Genie

Kain Darkwind's page

Goblin Squad Member. 1,880 posts. 1 review. No lists. 1 wishlist.



1 to 50 of 117 << first < prev | 1 | 2 | 3 | next > last >>

150 is going to be the last AP for me. It's been a good long run. Thanks for everything.


I'd like to cancel all of my subscriptions except the PF Adventure Path please. Thank you.


Hey guys, this order is listed as 'pending', which might mean it hasn't shipped yet?

If possible, can the destination on this order be changed to my Winter Haven address (the current default for shipping)? I got back home yesterday.

If it can't be changed, or if it requires something stupidly difficult like going through dozens of piles of Pathfinder books, please do not worry about it. The destination it is being sent to in Ohio is my mom-in-law's house where I spent most of the summer. I will get the books, and they won't be lost. Just, if it can't be changed, it would save a minor delay.


I sent this via email as well, but since I use a different email than the one associated with the account, I figured I'd better post too.

I would like Starfinder Adventure Path and Starfinder Roleplaying game cancelled. I'd like to keep my current Pathfinder subscriptions.


I would like to cut my current subscriptions down to only the PF Adventure Path, Starfinder Roleplaying Game and Starfinder Adventure Path. Thank you.


I need to drop the campaign setting and modules from my subscription list.

I would like to add the Starfinder adventure path to my subscription list.

If there is a Starfinder core line subscription, I would like to add that to my subscription list.


As the thread title. I was formatting their stats for pb2 boards, since i like to tinker and having a mass of preformatted base stats helps. I noticed the Heresy Devil does not speak Common and lacks telepathy. Is that intentional or oversight?


I'm looking for something along the lines of Penny Dreadful, League of Extraordinary Gentlemen, Sherlock Holmes, etc. It does not need to (and probably should not) contain team ups of famous literary characters though.


Question is as topic title.

Antimagic Field says that it does not affect wall of force, prismatic sphere, etc.

The two sides of the argument are as follows.

1. The spell says it cannot affect them. Ergo, you can cast a wall of force into an antimagic field.

2. The spell suppresses spellcasting. Ergo, while casting antimagic field cannot affect an existing wall of force in its area, it still suppresses the casting of wall of force into or inside of the antimagic field.


If it is possible, I recently just changed addresses. Can this order be sent to the address included below instead of the other?

[redacted]

If it is too late, I understand. This sort of happened suddenly.


Ok, I just found out that I'm going to be moving at the end of the month. To Florida. We'll be leaving around the 22nd.

Should I change the shipping address for July's order to my new address, or will it get to me in time?


Quote:
SQ lay on hands (3d6, 5/day, as a 6th-level paladin), mental purge, mercies (diseased, fatigued)

The Cervapral is a new agathion found in Andoran, Spirit of Liberty. It has the above SQs listed, but no description of mental purge. Is there something I'm missing, or was it left out?


"In addition, if the vigilante wants, he can task his friends to help cover for him by spreading false tales of his location and activities to others. This has the effect of increasing the DC of Diplomacy checks made to gather information about the vigilante and Survival checks made to track him by an amount equal to his level. This lasts for 1 day, and can be used only once per week."

I am curious about abilities like this. Do most Pathfinder DMs roll Diplomacy/Gather Information checks for their foes to determine if they find out about the PCs?

And what sort of DCs do the PCs merit when NPCs do this? DC 20 for obscure?

To me, this seems like the sort of simulationist mechanic that ends up in classes and feats that doesn't actually reflect real play, or at least, real common play.

Unless there are substantial rules that make running this sort of counter ability fun, and unless the NPCs roll the dice in front of the PCs, I can't see how it really is such, there is no reason for abilities like this to exist in the game, let alone in such a limited fashion. 1/week, lasts for a day?


Between running out of both budgetary and literal room, something's got to give. This line is the weakest link, sadly, so it's getting trimmed first.


Just want to make sure this one is on track. The payment method was declined, and I had it retried the same day. It should have taken, but I don't see funds taken out of my account. If I need to do anything else, please notify.


Devil Army Stats:

Platoon of Erinyes (XP 4,800)
LE Medium army of Erinyes
hp 44; ACR 8
DV 32; OM +12; ranged
Tactics dirty fighters, sniper support, spellbreaker, taunt
Resources magic weapons
Special darkvision, fear, flight, grab, immune (fire, poison), significant defense (electricity, good), spell resistance, spellcasting (4th), teleportation
Speed 2; Consumption 6
Commander erinyes, Cha +6, Leadership 15, Morale +6; Boons - hit and run

Platoon of Osyluth (XP 6,400)
LE Medium army of Osyluth
hp 49; ACR 9
DV 33; OM +13
Tactics cautious combat, defensive wall, dirty fighters, expert flankers
Special darkvision, fear, flight, immune (fire, poison), invisibility, poison, significant defense (electricity, good, silver), spell resistance, spellcasting (4th), teleportation
Speed 2; Consumption 4
Commander osyluth, Cha +5, Leadership 16, Morale +5; Boons - flexible tactics

Platoon of Hamatula (XP 12,800)
LE Medium army of Osyluth
hp 60; ACR 11
DV 35; OM +15; ranged
Tactics dirty fighters, expert flankers, false retreat, relentless brutality, spellbreaker
Special bleed, darkvision, fear, grab, immune (fire, poison), significant defense (electricity, good), spell resistance, spellcasting (4th), teleportation
Speed 2; Consumption 5
Commander hamatula, Cha +5, Leadership 17, Morale +5; Boons - merciless

