking through the technological item rules and noticed how difficult it is to produce most said items. The character making them must have access to a lab that is described as a heavily guarded tech artifact, impossible to obtain save direct intervention from the GM.
However, technological items are nonmagical objects that may be created with right amount of skill and feats in a suitable place (the lab). So, by RAW it seems that the spell Fabricate may be able to produce technological items, as it converts the material into the finished item, through a successful skill check. Is that right?
With PF Unchained on the horizon, it seems like a good idea to share what we would like to be changed in the core classes and races. Right now we have various mechanics that did not exist when the core rulebook was written. As numerous new classes obtained what was exclusive to classes like the fighter or the rogue, the reverse did not occurred.
This is my take at the fighter, witch for many has become unappealing along the way:
Unbound Fighter
Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp
Class Skills
The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 2 + Int modifier.
Same class features, removing bravery.
New Class Features:
Fighting Spirit:
At 1st level, a fighter gains a reserve of strength that can be used to fuel his fighting prowess. This pool has a number of points equal to 1/2 his fighter level (minimum 1) + his Wisdom modifier. The pool refreshes once per day. The fighter may regain fighting spirit through the following ways:
Critical Hit With a Melee or Ranged Weapon: Each time the fighter confirms a critical hit with a melee or ranged weapon, she regains 1 fighting spirit point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the fighter's character level doesn't restore fighting spirit.
Killing Blow with a Melee or Ranged Weapon: When the fighter reduces a creature to 0 or fewer hit points with a melee or ranged weapon attack while in combat, she regains 1 fighting spirit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the fighter's character level to 0 or fewer hit points doesn't restore any fighting spirit.
Raising Morale: Whenever the fighter is subject to a morale effect, he receives temporary fighting spirit points equal to the bonus received. These points go away when the effect ends if not spent. Likewise, when subject to morale effects that give penalties, those penalties apply to the fighter’s reserve as well, reducing his avaliable points through it’s duration.
Disciplines (Ex):
Through training and battlefield experience, the fighter learns to perform amazing feats in combat. Most disciplines grant the fighter a momentary bonus or effect, but some provide longer-lasting effects Some disciplines remain in effect while the fighter has at least 1 fighting spirit point, but do not require expending fighting spirit to be maintained. A fighter can only perform disciplines of her level or lower. Unless otherwise noted, a discipline can be performed multiple successive times, as long as the fighter has or spends the required number of fighting spirit points to perform the discipline.
Fighting Vigor (Ex): At 1st level, a fighter can spend 1 fighting spirit point to access inner reserves of vigor. He can, as a swift action, recover 1d6 hit points. This healing increases by 1d6 every 2 levels thereafter. A fighter that has been reduced to 0 or less hit points may use this disciple as an immediate action, remaining alive and conscious if this healing brings his points above those thresholds. Alternatively, at 3th level, the fighter may sue this ability to recover from conditions even when he otherwise could not act. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
-At 3rd level:
Fatigued: The fighter is no longer fatigued.
Sickened: The fighter is no longer sickened.
-At 6th level:
Dazed: The fighter is no longer dazed.
Staggered: The fighter is no longer staggered, unless the fighter is at exactly 0 hit points.
-At 9th level:
Exhausted: The fighter is no longer exhausted.
Nauseated: The fighter is no longer nauseated.
-At 12th level:
Paralyzed: The fighter is no longer paralyzed.
Stunned: The fighter is no longer stunned.
Defensive Parry (Ex): At 1st level, when an opponent makes a melee attack against the fighter, he can spend 1 fighting spirit point and expend a use of an attack of opportunity to attempt to parry that attack. The fighter makes an attack roll as if he were making an attack of opportunity; for each size category the attacking creature is larger than the fighter, the fighter takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The fighter must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. The fighter must be wielding a weapon the he’s proficient to use this discipline. A fighter with the quick draw feat may draw a weapon as a free action to use this discipline.
Will to Fight (Ex): At 2nd level, while the fighter has at least 1 fighting spirit point, he receives a +2 bonus on Will saves and stabilization checks. This bonus increase by +1 at 5th level and every 3 levels thereafter. Additionally, a fighter may spend a fighting spirit point as a swift action to reroll a will saving throw for an ongoing effect. He can try again each round against the same effect, but each additional attempt has the cost in fighting spirit is increased by 1.
