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Making a unique monster to flesh out plot on a dungeon crawl branch of a campaign. Mezoluth was an evil cleric who wanted immortality, but not as a lich. It tried transferring his spirit into an animated statue he had constructed. Unfortunately for him, his statue had already gained sentience on it's own (awakened gargoyle), and his spirit had been trapped in his dead body now for 300+ years, conscious and aware of his surroundings, but unable to move and having lost most of his powers. His purpose is not as a primary opponent, but as a moral choice of aiding an evil personage by finishing his ritual and transferring his body into a different animated statue and gain a benefit for this kingdom (a force of animated statues for their military), or keeping the higher moral ground and destroying him (or just leaving him behind). He, however, is not meant to just roll over and play dead. He's primarily a debuffer. What CR would you make him?
He is based of a Level 12 cleric:
He is an inanimate object/Undead, stuck in the skull of his body:
Senses: Life Sense 60', Normal vision
Alignment: N.E.
Str: --, Dex: --, Con: --
Int: 14, Wis: 19, Con: 18
AC: 16 (-5Dex, +3 Natural +8 deflection)
HP: 102 (12d8+48)
Saves: Fort+4 Will:+12 Ref:+4
Attack: by spell only,
Defenses: immune elemental damage (Acid, Fire, Cold, Acid)
DR: 10/Bludgeon, Protective aura (Wis+ChA bonus as Deflection to AC)
Weaknesses: Vulnerable sonic & positive energy
Feats: Reach Spell, (others are non-combat item creation feats)
Skills: (all non-combat skills)
Limited clerical spell-like abilities: (DC 14+ Spell level CL = 12.)
(all touch ranged spells are now close (60’))
At will: Bleed, Inflict light wounds, Bane, Death Knell, Darkness
7/day: Channel Negative Energy (6d6)
3/day: Contagion, Bestow Curse, Mass Inflict Light Wounds, Dispel Magic, Desecrate
1/day: Major curse, Animate Dead
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Reading through Ultimate Magic's spells again and a few spells to me scream as being one that a Dread Necromancer should know. We have one in our current campaign.
Do the following spells unbalance the Dread Necromander as a class?
Decompose Corpse (1st)
Rejuvinate Corpse (1st)
Lesser Animate Dead (3rd)
Undead Anatomy 1-4 (multipel levels)
Sundering basics:
All items have hardness
Items hardness varies depending on hardness of the materials it is made of.
Looking at armors' hardness’s and ran into a question... What is the hardness of those composite armors... aka armors made of multiple materials.
Easy to figure out:
Leather, Studded leather, Hide: Hardness 2
various Chain armors: Hardness 10
Breastplates & various Plate armors: Hardness 10
Scale mail: Hardness 2, 10, or something in between?
(Scale mail is made of small metal plates riveted to a leather backing)
Have an existing game, and want to be able to add words of power without people rewriting their characters, so I thought of adding tomes they might discover that contain some words and meta words.
Each tome contains a few words and meta words. It also contains XX blank pages. The user of the tome can prepare a word-spell on one of the blank pages. Then later in the day, they can sacrifice a spell of the same level to cast the spell on the prepared page of the tome. Doing so is similar to using a scroll and requires the tome in hand, and also takes a full round action. This expends the magic from the page and cannot be used again. Most tomes are discovered with a number of their "blank" pages already used.
Tomes are created attuned to a profession and cannot be used by another profession. As they are powered by the caster's own magical energies, Use Magic Device does not work with them.
(XX to be determined)
Does the Simulacrum created from the alchemist's ability Doppleganger Simulacrum function at 1/2 the caster's abilities when posessed as per the Simulacrum spell, or at full abilities when posessed? Does the person posessing the Simulacrum gain XP while posessing his Simulacrum? (Per spell description, they do not improve.)
I am curious because this makes the ability perfect for the re-occuring villain who is maintaining plots in multiple locations by posessing his simulacrums as needed while he himself is in a safe location. Players can even kill the bad guy and the DM can still keep him.
Running a Campaign currently there the players were all members of a gang of kids, and all started with almost no cash and equipment. While the players have rectified this money shortage through adventuring through some ruins, it got me thinking about something. Whould it be balanced for a PC or NPC with no money, but plenty of time and either Craft or Profession skills to substitute results of those skill checks in place of the money required to make the item.
Example, the NPC alchemist Faerskori finds herself out of cash again, but wants to aid the PC's with a couple healing potions. She works long and hard finding and refining the herbs to make the potion (Craft-Alchemy) and after three weeks would have earned 25gp from three Craft checks. The first Cure light wounds potion is finished.
While this greatly extends the item creation time, does it break game balance for things happening during "adventuring downtime" that happens from time to time.
When a Magus is using spell combat to cast a spell and ake a melee attack, WHEN in the round does the spell go off?
Is it after all melee attacks, or can it be before melee attacks?
I can see this mattering in many cases:
5th level Magus fighting monster -- If Spel can go firt, possible that 5d6 shocking grasp will kill the monster before he swings his 1d6+4 damage scimitar, letting him swing at other adjcent foe.
any level Magus casting True Strike, +20 to melee attack while spells hold out against hard to hit foe.
Similarly-- Bulls Strength/Enlarge/Cat's grace/Transformation -- All can effect the attacks in the same round if spells is first.
In 3.5, all creatures summoned from spells into an encounter wer worth 0 XP to the adventurers, because they are part of the class who summoned them. Same goes for undead.
Do Eidolon's also fall into this category?
An individual eidolon is easily the same CR, or CR-1 as the summoner they belong to, yet they need not even have the summoner present. (He could be in the next room). The same can be sead for that zombie created two days ago by a necro.
I've searched some threads (all 2010 or older), and I've seen arguments for undead being work XP, a a separate encounter, yet not if part of the encounter with the necromancer. I have trouble thinking that an undead worg is worthless if he's in the room with the necromancer (part of his class abilities), yet work XP as a separate encounter because he happens to have 3" of wood (closed door) between the adventurers and his creator.
Just looking for people's thoughts to the XP for Eidolons (and long term undead while we're at it) or not?
I don't know if I messed them or they just don't exist. Does Piazo have templated for making common creatures into elemental versions?
In my new compaign setting for increased flavor and variety, I changed the summon monster spells slightly. There are now Divine versions and arcane versions. Celestial/fiendish creatures can only be summoned by divine spell casters. In contrast, arcane versions of the spells will summon elemental versions of creatures from the 4 primary elemental planes.
Right now I'm using the templates from the Manual of the Planes book, but was hoping there was something similar in a Pathfinder version.

I've seen lots of threat about a character's alignments in the boards, makes me want to spout off an opinion. There are three areas I see alignment come up, all too often. 1. "Is this person playing this alignment", 2. "player blames his action on his alignment", & 3, "Player blames his actions on someone else's alignment." Many issues I seen in posts about these boil down to a player being bad, either from bad day or plain lack of manners.