Squad of Pit Fiends (XP 38,400)
LE Diminutive army of pit fiends
hp 77; ACR 14
DV 43; OM +23; ranged
Tactics cautious combat, dirty fighters, false retreat, full defense, relentless brutality, sniper support, spellbreaker
Special darkvision, disease, fear, flight, grab, immune (fire, poison), poison, regen 5, significant defense (electricity, good, silver), spell resistance, spellcasting (9th), teleportation
Speed 4; Consumption 7
Commander Pit Fiend, Cha +8, Leadership 28, Morale +8; Boons - merciless

Platoon of Pit Fiends (XP 307,200)
LE Medium army of pit fiends
hp 110; ACR 20
DV 49; OM +29; ranged
Tactics cautious combat, defensive wall, dirty fighters, expert flankers, false retreat, full defense, relentless brutality, sniper support, spellbreaker, taunt
Special darkvision, disease, fear, flight, grab, immune (fire, poison), poison, regen 5, significant defense (electricity, good, silver), spell resistance, spellcasting (9th), teleportation
Speed 4; Consumption 10
Commander Pit Fiend General, Cha +10, Leadership 30, Morale +10; Boons - merciless

Company of Pit Fiends (XP 2,457,600)
LE Gargantuan army of pit fiends
hp 143; ACR 26
DV 55; OM +35; ranged
Tactics all
Special darkvision, disease, fear, flight, grab, immune (fire, poison), poison, regen 5, significant defense (electricity, good, silver), spell resistance, spellcasting (9th), teleportation
Speed 4; Consumption 13
Commander Morax, Cha +10, Leadership 44, Morale +10; Boons - loyalty

Platoon of Barbazu (XP 1,600)
LE Medium army of barbazu
hp 27; ACR 5
DV 25; OM +5
Tactics full defense, relentless brutality
Special bleed, darkvision, grab, immune (fire, poison), significant defense, spell resistance, teleportation
Speed 4; Consumption 2
Commander hamatula, Cha +4, Leadership 16, Morale +4; Boons - merciless

Platoon of Narzugon (XP 3,200)
LE Medium army of narzugon
hp 38; ACR 7
DV 32; OM +15; ranged
Tactics calvary experts, full defense, relentless brutality
Resources improved armor, improved weapons, mounts
Special darkvision, fear, flight, immune (fire, poison), powerful charge, significant defense, spell resistance, spellcasting, trample
Speed 6; Consumption 5
Commander erinyes, Cha +5, Leadership 14, Morale +5; Boons - sharpshooter

Host of Narzugon (XP 51,200)
LE Colossal army of narzugon
hp 82; ACR 15
DV 42; OM +23; ranged
Tactics calvary experts, full defense, relentless brutality
Resources improved armor, improved weapons, mounts
Special darkvision, fear, flight, immune (fire, poison), powerful charge, significant defense, spell resistance, spellcasting, trample
Speed 6; Consumption 7
Commander Narzugon cavalier 10, Cha +4, Soldier 10 ranks, Leadership 21, Morale +6; Boons - Defensive Tactics, Flexible Tactics, Hit and Run

Expendable Lemure Mass (XP 400)
LE Medium army of lemures
hp 5; ACR 1
DV 21; OM +1
Tactics standard only
Special darkvision, immune (fire, mind-affecting, poison), mindless, significant defense (electricity, good, silver)
Speed 1; Consumption 0
Commander merregon, Cha +0, Leadership 3, Morale +0; Boons - merciless

Expendable Lemure Horde (XP 1600)
LE Huge army of lemures
hp 27; ACR 5
DV 25; OM +5
Tactics standard only
Special darkvision, immune (fire, mind-affecting, poison), mindless, significant defense (electricity, good, silver)
Speed 1; Consumption 2
Commander merregon, Cha +0, Leadership 3, Morale +0; Boons - merciless

[size=120]Expendable Lemure Wave (XP 6,400)[/size]
LE Colossal army of lemures
hp 49; ACR 9
DV 29; OM +9
Tactics standard only
Special darkvision, immune (fire, mind-affecting, poison), mindless, significant defense (electricity, good, silver)
Speed 1; Consumption 4
Commander merregon, Cha +0, Leadership 3, Morale +0; Boons - merciless

Unique Devil Armies:
The Infernal Charge (XP 102,400)
LE Medium army of narzugon cavalier 10
hp 93; ACR 17
DV 46; OM +26; ranged
Tactics calvary experts, defensive wall, dirty tactics, expert flankers, false retreat, full defense, relentless brutality, siegebreaker, sniper support
Resources magic armor, magic weapons, powerful mounts
Special challenge, darkvision, fear, flight, immune (fire, poison), order, powerful charge, significant defense (electricity, good, silver), spell resistance, spellcasting, tactician, trample
Speed 6; Consumption 12
Commander Natara, Cha +7, Soldier 25 ranks, Leadership 32, Morale +12; Boons - Bloodied but Unbroken, Defensive Tactics, Flexible Tactics, Hit and Run, Loyalty, Merciless

Dark Flight Special Forces (XP 76,800)
LE Medium army of cornugons
hp 88; ACR 16
DV 43; OM +23; ranged
Resources magic weapons
Tactics full defense, relentless brutality
Special bleed, darkvision, fear, flight, immune (fire, poison), regeneration 5, significant defense (electricity, good, silver), spell resistance, spellcasting, stun, teleportation
Speed 3; Consumption 10
Commander Ruthegax, Cha +9, Soldier 30 ranks, Leadership 39, Morale +15; Boons - Bloodied but Unbroken, Defensive Tactics, Flexible Tactics, Hold the Line, Hit and Run, Loyalty, Merciless