Always Ready (Ex): At 3rd level, while he has at least 1 fighting spirit point, the fighter is considered armed even while unarmed. His unarmed strikes deal damage as a creature one size larger, although he cannot deal lethal damage unless he possess the improved unarmed strike feat, in which case, his unarmed strikes deal damage as a creature 2 sizes larger (1d6 for a medium creature). The fighter may use this base damage with manacles, cestus or punching daggers. This increase does not stack with class features from other classes that increase unarmed damage.
Take the Hit (Ex): At 5th level, as an immediate action, the fighter may spend a fighting spirit point to ignore the effects of a blow for 1 round. He may act normally until the end of his next turn, when the damage takes effect normally. Only hit point damage, ability damage/drain or level drain may be target of this discipline.
Deed (Ex): A fighter may select a Swashbuckler deed instead of a feat, using his fighting spirit as panache and his class level as swashbuckler level. He must qualify using his class level or any combination of fighter and swashbuckler levels.
Warrior's Path (Ex):
At 6th level the fighter chooses a focus to his fighting skills. The chosen way determines his future disciplines.
Path of War: The fighter dedicates himself to the study of strategy and warcraft, becoming the bane of enemy armies. He adds Diplomacy and Knowledge (history) to his class skills.
Disciplines:
Observe and Adapt (Ex): At 6th level, the fighter can take a move action, spending 1 fighting spirit point to gain the benefit of a combat or teamwork feat he doesn't possess. This effect lasts for 1 minute. The fighter must meet all the feat's prerequisites. Also, he may select teamwork feats as fighter bonus feats.
Commander (Ex): At 7th level, as a swift action, the fighter can spend 1 fighting spirit point to share the benefits of a combat or teamwork feat he knows to all allies within 30ft for 1 minute. Also he adds his wisdom bonus to his leadership score if he possess the Leadership Feat.
Countertactics (Ex): At 9th Level, as a swift action, the fighter can spend 1 fighting spirit point to deny all opponents within 9ft. the benefits of a combat or teamwork feat he possess for 1 minute.
Swift Adaptation (Ex): At 11th level, the fighter can use Observe and Adapt Disciple as a swift action or obtain 2 feats as a move action.
Warrior of Respect (Ex): At 13th level, while attacking or taking some other hostile action, the fighter can spend a fighting spirit point to demoralize all opponents in 60ft. as a free action. Regardless of the results, the same opponents cannot be targeted by this discipline again for 24h.
Ruler by Right (Ex): At the 15th level, the fighter may use his wisdom bonus instead of charisma for all diplomacy and intimidate checks and cannot be demoralized as long as he has 1 fighting spirit point.
Master of War (Ex): At 18th level, as long as the fighter has at least 1 fighting spirit point, all his allies (himself included) in 30ft receive a +2 morale bonus on attacks, damage and immunity to fear.
Path of Steel: The fighter becomes an unstoppable killing machine. He hones his training to the extreme pushing his own body to do the otherwise impossible. He adds Acrobatics and Perception to his class skills.
Disciplines:
Blade Shield (Ex): At 6th level, when a fighter is wielding a weapon in which he has weapon training, he gains a shield bonus to his AC equal to his wisdom bonus. The fighter must have at least 1 point of fighting spirit to use this discipline.
Hot Blood (Ex): At 7th level, the fighter adds his bonus from Will to Fight discipline to all initiative and intimidate checks.
Perfect Strike (Ex): At 9th level, when a fighter hits with his chosen weapon, he can spend 1 point from his fighting spirit in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the fighter confirms a critical hit, he can instead spend 2 points from his fighting spirit to increase his weapon’s critical multiplier by 1.
Stalwart (Ex): At 11th level, a fighter can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. This ability can only be used if the fighter has at least 1 point of fighting spirit. A helpless fighter does not gain the benefit of the stalwart ability.
