Ostog the Unslain

Iorthol's page

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Super old necro:

Solo tactics still requires allies. The only thing this does is make it so your ally doesn't need matching teamwork feats for you to gain benefits.
In this case, Circling Mongoose allows you a flanking bonus against an opponent, but without an ally, the inquisitor doesn't benefit from their teamwork feats.
Outflank no worky in this case.


It's funny that you say that because I originally was going to make thematic specializations but my initial attempt was too complicated for what I imagine falls in line with an Unchaining process.

I feel like bombs have enough Discovery support and functionality already which is why I completely left that mechanic alone.


Cyrad hit the nail on the head I think. Archetypes and Paizo's awesome writing have given us the tools to create character concepts without a whole lot of weird cross-classing.

Though I will say, there is still some satisfying results from multiclassing fighting types, but multiclassing and stylizing 9th level casters still feels clunky and unappealing and that's something I would like to see changed but I don't have any good ideas for accomplishing that.


I've always loved the alchemist class for all the zany weird things it can do and the cool aesthetic, but no matter how I've built it, I've never found the Alchemist to be a terribly satisfying class to play as. So I wrote a fan-Unchaining and I hope people like it.
Iorthol's Unchained Alchemist: The Google Doc
The general idea behind the alchemist is that their spellcasting list is almost entirely self-buffs, which is a cool take on a 'spellcaster' hybrid type, but action economy never really worked out.
Most of the serious casters are typically going to be buffing other characters if they're doing to be doing buffs (There are of course always exceptions) but most hybrid classes either have a hefty dose of abilities that buff themselves using swift actions, or give themselves the ability to cast spells as swift actions, or in the case of magus, casting a spell as part of a full-round action.
So the idea that the alchemist's major buffs during combat come either from their Mutagen or Extracts is great except they burn entire turns doing what other more dramatic hybrid types are doing as accessories to other actions, which is one of the main things I wanted to fix.
Rather than invent a resource pool, do something funny with bombs, or anything complicated like that, I simply decided on the Quaff ability, that lets the alchemist down an extract that is not their highest level of extract as a swift action, and being able to quaff 6th level extracts at level 19 (when they would logically get 7th level spells following their progression pattern)
Alchemists Edge was added because Poisons, without heavy house rules, are Meh at best in a lot of circumstances, and for attack-oriented alchemists I wanted there to be an incentive to using the traditional alchemical items that likely inspired the class to exist.
Likewise, much of the class feels like it should be interacting with the mundane alchemy, so Overstock was added in as a quality of life improvement, keeping an alchemists bags stocked with pseudo-real mundane trinkets.
Mutagen always felt funky to me. The standard action activation time, the overlong duration, and the fact that you can only do it once a day unless you take an hour downtime always made it feel like it was never the Right time to mutate, so I wanted to give it easier access. This iteration of the modification to mutagen is scaled as it is mostly to fill in the gaps in level 9 12 and 15, but I'm not entirely sure I like how often this allows while also robbing the class of persistent mutagen, so that is really the only part of my unchaining that I'm not totally certain on yet.


Hey MCA, it's been a while.
Was wondering what it would take to get the Wiki up and running again, its been ages since I submitted content and participated in workshop, I'd still like to help out.


Swift Justice!
The 2nd round playtest solved my complaint! Huzzah!


Trekkie90909 wrote:
I'm actually fine with the way they balanced hidden strike, and I can see why they did it. It does make the wording a bit strange for various archetypes/rogue talents. This could be addressed with a simple line saying that hidden strike damage stacks with/counts as sneak attack damage for the purposes of class ability and feat per-requisites.

And an easier way to word the ability is to say that it's d4 SA that does d6's when the target is unaware or non-hostile. That way you don't even need the caveat of "oh btw this also counts as SA for everything else in the game besides us wanting to call it something else"

It should really be doing d8 on the surprise attack because you're only going to get that once, MAYBE twice on the same opponent unless you're dipping 2 levels of ninja.


The main thing that needs to be changed about Avenger is that it needs something else at level 1 besides full BAB.

Avenger has 2 good saves, +1 to hit, and a +4 bonus to 1 mental skill and also intimidate. It doesn't even get d10.
Fighter gets a feat, barbarian gets rage, ranger gets favored enemy, paladin gets smite, gunslinger gets guns and grit.

It's not even a 3/4 BAB class getting a buff, because Avenger's talent selection makes it a fancy fighter. At the very least it should do what it is and give a bonus feat at level 1, or give Some kind of practical combat ability the way all the other melee classes do.

Level 1 matters!


Orfamay Quest wrote:


Not if you're trying to be Batman. Who in Gotham City hasn't heard of Batman? Who in the world isn't in awe of Superman?

It's the Justice League of America, not the Justice League of Small Cowfartston, Hants.

This isn't a superhero game :P You're thinking of Mutants and Masterminds.

chbgraphicarts wrote:

Right, but a pathetic +4.

I could just take Skill Focus (Intidimate) and gain a +3 to Intimidate against 100% of the population of the entire world (discounting those who are Immune to Fear effects), upped to +6 at lv10.

This is a very strong point. As are others, such as stationary game limitation.

Paizo is working a little too hard on the super hero motif. The class should have a collection of neutral abilities to pick from and most of their core abilities could honestly be plugged away into that category.


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I think Vigilante is a stand-alone concept that could make very fun D&D games. The structure makes it so a complete 4 person party could all be vigilantes and have a medieval fantasy super hero game in pathfinder, which I think is Great.

I also agree with most people in here that it's not a very unique class, it's not very powerful, and it's not really up to snuff.

One of the main things that hybrid classes get in pathfinder is greater action economy than full BAB and full caster classes. Magus gets spell combat, bloodrager gets bloodrage spells, Warpriest gets fervor, Summoner has a powerful companion, as does Hunter. Bard can still fight while bardic music if singing, and alchemist... Could also use some work in this regard.

I agree with Pixie in one big point. Vigilante almost touches on a very cool niche, the master spy shadow dancer, but it doesn't quite do it very well, because of how heavily the class is invested into the hero/alt ego concept.

Too many ideas shoved into one box.


Chengar Qordath wrote:
Ravingdork wrote:
Logan Bonner wrote:
...especially since the vigilante will have a really large number of options.
Could you elaborate on how many options we might expect compared to what we are seeing here in the playtest? Are we only previewing half of what might be in the final class? A quarter?
This is definitely one of the biggest issues I've noticed so far with the playtest. We keep hearing about all these other things that aren't part of the actual playtest which should fix the issues being brought up with the class, many of which (to judge by dev comments in other threads) are still in the idea/development phase. It really just doesn't feel like this class is actually ready to be playtested yet. It's like trying to write a review for a movie when all you have to work with is a synopsis and trailer footage.

Is there any word on whether there will be another playtest released before the final printing?


Extra Vigilante Talent should very much be a feat.
If there are concerns about power balance, or picking up trees of talents that should take longer to obtain, or concerns about people only making a 2 level dip into Vigilante, just make a note on which abilities cannot be taken with the extra feat.

James Gibbons wrote:
I want full BAB. It Deserves full BAB. Drop 5 and 6 level casting. Get full BAB. It's all I want in the world.

Then write up a spec for a full BAB + 4th casting and its selectable talents for a DM to consider when you play.