The Dark Eight (XP 614,400)
LE Diminutive army of advanced pit fiends
hp 220; ACR 22
DV 54; OM +34; ranged
Tactics all
Resources artifact armor, artifact weapons
Special create spawn (undead), darkvision, disease, fear, flight, grab, immune (fire, poison), invisibility, poison, regen 10, significant defense (electricity, epic, good and silver), sneak attack, spell resistance, spellcasting (9th), teleportation, weapon specialization
Speed 4; Consumption 17
Commander Dagos, Cha +9, Soldier 30 ranks, Leadership 39, Morale +15; Boons - bloodied but unbroken, defensive tactics, flexible tactics, hit and run, loyalty, merciless, sharpshooter

Units tend to follow the organization set down in Gates of Hell by Dicefreaks. Thus,a squad is 9 devils (diminutive), a platoon is 81 devils (medium) and a company is 729 (gargantuan). The army blocks are designed for mass combats, although some of the higher level ones are downright apocalyptic. I suppose that's appropriate, if 700 pit fiends show up and start blowing things up, it might as well be the end of your world. Most likely though, mass combats using diabolical armies will use Medium sized or smaller armies, so that's what I focused on.


I'm strongly considering switching the touch AC portion of the firearms rules to target flatfooted ACs instead. I loathe the idea of bullets punching through all armor or natural armor, no matter how strong.

I'm curious about if anyone else has done this in their games, and the results, especially to gunslinger PCs.


My party is coming down a hallway in a strange building. They come to a locked door which they cannot open. They judge the door to be of high, but not abnormal thickness, say one foot thick.

Because they have not seen the other side of the door and do not know what lies there, they cannot use teleport or greater teleport to bypass it, which require a 'reliable description'. They can however, use dimension door to do so, by specifying a direction and range.

Is this correct?


45 people marked this as a favorite.

So if I build a modest three story house, with four 10x10 ft. rooms per floor, divided by regular old masonry walls...

twelve 10x10 sections per floor, times three floors. Four more for a floor times four to make three floors and a roof, equals 16 plus the 36 before. 52.

Plus a front door and a back door, and doors to the four bedrooms on the second floor, and a door to the attic/third floor. Seven doors.

4,750 hit points. Hardness 8 for most of it.

We need to nerf houses.


I've got a 20th level cavalier, order of the sword.

Mount strength is 34. Cavalier strength is 26, charisma is 25. +4 axiomatic lance. Spirited Charge. Knight's Challenge.

1d8 + 12 plus 2d6 lawful normally. On a charge, supreme charge = +200%, and spirited charge = +200% for a total of x5. Also add mount's strength to charge.

5d8 + 120 plus 2d6? 7d8 + 168 plus 2d6 on a critical hit?

And with knight's challenge, that 1d8+12 becomes 1d8+39. With the mount's strength, on a charge...

5d8 + 255? And 7d8+357 on a crit?

Just want to make sure I'm doing the math in the proper order.


1 person marked this as a favorite.

The talented fighter is designed to fit seamlessly into the existing fighter framework, by allowing any existing fighter to make use of the abilities via bonus feats, or allowing them to remain the same (due to the assumed use of the talent Feat). It addresses many common complaints with fighters specifically and martial combat in general.

The talented rogue is designed to overhaul weak talents and add a lot of rogue talents to the pool, in order to provide them with a solid skill monkey set of tools.

The working threads are on Dicefreaks, and can be found here.

Both are works in progress, but have grown large enough to merit sharing with the Paizo community. Both were designed with massive input from Coriat, and were inspired by Kirth Gersen. Much thanks to both of them.

Talented Fighter:
Talent (Ex): At first level and every even level after, (1st, 2nd, 4th, etc), the talented fighter can select a talent to improve his prowess. This replaces all of the fighter's bonus combat feats.

A talented fighter can alter a number of combat feats equal to 1+1/2 fighter level every day with 1 hour of weapon practice.

Armor Training, Improved A fighter with this talent gains DR x/- equal to his armor training bonus. This stacks with any other DR x/- the fighter may gain from other sources. A fighter must be 7th level and possess the armor training feature to take this talent.

Brutal Maneuver: Once per round, a fighter who selects this talent can apply the effects of a combat maneuver to a successful melee attack roll if the result of the attack roll also exceeds his opponent's CMD+5. He must have the Improved [maneuver] feat for the maneuver in question. A fighter must be 8th level to select this talent

Combat Assessment The fighter can make a level check modified by Intelligence in place of a Spellcraft check to identify magic arms and armor. This requires one minute of handling the weapon or armor. Because it is non-magical detection, effects such as magic aura do not interfere with the result.

The fighter can make a Sense Motive check as a full round action to determine the base attack bonus and preferred method of combat (melee, ranged, spells, etc) of one creature. If observing the creature in combat, this check can be made as a free action. (Note, in my game, the BaB would be replaced with a descriptor of apprentice, journeyman, master, etc, reflecting their BaB instead of level.)

Courage: A fighter who selects this talent treats any fear effect he suffers as if it were one step less severe (panicked->frightened, frightened->shaken, shaken->none), and adds his Fighter level to the DC to Intimidate him. At 12th level, he treats any fear effect as if it were two steps less severe. At 18th level, he becomes immune to any fear-based effect (including Intimidate). A fighter must possess the Bravery class feature in order to select this talent.

Dextrous A fighter with this talent uses his Dexterity modifier in place of Strength for melee attack rolls. At 4th level, he adds his Dexterity modifier instead of Strength for melee damage rolls. At 8th level, he adds 1.5 times his Dexterity modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. His damage is not increased from this talent by wielding a weapon with two hands.