1. "Is this person playing this alignment?"
This is the most common threat I see, and it all boils down to one person's opinion over another's. In the long run, it is the DM's decision to make, people have agreed to him being the game's arbiter after call. However, the DM should not being using alignment as a club to penalize people. A action that strays from alignment is a tool for role-playing. In a recent thread, a LN monk pummeled a medusa slave who was surrendering. IMHO that action strayed from the alignment's ideas, but instead of penalizing the player, it should be a vehicle for role-playing. Does the character need to do some soul searching to regain his personal LN philosophy, or is this the first step into falling from his teaching's ideals. IMHO NEVER should a single act cause an alignment shift. That's some that should take time and is worthy of a story line. In any story, one of the key elements is that the main character must change in some way, and a change in ideology or effort to reaffirm their ideology are good example of changes in characters. (Anakin Skywalker is an example, changing from good to evil)
2. "Player blames his action on his alignment"
Every time I see this excuse, I get a feeling that it is either being used to cover up bad role-playing, or to cover action that actually aren't of the alignment of their character. These are fortunately, to me, the most obvious to spot, and require an out-of-game conversation to resolve. I think these action are more likely for me as a DM to inform a character of a pending alignment than Issue #1.
3. "Player blames his actions on someone else's alignment."
In many games, these action are dangerous grounds, and use more by people who don't want to spend the effort to consider their actions. Mostly from "good" characters killing "evil" character because, well they are evil. In my games, like the new campaign I started up, I dislike alignment of some being used as the player's reason for acting. That's why I decided to use some of the legal structure I read from the DragonStar setting. "A creature cannot be persecuted just because of their alignment." Basically, just because an orc wanders into town and the local paladin says that he's evil, no-one can just stride up to him and kill him. That would be as much murder as a thug knifing someone for their money pouch, and maybe even worse (a hate crime). Not all evil acts are even illegal. A landlord throwing someone into the sewage filled gutter because they couldn't pay rent could be seen as evil, but perfectly legal. Am I saying that a character can't act based of another person's alignment, definitely not. A paladin detecting a merchant as evil would be perfectly allowed to say, "Be careful dealing with him, he'll rob you blind given half a chance," and he would be a legal target for smiting, but attacking him just because he's evil would be a threat to the paladin's code of honor and sent the paladin to the local dungeon.
Just a few opinions that came to me while reading.
My gaming group is nearly done with the Path of Fire campaign and I'm going to jump back into the GM chair at the table. One thing I always try to keep in any of my games is the sense of exploring the unknown. this is why I almost never use a predefined setting for my games.
Beyond changing the setting, it can still be challenging to keep things new and exciting. A cave filled with goblins feels the same no matter if it is on Ebberon, Gorion, or Oearth.
My conversation question to you is: What do you do to try and keep the sense of the unknown in your games?
Things I do are:
Custom world, custom cultures
Tweak rules some for the setting (written down before starting)
Pre-define only what is needed to get the players into the setting and their characters
Custom made monsters
edited existing monsters
steal ruthlessly from any book, movie, or TV show that might be appropriate and fun
NightWing wrote:
2. According to game designer Stephen Radney-McFarland, firearm attacks always ignore DR, regardless whether it is against Touch AC or normal AC.
Key points on the Tarrasque:
touch AC 5, DR 15/epic; HP 545
This means, arm some (~120) common soldiers (warrior 1) with Muskets and the Tarrasque will be dead in 3-4 rounds. Yes, you'll have some losses among the men, but he doesn't have a chance.
Forget the party of level 20 heroes who have a horrible battle against him, just pump some money into the town guard and the biggest fear in the realms is a lawn decoration.
So what if he raises from the dead in 3 rounds. Just keep the soldiers with a readied actions contantly pumping rounds into him whenever he starts to twitch.
Sorry guys, the rules for guns have me disliking them more and more. Won't find them anywhere in my games.

Asked for feedback on Gunslinger, here are some, with appologies if it seems harsh:
He's just a focused fighter with some rogue talents but no sneak attack, most of his abilities like a mix-match of the two.
Abilities---
Firearm - While I can see that it's required based on the class theme, it is unfair to give 1 class ~2000gp in free gear not any other class. ALL Role playing backgrounds will require gunslingers to be from ultra rich families, Joe Dirt definately can't afford a firearm.
Grit & Deeds - The one thing I like about the class despite the fact that deeds are the exact same idea as Rogue talents, & Oracle Mysteries. What I like is the limited uses with changed of regaining uses.
Brave and tough - Just give the gunslinger a Good Fortitude save and Bravery, that would be almost exactly the same thing and less insulting to my intelligence with "look, a new ability no one else has".
Gun training - Why are you giving it 4 times when only 2 types of firearms exist?
Other comments:
Reload rate needs to be nerfed seriously if you are truely going with muskets and pistols. Event the fastest person took at least 30 seconds to reload a musket because the barrel HAD to be swabbed before putting in another load of gunpowder or embers from the last shot would blow it up in your face. I can suspend belief some for the sake of a game, but this is too far.
Gun attack = Touch attack - NO WAY! Even basic metal armor plates hindered the progress of a bullet, and full plate could still deflect musketballs. Armor died out in that eary purely because of cost and accuracy. A dozen men with guns is cheeper to field than 2 in full plate, and it took a dozen meen to actually hit something, unrifled muskets and pistols had horrible accuracy.
There are other threads suggesting no dex/dodge, not true. Jackie Chan is harder to hit with a gun than John Klutz. It's all agility/dodge. Also another thread about how magic on your armor is worthless and should NOT be. I agree. Magical armor +1 should be able to deflect a ball just as good as a ring of protection +1.
I cannot think of how to resolve Gun accuracy in battle, I'll have to think about it, but definately NOT Touch AC.

Haven't decided if it is possible to balance a house rule, or just not to go with it all together. The purpose of the house rule is to bring in the desires of some of the players concerning armor, and a person peeve about the attack rolls.
My personal peeve is that, given identical ability scores, it is just as easy to hit a level 10 fighter as it is a level 1 commoner. I know there are some rules in Unearthed Arcane that cover this some, but they, in the long run, make armor almost obsolete at higher levels.
Some players have expressed that armor doesn't make it any harder to hit someone, but harder to cause damage, and they wouldn't mind seeing this somehow. (also don't 100% agree with like rules from UA)
Trying to merge this together into a couple simple rules.
So far:
1. Defense Bonus: Characters receive a Dodge bonus to their AC = 1/2 their BAB (round down). This bonus is reduced by Armor Check Penalties with a minimum of +0.