I think Avenger has a good mix of abilities that keep to its goal of back alley hero, with the addition of some solid martial abilities.
Like Favored Maneuver + Living Shield is an awesome combination.
I don't think the Avenger is going to be the kind of vigilante who strikes and then disappears into shadows. More like the kind to make a strong introduction and then brawl the rest of it out.

I do think that Nothing Can Stop Me needs to have a bonus to damaging objects in order to be more useful.

Most of the Avenger talents are feats that scale a bit while leveling.


Thanks for the fast reply Cheapy!


I agree with you there, I haven't seen anything that's more or less powerful than other selectables in other classes, besides some of the warlock abilities (which is understable considering they give up half of their talents just to keep up with normal spellcasting progression)

Point still stands, two talents to ignore ACP on 3 skills? Weak weak.


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The most populated city in europe in the 1400s (A decent era to compare to medieval fantasy) had 240,000 people living in it. The average City came closer to 50,000 people.

So at level 9, you have an attitude improvement and an intimidate bonus with 1/10th of the entire population of a sizable city, which is pretty damn awesome.

I think a lot of people forget that in medieval times, there just weren't that many people around.

In a setting in which the world is more populated than a relative real world historical era would suggest, just ask the DM to have that increase in available people be reflected in the numbers for the ability. If your average city is more like 100,000, then scale the ability up to 10-20k at level 9.


Armor Silence: Ignore ACP for Stealth checks.
Armor Skin: Ignore ACP for Acrobatics and Escape Artist.

So, the main thing about Viligante Talents is that they are relatively powerful class abilities, hence the developers leaning toward not making a feat to select more, like most classes can with their selectables. With that in mind, these talents are Weak.
Yes, heavy armor Should have drawbacks, even for characters who specialize into the equipment, but spending Two talents on getting normalized skill checks for 3 skills? No thank you.

Suggestions for improvement: Lump them together, either from the start, or have Armor Silence at entry that scales into Armor Skin at level 4/6. I would even go so far as to suggest ignoring ACP entirely (rather than just for jumping and sneaking) since this bonus isn't available in mundane and social identities.


I fully support the idea that warlocks should have light armor casting. This is not a 9 spell level arcane class, which are the only arcane casters (outside of prestige) who have to deal with spell failure on light armor.
Hell even Summoners get arcane armor training and they have a supersoldier on a stick helping them out.

It should Not cost a talent, especially considering the class itself has medium armor prof. and shield use.


I fully support the idea of making Hidden Strike do Sneak Attack damage rather than it's own unique precision damage. At the very least it should have a note in the ability that Hidden Strike damage is considered sneak attack damage for feats and magic items and whatnot.

A good re-tooling of the ability would be writing it as normal sneak attack damage, or even d4 sneak attack (if their goal was to make it less effective than normal SA, such as a Dagger Master using anything except daggers) and then give additional effects/damage when the target is unaware or friendly.


Necro necro

Would a rogue with Minor Magic be able to take Arcane Strike? If so that's some sexy bonus damage.


Yeah, I know of that entry, it kind of implies terminal velocity but the wording is super vague. I just searched the pfsrd and there were no results for '500 feet' that were in the context of falling speed.


Huh. I might be thinking of 3.5 then. In that ruleset, if your jump would exceed your movement for the round, you end your turn mid-air and finish your jump on your next turn.

I had a feeling it was 500ft/round but I don't know where it says that. Any idea where that rule would be?


Title says it all pretty much. I would like to know how many feet you can fall in 1 round.
I know horizontal jumping can take more than 1 round to land, if you spend your last 5 feet of movement for the turn taking a 20ft long jump, but I want to know if there is a standard rate of descent for freefalling objects/creatures.


No one ever has answers for the rules questions I have haha. They're always so obscure.


As far as I know there's no rules in the game for harvesting poisons from monsters. That'd just have to be up to your GM.

I don't think you would be able to get enough venom every day to coat a great axe. =x

Also holy crap, a pint of venom is a crazy amount of venom. You could probably kill a country with that much.


Yes, the entire list is available, but only (Cha mod) number per day.

Yeah, it's seriously powerful. I think they playtested Shaman less than their other classes. I personally think it's much more OP than Arcanist.


You absolutely get multiple attacks from Chill Touch.

What a lot of people don't know is that once the initial held charge of chill touch is spent, the spell actually becomes a buff allowing you to make these extra touch attacks.
So in the the case of Reach Spell, you would make your ranged attack, spending your "held charge" and providing you with the chill touch buff.
Once that happens you can start spending attack actions to shoot your chill touch rays, but because they're rays, you do use up a use of Chill Touch for each ray you shoot.

I found out this from Devs a while back and thought it was super interesting. The same logic applies to other similar spells like Frostbite.


A rogue gains sneak attack on each attack roll. If 'double tap' has 1 attack roll, apply sneak attack once, if it has more than 1 attack roll, apply sneak attack to each roll.

This is the typical rule of thumb for Volley style attacks that let you hit with multiple projectiles.


Why are you wasting your time asking the Rules Question board questions if you're just going to ignore what people and do what you want?
Just ask your DM if you're not going to believe the people posting in your thread.

Also, Alemist Bombs are magic. It's a supernatural ability, meaning it's a magical effect that doesn't work in areas without magic.


The point of Dead Shot is that when you crit, you crit HARD.
It also means DR is only being applied once.


Zhayne got it right.

In your case, Warchanters are Bards, making them Charisma based spellcasters.

So add 10 + the goblin's Charisma + 1 (Because hideous laughter is a 1st level bard spell)


You will never get a bonus to your ability score modifiers. You will only ever get bonuses to your ability scores themselves. Your modifiers are based off that score, so when something says "+4 str" or "+200 int" always assume it means the ability score.

When it says +2hp per hit die, it's just summarizing the effect of gaining 4 con, which translates into +2 con, which is +2hp/level.
You get +2 hitpoints per character level when raging.
These are to your hitpoint max however. When your rage ends, you keep the amount of damage you've taken.
It's always better to track damage instead of remaining HP, because fluctuating con scores change your max/remaining HP but damage always stays the same no matter what's happened to your ability scores.


You have misinterpreted your quote about large creatures.
"If the target is Large or larger, you choose one of its squares and the splash damage affects creatures within 5 feet of that square."
This statement is talking about splash area. What it's saying is, when you throw a splash weapon at a large creature, you select 1 of the creature's squares as the square of origin for the splash radius.

Creatures are only ever effected by area effects once, regardless of how many squares they fill.

In regard to your question about swarms: A swarm is a single creature regardless of what it's made up of, thus an area effect would only affect a swarm once.


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The alchemist discovery Alchemical Simulacrum allows you to create a lesser simulacrum that is a creature rather than an illusory construct.

My question is, since this is a creature and not a spell effect, does that mean you can heal it with magic like you could any other creature, or can it only be healed going through the expensive magical lab process?

My instincts are going with yes, it can be healed, because it's a creature, but I would like some feedback.

The Spell
The Discovery


Ok, as a DM I would allow these shenanigans.
Now, as a rules person, my two cents buy a different story.

You qualify to take Improved Familiar. Unfortunately, the feat requires arcane caster levels, which you do not have. The Eldritch Heritage stuff you were pulling gives you an effective sorcerer level of Character -2, exclusively for the purpose of scaling the abilities of your bloodline powers (in this case, your familiar).