Disrupt Spell A fighter with this talent can ready an action to counterspell, just as a spellcaster. However, he can only disrupt spells that are targeted on him or include him in an area of effect. The fighter makes an attack roll at -20 instead of rolling a dispel check. Making a Spellcraft check to identify the spell (as per counterspell) reduces this to a -10 penalty. Disrupting a spell in this fashion is damaging to a weapon, and if successful, the weapon takes 1d6 points of damage per spell level plus 1 per caster level. A fighter must be 8th level to take this talent.

Feat A talented fighter can take a combat feat for which they qualify in place of a talent. This can be selected more than once.

Fearsome Prowess: Intelligent combatants who have seen you fight for more than two rounds must make a Will save. (DC 10 + 1/2 fighter level + Charisma modifier) Those who fail and possess a CR of your level -3 or less refuse to engage you in melee unless magically compelled. Those who fail and have a CR equal to half of your fighter level or less throw down their arms and join your service, unless doing so would be antithetical to their nature, in which case they are panicked. This is a mind-affecting, fear effect. You must be a 10th level fighter to take this talent.

Fief A fighter with this talent gains a small tower (barracks) and the nearby land. (1 acre per class level) While on this land, or fighting in defense of the land within 1 mile per level, he gains the constant benefit of heroism.

At 10th level, a fighter with this talent upgrades his tower to a keep (fort), and the nearby land expands. (10 acres per class level.) While on this land, or fighting in defense of the land within 2 miles per level, he gains the constant benefits of heroism and haste.

At 14th level, a fighter with this talent upgrades his keep to a castle, and the nearby land expands. (50 acres per class level.) While on this land, or fighting in defense of the land within 3 miles per level, he gains the constant benefits of greater heroism and haste.

At 18th level, a fighter with this talent upgrades his castle to a huge castle, and the nearby land expands. (100 acres per class level.) While on this land, or fighting in defense of the land within 5 miles per level, he gains the constant benefits of greater heroism, haste and divine power. The caster level of these effects is equal to the fighter's level. A fighter must be 6th level to select this talent. *This talent may not be suitable for many campaigns, or may contain implicit obligations. Check with your DM first.

Friendship Forged in Fire The talented fighter can make an attack roll in place of a Diplomacy check on any creature that the fighter has defeated (but not slain) in combat. For the purpose of this talent, defeated refers to any reduction in hit points that renders a foe unconscious or causes him to surrender. The creature must have been willing to fight the talented fighter prior to his defeat.

Hardy A fighter who selects this talent gains a bonus equal to his Con modifier to Reflex and Will saves. A fighter must be 4th level to select this talent.

Indomitable: A fighter who selects this talent may reroll a failed Will save every round to break free of an ongoing effect. A fighter can do this a total number of rounds equal to his class level per effect.

Indomitable, Greater: A fighter who selects this talent may ignore a failed Will save after the result is revealed. He may use this ability once per day, and one additional time for every four levels above 12th. He is dazed for one round every time he uses this ability. A fighter must be 12th level to select this talent.

Insightful A fighter with this talent uses his Wisdom modifier in place of Strength for melee attack rolls. At 4th level, he adds his Wisdom modifier instead of Strength for melee damage rolls. His damage is not increased from this talent by wielding a weapon with two hands.

Legendary Commander: A fighter who selects this talent adds +1 to the OV, DV, and Morale bonus of any army under his direct command, adds his fighter level to the army’s hit points, and may select any tactic during the tactics phase in battle (other than those requiring specific resources) even if his army is not trained in that tactic. In addition, he learns one additional boon selected from the standard list.

At 5th level and every 5 levels after, the bonus to OV, DV and Morale increases by +1, and the fighter learns an additional boon.

Man-at-Arms A fighter with this talent takes no attack penalties for non-proficiency with manufactured weapons. (Including firearms at DM discretion) In addition, each time he would be able to add a weapon group with weapon training, he adds two weapon groups. (So a 5th level fighter would have two weapon groups at weapon training 1, a 20th level fighter would have eight weapon groups, two at 4, two at 3, and so on.)

Maneuver Master: A fighter who selects this talent does not provoke an attack of opportunity for attempting any combat maneuver.

Mettle A fighter who selects this talent does not suffer any partial effect on a successful Fortitude or Will save.

Panache A fighter with this talent uses his Charisma modifier in place of Strength for melee attack rolls. At 4th level, he adds his Wisdom modifier instead of Strength for melee damage rolls. At 8th level, he adds 1.5 times his Charisma modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. His damage is not increased from this talent by wielding a weapon with two hands.

Reasoned A fighter with this talent uses his Intelligence modifier in place of Strength for melee attack rolls. At 4th level, he adds his Intelligence modifier instead of Strength for melee damage rolls. At 8th level, he adds 1.5 times his Intelligence modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. His damage is not increased from this talent by wielding a weapon with two hands.

Reflect Spell A fighter with this talent who successfully disrupts a spell reflects it back to its caster, where it targets the caster or the caster's square and takes effect normally. A fighter must be 14th level to take this talent. A fighter must have the disrupt spell talent to take this talent.

Relentless A number of times per day equal to 3+Con modifier, a fighter can use a full round action to convert all lethal hit point damage he has into nonlethal damage.

Risk Taker The talented fighter gains a dodge bonus equal to half of his level (minimum +1) vs attacks of opportunity.

At 8th level, the talented fighter takes half damage from attacks of opportunity.

At 16th level, the talented fighter may make a counter attack of opportunity against a creature who has made an attack of opportunity against him. The fighter must be capable of making an attack, and his counter attack resolves after the initial attack of opportunity, but before the action which provoked it.

Shrug it Off A number of times per day equal to 3+Con mod, a fighter can make a Fortitude save against an effect they have failed their save against, at the same DC. Success allows them to ignore the effects for a number of rounds equal to their fighter level. A fighter must be 10th level to select this talent.