Superior Reflexes (Ex): At 13th level, the fighter can make a number of attacks of opportunity in a round equal to his wisdom modifier (minimum 1). This effect stacks with the Combat Reflexes feat. The fighter must have at least 1 point of fighting spirit to use this discipline.
Strain the Body (Ex): At the 15th level, the fighter can keep fighting even disabled or dying, without being staggered or losing additional hit points as long as he spends 2 fighting spirit points each round.
Will of Steel (Ex): At 18th level, as long as he has at least 1 fighting spirit point, the fighter is immune to stunning, paralysis, sleep and confusion effects.
Path of the Champion: The fighter becomes a protector, the impenetrable wall between danger and his allies. He adds Heal and Sense Motive to his class skills.
Disciplines:
Timely Intervention (Ex): At the 6th level, as an immediate action, the fighter may spend 1 fighting spirit point to interpose himself between an adjacent ally and an attack. By doing this, he becomes the target of the attack, and if hit, suffering it’s effects.
Shared vitality (Ex): At 7th level, as a swift action, the fighter may spend 2 points from his fighting spirit to apply the benefits of his fighting vigor discipline to an ally within 30ft.
Renew Spirit (Ex): At 9th level, as a move action, the fighter may spend 2 points from his fighting spirit to end all negative morale effects affecting allies in 60ft. All affected allies may attempt a new will saving throw against ongoing effects adding the fighter’s will to fight discipline bonus.
Unbroken Shield (Ex): At 11th level, as long as he has at least 1 fighting spirit point, the fighter is immune to poison and diseases, including magical ones.
Unbent Oak (Ex): At 13th level, as long as he has at least 1 fighting spirit point, the fighter cannot be moved against his will. Any attempt to physically remove him from his position automatically fails. This does not apply to conjuration or mind affecting effects.
Saving Intervention (Ex): At the 15th level, as an immediate action, the fighter may spend 2 fighting spirit point to interpose himself between an ally within his speed and an attack. By doing this, he becomes the target of the attack, and if hit, suffering it’s effects.
Will of the Champion (Ex): At 18th level, as long as he has at least 1 fighting spirit point, the fighter is immune to compulsion, paralysis, sleep and confusion effects.
Path of Enlightenment: Through meditation and understanding of mystical teachings, the fighter becomes more than a mortal, seeking power beyond. He adds Knowledge (all) to his class skills.
Disciplines:
Arcane Tradition (Su): At 6th level, the fighter can select magus arcanas in place of feats. He uses his wisdom bonus in place of intelligence for all effects regarding these arcanas and his fighter level in place of magus level. He uses fighting spirit instead of arcane pool for those effects.
Arcane Training (Su): At 6th level, the fighter selects one spell of 1st level, 2nd level, and one cantrip from the magus list. He may cast these spells spontaneously by spending a number of points from his fighting spirit equal to the spell level. The DC for these spells is 10+his wis modifier + level of the spell. His caster level for these spells is his fighter level -3. At 9th level he may learn a 3rd level spell, at 12th a 4th level, at 15th a 5th level and at 18th a 6th level spell. At each time the fighter learns a new spell, he may replace a known spell for another of the same level from the magus list. He may cast these spells in armour, and even while wielding weapons and shields. This benefit does not apply to spells from other sources. The fighter must have at least 1 point of fighting spirit to cast these spells (even cantrips, that spend 0 points).
Spell Combat (Ex): At 6th level, the fighter receives spell combat, as the magus class feature. At the 12th level he receives the benefit of improved spell combat, and at 18th level, greater spell combat. The fighter must have at least 1 point of fighting spirit to use this discipline.
Spellstrike (Su): At 7th level, the fighter receives spellstrike, as the magus class feature, as long as he has at least 1 point of fighting spirit.
Hex (Su): At 10th level, the fighter gains access to one witch hex. He uses wisdom instead of intelligence for all effects regarding this hex. At 16th level he gains access to 1 major hex. The fighter must have at least 1 point of fighting spirit to use this discipline.
Eldritch Champion(Su): At 18th level, the fighter deepens his understanding of magic, gaining Spell Resistance 11+his class level as long as he has at least 1 point of fighting spirit.
For existing archetypes that replace bravery, I would suggest replacing instead the bonus skills from Warrior's Path.