From a straight rules look, you can take the feat, but it provides you no benefit, you can't get that imp, since you have no arcane caster level, making it so you cannot obtain any of the options from the feat's chart.

Still, I would allow you your imp, since it's pretty badass to get your hands on a familiar without it coming from a class ability.


The update involves rebalancing of some powers, as well as making capstones more clear and with a more easily read format.


Updated Version:
d10, Full BAB, Good saves: Fort Will, Number of spells per day as Paladin, Skills 4+int.
Spellcasting is Cha based and spontaneous.

Spells Known (Spell level - Number Known) and Class abilities.
1: 0-0, Detect Magic, Hexblade's Curse
2: 0-0, Arcane Resistance, Fate's Path, First Misfortune
3: 0-0, Mettle
4: 1-2, Shadow Companion, Fate Magic
5: 1-2, Second Misfortune
6: 1-3, Greater Hexblade's Curse
7: 1-3 Siphon Weapon
8: 1-4 2-2, Nullify 1/day
9: 1-4 2-2, Third Misfortune
10: 1-4 2-3 Denying Blood
11: 1-4 2-3 3-2, Improved Siphon Weapon
12: 1-4 2-4 3-3, Nullify 2/day
13: 1-4 2-4 3-3, Fourth Misfortune
14: 1-4 2-4 3-4 4-2 Aura of Paranoia
15: 1-4 2-4 3-4 4-3, Dire Hexblade's Curse
16: 1-4 2-4 3-4 4-3, Nullify 3/day
17: 1-5 2-4 3-4 4-4, Fifth Misfortune
18: 1-5 2-5 3-4 4-4, Greater Siphon Weapon
19: 1-5 2-5 3-5 4-4, Master of Misfortune
20: 1-5 2-5 3-5 4-5, Final Misfortune, Nullify 4/day

-Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons and with light armor, and shields, but not

tower shields.

-Detect Magic (Sp)
At will, a hexblade can use detect magic, as the spell. A hexblade can, as a move action, concentrate on a single item or individual within

60 feet and determine the strength of the magical aura and the school of magic (with a successful Knowledge Arcane check), learning the

strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the hexblade does not detect magic in

any other object or individual within range.

-Hexblade's Curse (Su)
Hexblades are skilled at disrupting the morale and luck of those around them. This ability manifests in one of two ways. A hexblade may,

as a move action, use this ability a number of times per day equal to ½ his hexblade level (minimum 1) plus his charisma bonus, and each

effect lasts for 1 minute.
-Direct Curse - The hexblade targets one creature within 60 feet to receive a curse that gives a -2 morale penalty on all attack rolls,

damage rolls, checks, and saves. Will negate DC 10 + ½ the hexblade's level + his Charisma modifier.
-Cursed Aura - The hexblade surrounds himself in a zone of misfortune. Any creature that comes within 5ft of the hexblade must make a

will save DC 10 + ½ the hexblade's level + his Charisma modifier or is cursed and takes a -2 morale penalty on all attack rolls, damage

rolls, checks, and saves for as long as they are within 5 feet of the hexblade, and for 1d4 rounds after leaving the affected area.
Any effect which removes or dispells a curse also removes the Hexblade's Curse.

-Arcane Resistance (Su)
At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (if any) on all Saving Throws.

-Fate's Path
At 2nd level a hexblade has deepened their understanding of the ways fate twists and winds misfortune and poor luck into the world

around them. A hexblade chooses one Fate's Path which continues to progress as the hexblade gains levels.
Rime – The hexblade's cold outlook chills his foes to the bone.
Downfall – Embracing his curses, the hexblade brings crippling curses to his foes.
Pandemic – This hexblade has become a carcinogen on the world around them.
Pyre – Fire and damnation fills this hexblade's heart.
Darkness – Shadows and silence become his ever present companion.
Holy – Uplifting hope spurs the hexblade to action.

-Mettle (Ex)
At 3rd level, when a hexblade makes a successful will or fortitude save against an effect that normal saves for half or partial, he instead

completely negates the effect.

-Shadow Companion (Su)
At 4th level, a hexblade can create an illusory companion spun from shadows and dark powers. Doing so takes 24 hours and 100g worth of

magical components. Once created your shadow companion stands with you in battle, hindering your enemies' defenses. The shadow

companion can look like any medium sized creature, but the appearance is set on creation and cannot be changed.
Any enemy adjacent to the Shadow Companion has a -2 luck penalty to AC and saves. The hexblade's companion has the same speed and

modes of movement as the hexblade, and acts during his turn each round. It follows his mental commands perfectly- in effect, it is merely

an extension of his will. The shadow companion remains in place and takes no actions if the Hexblade is unconscious. If the hexblade dies,

his shadow companion is instantly dismissed.
The hexblade's shadow companion has no real substance, and thus can't attack or otherwise affect creatures or objects. It occupies a 5 foot

square. Creatures can enter the shadow companion's space without penalty, but it must occupy its own square in order to have any effect

on enemies. It is immune to any damage, and is immune to effects that affect creatures, but it can be dispelled and suppressed just like a

spell effect. His shadow companion is treated as a spell whose level is equal to ¼ of his hexblade level. If it is dispelled, it automatically

reforms at the hexblade's side 24 hours later.
A shadow companion can't create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies

automatically recognize it as an illusion. If it is more than 120 feet from the hexblade at the start of his turn, it instantly reappears

adjacent to him.

-Spells
Beginning at 4th level, a hexblade gains the ability to cast a small number of arcane spells which are drawn from the hexblade spell list.

A hexblade can cast any spell he knows without preparing ahead of time.
To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw

against a hexblade's spell is 10 + the spell level + the hexblade's Charisma modifier.
Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is

given on Table: Hexblade. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Hexblade indicates

that the hexblade gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma

score for that spell level.
A hexblade must spend 1 hour each day in meditation to align and organize the swirling dark powers within to regain his daily allotment

of spells. The hexblade’s selection of spells is extremely limited. A hexblade begins play knowing two 1st-level spells of the hexblade’s

choice. At each new hexblade level, he gains one or more new spells, as indicated on Table: Hexblade Spells Known. (Unlike spells per day,

the number of spells a hexblade knows is not affected by his Charisma score.
Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is equal to his hexblade level – 3.

-Fate Magic
At each level the hexblade gains an additional spell level, he also learns an additional spell of that level based on his Fate's Path.

-Greater Hexblade's Curse (Su)
At 6th level the morale penalties bestowed by the Hexblade's Curse improve from -2 to -4.

-Siphon Weapon (Su)
At 7th level the hexblade may enhance their weapon with Siphoning as a swift action, this effect continues for a number of rounds equal

to your hexblade level. These rounds need not be consecutive, but each new activation of the ability requires a swift action.
Siphoning: +1d6 negative energy damage, the wielder receives temporary hitpoints equal to the bonus damage done by this effect. These

temporary hitpoints stack, to a maximum of your hexblade level.