2. Armor as LR: Armor provides Lethality Reduction(LR) against attacks. An Armor's AC bonus is 1/2 (round up) the rating provided in the PHB. It provides LR/- = 1/2 (round down) it's armor rating. Lethality Reduction turns Lethal damage into Subdual damage.
3. DR before LR: Damage is reduced by DR before being converted by LR.
This set of 3 rules currently:
- Increases bookkeeping some (more tracking of lethal/nonlethal)
- Increases number of hits at lower levels
- Incapacitates characters at same point
- Speeds up healing.
- Is less permanently lethal, if unconscious are not Coup-de-graced
- Forces Morality decision upon the players (killing helpless opponents or not)
I'm just not sure in these options come out balanced across the different character concepts like: Dex Fgt vs Hvy Armor Fgt vs Rogue vs monster, and so forth. Looking for opinions.
(Note: in the setting, the majority magical armor also provides DR/magic = + value, and not all weapons that provide +x to hit and damage are magical and can bypass DR/magic.)
Target A has 'fire shield' spell active.
Attacker B grabbles Target A.
When Attacker initiates grapple, it take damage.
When during grabbling does it take further damage?
a) once per round
b) once per action
c) other
(example on b: action 1 is to pin opponent, action 2 it to cause damage to pinned target)
Slowly working on building a new campaign and one slightly annoying think I am always needing in names for all my NPC's the players will ecounter, from minor shop owners to city leaders and so forth.
Does anyone where any good links to places with lots of names available to use for slapping on NPC's?
Looking at Eidolon options and something jumped out at me as being confusing.
Pincher evolution grants bonuses to CMB for grapple checks.
Grab evolution allows a free grapple check on successful attacks with the chosen natural attack. HOWEVER pincher is NOT listed in the available natural attacks, and is the only attacks that is not available for the grab evolution.
What this intentional or an oversight?
Just sold my old car, not for a trade in, but for cash. What am I going to do with that cash, buy Piazo Pathfinder products. APG here, GMG there, Kingfinder Campaign if the money's still there.

Yes, he is another variant on the Evil Paladin I needed to design for a custom pantheon/setting. This one is Chaotic Evil. Looking for people's opinions/thoughts. Most abilities are the inverse of the paladin abilities, but I didn't want to just take the opposite of the paladin Mercy abilities, so I tweaked them some.
Reaver
Start with Paladin and make the following changes:
Alignment: Chaotic Evil
Class Skills: Bluff(Cha), Craft (Int), Intimidate (Cha), Handle Animal(Cha), Knowledge(Sacrifice)*(int), Knowledge(Religion)(int), Profession(Wis), Ride(Dex), Sense Motive(Wis), Spellcraft(Int)
*Knowledge(Sacrifice) is from the D&D suppliment Book of Vile Darkness.
Class Features:
1st level: Aura of Evil, Detect Good, Smite Good 1/day
2nd Level: Profane Grace, Reaving Touch
3rd Level: Aura of Unease, Profane Stamina, Shivering
4th level: Channel Negative Energy, Smite Good 2/day
5th level: Profane Bond
6th Level: Shivering
7th Level: Smite Good 3/day
8th level: Aura of Defiance
9th level: Shivering
10th level: Smite Good 4/day
11th level: Aura of Destruction
12th level: Shivering
13th level: Smite Good 5/day
14th level: Stigmata (was Aura of faith)
15th level: Shivering
16th level: Smite Good 6/day
17th level: Aura of Domination
18th level: Shivering
19th level: Smite Good 7/day
20th level: Unholy Champion
Ability Descriptions:
Aura of Evil: The power of a Reaver's aura of Evil (see the detect evil spell) is equal to his reaver level.
Detect Good: At will, a reaver can use detect good, as the spell. A reaver can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the reaver does not detect good in any other object or individual within range.
Smite Good: Once per day, a reaver can call out to the powers of evil to aid her in his struggle against good. As a swift action, the reaver chooses one target within sight to smite. If this target is good, the reaver adds his Cha bonus (if any) to his attack rolls and adds his reaver level to all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, or a good-aligned dragon, the bonus to damage on the first successful attack increases to 2 points of damage per level the reaver possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the reaver gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the reaver targets a creature that is not good, the smite is wasted with no effect.
The smite good effect remains until the target of the smite is dead or the next time the reaver rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the reaver may smite good one additional time per day up to a maximum of seven times per day at 19th level.
Profane Grace: At 2nd level, a reaver gains a bonus equal to his Charisma bonus (if any) on all Saving Throws.
Reaving Touch: Beginning at 2nd level, a reaver can inflict wounds by touch. Each day he can use this ability a number of times equal to 1/2 her reaver level plus his Charisma modifier. With one use of this ability, a reaver can deal 1d6 hit points of damage for every two reaver levels he possesses. Using this ability is a standard action. Using reaving touch in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The target does not receive a saving throw against this damage. A reaver only needs one free hand to use this ability.
Alternatively, a reaver can use this reaving touch to heal damage to undead creatures, healing 1d6 points of damage for every two levels the reaver possesses. Using this ability is a standard action, unless the reaver targets himself, in which case it is a swift action.
Aura of Unease: At 3rd level, each enemy within 10 feet of the reaver suffers a -4 morale bonus on saving throws against fear effects. This ability functions only while the reaver is conscious, not if he is unconscious or dead. The reaver also gains a +4 bonus to all intimidate checks.
Profane Stamina: at 3rd level: the Reaver no longer suffers any ill effects from all diseases, including supernatural and magical diseases. They still have the diseases, and roll normally to recover from them, but they do not suffer from their effects and will not die from them. Profane Stamina also changes the reaver's aura to be negatively aligned, meaning they are cured by negative energy such as inflict spells and harmed by positive energy such as cure spells. This allows their own reaving touch to heal themselves.
Shivering: At 3rd level, and every three levels thereafter, a reaver can select one shivering. Each shivering adds an effect to the reaver's reaving touch ability. Whenever the reaver uses Shivering touch to cause damage to one target, the target also receives the additional effects from all of the shiverings possessed by the reaver. A shivering can be avoided by the target making a Fort/Will save at DC (10+1/2 Reaver level+Reaver Cha modifier). Only one shivering can be applied with a reaving touch, unless stated otherwise.
At 3rd level, the reaver can select from the following initial mercies.
- - Vision of Darkness --- Target is Dazzled for 1 minute / 1d6 of Reaving Touch (Will save negates)
- - Bleeding Attack -- 1 point bleeding damage / 1d6 of Reaving Touch (otherwise identical Rogue talent of same name)
- - Vision of Dispair --- Target is Shaken for 1 round/1d6 of Reaving Touch (Will Save negates)
At 6th level, a reaver adds the following mercies to the list of those that can be selected.