At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman's wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM's discretion).
A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level and her Charisma score instead of Wisdom for the purpose of determining its effects.
At 4th level, she adds the bonded spirit's spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit.
This ability replaces the revelations gained at 3rd, 7th, and 15th levels.
My question is: This class feature includes Hex, but it's not "the Hex class feature" (although it is an hex from a class feature), so can an oracle with this archetype select Extra Hex Feat?
Quick question: Since Androids are targeted as humanoids and constructs, it means that spells like Control construct (Sorc/Wiz 7 - UM) just hit them without a chance to avoid? There are a few spells targeting constructs that allow no save, and it seems a bit unfair to the players.
First of all: Congratulations on the great initiative, Paizo. I really think the idea of the hybrid classes is great and I’m sure that the final result will be awesome. I’ll try to put here some suggestions for each class:
Arcanist:
This class is lacking a bit of flavor, so I would explore the idea of a magic booded being that tries to control his powers and understand them instead of just using. Like a disciplined sorcerer. I would give him access to Oracle’s Curses as a result of him fighting his own nature and treat his bloodlines as Mysteries instead of normal sorcerer’s bloodline. He would then receive revelations of his true supernatural self.
At the end he would be much like an Oracle in mechanics but with the arcane preparation and spontaneous casting.
Blood Rager:
This class feels too much as a barbarian. My suggestion: Instead of normal mechanic for rage, make it more like the mutagen. The blood rager would drink a mixture of some herbs and his own blood that could produce different types of rage. We could have a spellrage, a battlerage, an undying rage, etc…
Brawler:
This class is lacking a niche right now. We could borrow some concepts from other sources and make some special moves for them, this would make it shine. We could make it as rogue talents: a list of special combat moves that can be selected. Example: “Fist of the dragon”: once per combat the brawler can make a devastating attack that deals extra 1d6/ 2 levels crushing damage. Other options include flying kicks, hadoukens, recoveries, etc…
Hunter:
The hunter needs to hunt a bit more. As a supernatural warrior of the wild he needs a bit more of a push. I would give him several permanent animal abilities like scent, climb and burrow speed, among others. He must be able to see in the dark, and wild shape would be welcome, even if it is of a single form. This guy must have poison use. Also, his companion must be from a list a bit different from the druid: companions that could be mounts and predators would be best. His wild shape could even be restricted to his companion form.
Investigator:
Great concept, we really needed an intellectual character that do not use magic. I used to play a vivisectionist alchemist that shared the same idea. Suggestions: Eidetic memory, Intelligence to AC, Scent with limited radius, sense motive bonus. He could study opponents as a move action to gain his intelligence bonus to hit and/or damage. We may use the Sherlock Holmes books and movies as inspirations, giving this guy a great perception and insights.
Shaman:
We could get inspiration with the warlock. A shaman has connection with spirits, but from which plane, astral, shadow, ethereal? That should be his first choice and he should gain powers from that. A shaman should be able to see into his favored plane and later, to perform some kind of astral travel into it. It would be nice if he had a spirit companion, some small fey, elemental, ghost, or other spirit. A shaman should be a bridge between the plane he chooses and the material plane, being able to hear spirit requests, calming angry spirits, and summoning them for help. Also a totem fits nicely.
Slayer:
The slayer should be the combat focused rogue, also, I favor the name “Bounty Hunter”. He seems good as it is but would give him a bit more martial prowess, otherwise, seems very good. I would give more of a “Boba Fet” feel.
Swashbuckler:
I would give him some protection from bullets. The image of the swashbuckler fighting along gunshots (none seeming to hit him) is very iconic.
Warpriest:
I would not play this class as it is. The cleric is already a warpriest, with his armor, weapons and combat oriented spells. Also, if I wanted more of a divine fighter I’d rather play a paladin. So, we need a niche between both, and then we have the Inquisitor. So, what to make of the warpriest? He should have full BBA, weak spellcasting, and more flexibility than the paladin. Options: an iconic weapon of divine energy, permanent blessings that provide passive bonuses and immunities, a marshal-like selection of inspirations, swift healing and damaging spells, permanently blessed armor and spells (action cost is a thing), ascension into a fighting outsider in the deity’ army.