-Nullify (Su)
At 8th level a hexblade becomes adept at not only twisting fate, but in also canceling out his foe's abilities as well. Once per day, and one

additional time per day for every 4 levels after 8th, the hexblade may target a single opponent to temporarily remove one of their

powerful defensive abilities, for a number of rounds equal to ¼ his hexblade level. Will save DC (10+ ½ Hexblade level+ Cha) negates. Only

one Nullify effect can be active on a target at a given time. If Nullify is used again, even if used by another Hexblade, the new Nullify

ability replaces the active one. Nullify may disable any one ability listed below per use:
Damage Reduction (1 per hexblade level)
Energy Resistance of one type (1 per hexblade level)
Natural Armor (1 per 2 hexblade levels)
Regeneration (1 per 2 hexblade levels, cannot go below 1)
Fast Healing (1 per 3 hexblade levels)
Spell Resistance (1 per 2 hexblade levels)
Concealment (Assuming the hexblade can pinpoint the creature, cannot affect environmental concealment such as from fog or dim light)
One spell/spell-like effect granting AC or enhancement bonuses
Special/Other (By DM approval)

-Denying Blood (Su)
Whenever the Hexblade is damaged by, or successfully affected by a magical item that specifically targets the hexblade, the user of the item (or the item itself if it is intelligent) must make a will save DC 10+½ hexblade level + cha or become surpressed for 3 rounds as though affected by Dispel Magic. An object that successfully saves against this ability is immune to its effects for 24 hours.

-Improved Siphon Weapon (Su)
At 11th level the bonus damage from Siphon Weapon improves to +2d6. In addition, whenever the hexblade successfully hits a creature

who casts spells or has spell-like abilities with a limited number of uses per day, roll 2d4. The creature loses one spell, spell slot, or use of

a spell-like ability whose level is equal to or less than the number rolled. If the creature has more than one spell at the rolled level,

determine which spell is lost randomly. This ability targests spells before spell-like abilities. A creature's spells and spell-like abilities

cannot be siphoned more than once per round, regardless of how many times they are hit.

-Aura of Paranoia (Su)
As the hexblade's misfortune becomes more intense, just being near him causes enemies to feel ill at ease, seeing flashes of momentary illusions at the corners of their eyes, distracting them from the truth. Starting at level 14, enemies within 30ft of the hexblade must make a will save DC 10+½ hexblade level+cha or take a -5 penalty to perception checks, sense motive checks, and a -2 morale penalty to saves to disbelieve illusions. These penalties last as long as the creature is within 30ft of the hexblade. A creature who saves against the hexblade's Aura of Paranoia is becomes immune to its effects for 24 hours.

-Dire Hexblade's Curse (Su)
At 15th level the morale penalties bestowed by the Hexblade's Curse improve from -4 to -6.

-Greater Siphon Weapon (Su)
At 18th level the bonus damage from Siphon Weapon improves to +3d8, and the number of spell levels lost, and maximum level of spell-

like abilities lost, improves to 3d4. Additionally, the hexblade may enhance any number of weapons with Siphoning, but each weapon uses

up an additional round of Siphon Weapon per round of use. Whenever the hexblade successfully Siphons a spell or spell-like ability, he

gains 1 temporary spell slot that can be used to cast any hexblade spell he knows. This temporary spell slot lasts for a number of rounds

equal to your charisma bonus.

-Master of Misfortune (Ex)
At 19th level the hexblade becomes the master of misfortune, becoming immune to all morale penalties.

---Paths of Fate---

Rime
Fate Magic: 1st – Icicle Dagger
2nd – Chill Metal
3rd – Fire Shield (Chill Shield only)
4th – Cone of Cold
First Misfortune: Chill of Winter (Su) – Creatures affected by the hexblade's curse take an additional -2 penalty on dexterity based skill

checks and take a -10ft morale penalty on all forms of movement, to a minimum of 5ft.

Second Misfortune: Doombite (Su) – As a standard action the hexblade may spend one use of his hexblade's curse to afflict a creature with

new curse, Doombite. On a failed save the afflicted creature takes 2d6 points of cold damage each round for a number of rounds equal to ½

of the hexblade's level. On a successful save, the subject only takes 1d6 points of cold damage. Will DC 10+ ½ of the hexblade's level + his

Charisma modifier negates.

Third Misfortune: Phantom of Ice (Su) – The hexblade's Shadow Companion may leave a trail of ice as it moves, covering each 5 foot

square of its movement with a thin sheet of ice. This ice follows all rules for environmental ice hazards, and for each full round a creature

(besides the hexblade) spends on this ice, they take cold damage equal to your hexblade level. The ice from this effect lasts for a number

of rounds equal to your hexblade level. Any fire, as well as environments above 110º causes the newly formed ice to melt after one round.

Fourth Misfortune: Vengeful Fog (Su) – The hexblade is constantly under the effect of Wind Walk and may bestow curses even while in

gaseous form.

Fifth Misfortune: Freeze Over (Sp) - As a standard action, the hexblade may target a creature suffering from his Hexblade's Curse or

Doombite that is standing on ice. That creature is affected by the Icy Prison spell as though they failed their save. This ability can be used

Charisma mod number of times per day (minimum 1).

Final Misfortune: Each of the following abilities is empowered in the following ways.
Chill of Winter – The -2 penalty on dex based skill checks becomes a -4 penalty on dexterity.
Doombite – The creature takes 3d6 damage per round on a failed save and 3d6 damage on a successful save.
Phantom of Ice – The ground becomes frozen, filling the Shadow Companion's square as well as each square adjacent to it.
Vengeful Fog – The save DC of spells and curses made by the hexblade increase by +2 while in gaseous form, and the base speed goes from

10ft (Perfect) to 60ft (Perfect).
Freeze Over – Fort save DC 10+ ½ hexblade level+ Charisma mod or die instantly from the cold. Creatures immune to cold damage are

immune to this effect.
The hexblade also gains the Greater Path feat if he does not already have it.

Downfall
Fate Magic: 1st – Ray of Enfeeblement
2nd – Create Pit
3rd – Ray of Exhaustion
4th – Bestow Curse

First Misfortune: Stumbling Luck (Su) - Creatures have a 25% chance to fall prone and take 1d6 falling damage at the start of each of their

turns while under the effect of your Hexblade's Curse. If the creature is flying, they instead fall 20ft, taking 2d6 points of falling damage

and falling prone if they hit the ground. Creatures who are not flying and cannot be tripped are immune to this effect.

Second Misfortune: Faulty Gear (Su) – Whenever a creature fails their save against the Hexblade's Curse, choose one piece of equipment

to gain the Broken condition. If the equipment is magical, the creature (or the equipment if it is intelligent) makes a second will save to

resist this effect. If the creature does not have equipment, they instead take 1d8 points of damage which cannot be resisted.

Third Misfortune: Bumbling Shadows (Su) - Opponents adjacent to the hexblade's Shadow Companion also receive a -2 penalty on their

CMB and CMD. Additionally, once per round when a creature adjacent to the Shadow Companion would make a d20 roll, the hexblade

may, as an immediate action, force them to roll twice and take the worse of the two rolls.

Fourth Misfortune: Greater Misfortune – The hexblade's Cursed Aura now effects all creatures within 10ft, the effects linger for 1d8

rounds rather than 1d4, and the hexblade's Direct Curse also effects each opponent within 15ft of the target, receiving will saves as is

normal for the Hexblade's Curse.

Fifth Misfortune: Luck Thief (Su) – When an opponent suffering from the hexblade's curse threatens a critical hit, or makes a critical save,

the hexblade may, as an immediate action, cause that roll to instead become a 10, and the hexblade gains a luck charge. This luck charge

may be spent as an immediate action to allow the hexblade to make one attack roll or save using the stolen number as their effective die

roll. The hexblade may only gain a luck charge a number of times per day equal to their charisma bonus, and a luck charge lasts a

number of rounds equal to the hexblade's level.