- - Vision of Doom --- Target is dazed for 1 round (Fort save negates)
- - Touch of Plague --- Gives target any 1 disease Reaver is suffering from with Immediate onset (Fort save negates)
- - Touch of Suffering --- Target is sickened for 1 round/1d6 of Reaving Touch (save negates)
At 9th level, a reaver adds the following mercies to the list of those that can be selected.
- - Vision of Death --- Target is stunned for 1 Round (Fort Save = Dazed for 1 round) (requires Dazed)
- - Sting of Evil --- Target is poisoned, Effect 1 Con/Round, duration 1 round / 2d6 of Reaving Touch, 1 Fort Save ends
- - Stench of Evil --- Target is Nauseated for 1 round / 2d6 of Reaving Touch, (Fort save = sickened instead) Requires Touch of Suffering
- - Vision of Terror -- Target is Frightened for 1 round / 2d6 of Reaving Touch (Will Save = shaken for instead) Requires Vision of Dispair
At 12th level, a reaver adds the following mercies to the list of those that can be selected.
- - Hand of Weakness --- -1 STR / 1d6 of Reaving touch, duration 1d6+CHA minutes (Fort save makes duration 1 round)
- - Hand of Disorientation --- -1 DEX/ 1d6 of Reaving touch, duration 1d6+CHA minutes (Fort save makes duration 1 round)
- - Hand of Sickness --- -1 CON / 1d6 of Reaving touch, duration 1d6+CHA minutes (Fort save makes duration 1 round)
- - Hand of Forgetfulness --- -1 INT / 1d6 of Reaving touch, duration 1d6+CHA minutes (Will save makes duration 1 round)
- - Hand of Confusion --- -1 WIS / 1d6 of Reaving touch, duration 1d6+CHA minutes (Will save makes duration 1 round)
- - Hand of Worthlessness --- -1 CHA / 1d6 of Reaving touch, duration 1d6+CHA minutes (Will save makes duration 1 round)
- - SPECIAL: Multiple "Hand" effects can be applied with a single Reaving Touch. Multiple uses do not stack damage, but durations to add together. The decrease from a "Hand" shivering effects cannot reduce the ability score below 1.
Channel Negative Energy: When a reaver reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of her Reaving Touch ability. A reaver uses her level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.
Spells: Beginning at 4th level, a reaver gains the ability to cast a small number of divine spells which are drawn from the Reaver spell list. A reaver must choose and prepare his spells in advance.
To prepare or cast a spell, a reaver must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a reaver's spell is 10 + the spell level + the reaver's Charisma modifier. (This ability is idental to the paladin ability, except with a different spell list)
SPELL LIST PENDING
Profane bond: This ability is nearly identical to the paladin Divine bond ability with the following exceptions:
Weapon Properties allowed: Anarchic, flaming, flaming burst, Unholy, keen, Vicious, Vorpal, Wounding, and speed.
At 11th level, a bonded mount gains the Fiendish creature advanced simple template and becomd a megical beast for the purposes of determining which spells affect it.
Aura of Defiance: At 8th level, a reaver is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the reaver is conscious, not if he is unconscious or dead.
Aura of Destruction: At 11th level, a reaver can expend two uses of his smite good ability to grant the ability to smite good to all allies within 10 feet, using his bonuses. Allies must use this smite good ability by the start of the reaver's next turn and the bonuses last for 1 minute. Using this ability is a free action. Good creatures gain no benefit from this ability.
Stigmata: At 14th level, a reaver's weapons are treated as evil-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of him is treated as evil-aligned for the purposes of overcoming Damage Reduction. This ability functions only while the reaver is conscious, not if she is unconscious or dead.
Aura of Domination: At 17th level, a reaver gains DR 5/good and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the reaver is conscious, not if he is unconscious or dead.
Unholy Champion: At 20th level, a reaver becomes a conduit for the power of her god. His DR increases to 10/good. Whenever he uses smite good and successfully strikes a good outsider, the outsider is also subject to a banishment, using his reaver level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever he channels negative energy or uses reaving touch to harm a creature, he deals the maximum possible amount.

I have been designing a new campaign where permanent items are not as common as a "standard" setting, but single or limited use items are must more common. In doing so I am wanting to make a larger variety of those items available. This way players can find other items than 10 potions, or cases of scrolls. Here is what I have thought of so far. Looking for opinions on them or additional items. (I admit I took a couple of them from UA)
Single use:
- - Scribed Bone, Scribed Tile
- - - - Same limitations and costs as Brew Potion, but required the Scribe Scroll & Brew Potions feats.
- - - - The spell contained can be determined with a read magic spell.
- - Spell Eggs
- - - - Can contain any self, touch, single target, or summoning spell spell can be placed in them.
- - - - Can be crushed, used melee or thrown (5' range increment - touch attack)
- - - - Costs as a scroll+20%, required Scribe Scroll & Craft Wondrous Items feats
- - Crystal Wands (wands tiped in a crystal)
- - - - Almost identical to a wand except that it contains just a single spell, which once cast is gone.
- - - - The spell is cast at the level crafted.
- - - - When used, the crystal in the wand shatters, but the wand can be reused (5gp value)
- - - - Required Craft Wand and costs as scroll+20%
- - Crystal Staff
- - - -Same as crystal wands except max spell level is 6th and requires a Masterwork quarterstaff (or better).
- - - - The spell is cast at the level crafted.
- - - - When the staff's crystal is shattered, the quarterstaff that remains and can be reused.
- - - - Required Craft Staff and costs as scroll+20%
- - Enspelled Jewelry
- - - - An items of jewelry that contains an action & command activated spell. (Takes standard action)
- - - - Spell must have a target of personal, self, or touch. Only effects person wearing jewelry.
- - - - Can only contain a single spell of 5th level or lower. Costs as scroll+20%, takes up body slot.
- - - - Required Craft Wondrous Item
- - Spellcraft Meta-component
- - - - Adds a material component to a spell that will apply a meta-magic feat and then be destroyed.
- - - - Crafter must posess the meta-magic feat added to the Spellcraft Meta-component.
- - - - Cost to make: 500 * ((Level increase of the meta-magic feat) Squared)
- - - - +0 levels feats cost 250gp, Quicken spell not able to be made.
Multi-use then lost:
- - Gemmed Staff
- - - - Identical to Crystal staff except multiple uses of the same spell are included.
- - - - Cost is that of a Crystal staff * number of uses + 5%, cannot be recharged
- - Prayer Beads
- - - - String of carved beads that contain spells until cast
- - - - Limited to Divine Magic, but can contain any spell.
- - - - A spell completion device who use is similar to that of a scroll
- - - - Cost to make is same as a scrolls summed up for all spells contained.