I was thinking about a new path for monks and mystic-oriented warriors. The current paths offer no such theme, and there are several legendary characters in oriental cultures who would fit.
Mystic Path: The main abilities would focus on enhanced senses (like blindsense, blindsight, sense magic, sense mythic power...), metabolism control (healing oneself, faking death, overcoming the need to breathe, sleep, eat...), Telekinetic power (jedi-like feats), mental feats (telepathy, mind control, spirit communication), Ki power to various uses (blasts, enhanced strikes, longevity, creating heat...).
Thoughts?
Think about this: creating a base class for some types, and a preset list of racial abilities that could be selected as it attains levels. I think that it would require some work to balance( a dragon gains d12 hit points, 6 skills and full BaB), but it would be great to be able to play as a creature that discovers/develops its powers as it gets experience and ages.
I'm not suggesting something like savage species, but something more flexible where the player would be able to decide the creature's abilities (within the reasonable). Thoughts?
Types are bought using points, but what about subtypes? There is a lot of them, and, the way it's written, you could select any subtype freely. For instance, if someone wants to play an elemental (immune to lots of effects) there should be a cost. Will those subtypes be removed from what is available? I think the option should exist for a cost.
I've seen some eidolon builds in the boards that surprised me. Does someone know a way to build a 20th lvl eidolon(medium and without tentacles or other things) in a way it's power remains considerable?
The players in my game favor companion concepts that can walk with them trough cities and narrow spaces. I've tried to build an angel-like medium eidolon, but I believe it was unsuccessful.
The summoner as it was released the first time was an excellent class. He had good spells for summoning, good class abilities, and a good companion.
The problem with the class was some combination that made it overpowered. Taking evolutions and using abilities normally would not make it so, only looking for extreme power one would find.
The problems were:
(1)Too much power for the eidolon: The eidolon could surpass a fighting class when using armor and natural armor evolutions together, the eidolon could make unlimited natural attacks, the eidolon could have immense amounts of strength by taking size evolutions.
The problem with armor gave birth to the nonsensical "armor interfere with the eidolon' link with the summoner". There must be a way to solve this better. Like: "Improved Natural Armor(ex): The Eidolon's hide grows thick fur and rigid scales giving it a +2 bonus on natural armor. The plates and scales make wearing manufactured armor impossible for the eidolon." This way the problem would be solved as well.
The unlimited natural attacks problem were perfectly solved.
The problem with overpowered giant eidolons continues. The size increases are still a must do if you want a strong eidolon. Charisma, Intelligence and wisdom based eidolons are still not viable. Medium eidolons are not that good either.
The Hd reduction was IMO the deepest cut in the class. If you wanted a balanced, weapon wielding medium eidolon, you are going to find something frustrating. Also, HD-based evolutions are now useless. Example: the frightful presence evolution: the eidolon will not afect most of the enemies he'll find, maybe just weak minions. At 20th lvl, it affects only 15hd or less creatures. The eidolon became a fighter as good as the summoner, ending with BaB 15(!).
(2)Spells at early levels:The summoner had access to certain spells at earlier (spell)level that other casters.
This was not a problem at all. the summoner has a slower spell progression and he would not gain those spells earlier than anyone. If the problem was with magic item creation, a footnote would have solved perfectly saying that the spells should be considered of their original levels for magic item creation.
Now the summoner can't cast spells like summon monster IX. Some one will say: "but he has the SLA!" yes, but he can use just one a time. So the cleric and the wizard can just summon new creatures round after round while the summoner keeps just one. And better, he learns a lot later than everyone the summons spells that give name to the class(!)
(3) the SLA could create a summon spam:
I could never see this as a problem. Any spellcasting class can do it. And now, they can do it better than the summoner.
I loved the idea of the class, and I think it can still be a lot better. The summoner and the eidolon still need to have other thing mechanically than combat. I find doing a social or mental eidolon impossible with the rules as they are, and hard to find a social spot for the summoner.
I was thinking about some concepts that the current evolutions do not cover, so here are a few ideas. I hope some good ones may appear.