Final Misfortune: Each of the following abilities is empowered in the following ways.
Stumbling Luck – The chance of falling prone or falling while flying increases to 50% and the subsequent falling damage improves by

+1d6.
Faulty Gear – Mundane gear is destroyed instead of broken. The save DC for magic items resisting the broken condition increases by 2,

and the damage to creatures without equipment becomes 2d8.
Bumbling Shadows – The penalty to CMB and CMD becomes -4, and when a creature is forced to roll twice by this ability, they instead roll

3 times and take the lowest result.
Greater Misfortune – In addition to the normal effects, the duration for a Direct Curse changes to Permanent, requiring a successful

casting of Remove Curse or similar abilities.
Steal Luck – Luck charges can be held for up to 24 hours, and the maximum number of luck charges becomes 3.
The hexblade also gains the Greater Path feat if he does not already have it.

Pandemic
Fate Magic: 1st – Ray of Sickening
2nd – Ghoul Touch
3rd – Contagion
4th – Filth Fever
First Misfortune: Gut Wrenching Curse (Su) – A Direct Curse can instead sicken the target as a disease effect instead of a curse effect.

Whenever the Hexblade successfully attacks a target with the Gut Wrenching Curse and deals damage, the target must make a fort save

DC 10+ ½ of the hexblade's level + his Charisma modifier to avoid becoming staggered for 1 round.

Second Misfortune: Plague Spreader (Su) – As a standard action the hexblade may spend one daily use of his Hexblade's curse in order to

use Contagion as a spell-like ability.

Third Misfortune: Shadow Festering (Su) - The hexblade's shadow companion may forgo it's penalties to AC and saves for one round to

instead force a diseased creature to save against their disease for normal damage indicated by the disease. A successful save against the

disease provoked by this ability does not count as a save for the purpose of curing the disease.
Creatures may only be affected by this ability once every 24 hours.

Fourth Misfortune: Scourge Possession (Su) – Once per day as a standard action, the hexblade's shadow companion may possess a corpse.

This ability functions as Create Undead with a caster level equal to your hexblade level, with a maximum number of HD equal to your

hexblade level +4. The created undead is an extension of your will in the exact same way as your shadow companion. This undead remains

animated and under your control until destroyed or dismissed, and is not subject to control or turning as a normal undead. Your shadow

companion cannot leave the corpse unless it is destroyed or dismissed, and in either case your shadow companion is considered dismissed

and does not return for another 24 hours.

Fifth Misfortune: Breath of the Wretched (Su) – As a standard action, the hexblade may make a 30 foot cone attack that afflicts all within

the area with Hexplague (despite its name, Hexplague is a poison, not a disease).

Hexplague—Inhaled; save Fort DC (See text); frequency 1/round for a number of rounds equal to your hexblade level; effect 3d6 damage;

cure 2 saves. Fort save DC (10+½hexblade level+charisma mod). Each round the creature fails a save against Hexplague, they are forced to

make a new save against the effect of each active disease with a -2 penalty to their save, and if they make a successful save provoked by

this ability, it does not count toward curing the disease. This ability can be used Charisma mod number of times per day (minimum 1).

Final Misfortune: Each of the following abilities is empowered in the following ways.
Gut Wrenching Curse – On a failed save Gut Wrenching Curse nauseates the target instead of sickens it for the effect of the curse and on a

successful save, the target becomes sickened for 1 round. If the victim of the Gut Wrenching Curse is staggered and is successfully

attacked by the Hexblade and takes damage, they become stunned for 1 round.
Plague Spreader – The hexblade may use Greater Contagion instead of Contagion with this ability.
Shadow Fester – The same creature can be affected by this ability a maximum of 3 times in the same 24 hour period.
Scourge Possession – You may now use Scourge Possession up to 3 times per day, and you can, as a free action, destroy the creature

created by Scourge Possession, freeing your Shadow Companion without harm rather than dismissing it.
Breath of the Wretched – Hexplague improves to 5d6 damage on a failed save, and the cure becomes 3 saves.
The hexblade also gains the Greater Path feat if he does not already have it.

Pyre
Fate Magic: 1st – Burning Hands
2nd – Scorching Ray
3rd – Fireball
4th – Volcanic Storm
First Misfortune: Hot Luck (Su) – Each time a creature afflicted by the Hexblade's Curse attacks the Hexblade, it takes a number of points

of fire damage equal to ½ the hexblade's level.

Second Misfortune: Cursed Fire (Su) – As a standard action the hexblade may spend one daily use of his Hexblade's Curse to deal 2d6+1

per hexblade level fire damage as a ray attack with a range of 60 feet.

Third Misfortune: Ghost Bomb (Su) – As a free action the hexblade's Shadow Companion can be dismissed as though dispelled (cannot

return for 24 hours) in order to explode, dealing 1d6 damage per hexblade level in a 10 foot radius, half of this damage is fire and half is

negative energy. Reflex save half, DC= 10 + ½ hexblade level + cha mod. Creatures that fail their reflex save are treated as though they

are adjacent to the Shadow Companion for 1d6 rounds.

Fourth Misfortune: Cauterize (Su) – As a standard action the hexblade may use the power of flame to heal his wounds. He can use this

ability to heal a number of hitpoints per day equal to twice his hexblade level, and can spread this healing over multiple uses. Any

amount of healing by this ability ends all active bleed effects.

Fifth Misfortune: Foeruption (Su) – As a standard action, the hexblade may cause their curse to explode. The duration of the hexblade's

curse ends and the creature must make a fortitude save DC 10+½ hexblade level+cha. On a successful save, the creature takes 3d6 fire

damage, on a failed save, the creature takes 6d6 fire damage and catches fire. Regardless of whether the creature succeeds or fails, all

creatures within 15ft take 3d6 fire damage, reflex negate, DC 10+½ hexblade level+cha. This ability can be used a number of times per day

equal to your charisma bonus (minimum 1).

Final Misfortune: When a creature catches fire from a Hexblade ability, they take 2d6 fire damage per round rather than 1d6. In addition

each of the following abilities is empowered in the following ways.
Hot Luck – Creatures who take damage from the effect of Hot Luck must make a will save DC 10+ ½ hexblade level+ cha mod or catch fire.
Cursed Fire – The ray's damage becomes 1d6 per 2 hexblade levels +1 per 2 hexblade levels, and the range increases to 120 feet, and if the

ray hits the creature must make a DC 15 reflex save to avoid catching fire.
Ghost Bomb – The explosion deals 50% more damage and the radius improves to 20ft. In addition, creatures who fail their reflex save

become vulnerable to fire damage for 1 round (obviously creatures immune to fire damage are not affected by this) and catch fire.
Cauterize – The amount of healing per day granted by this ability doubles, and can be used as an immediate action while unconscious.
Foeruption – The area of effect increases from 15ft to 30ft, and the area damage increases from 3d6 to 5d6. For the targeted creature, the

damage on a successful save increases from 3d6 to 5d6, and the damage on a failed save increases from 6d6 to 10d6, and the creature

catches fire even if they succeed their save.
The hexblade also gains the Greater Path feat if he does not already have it.