- - - - Requires identify spell to know what spells are contained
- - - - Requires Craft Wondrous Item
Semi-permanent: (but not quite)
- - Summoning Figures
- - - - Magical crystals that contain a summon monster spell inside. The crystals are thrown (Standard action)
- - - - which summons the monster inside. The creature fights for 10 rounds after which it returns to the gem.
- - - - The user can cause the creature to return sooner as a Swift action.
- - - - The gem can be used multiple times a day, but any injuries suffered during the day remain on subsequent uses.
- - - - The creatures HP's are healed only when someone casts the same summon monster spell onto the gem as can summon the monster.
- - - - This can only be done when the caster prepares their spells for the day.
- - - - When the creature dies of it's wounds, the magic is lost.
- - - - Anyone picking up a thrown gem becomes the new owner.
- - - - Most discovered Summoning figures contain injured creatures who only have 1d6 * 10% of their normal hitpoints.
- - - - Cost to create is 3x the cost to make a scroll of the same level and required Craft Wondrous Item

As rules stand now:
The blue dragon that has been terrorizing the local oasis, either with his kobold minions or personally, has finally been tracked down to his lair by our team of four heroes. The battle was fierce and both sides are wounded, as our heroes prepare to face down the evil wyrm his horde of 200 kobold minions pour out from caverns to aid their master. The heroes see the horde and then promptly ignore them, attacking the dragon to finish it off, the kobolds, despite out numbering the heroes fifty to one, play almost no role in the fight at all, save for the 10 lucky hits they got, barely grazing their master's foes. When the heroes return to the sultan at the oasis, he goes to charge them then 10% tax that has been law for generations only to have his guards all slain or rendered helpless from the heroes because they didn't want to pay.
As it stands now, once characters reach a certain level, what level varies on the type, the threat of low CR creatures is completely ignored, despite any numbers. While they should not in general be facing such foes for a primary encounter, their purpose for the role playing experience should still remain for setting, flavor, and a touch of realism. Currently, the only way to keep players from deciding to ignore every law, defeat every baron they dislike and so forth is to keep going an escalation of the powers of those who must enforce the laws and rule the lands. This leads to bloat of hordes of high level npc and unrealistic items like a tiny barony loaded with nothing but level 10 fighter guards ruled by a level 20+ baron. The best way to remedy the situation is to provide a way for the 25 level 1 warrior guards to be able to enforce the law with that 6th level fighter who would otherwise pound them into oblivion. Not every group of guards, or horde of goblins should have the option, and should be used were the story requires.
Option 1: Every man for himself:
Worst option, and generally at best leads to 1 successful hit out of 20 attackers. This method leads to way too many dice, and time wasted.
Option 2: currently existing option of Aid Another:
Provides guards a 50/50 change to all team up and each provide a +2 to hit. This options is only good at helping 1 person hit, and provides on average a +8 bonus to hit. Even then, he's still only doing 1d8+1 damage (depending on weapon). A minor injury before getting great cleaved into the ground. Still takes too much time to resolve.
Option 3: Grouped Combatants
The one thing about all those low CR creatures are that there are hordes of them around. These are generally people/creatures who have had to work together to survive. This mean that through teamwork, they are better able to hit their opponents, harm them by hitting them in the right spots, as well as keep each other from being hurt. This is done effectively by adding bonuses to an individual.
Bonuses:
Size: 2-9 Medium size individuals, take up space of 1 large creature, 10-16 medium sized creatures as huge, and 17-25 colossal, 26+ medium sized individuals as Gargantuan. (small creatures double these numbers while large halve)
AC does not change.
HP multiple the creatures HP by the number of creatures in the grouped combatants.
Increase BAB by 1 for each member of the group (excluding 1st). When BAB reached +6 of higher, they gain irrative attacks like any other creature. However, a Grouped Combatant can only ever target a single opponent. It is through their combined efforts that give them their success.
Group Damage: Once each round, on a successful attack, a Grouped Combatants does based on the number of members in the group.
---- 2-5 members: 1d6
---- 5-10 members: 2d6
---- 11-20 members: 3d6
---- 20-30 members: 4d6
---- 31-50 members: 5d6
---- 51+ members: 6d6
Damage Max: a Grouped Combatants entity can only take a number of HP's equal to the original creatures max HP from any attack that targets individuals. Any additional points of damage.
Extra damage: Grouped combatants take 50% extra damage from area effect spells. Also, Effects like Cleave, and Great Cleave can be applied to them as if they were multiple creatures, up to a max of the number of creatures adjacent to the initiator of the feat.
Reduction: Every time a grouped combatant takes damage equal to the original creatures max HP, it's BAB decreases by 1. The Group Damage will also lower as the number of individuals decreases.
All other statistics for a Grouped combatants are carried over from the original.
Option 3 was compiled from many different posts I've read from other people as a little of my own thoughts. Their use is entirely situational and shouldn't be applied where individuals would be a better option for the plot line.
Examples:
10 town guards:
AC: 16, HP: 110 (Damage Max 11)
BAB: +10/+5
Attacks: Longspears +12/+7 (1d10+3)
SA: Group Damage 2d6
50 kobold warriors:
AC: 14, HP: 400 (Damage Max: 8)
BAB: +50/+45/+40/+35
Attacks: Light Crossbows +51/+46/+41/+36 (1d6)
SA: Group Damage 5d6
Thoughts?

Thaars Princess CR?
XP X,XXX
LE Large Aberation (InfoStorm Creation)
Init -1; Senses Darkvision 90ft.; Perception +9
DEFENSE
AC 17, touch 8, flat-footed 17 (-1 Dex, +9 natural, -1 size)
hp 38 (5d8+15)
Fort +3, Ref +0, Will +4
Defensive Abilities: Frightening Aura, Wide Angle Vision (grants Uncanny Dodge); DR 5/Magic; Immune Enchantment/Charm;
OFFENSE
Speed 10 ft.,Climb 10 ft., Slither 30 ft.
Melee: 4x Tentacles +6 (1d6+3(bludgeon) plus Grab)
Space 10 ft.; Reach 15 ft.
Special Attacks: Pull (15ft), Persona Destruction
STATISTICS
Str 16, Dex 8, Con 15, Int 13, Wis 11, Cha 17
Base Atk +3; CMB +7(+11 Grab); CMD 15
Feats: Ability Focus(Persona Destruction), Toughness
Skills Climb +18, Swim +10, Intimidate +11, Perception +9, Knowledge(local) +9
Racial Modifiers Thaars Princesses have a +8 racial bonus on Climb checks(included).