Size Matters Not The talented fighter can use weapons one size smaller and larger than his size category with no penalty.

Skilled Combat A talented fighter can add his fighter level to a combat maneuver check or to his Combat Maneuver Defense when an opponent attempts a maneuver against him as an immediate action. This ability can be used once per minute.

Stamina The fighter adds his fighter level to his Strength score to determine encumbrance. He may sleep in armor without penalty. He may make a level check modified by Constitution as a swift action to accomplish any of the following tasks.

Delay poison (DC as poison) - delays onset of poison by one frequency unit. Subsequent attempts suffer a -1 penalty.
Ignore Caltrop (DC 20) - ignores caltrop penalties to speed.
Ignore Fatigue (DC 20) - ignores fatigue for 1 round plus 1 additional round for every point of success.
Ignore Exhaustion (DC 30) - ignores exhaustion for 1 round plus 1 additional round for every point of success.
Reduce Exhaustion (DC 25) - treats exhaustion as fatigue for 1 round plus 1 additional round for every point of success.
Remain conscious (DC 20 + negative hit points)

A fighter must be at least 4th level to select this fighter talent.

Stamina, Greater The fighter is immune to magical sleep, fatigue and exhaustion. A fighter must have the stamina talent to select this fighter talent. A fighter must be at least 12th level to select this fighter talent.

Sunder Enchantment The talented fighter can force an enchanted ally who has harmed him to snap out of the effect. To do so, he can make an attack roll as a standard action to dispel the effect as per dispel magic. The attack must hit the ally's Armor Class. If successful, the attack deals nonlethal damage to the ally and dispels the effect. If the attack does not successfully dispel the effect, it deals normal lethal damage to the ally. A fighter must be 8th level to select this fighter talent.

Talented: A fighter who selects this talent possesses a martial education, extensive experience, or a natural talent in a certain area. He gains a competence bonus equal to half his fighter level (minimum +1) in one of the following sets of linked skills and treats them as class skills:

-Profession (soldier) and Sense Motive
-Profession (sailor), Survival, and Athletics
-Knowledge (nature) and Survival
-Knowledge (nobility) and Diplomacy
-Knowledge (arcana) and Spellcraft
-Knowledge (religion) and Spellcraft
-Ride, Athletics and Handle Animal
-Knowledge (local) and Intimidate
-Perform (oratory) and Diplomacy
-Knowledge (dungeoneering) and Survival
-Craft (weapon) and Craft (armor)

The Harder They Fall: A fighter who selects this talent may attempt combat maneuvers normally even against foes who would otherwise be immune to his attempts due to their size.

Two Weapon Fighting: A fighter who selects this talent takes a -2 penalty on attacks when using a weapon in each hand instead of the normal penalties for two weapon fighting. The fighter can make iterative attacks with his off hand if his base attack bonus is high enough.
This talent counts as Two Weapon Fighting, Improved Two Weapon Fighting and Greater Two Weapon Fighting for any prerequisites, if the fighter has a high enough BaB to make use of the latter two options.

Versatile Weapon: A fighter who selects this talent may choose to deal bludgeoning, piercing, and/or slashing damage with any weapon with which he possesses Weapon Focus or Weapon Training, and suffers no penalties for dealing lethal damage with a nonlethal weapon or nonlethal damage with a lethal weapon. At 20th level, the fighter gains these benefits with any weapon that he wields, without requiring Weapon Focus or Weapon Training. A fighter must possess either Weapon Focus or the Weapon Training class feature in order to select this talent.

Warlord When in command, the fighter can grant a number of minions equal to his Charisma bonus the use of his weapon training, armor training and bravery bonuses. A minion is an allied creature with less levels or HD than the fighter.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also don armor in half the normal time and move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls and can draw it as a free action.

If the weapon has a reload time, the fighter can reduce that reload time by one step.
If the weapon is a reach weapon, the fighter can attack creatures in adjacent squares.
If the weapon has a range increment, the fighter increases the increment by +10 feet per +1 bonus.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Diehard
Prerequisites: Endurance.
Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than double your Constitution score, you immediately die.
Normal: A character without this feat who is reduced to negative hit points is unconscious and dying. A character without this feat dies when their negative hit points is equal to or greater than their Constitution score.

Endurance
Benefit: You add your level to all Constitution checks, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation; and to the number of rounds you can hold your breath or run. At 8th level, rounds become minutes. At 16th level, minutes become hours.
Normal This ain't possible

Endurance, Mythic
Benefit: You do not need to breathe or sleep. You are immune to fatigue. You treat extreme cold/heat as normal cold/hot weather.

Toughness
Benefit: You gain gain +1 hit points per Hit Die. (Minimum +3) At 5th level, this increases to +2 hit points per Hit Die. At 10th level, this increases to +3 hit points per Hit Die. At 15th level, this increases to +4 hit points per Hit Die. At 20th level, this increases to +5 hit points per Hit Die.

Inspired by Kirth Gersen, with extensive help from Coriat.

Talented Rogue:
Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A rogue cannot sneak attack while striking a creature with concealment. This does not apply if the concealment caused by dim lighting conditions.

Revised
Befuddling Strike (Ex): When the rogue deals sneak attack damage against an opponent, that opponent takes a –2 penalty on attack rolls against the rogue for 1d4 rounds. This penalty increases by -1 every 5 levels the rogue possesses.

Distracting Attack (Ex): A rogue with this talent can make sneak attacks with subtle flourishes that disorient and distract her enemy. When she hits a creature with a melee attack that deals sneak attack damage, she can forgo the additional damage to cause the creature to become flat-footed until the beginning of her next turn. Creatures with uncanny dodge are immune to distracting attack.