Protect Summoner (1): The eidolon absorbs the summoner, protecting him while it's summoned. While in this state, the summoner may perform no actions, only communicating mentally with the eidolon. If the eidolon is killed or banished, the summoner is ejected and is nauseated for 1 round.
Activating or realizing this ability takes a full round, and provokes attacks of opportunity.
(this enables playing with just the eidolon sometimes, without increasing power)
Voice of the Summoner (1): Pre-req: Protect summoner. While the summoner is absorbed or merged with the eidolon, the eidolon uses the mental scores of the summoner or his own, whichever is better, also he access to the summoner skill ranks.
(I not make an evolution allowing spells since it's gained later)
[b]Intelectual(2): The eidolon's charisma and inteligence scores increase by 4 points, while his strength and constitution decrease by 2 points. This evolution can be taken again at 5th level and every 4 levels after.
(I would think about even reducing it's cost. something has to compete with the brute type eidolon and that overly cheap size increase)
Protective aura (2): the eidolon is constantly surrounded by Magic Circle against his opposed alignment. the circle may be dispelled but the eidolon can raise it again as a free action. The eidolon may activate or deactivate this ability at will.
(One of my players tried to create an angel eidolon. this could have helped)
Protective sphere(2): Pre-req: protective aura. The eidolon is surrounded by a sphere that mimics a Lesser globe of invulnerability.the sphere may be dispelled but the eidolon can raise it again as a free action. The eidolon may activate or deactivate this ability at will.
Healing touch(2): The eidolon may transfer some of it's hit points to a damaged creature. One a single creature has been healed this way, it can't be target of this ability until the next day. If the eidolon reaches 0 or less hitponts using this ability, it's unsummoned and cannot be called again for 24 hours.
(This ability could be dramatic)
Incorporeal(4): The eidolon may become incorporeal a number of minutes per equal to it's hit die. While in this state, the eidolon loses his natural armor, but gains a deflection bonus equal to his charisma modifier and is immune to normal attacks, magic weapons and effects deal only 50% damage. Also, he's able to deliver a disrupting touch that deals 1d6 plus his charisma modifier damage.
Energy ray(3): Pre-req: energy attack.As a standart action that provokes attacks of opportunity, the eidolon may release a ray with a ranged touch attack that deals 1d6 per 2 hit die it has. The type of damage is the same as the selected energy attack. The eidolon can use this ability at will.
Petrifying gaze(3): The eidolon gains a 30' range petrifying gaze attack. An affected creature must attempt a fortitude save equal to 10 + 1/2 the eidolon's HD plus its charisma modifier. A creature that fails 3 consecutive saves is permanently turned to stone. A summoner mus be 9th level to select this evolution.
Song of planes(3): As a move action the eidolon can start to sing an enthralling melody. Enemies in a 60' spread are affected by a Calm emotions effect. The DC to resist is 10 + 1/2 the eidolon's HD plus its charisma modifier. A single creature cannot be affected by this ability more than once per day. Attacking or harming an affected creature ends the effect.
Grace(4)[/4]: the Eidolon receives bonus to all his saving trows equal to his charisma bonus. While within 5' of the eidolon, the summoner recieves the bonus as well.
[b]Energy aura(2):Pre-req: energy attack. The eidolon is constantly surrounded by his chosen energy. Natural attacks and attacks with handheld weapons (not reach weapons) cause the attacker to take 1d6 points of the chosen energy damage.
Energy Subtype(1): The eidolon acquires an energy subtype. He does not become immune to his chosen element, but only receives half damage from it. He gains a vulnerability on the opposite element, and may select energy evolutions for half the evolution cost.
Alternate Form(1): The eidolon gains an alternate harmless form. It may be of a humanoid or small animal. The eidolon can remain in this form indefinily, but he gains none of his other evolution benefits while doing so. (except mental atribute changes)
Weapon form(1): By binding itself to an existing weapon, the eidolon may gain a weapon form. while in this form the eidolon acts as an intelligent item, and may use any of his spell-like abilities. The bound weapon may be changed with a ritual that takes an hour. Only magic weapons may be bound this way. When turning into his original form, the eidolon appears holding the selected weapon.