Darkness
Fate Magic: 1st – Vanish
2nd – Blacklight
3rd – Major Image
4th – Shadow Step
First Misfortune: Shroud of Shadows (Sp) – The Hexblade may spend one daily use of his Hexblade's Curse as a swift action to benefit from

Vanish as a spell-like ability, using his hexblade level as his caster level.

Second Misfortune: Darkening World (Su) – Creatures affected by the Hexblade's curse must make a second save or also be blind in

addition to the morale penalties for the duration of the curse.

Third Misfortune: One with Darkness (Su) – The hexblade becomes covered in his Shadow Companion, appearing to be a sillouette of

darkness. While sharing space with his Shadow Companion, the hexblade gains a fly speed of 5ft per hexblade level (average

maneuverability) and is under the effect of Blur (20% miss chance).

Fourth Misfortune: Shadow Leap (Sp) – The hexblade may use Shadow Step as a move action a number of times per day equal to 3+½

hexblade level. The hexblade may also use up two uses of this ability as a standard action to use Dimension Door but the start and end

point of the teleportation must be in areas of dim or lesser light.

Fifth Misfortune: Shadow Terror(Sp) – At will: Darkness.
-Charisma modifier(min 1)/day: Phantasmal Killer. The Phantasmal Killer spell-like ability can only be used on creatures affected by the

hexblade's curse who are in an area of dim or less light. Save DC= 10 + ½ hexblade level + cha mod.

Final Misfortune: Each of the following abilities is empowered in the following ways.
Shroud of Shadows – The hexblade benefits from Invisibility instead of Vanish.
Darkening World – Creatures no longer get a second save against the blinding effect, instead, on a second failed save the creature falls

under magical sleep for the duration of the curse.
One with Darkness – The miss chance improves to 50% and the maneuverability becomes perfect.
Shadow Leap – Shadow Step at will, Dimension Door a number of times per day equal to 3+½ hexblade level, as long as the start and finish

of the movement are in areas of dim or less light, and as a standard action two uses can be expended to use Teleport as long as the start

and finish of the movement are in areas of dim or less light.
Shadow Stalker – Blacklight is added to the list of at will spell-like abilities, and when a creature passes their save(s) against Fantasmal

Killer from this ability, they are panicked for a number of rounds equal to ½ hexblade level.
The hexblade also gains the Greater Path feat if he does not already have it.

Holy
Fate Magic: 1st – Lesser Restoraton
2nd – Cure Moderate Wounds
3rd – Daylight
4th – Restoration
First Misfortune: Hexblade's Blessing (Su) – If the hexblade uses a Direct Curse on an ally, that ally may instead gains the Hexblade's

Blessing, and gains a morale bonus equal to ½ of the Hexblade's Curse morale penalty.

Second Misfortune: Eldritch Rejuvenation (Su) – As a standard action a hexblade may spend one daily use of his Hexblade's Curse to heal

1d6 points of damage for every two hexblade levels he possesses. With a successful touch attack this ability can be used to deal positive

energy damage to creatures vulnerable to positive energy.

Third Misfortune: Guardian Spirit (Su) – Whenever the hexblade's Shadow Companion is sharing a square with the hexblade or an ally of

the hexblade, that creature benefits from Protection from Evil. This ability only grants one additional save against the same spell effect

even if the Shadow Companion leaves their square and returns later on.

Fourth Misfortune: Wolf of Freedom (Sp) – The hexblade may use Ghost Wolf as a spell-like ability, CL equal to his hexblade level, once

per day for every 5 hexblade levels he possesses. When using this spell-like ability, the hexblade may choose to have the wolf made of

roiling white mist instead of black smoke.

Fifth Misfortune: Arcane Smite (Su) – The hexblade may Smite Evil as a paladin with an effective paladin level equal to his hexblade level

a number of times per day equal to his Charisma modifier(minimum 1, maximum 5).

Final Misfortune: Each of the following abilities is empowered in the following ways.
Hexblade's Blessing – The morale bonus from Hexblade's Blessing is now equal to the morale penalty of the Hexblade's Curse.
Eldritch Rejuvination – Each use of Eldritch Rejuvination also acts as a Remove Curse spell, or a Dispel Magic spell, with a CL equal to the

hexblade's level.
Guardian Spirit – The creature affected by the Guardian Spirit ability benefits from Holy Aura instead of Protection from Evil.
Wolf of Freedom – The hexblade man now use Wolf of Freedom at will.
Arcane Smite – During a use of Arcane Smite, the hexblade's weapons are counted as good and the hexblade becomes immune to mind

altering effects made by the target of the smite.
The hexblade also gains the Greater Path feat if he does not already have it.

---Hexblade Spells---
1st Level: Arcane Mark, Alarm, Cause Fear, Charm Person, Detect Magic, Disguise Self, Expeditious Retreat, Identify, Light, Magic

Weapon, Mount, Magic Aura, Prestidigitation, Protection from (Alignment), Phantom Threat, Sleep, Read Magic, Hideous Laughter,

Unseen Servant.
2nd Level: Alter Self, Blindness/Deafness, Bull's Strength, Darkness, Eagle's Splendor, False Life, Glitterdust, Invisibility, Mirror Image,

Protection from Arrows, Pyrotechnics, Rage, Resist Energy, See Invisibility, Spider Climb, Suggestion, Summon Swarm, Touch of Idiocy.
3rd Level: Arcane Sight, Charm Monster, Confusion, Deep Slumber, Dispel Magic, Invisibility Sphere, Greater Magic Weapon,

Nondetection, Phantom Steed, Protection from Energy, Slow, Stinking Cloud, Vampiric Touch, Wind Wall
4th Level: Baleful Polymorph, Break Enchantment, Contact Other Plane, Cursed Blade, Detect Scying, Dimension Door, Dominate Person,

Enervate, Fear, Greater Invisibility, Phantasmal Killer, Polymorph, Scrying, Sending, Solid Fog

---Hexblade Feats---
Greater Path
Requirements: Path of Fate class feature.
Benefit: Gain a defensive ability based on your selected Path of Fate.
Rime: Cold resistance equal to hexblade class level.
Downfall: +1 Luck bonus to initiative, and an additional +1 for every 3 hexbalde levels.
Pandemic: +1 bonus to saves vs disease and poison, and an additional +1 for every 4 hexblade levels.
Pyre: Fire resistance equal to hexblade class level.
Darkness: Darkvision 60ft. If you already have darkvision, the range improves to 90ft.
Holy: +1 to saves versus death effects, and an additional +1 for every 4 hexblade levels.

Path of Vengeance
Requirements: Path of Fate class feature.
Benefit: Gain a combat advantage against creatures related to your path.
Rime: +2 to hit and +2 to damage against creatures with the Cold subtype.
Downfall: +2 to hit and +2 to damage against creatures with the Law subtype.
Pandemic: +2 to hit and +2 to damage against Undead.
Pyre: +2 to hit and +2 to damage against creatures with the Fire subtype.
Darkness: +2 to hit and +2 to damage against creatures native to the plane of shadows and incorporeal creatures.
Holy: +2 to hit and +2 to damage against creatures with the Evil subtype.

Extra Curse
Requirements: Hexblade's Curse class feature.
Benefit: Increase the maximum number of daily uses of Hexblade's Curse by 2.