Languages: Slith, Common
Special Qualities: Bizarre Anatomy
SPECIAL ABILITIES
Persona Destruction (Sp)
As a standard Action, a Thaars Princess can work to destroy the persona of any creature in it's space. Those creatures must make a Will save DC 18 or take 1d4 points of Charisma damage. The princess normally uses this ability on creatures it has grappled and pulled to her. Anyone reduced to 0 Charisma will have their Charisma scores restored to normal, and are now completely loyal to the Thaars Princess and will do anything requested, even self destructive orders. Only a Greater Restoration, Wish, or Miracle spell can restore as person effected in this manner. (The DC is Charisma based (15+Cha))
Bizarre Anatomy (Ex)
The anatomy of a Thaars princess is extremely different that that of other creatures, giving them a 25% change to ignore any critical or sneak attack.
Frightening Aura (Su)
Thaars Princesses are imposing in appearence and demeanor. Anyone within 30' of a Thaars princess must make a Will save DC15 or be shaken for the remainder of the encounter. A Thaars princess can exclude individuals from the effect at will as a free action. (The DC is Charisma based (12+Cha))
Pull (Ex)
Anyone grappled by a tentacle attack of a Thaars princess will be pulled against them on the following round if the Thaars princess succeeds a CMB check. A Thaars can pull as many being as she has grappled as a single standard action. The tentacled can be severed with slashing weapons (AC12, 6hp, DR 5/magic) to prevent being pulled in by the princess, but they regrow instantly.
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Thaars Great Mother CR?
XP X,XXX
LE Huge Aberation (InfoStorm Creation)
Init -2; Senses Darkvision 120ft.; Perception +13
DEFENSE
AC 18, touch 6, flat-footed 18 (-2 Dex, +12 natural, -2 size)
hp 95 (10d8+50)
Fort +7, Ref +1, Will +7
Defensive Abilities: Frightening Aura, Wide Angle Vision (grants Uncanny Dodge); DR 10/Magic; Immune Enchantment/Charm;
OFFENSE
Speed 0 ft. (non-mobile)
Melee: 6x Tentacles +14 (1d8+7(bludgeon) plus Grab)
Space 15 ft.; Reach 20 ft.
Special Attacks: Pull (20ft), Persona Destruction
STATISTICS
Str 24, Dex 6, Con 19, Int 13, Wis 11, Cha 19
Base Atk +7; CMB +16(+20 grab); CMD 22
Feats: Ability Focus(Persona Destruction), Toughness, (+3 more)
Skills Climb +20, Swim +20, Intimidate +17, Perception +13, Knowledge(local) +14
Languages: Slith, Common
Special Qualities: Bizarre Anatomy, Rejuvinate Thaars
SPECIAL ABILITIES
Persona Destruction (Sp)
As a standard Action, a Thaars Great Mother can work to destroy the persona of any creature in it's space. Those creatures must make a Will save DC 19 or take 1d4 points of Charisma damage. The great mother normally uses this ability on creatures it has grappled and pulled to her. Anyone reduced to 0 Charisma will have their Charisma scores restored to normal, and are now completely loyal to the Thaars Great Mother and will do anything requested, even self destructive orders. Only a Greater Restoration, Wish, or Miracle spell can restore as person effected in this manner. (The DC is Charisma based (15+Cha))
Bizarre Anatomy (Ex)
The anatomy of a Great Mother is extremely different that that of other creatures, giving them a 50% change to ignore any critical or sneak attack.
Frightening Aura (Su)
Thaars Great Mother are imposing in appearence and demeanor. Anyone within 30' of a Thaars great mother must make a Will save DC16 or be shaken for the remainder of the encounter. A Thaars great mother can exclude individuals from the effect at will as a free action. (The DC is Charisma based (12+Cha))
Pull (Ex)
Anyone grappled by a tentacle attack of a Thaars princess will be pulled against them on the following round if the Thaars great mother succeeds a CMB check. A Thaars can pull as many being as she has grappled as a single standard action. The tentacled can be severed by slashing weapons (AC12, 8hp, DR10/magic) to prevent being pulled in by the great mother, but they regrow instantly.
Rejuvinate Thaars (Ex)
A Thaars Great Mother can heal any injuries or maladies suffered by a Thaars. So long as the Thaars is still alive, she can heal them completely. This process takes 1 minute per HD of the injured Thaars, and requires her to hold them with all 6 of her tentacles.
Movement
A Thaars Great Mother can move, thought they almost never do. Their movement is very slow, and effectively 0 in combat.
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Thaars Warrior CR 1/2
XP 300
LE Medium Abberation(humanoid) (InfoStorm Creation)
Init +0; Senses Darkvision 90 ft.; Perception -1
DEFENSE
AC 14, touch 10, flat-footed 14 (+4 Chain Shirt)
hp 8 (1d10+2)
Fort +4, Ref +0, Will -1;
OFFENSE
Speed 20 ft., Climb 10ft., Slither 40 ft.
Melee Thaars Heavy Crossbow +1 (1d8)
Ranged Thaars Heavy Crossbow +1 (1d8/19-20)
Special Attacks: Mezmerise (1/day)
STATISTICS
Str 11, Dex 11, Con 14, Int 12, Wis 8, Cha 9
Base Atk +1; CMB +1; CMD 11
Feats: Rapid Reload
Skills: Survival +1, Climb +12, Intimidate +5
Racial Modifiers: Thaars have a +8 racial bonus on Climb checks. Thaars also get a +2 Racial bonus to Bluff, Intimidate, & Diplomacy skills.
Language Slith, Common, +1 other (varies).
SQ Wide Angle vision
SPECIAL ABILITIES
Slither movement (Ex)
Thaars can slither quickly across the ground in a manner similar to a snake, but when they do so, they are unable to use their arms for anything other than holding items. Changing from slithers to using their legs is a move action that does not provoke an attack of opportunity. Changing from standing to slithering is a free action that does not provoke an attack of opportunity.
Wide Angle Vision (Ex)
Thaars's eyes have multiple pupils and are positioned so that they can see almost all around them. This grants them the Uncanny Dodge ability. If a Thaars takes classes that also grant Uncanny dodge, this does NOT stack with the class ability to provide improved uncanny dodge.
Mezmerise (Sp)
When in non-combat situations, a Thaars can mezmerise a target. This can be performed in additional to normal conversation, and as identical to the effects of the Hypnotism spell. This ability can be used a number of times each day equal to their Charisma modifier (min 1).
Hard to Track (Ex)
When slithering, the Thaars tracks are difficult to follow, increasing the DC of anyone attempting to track them by +5.
Humanoid Abberations:
Male Thaars are technically abberations, but they are close enough to humanoid they they have the humanoid subtype, meaning that spell effects that target humanoids will effect them.

Powder Mana Crystals
School: Transmutation
Level cleric 4; Wizard/Sorcerer 3
CASTING
Casting Time: 10 minutes
Components: V, S
EFFECT
Range: Touch
Target: Raw Mana Crystal
Duration: Instantanious
Saving Throw: none
Spell Resistance: No
DESCRIPTION
The spell renders a raw mana crystal into a pile of powder, ready to be mixed with sand for sale or used in magic item creation.