I'll think about some other ideas latter. Opinions?
Today (finally) I playtested the summoner and the witch. The group was composed of: Elf summoner5, Human witch5, Half-orc cavalier5, Half-elf oracle5, and a halfling rogue4wiz1.
The summoner had an angel-like eidolon with wings, energy attack, increased strength and int. Used a +1 greatsword(via feats) and leather armor. The player like most of the class, but didn't like the fact the the class has only 2 skills/lvl and none social skills. He bought it cross-class anyway (although pissed).
The witch had the classical black cat, and she chose the charm and evil eye hexes. The player was pleased with the class.
I was DMing.
I won't go in detail about the others.
At the start, I placed some social challenges in a village and the cavalier was the one to rule in that. The summoner tried but was not comparable to the cavalier. The witch charm hex went very useful and she had a lot of fun using it.
Later, I placed some scouting/spying. Needless to say that the big winged creature of the summoner was not very efficient for the job. The rogue and his monkey familiar did the task perfectly.
Then finally, some combat. Two Basilisks against the party. The rogue got petrified right away the cavalier mount was unlucky and became stone too. The witch did some good damage with lightning bolt, and the cavalier dropped from the mount and charged at one basilisk, challenging it. The summoner buffed the eidolon that charged as well.
The battle didn't last long. The Cavalier and the witch did most of the damage. The oracle healed them after the fight.
Another battle: some gargoyles. Mostly just the eidolon fought them, but had to get back a couple of times for healing. The others used ranged attacks. (the witch was out of lightning). The summoner tried a couple of lantern archons, but their attacks didn't hit a lot an the damage was negligible.
Some traps and puzzles: rogue job. The witch had some good knowledge skills that were useful.
Final battle: An evil cavalier and black dragon wyrmlings. The cavaliers challenged each other and charged. the wymlings swarmed the place, attacking everyone. The summoner tried the summon SLA but was interrupted by the dragons. The rogue just walked around flanking and dealing lots of damage. The eidolon did fine protecting the casters from the heavy damage. The witch gave the edge to our cavlier with evil eye on the other. The oracle did some buffing and healing.
The battle ended with the summoner and the cavalier heavily damaged, but alive.
Conclusions:
Summoner: The player liked the mechanics and flavor of the class. His own character was a bit weak, but he didn't expect otherwise. He hated the skill selection and lack of skills (I must agree with him). He also didn't like the fact that he was unable to do an int or cha based eidolon. He was really amused designing his eidolon.
I din't had any trouble handling the summoner in the game. His summons didn't influence the encounters more than any other spell. His spells were most to support, and his eidolon had considerable power, but not as useful or powerful as the rogue and the cavalier. Flying helped a lot though.
Witch: Lots of fun! She had only two hexes but they were very useful. the spell list is good and flavor too. The familiar tough, made the player fearful, and she suggested that a witch's familiar should be able to talk to anyone.
I didn't have any trouble with the witch, her damaging power vanished quickly but she kept the hexes. I would suggest some alternatives for the witch's familiar. It should a bit weirder that the normal(I liked the talking idea) and a bit tougher.
I'm playing a rogue and I noticed that there are almost no restrictions on the talent Bleeding attack. Maybe I missed something:
Does it work with:
-all weapons? (Clubs as well as swords?)
-Subdual damage?
-All types of creature? (constructs, undead) (I know you cant on those imune to sneak)
- Touch and ranged touch damaging spells?
I don't see anything wrong with the bleeding working on things and attacks that don't shed blood( the attack could cause an internal bleeding or a bloodless creature could recieve some other kind of degenerative damage). Just wanted to know.
Let me see if I understood it right:
With Beast shape II a normal human(str10) can change into a large animal (let's say a bear) with str 14 (???)- It looks like a bear, but in fact, it's strong as a dog...
With Baest shape III the same human could turn into an elephant, but it would be just as strong as a horse(???)
Maybe I didn't get it, is the bonus str from the spell an addition to the normal size increase? Did I misread something?
I didn't find much about resting in the book, but there wasn't even a word about the elf's meditation. Is that right? I always thought that to be one of the most important of their racial traits.