Wow this project is still very alive! That's awesome~
Is the wikispace still the go-to for updated class compliation?
I was looking for a fighter/druid.
Also the Runeforged Warrior page is blank.


Does anyone know of a way to craft a zombie into power armor, or know of a kind of undead that your cleric could safely reside inside of?


True, that it's more powerful at lower levels, those powers don't scale up against 6 levels of spellcasting. Even the 6/8th level inquisition powers tend to pale to the function and flexibility of prepared casting, not to mention the fact that the powers are usually once a day.

Either way, my big pickle with this is that I feel the class is not fairly compensated for the abilities it gives up. Power levels aside, spellcasting justifies inquisitions. I really feel like spell recall could use its own replacement ability with the Tovenaar, even if it's just as uncreative as being able to spend arcana points to gain back daily uses of inquisition powers. Maybe 1 for 1 for powers that you get multiple uses per day (rage rounds, powers that give 3+stat/day) and 2 for 1/day abilities, or as mentioned, a few more magus arcana over the course of the 20 level progression.

Why inquisitions instead of arcane schools?


Oh my, I'm rather late on this ship.

I had some comments about Tovenaar.
Firstly, Tovenaar is weak. I don't mean this as an insult, but as a criticism that I shall now expand on.
The Inquisition mechanic of Tovenaar is wonderful, I'm a big fan, I wish there were more things like this to make a true magic warrior that doesn't need to rely on spellcasting...
But on that note, Inquisitions, even if you're getting 2-10 of them, do Not par up to spells. Damage, utility, and overall function, not to mention usage per day, none of that is maintained through the Spells to Inquisition Powers exchange, and not only that, but you lose spell recall, one of the most valuable abilities to a magus (Giving you the ability to hurl 20 fireballs in a day and never use more than your 3rd level spell slots)
My first suggestion is changing the ability replacements for Inquisitions to only replace spellcasting, because that is exactly what it is doing.
I then propose the ability to use Arcane Pool points to refresh uses of inquisition powers, to preserve that kind of magus gameplay.
Additionally, with the sharp dropoff of spellcasting, I would propose giving the Tovenaar more occasions for gaining Magus Arcana.

Alternatively, you could ignore my complaints about spell power and the like, and perhaps take a loot at the Tovenaar attack bonus and HP, perhaps giving them an ability like the 3.5 Swashbuckler's Grace ability, and granting the Tovenaar an attack and HP bonus while leveling, such as an additional +1 to hit every 6 levels and an extra HP each level (cheesy, I know)

My suggestions aren't the best, but I really feel like dropping spellcasting, cantrips, spellstrike, spell recall, knowledge pool, improved spell recall, and greater spell access all just for the inquisitions really downplays the potential of the concept for Tovenaar and makes the archetype so weak overall that it would not be appealing enough to compete with other magus archetypes and the core class itself.

I LOVE the concept of Tovenaar, but it just doesn't feel finished.
It would be sweet to see an errata that grants the Tovenaar a few extra abilities for the great number of them that they lose, in addition to their valued spellcasting.


Just so you know I haven't abandoned you, here I am!
And I would love to comment on this class but I really haven't looked at Prestige Classes in Pathfinder and I've got no experience in leadership based classes, I really have no idea how to help =x


Woah, I totally forgot about this project *Got caught up in Path of Exile and school*
Yeah I've been meaning to build some samples of this class but have yet to get around to it =x


I'm looking at Disrupting Aura, is it intentional that the Aura itself does not force concentration checks?

*Suggests a Phase art "Evasion" for level 4*


So I don't really have as much time as I thought since I decided to pick up DMing for my college fantasy club, but yall can feel free to use my thread to try and find groups :3


Did you ever post an updated version of the phase arts?


It would make it usable period. Since you can't actually travel with your move action in the same turn that you Warp normally.

And yes! Archetypes :3
My next idea is possibly making an archetype that is similar to the Soulknife, in that the Phase uses Phase magic to manifest a distortion blade. That's a ways off though.
We need some archetypes that bring a flavor to Phase that makes it seem like a typical fantasy profession, like how Rogue has Thugs and Investigators.


SmiloDan, that's a pretty awesome Archetype.
So a 20th level astral marauder would be able to go 1000ft/day?

Also! I made an Archetype for this :3

Blinkstrike Assassin:

Blinkstrike Assassin

-Hidden Warp(1): The Phase may make stealth checks after using Warp. Even if the Phase has no cover or concealment, he is considered hidden for one round after using this ability (meaning creatures still must make perception checks vs his stealth check to be aware of the Phase). Any creature attacked by the Phase becomes aware of him, including the effects of Impact and Forceful Entry. This ability otherwise functions as Warp.

-Into Shadows(1): The Phase gains a bonus to stealth checks equal to half their Phase level until the end of their next turn after using Warp. This ability replaces Planar Expert. (They do not lose the bonus to the stealth roll they made while benefiting from Into Shadows, so a Phase that remains hidden still gains this bonus on their initial stealth check.)

-Fade (2): The Phase gains the Fade phase art even if he does not meet the prerequisits.

-Sneak Attack (3): The Phase gains the sneak attack ability (see rogue). He deals an extra 1d6 damage at 3rd level, and an additional 1d6 damage for every 4 levels past 3rd (7, 11, 15, 19). If the Phase has Sneak Attack from another class, combine the damage. This ability replaces Rush, and the Phase may not take Rush Phase Arts.

-Hidden Arts (4): The Phase may select Rogue Talents in place of Phase Arts.

-The Blinkstrike Assasssin may not take Rush Phase arts, nor can he take Medium Armor Assault and Heavy Armor Assault.


I just realized something about Phasic Getaway.
The ability should also say "The Phasewalker may use their move action to travel after using the Warp ability"

Edit for Dimensional Slash:
Dimensional Slash (su): At 20th level, Warp no longer costs points from the Phasewalker's Inertia Pool to activate. He may also make a single attack against a threatened opponent as an immediate action while Rushed. As long as he has at least 3 points in his Inertia Pool, he may spend all his available Interia Pool Points in order to make his immediate action attack considered a Coup de Grace.

Also the bonus feats should include feats that list Dimension Door as a prerequisite in addition to combat feats, so the phasewalker can pick up dimensional agility feats.

Also gettin some feats up in dis!

Extra Inertia Pool
Preq: Inertia Pool ability.
Effect: Increase your maximum Inertia Pool points by 4.
Special: This feat may be taken multiple times.

Extra Phase Art
Preq: Phase Art class feature.
Effect: You may select an additional Phase Art you qualify for.
Special: This feat may be taken multiple times.


Some commentssess

All the Comments:

Rift Aura: This ability is stupid expensive. You're already spending Inertia almost every turn for Warp and Rush, dumping 1-10 points per round on Rift Aura would bleed you dry in an instant. I would change this ability to cost 1 point for a number of rounds equal to Cha mod, I would make the bonus to hit an insight bonus (because typed bonuses are important to avoid imbalance) and have it scale at every 6 levels instead of every 4. I'm very adament about the point cost but not so much about the bonus progression.

Rift Projection: Needs adjusting in regard to my suggestion for the Rift Aura mechanic. Also I see you have the ability affect creatures in an area. Why not make it a burst effect, you hit a 5ft radius burst and any creatures caught in that burst grant that bonus to hit to you for the normal Rift Aura duration? In my head I imagine a little phasic burst and the creatures caught in it having this wibbly little body aura over them. Your targeted aura is fine too, just a suggested alternate idea.