Powerful Sneak (Ex): Whenever a rogue with this talent takes a full attack action, she can elect to take a –2 penalty on all attack rolls until the start of her next turn. If an attack during this time is a sneak attack, she gains +1 to each sneak attack damage die. At 10th level, she gains +2 to each sneak attack die.

Sacred Sneak Attack (Su): When making a sneak attack against an undead creature or evil outsider, the rogue’s damage is considered good-aligned for the purpose of overcoming damage reduction. A rogue must have a good alignment to select this rogue talent.

Underhanded (Ex): A rogue with this talent gains a +4 circumstance bonus on all Sleight of Hand checks made to conceal a weapon. Furthermore, if she makes a sneak attack during the surprise round using a concealed weapon that her opponent didn’t know about, she does not have to roll sneak attack damage, and the sneak attack deals maximum damage.

Assault Leader (Ex): When the rogue misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action. A rogue can do this 1/day, plus one time for every four rogue levels she possesses.

Camouflage (Ex): A rogue with this talent can craft simple but effective camouflage from the surrounding foliage. The rogue needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the rogue fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage.

Esoteric Scholar (Ex) A rogue with this talent may attempt a Knowledge check, even when she is not trained in that Knowledge skill. The rogue adds 1/2 her rogue level (minimum +1) to checks made with untrained Knowledge skills.

Fast Getaway (Ex): After successfully making a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action or swift action to take the withdraw action. She can move no more than her speed during this movement if she uses a move action, and no more than half her speed if she uses a swift.

Getaway Artist (Ex): A rogue with this talent adds Fly, Handle Animal, and Ride to her list of class skills, and gains a +2 bonus on all driving checks. She adds 1/2 her rogue level to checks made with these skills when using them to flee.

Hold Breath (Ex): A rogue with this talent adds her rogue level to the number of rounds she can hold her breath. At 8th level, rounds become minutes. At 16th level, minutes become hours.

Honeyed Words (Ex): Once per day, the rogue can roll two dice while making a Charisma or Charisma based skill check, and take the better result. She must choose to use this talent before making the check. A rogue can use this ability one additional time per day for every four rogue levels she possesses.

Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 11 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent. For every five levels the rogue possesses, she can select another 1st-level spell that can be cast two times per day. A rogue must have the minor magic rogue talent before choosing this talent.

Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 10 to select this talent. For every five levels the rogue possesses, she can select another 0-level spell that can be cast three times per day.

Peerless Maneuver (Ex) Once per day, a rogue with this talent can roll two dice while making a Strength or Dex based check, and take the better result. She must choose to use this talent before making the check. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

Positioning Attack (Ex) Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). A rogue with this talent can also use the Disable Device skill to attempt to open a lock as a standard action instead of a full-round action.

Quick Trapsmith (Ex): As a full-round action, a rogue with this talent can set a simple trap with a CR no greater than her rogue level - 3 (Minimum 1). To do this, she must purchase the components, spend the required time constructing the trap in advance, and have its components at hand. The type of trap that can be constructed in this way is subject to GM discretion.

Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

Skill Mastery: The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. If she chooses to roll, she rolls 2d20 and takes the best result. In addition, it takes her half the time to take 20 on a mastered skill. (10x normal time)

A rogue may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.

Stealthy Sniper (Ex): When a rogue with this talent uses the Stealth skill to snipe, she only suffers a –10 penalty on the Stealth check, instead of –20.

Survivalist: A rogue with this talent adds Heal and Survival to her list of class skills. She adds 1/2 her rogue level to checks made with these skills.

Thoughtful Reexamining (Ex): Once per day, a rogue with this talent can reroll a Knowledge, Sense Motive, or Perception skill check to try to gain new or better information from the roll. This reroll can be made any time during the same day as the original check. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

Advanced
Deadly Sneak (Ex): This has been rolled into Powerful Sneak.

Dispelling Attack (Su): Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic, functioning identically to the spell. The caster level for this ability is equal to the rogue's level. A rogue must have the major magic rogue talent before choosing dispelling attack.

Another Day (Ex): Once per day, when the rogue would be reduced to 0 or fewer hit points by a melee attack, she can take a 5-foot step as an immediate action. If the movement takes her out of the reach of the attack, she takes no damage from the attack. The rogue is staggered for 1 round on her next turn. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses, but no more than once per minute.

Defensive Roll (Ex): With this advanced talent, the rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from any source), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow and this damage is nonlethal; if it fails, she takes full damage, half of which is nonlethal. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses, but no more than once per minute.

Hunter’s Surprise (Ex): Once per day, a rogue with this talent can designate a single enemy she is adjacent to as her prey. Until the end of her next turn, she can add her sneak attack damage to all attacks made against her prey, even if she is not flanking it or it is not flat-footed. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses, but no more than once per minute.

Knock-Out Blow (Ex): A rogue with this talent can attempt to knock out an opponent with a sneak attack. She must declare the use of knock-out blow before she makes the attack. If the attack hits, it does nonlethal damage, and the target falls unconscious for 1d4 rounds. A successful Fortitude save reduces this effect to staggered for 1 round. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Intelligence modifier.

Redirect Attack (Ex): Once per day, when a rogue with this talent is hit with a melee attack, she can redirect the attack to strike at an adjacent creature with a free action. The creature targeted must be within melee reach of the attack that hit the rogue, and the creature that made the attack against the rogue must make a new attack roll against the new target. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses, but no more than once per minute.

New Standard

Black Market Connections A rogue with this talent gains a network of spies, informants and other ne'erdowells throughout the land.