-------------------------------------------------
Divine Mana Crystals
School: Divination
Level cleric 9; Wizard/Sorcerer 9
CASTING
Casting Time: 1 hour
Components: V, S, M
EFFECT
Range: 1 Mile
Target: Raw Mana Crystal
Duration: Instantanious
Saving Throw: none
Spell Resistance: No
DESCRIPTION
During the casting of the spell, the caster must toss 1 carat's worth of mana crystal dust into the air and magically monitors the motions of the powder for the next hour to divine the location of natural mana crystals. This spell will allow him to sence the presence of mana crystals within 1 mile radius. The major drawback of the spell is that he can only sense the presence of mana crystals of the same type as the powder that was cast into the air.

I was reading another thread on converting the Dragonfire Adept, and started seeing whatI could come up with. Trying to balance them with the Pathfinder Rules, and currently still in the works. I thought I would put up a teaser and get opinions to see if the rest is worth the effort.
The Dragon Savant:
Base Attack Bonus: as Cleric (3/4)
Saves: Fort & Will Good, Ref Bad
HD: 1d10
Skill Points: 2+Int
Skills: (To be determined)
Alignment Restrictions: Any good OR Any evil
Weapons: All Simple
Armor: Light and Medium Armor, no shields
Class Progression:
Level 1: Draconic Aura, By Tooth and Claw, Dragon Pact, Wyrming Dragon, First Totem
Level 2: Dragon Breath +1 Use/day
Level 3: Dragon Scales +2
Level 4: Dragon Breath +1 use/day
Level 5: Second Totem
Level 6: Dragon Breath +1 use/day
Level 7: Young Dragon
Level 8: Dragon Breath +1 use/day
Level 9: Third Totem, Dragon Scales +3
Level 10: Dragon Breath +1 use/day
Level 11: Dragon Form 1/Day
Level 12: Dragon Breath +1 use/day
Level 13: Forth Totem, Older Dragon
Level 14: Dragon Breath +1 use/day, Dragon Form 2/Day
Level 15: Dragon Scales +4
Level 16: Dragon Breath +1 use/day
Level 17: Fifth Totem, Dragon Form 3/Day
Level 18: Dragon Breath +1 use/day
Level 19: Elder Dragon
Level 20: Dragon Breath +1 use/day, Dragon Form 4/ day, Final Totem
Dragon Aura:
As a free action, the Dragon Savant can project a 30' aura about himself. This aura can be projected 3+(Charisma Modifier) times weach day. The power of the aura depends on his totem's selected by the Savant. If multiple aura's are available, only 1 can be projected at a time. Each aura lasts for 1 minute per Dragon Savant level.
By Tooth and Claw:
A Dragon Savant creates a near physical manefestation of a dragon about themselves that grants them a bite and two claw attacks. These attacks use the Dragon Savants highest attack bonus. The damage of the bite and claws depends on the 'age' of the Dragon Savant and the manefestation can be called upon 3+(Constitution modifier) times a day each lasting for 1 minute.
Dragon Pact:
The ranks of the Dragon Savants are are polarized as those of the dragons themselves. The Dragon Savant join the Dragon Pact correspinding to their alignment, Metalic for Good aligned characters and Chromantic for Evil aligned characters. They will not willingly associate with another dragon savant from the opposing Pact.
Wyrmling Dragon:
All new Dragon Savants start out as Wyrmlings. This grants their Tooth and Claw ability 2 claw attacks at 1d4+(Strength modifier) damage and a Bite attack of 1d6+(1 & 1/2 Strength modifier). It also grants them the ability of Dragon Breath.
This breath is either a 15' Cone or a 30' line, which depends on the totems selected by the Dragon Savant. They can breathe 3+(Constitution Modifier) times each day, gaining additional uses as they level. The strength of this attack is also dependant on their totem's selected. The Reflex save for those effected by their Dragon Breath is 10 + 1/2 Class level + Con modifier. Making the save is 1/2 damage.
Dragon Scales:
The Dragon Savant starts forming a rouch, scaly skin, gaining a natural armor of +2 at 3rd level. This increases to +3 at level 9 and +4 at level 15.
Young Dragon:
As their abilities advances with more experience, so do the strength of their Tooth and Claw and breath weapons. Their Claws now do 1d6+(Strength modifier) damage and a Bite attack does 1d8+(1 & 1/2 strength modifier). Their breath weapon is now a 30' cone or 60' line. When they gain the ability to take dragon form at 11th level, this form is like the Form of the Dragon I spell.
Older Dragon:
As their abilities advances with more experience, so do the strength of their Tooth and Claw and breath weapons. Their Claws now do 1d8+(Strength modifier) damage and a Bite attack does 2d6+(1 & 1/2 strength modifier). Their breath weapon is now a 45' cone or 90' line. Their Dragon Form ability is now based off of the Form of the Dragon II spell.
Elder Dragon
As their abilities advances with more experience, so do the strength of their Tooth and Claw and breath weapons. Their Claws now do 1d10+(Strength modifier) damage and a Bite attack does 2d8+(1 & 1/2 strength modifier). Their breath weapon is now a 60' cone or 120' line. Their Dragon Form ability is now based off of the Form of the Dragon III spell.
Dragon Form:
At 11th level the Dragon Savant can take the form of a dragon for short periods of time. This ability is identidal to the Form of the Dragon spells, dependant of the Savant's "age". The only deviation from the spell is that it does not grant any additional dragon breathing ability beyond that already provided by the Dragon Savant Class abilities. The duration of the Dragon form assumed by the character is dependant on the totem's selected.
First - Fifth Totems: (Still being developed)
A character chooses a color each time they gain a totem. The color choices of dragon available based on their Dragon Pact.
Each Color has 5 tiers. The character gains spell-like abilities based on the tier & color chosen, as well as the forms and damage of their breath weapons depends on their tiers chosen. The Dragon Savant does not need to choose the same color every time.
Metalic Pact Dragon savants choose between: Copper, Brass, Bronze, Silver & Gold.
Chromantic Pact Dragon Savants Choose between: White, Black, Green, Blue, & Red
(Designer notes: The spells granted will depends on the Color chosen. Choosing multiple colors will grant more versitility at a sacrifice of power, and vica versa)
Tier 1 Grants:
4 - 0-level spells
3 - 1st level spells
2 - 2nd level spells (Must be 4th level to use)
1 - 3rd level spell (Must by 6th level to use)
Each spell can be used 1/day
Breath weapon damage increases by 2d6, type based on color of tier
Gain a Dragon Aura w/ +1 power based on the color chosen
Tier 2 Grants:
1 - 1st level spells
1 - 2nd level spells
1 - 3rd level spells
1 - 4th level spells (Must be 8th level to use)
Breath weapon damage increases by 2d6, type based on color of tier.