Disrupting Aura: I like that this has a heavier action cost. The wording on your ability is funky though, it reads like you're granting the spellcaster +4 on concentration checks. "If the target creature attempts to cast a spell or use a SLA, they must make a concentration check with a -4 penalty or lose the spell." and then every 4 levels it gets tougher. I feel like you should also include that the target doesn't suffer any of the normal Rift Aura penalties since this one is pretty beef as is. I'm not so well versed on pathfinder concentration checks, is there a flat number or is there normally a DC?

Distortion: My original concept was a mechanic similar to the Hexblade's Dark Companion in the 3.5 Player's Handbook 2. The ability entry is here
Benefi t: At 4th level, you can create an illusory companion
resembling a panther, spun from the darkness of the night.
Doing so takes 24 hours and uses up magic materials that cost
100 gp. Once created, your dark companion stands with you
in battle, hindering your enemies’ defenses.
Any enemy adjacent to your dark companion takes a –2
penalty on its saves and to its AC. Your companion’s speed
is equal to yours (including all modes of movement you
possess) and it acts during your turn each round. It follows
your mental commands perfectly—in effect, it is merely an
extension of your will.
Your dark companion has no real substance, and thus
can’t attack or otherwise affect creatures or objects. It
occupies a 5-foot space. Even though any creature can
enter a dark companion’s 5-foot space without restriction,
it must occupy its own space in order to have any effect
on enemies. It is immune to any damage or other effects
that might harm creatures, though it can be dispelled or
suppressed just like a spell effect. Your dark companion is
treated as a spell whose level is equal to 1/4 your hexblade
level. If it is dispelled, it automatically reforms at your side
24 hours later.
A dark companion can’t create fl anking situations, nor
does it provoke attacks of opportunity from movement,
because enemies automatically recognize it as an illusion.
If it is more than 120 feet from you at the start of your turn,
or if you ever lose line of effect to it, it instantly reappears
adjacent to you.
I thought it'd be good to have the full rules text from the original concept in case I forgot any important details. Pick and choose as you will.
What do you think of the idea of being able to manifest the distortion once per day for free, and then be able to spend a point of inertia to resummon it an hour later if it's been dispelled?

Debilitating Distortion: I think it's a little excessive, inertia-wise, to use this ability. I think a more simple mechanic would be, for 1 point of inertia, the Distortion lets out a 5ft radius burst around itself, foes in the area make their save vs the listed debuff, for a number of rounds equal to the Phasewalker's Cha mod.

Dread Distortion: "As move action, the Phasewalker may attempt to intimidate any number of creatures affected by his Distortion. He recieves a bonus to this check equal to 1/2 his Phasewalker level, but takes a -1 penalty for each creature he attempts to intimidate beyond the first." And then intimidate checks have a standard number of rounds that the effect lasts for. You're spending 2 class abilities to be able to intimidate more than 1 person at a time, so I don't feel like it's something that justifies spending an inertia point.

Destructive Distortion: Woah that's a beefy amount of damage, and force damage is no laughing matter. This very much should cost Inertia points per use, maybe even have a limited number of times per day.

Distortion Prereqs: Destructive, Dread, Distended, and Debilitating don't really need to have all of them clumped together. I suggest just making each of them have a prereq of Distortion and not need all the others too. Also Distended Dread and Debilitating have pretty hefty requirements level wise. I think you can get away with all of those being 8.

Dimensional Prison: Ouch that's a hefty point cost. This is only a 4th level spell. I say, 1 point to use, and have a limited times per day. 1/day at level 8, and then one additional time every 6 levels, so 3/day at level 20. CL = Phasewalker level.

Disruptor: Same thing as Dimensional Prison, take the point cost down to 1 and make it limited per day. 1/day at 16, and one additional every 4 levels, so 2/day at level 20.

Fade: This is expensiiiive. Ok my suggestion- Level 4 phase art, 1 point, gains the effect of the Vanish spell. At level 10, the invisibility effect stops becoming illusory and becomes a planar physical effect, defeating invisibility purge and true seeing.

*Everfading, as a 6th level phase art, which allows the phasewalker to spend 2 points to gain Invisbility as the spell rather than Vanish*

Armor Assault: Do you want to include medium and heavy loads into these abilities too?

Twisted Impact: So this ability is essentially used to weaken the atomic structure of an object so it can later be sundered more easily?
The idea is cool, but your wording is... Complicated.
"The Phasewalker's armed and natural attacks deal extra damage to objects. This extra damage is equal to 1/2 the Phasewalker's level."
Rift Sunder: The Phasewalker adds his level in place of his base attack bonus on sunder combat maneuvers. If he spends 1 point from his inertia pool, his attacks ignore hardness for 1 round.

Extra Warp: Have you changed how Warp works? I thought it was a set distance and then uses inertia pool points. Anyway, as for what I know of the class abilities, this should say "Add 10ft to the maximum distance traveled when you use Warp, this may be taken up to 3 times, its effects stack"

Impact: This should probably be level 4 or 6.

Teleporting Prowess: I see there is no elaborated explanation for this, did you drop the concept? I feel like the Phasewalker should be able to CMB teleport from a grapple normally, and then maybe get a bonus to it or some other grappling effect from Teleporting Prowess.
... xD Oh man, I can just imagine a Phasewalker with Impact teleporting away from someone grappling them. Zip-BOOM.

Forceful Entry: Add in "If you succeed, you may not move with the bullrush against any creature bullrushed using this ability" Also, should say it costs 1 point of inertia in addition to the cost of using Warp.

Warp Armor: I feel like this could use a better name, like Imdomitable Teleporter

Blink Strike: This needs to specify that the target needs to be directly between the origin and destination of the warp, and have line of effect.

Drudge: Will save DC 10+ 1/2 Phasewalker level + Phasewalker Cha mod.

Tearing Warp: This should require a will save to negate, but if the Phase is already grappling, then they should skip the special combat maneuver. This ability costs 1 point of inertial pool in addition to the costs of using Warp.

*Tearing Shunt: Level 15, The Phasewalker may leave their victim of Tearing Warp off at any open square on the line of travel between their origin and destination.

*Greater Momentum: Whenever the Phasewalker uses Momentum, they do not take the penalty to hit while using the Power Attack feat.

Flash Warp: This is awesome xD I have nothing to add.

Burning Rush: Should add in "After a Warp, the Phasewalker may choose to enter a modified Rush called a Burning Rush" so that they can choose not to be on fire.

Phantom Rush: Very cool. F@&@ you ghosts! Who you gonna call! >:D

Havoc Trooper: This is a neat touch, I can see that being a popular phase art.

*Phasic Getaway: When a Phasewalker beings to Rush, he may forgo all his other bonuses from Rush to instead double his Rush move speed bonus for the duration of his Rush.

*Long Warp (Level 8): The phasewalker may spend 2 points from his Inertia Pool to Dimension Door as the spell.

*Very Long Warp? (Level 12): The phasewalker may spend 3 points from his Inertia Pool to Teleport as the spell.

*Super Duper Long Warp! (Level 15): The Phasewalker may spend 3 points from his Inertia Pool to Plane Shift.

* = Newly suggested Phase Arts

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