A rogue selects a number of urban centers equal to one-half her rogue level plus her Charisma modifier. This process takes a week. To select a center, she must have personally visited, or be aware of such a settlement within 10 miles per class level of an urban center she has visited. At 10th level, the range increases to 50 miles per class level. At 15th level, the range increases to 100 miles per class level.

A rogue can drop a center from her list (typically to add another) by spending a week to shift her contacts out to their new place of operations. A DM can determine that a settlement is not appropriate for a rogue to gain access to in this manner, for instance, a CE balor rogue and a city of angels in Heaven may be off limits barring actual roleplay.

An urban center is a settlement at least the size of a small town. A large city counts as a minimum of two settlements. A metropolis counts as a minimum of three settlements. Large cities and metropoli are often broken into smaller districts, each of which can be the size of a small town or larger. If this is the case, each district counts as its own settlement.

When personally within these centers, the rogue also communicate with the other selected centers, making Bluff, Diplomacy, Intimidate, Knowledge and Sense Motive checks at a -2 penalty, and purchases at a 5% markup. Purchased goods from a distant center require 1d4 days for delivery. At 10th level, they require 1d4 hours. At 20th level, they require 1d4 minutes.

When not personally within these centers, the rogue can still communicate with them, making the checks at a -5 penalty, and purchases at a 10% markup.

A rogue with this talent does not suffer capital or business attrition within her selected centers. The rogue is considered "very familiar" with her centers for the purpose of teleport and similar spells. The rogue is considered to have secondhand knowledge of all residents of her centers for the purpose of scrying and similar spells.

The specific nature of this communication and delivery is up to the player and the DM to determine, but can utilize sending, telepathic bonds, teleporting minions, messages sent via birds or secret code, etc, so long as it allows the rogue reasonable access to her centers.

Generally, unless a specific method is being used that is faster or slower, assume that it requires an hour of uninterrupted action to contact a center if outside of civilization. At 10th level, this should be reduced to ten minutes, and at 20th level, a minute. The DM can modify this as needed to account for being off plane, or within a large settlement that is a non-selected center.

Card Sharp (Su) The rogue gains Deadly Dealer as a bonus feat, even if she does not meet the prerequisites. Thrown cards are treated as darts. The rogue also gains the benefit of the Arcane Strike feat, using her rogue level in place of caster level, but only for the purposes of using Deadly Dealer.

Confounding Blades: When flanked, the rogue gains a +1 dodge bonus to AC. This bonus increases by +1 for every four rogue levels possessed.

Darkness My Ally (Ex) A rogue with this talent adds a 5% to any existing miss chance to be struck by an attack. At 5th level and every 5th level after, the rogue adds 5% to the miss chance. The total can never be increased beyond a maximum of 75% miss chance through use of this ability.

Dextrous A rogue with this talent uses his Dexterity modifier in place of Strength for melee attack rolls. At 4th level, he adds his Dexterity modifier instead of Strength for melee damage rolls. At 8th level, he adds 1.5 times his Dexterity modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. His damage is not increased from this talent by wielding a weapon with two hands.

Duelist When threatened in melee by only one foe, the rogue gains a +1 dodge bonus to AC against that opponent. This bonus increases by +1 for every four rogue levels possessed.

Heart of the City When within one of her selected urban centers, the rogue gains a +2 bonus on Bluff, Diplomacy, Intimidate, Knowledge, Perception and Sense Motive checks made against residents of the urban center. Likewise, she also gains this bonus on weapon attack and damage rolls made against them. At 5th level, and every five levels after, this bonus increases by +2. A rogue must have black market connections to select this talent.

Infuriating Combatant: Once per day, when missed by a melee attack, a rogue can make a trip or dirty trick attempt against the foe as an attack of opportunity. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

Light Armor Training A rogue with this talent learns to be more maneuverable while wearing light armor. Whenever he is wearing light armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. At 8th level and every four levels after, these bonuses increase by +1 each time. He can don light armor in half the normal time. A rogue must be 4th level to select this talent.

Panache A rogue with this talent uses her Charisma modifier in place of Strength for melee attack rolls. At 4th level, she adds her Charisma modifier instead of Strength for melee damage rolls. At 8th level, she adds 1.5 times her Charisma modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. Her damage is not increased from this talent by wielding a weapon with two hands.

Poison Use A rogue with this talent never risks poisoning herself when applying poison. She can apply poison to a weapon as a swift action, instead of a standard action. She gains a bonus equal to half her rogue level (minimum +1) on saves against poison. When making a sneak attack with a poisoned weapon, she can sacrifice any number of sneak attack dice to increase the DC of the poison by the same amount.

Reasoned A rogue with this talent uses her Intelligence modifier in place of Strength for melee attack rolls. At 4th level, she adds her Intelligence modifier instead of Strength for melee damage rolls. At 8th level, she adds 1.5 times her Intelligence modifier to melee damage when wielding a finesseable weapon in one hand and nothing in the other. Her damage is not increased from this talent by wielding a weapon with two hands.

Risk Taker The rogue gains a dodge bonus equal to half of her level (minimum +1) vs attacks of opportunity.

At 8th level, the rogue takes half damage from attacks of opportunity.

At 16th level, the rogue may make a counter attack of opportunity against a creature who has made an attack of opportunity against her. The rogue must be capable of making an attack, and her counter attack resolves after the initial attack of opportunity, but before the action which provoked it.

Rogue Weapon Training A rogue with this talent gains a +1 bonus on attack and damage rolls when making an attack with a simple weapon, hand crossbow, rapier, sap, shortbow, or short sword. At 10th level and every four levels after, the bonus granted increases by +1. The rogue can draw any of these weapons as a free action.