Aura Granted at Tier 1 increases to +2 power.
Tier 3 Grants:
1 - 2nd level spell
1 - 3rd level spell
1 - 4th level spell
1 - 5th level spell (Must be 10th level to use)
Breath Weapon damage increases by +1d6, type based on color of the tier.
Aura granted at Tier 1 increases to +3 power
Tier 4 Grants:
1 - 3rd level spell
1 - 4th level spell
1 - 5th level spell
1 - 6th level spell
Breath weapon damage increases by 1d6, type based on color of tier.
Aura granted by Teir 1 of this color increases to +4 power
Tier 5
1 - 4th level spell
1 - 5th level spell
1 - 6th level spell
1 - 7th level spell
Breath weapon damage increases by 1d6, type based on color of tier
Aura granted by Tier 1 of this color increases to +5 power.
Final Totem: (Still being Developed)
If Teir 6 of a single Color is chosen:
1 - 5th level spell
1 - 6th level spell
1 - 7th level spell
1 - 8th level spell
They also get a new breath ability.
If another color is chosed leaving the Dragon Savant with 2 differen colors total:
All spells of Tiers 1, & 2 can be use 2 times each day
Breath Weapon damage increases by 1d6, and can be used +1 time/day.
If another Color is chosen leaving the Dragon Savant with 3 different colors total:
All spells of Tier 1 can be used 2 times each day
Breath Weapon damage increases by 2d6, and can be used +1 time/day.
The strength of all aura increases by +1
If another color is chosen leaving the Dragon Savant with 4 different colors total:
All spells of Tier 1 can by used 3 times each day Breath weapon damage increasesby 2d6, and can be used +2 times/day.
The strength of all auras grow by +1
If the Dragon Savant previous chose 5 different Colors for their totems and is of the Metalic pact, their Final Teir is the Platinum Dragon. All Teir 1 spells can be used 3 times each day, They gain +1 additional use of Dragon Form each day, Normal breath weapon damage increases by 2d6 and can be used +3 times each day. The Strength of all aura increases to +2, and they also gain access to use a dragon breath in the form of a line of Disentigrating energy.
If the Dragon Savant previous chose 5 different Colors for their totems and is of the Chromantic Pact, their Final tier is that of Tiamat. All Teir 1 spells can be used 2 times each day, They gain +2 additional use of Dragon Form each day, Normal breath weapon damage increases by 2d6 and can be used +3 times each day. They also gain the ability to use multiple dragon breaths at once, but no color more than once.
ALSO a New Feat will be abailable: Extra Breaths (2 additional breaths per day)

Mostly looking for opinions here. I was making my character for a campaign and took one of the reserve feats from the Complete Mage suppliment. It got me thinking about how that feat completely overwhelms many of the abilities granted by various domains or bloodline or schools. A common ability is a ranged touch attack 30' for 1d6+? usable 3+(Ability Modifier) times a day.
The reserve feat Fiery Burst (the one I took), and many of the others, turn these class abilities into dust. They have (almost) infinate uses and more damage.
Do you think they need to be toned down some to balance them with the class abilities?
I believe so, and was thinking that they should have limiting language added to them for the Pathfinder ruleset. My language would be something like: Add the line --- This ability can be used 3+(Ability modifier) times a day, so long as a qualifying spell is still available. (Ability modifier is that of the caster's primary spell casting ability score)
I originally though that it would be "nerfing" the feat, but reasoned that most reserve feats are equivelent to a 2nd level spell, or higher in power, and I cannot think of many feats that grant a 2nd level or higher spell per day. These feats effective grant 4+ spells/day.
Thoughts?

Prestige Class ReWrite:
I was looking into converting Bear Warrior into a Pathfinder prestige class, saw someone else's post, and thought I'd put in my $0.02 and get yours.
Requirements:
Base Attack Bonus +7
Power Attack Feat
Rage or Frenzy ability
Basic Stats:
Hit Dice: 1d12
Attack Progression: Fighter
Save Progression: Fort Good, Ref/Will bad
Skill Points: 4+Int
Advancement:
1st: Black Bear Form Rage Power
2nd: Increased Rage
3rd: Greater Bear's Rage
4th: Increased Rage
5th: Brown Bear Form Rage Power
6th: Increased Rage
7th: Bear's Grapple Rage Power
8th: Increased Rage
9th: Mighty Bear's Rage
10th: Increased Rage, Dire Bear Form Rage Power
Ability Descriptions:
Increased Rage:
+2 Rounds of additional Rage
Black Bear Form rage power:
When the barbarian rages, then can take the form of a Medium Black Bear, as if under the effect of the Beast Shape I spell. The bonuses provided by this spell are in addition to their normal rage bonuses. A Bear Warrior can use this rage power 1/day at 1st level, and 2/day when they reach 6th level Bear Warrior
Greater Bear's Rage:
The Bear Warrior is treated as if they have the Greater Rage barbarian ability, but only while using one of their Bear Form rage powers.
Brown Bear Form rage power:
When the barbarian rages, then can take the form of a Large Black Bear, as if under the effect of the Beast Shape II spell. The bonuses provided by this spell are in addition to their normal rage bonuses. A Bear Warrior can use this rage power 1/day at 5th level, and 2/day when they reach 9th level Bear Warrior.
Bear's Grapple Rage Power:
A Bear Warrior gains a +4 to their CMB & CMD for all grapple checks when raging, and initiating a grapple does not provoke an attack of opportunity. This bonus stacks with those provided by the Improved Grapple and Greater Grapple feats. This rage power does not require the bear warrior to be in bear form.
Mighty Bear's Rage:
A Bear Warrior is treated as if having the Mighty Rage barbarian ability, but only while using one of their Bear Form rage powers.
Dire Bear Form rage power:
When the barbarian rages, then can take the form of a Huge Dire Bear, as if under the effect of the Beast Shape III spell. The bonuses provided by this spell are in addition to their normal rage bonuses. A Bear Warrior can use this rage power 1/day.
Writer's notes:
Limited the number of times rage powers can be used, as this is similar to other classes & prestige classes that allow changing forms.
Included Greater & Mighty rage abilities to aid in offsetting the huge reduction in bonuses that were provided on the original version of Bear warrior. (Mighty rage + Dire Bear form is still about 1/2 the original strength bonus provided by the original prestige class version)
Provided Increase Rage to add additional rage, but at a lesser rate than a full barbarian. They are trading the amount they can rage for increased power from their bear forms.
Bear's Grapple was added as a way to augment the Improved Grab ability granted by bear forms, but also to include some form of bonus when not in bear form.
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