If the weapon has a reload time, the rogue can reduce that reload time by one step.
If the weapon has a range increment, the rogue increases the increment by +10 feet per +1 bonus.

Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if the rogue has weapon training from other classes.

A rogue also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the rogue's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Soul of the City When within one of her selected urban centers, the rogue is not slowed by difficult terrain. In addition, she treats local citizens as allies, for the purposes of flanking, moving through occupied squares and teamwork feats. This does not apply to creatures with a specific attitude of unfriendly towards the rogue or worse. A rogue must have black market connections to select this talent.

Stealthy A rogue with this talent gains a competence bonus equal to half her rogue level (minimum +1) on Stealth checks. At 10th level, her Stealth check functions, albeit at a -10 penalty, against creatures with supernatural senses, such as blindsight, blindsense and tremorsense. At 15th level the penalty is -5. At 20th level, she takes no penalty.

Wall Climber A rogue with this talent gains a climb speed equal to one-half her base land speed. At 10th level this increases to her full base land speed. The rogue can climb a perfectly flat vertical or inverted surface with no handholds with a DC 40 check.

New Advanced
Charming (Su) The rogue can use Diplomacy to charm individuals who are not hostile. The check DC is equal to 20 + the DC to improve the creature's attitude one step. (Attitude DC + Cha mod for normal games, Attitude DC + 1/2 HD + Cha mod for my game) A rogue uses her rogue level in place of caster level to determine effects. A rogue can target a given individual only once per day with this ability.

Crafty Maneuver (Ex) Once per day, a rogue with this talent can add her rogue level to a combat maneuver check or to her Combat Maneuver Defense when an opponent attempts a maneuver against her as an immediate action. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

Greater Magic (Sp): A rogue with this talent gains the ability to cast a 3rd-level spell that does not require an expensive (50 gp) material component from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 13 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 13 to select this talent. For every additional five levels the rogue possesses beyond 10th, she can select another 3nd spell that can be cast two times per day. A rogue must have the improved magic rogue talent before choosing this talent.

Harrow Strike (Ex) Once per day, when making a sneak attack, the rogue can draw a random card from a harrow deck they own. If the attack hits, instead of dealing sneak attack damage, a number of points of ability damage equal to the number of sneak attack damage is dealt instead. The ability score damaged is the score affiliated with the suit of the harrow card drawn. A rogue can use this ability one additional time per day for every 4 rogue levels she possesses.

High Magic (Sp): A rogue with this talent gains the ability to cast a 4th-level spell that does not require an expensive (50 gp) material component from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 14 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 14 to select this talent. For every additional five levels the rogue possesses beyond 10th, she can select another 4th spell that can be cast two times per day. A rogue must have the greater magic rogue talent before choosing this talent.

Improved Magic (Sp): A rogue with this talent gains the ability to cast a 2nd-level spell that does not require an expensive (50 gp) material component from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 12 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 12 to select this talent. For every additional five levels the rogue possesses beyond 10th, she can select another 2nd spell that can be cast two times per day. A rogue must have the major magic rogue talent before choosing this talent.

Old School A rogue with this talent gains 1 XP per 100 gp of treasure they find.

Sneak Attack of Opportunity When making an attack of opportunity, a rogue deals half of his normal sneak attack damage. A rogue cannot apply any talents to this sneak attack, nor do any effects that activate on a sneak attack function.

Steal Spell A rogue with this talent can use Sleight of Hand to steal a random ongoing spell from a target. The rogue makes the check at a -15 penalty and the DC is the same as to dispel the spell. If successful, the rogue transfers the ongoing spell to herself.

Suggestive (Su) A rogue with this talent can use Bluff, Diplomacy or Intimidate to replicate the effects of suggestion, using her rogue level in place of caster level. The DC is 20 higher than using the skill on the individual normally. A rogue can target a given individual only once per day with this ability, regardless of success or failure.


14 people marked this as a favorite.

Well, they do now, anyways. Feel free to offer thoughts. If you have non-ridiculous builds (Animal/Nature Oracle, infinite spell loops are ignored, etc) that can beat them, please point out the weakness to me so I can determine if it's something a deity ought to be able to counteract.

Full thread here.

Divine Subtype:
Divine Subtype

Alter Reality (Su) As a full round action, a god can alter reality by spending a use of mythic power. This is similar to a wish or miracle, except that it can duplicate 9th level spell effects or lower from any class. A god can only use this ability to produce effects in line with its portfolio. Within its realm, this is a standard action, and the restrictions on what constitutes an effect in line with its portfolio are relaxed within reason.

Divine Attacks A deity does not miss on a natural 1.

Divine Aura A deity has one. Sometimes it does stuff.

Divine Blast (Optional) A divine blast deals xd12 damage, where x = the deity's HD + Charisma modifier. A divine blast requires an expenditure of mythic power as a swift action and a ranged touch attack to strike. The blast has no max range, and requires only that the deity can perceive the targeted individual or area.

Divine Checks A deity gains a +10 bonus on all ability and skill checks.

Divine Initiative A demigod acts on its initiative and its initiative -5. A god also acts on its initiative -10. A greater god also acts on its initiative -15.

Divine Saves Against non-divine threats, a god rolls 2d20 and takes the best on all saves. A deity does not fail on a natural 1.

Divine Senses Within 5 miles, a demigod takes no distance penalty on any skill checks. Within 10 miles, a god takes no distance penalty on any skill checks. Within 20 miles, a greater god takes no distance penalty on skill checks.

In addition, any distance based penalties have their amounts increased by one order of magnitude per divine tier.

Divine Shield (Optional) A deity's divine shield can withstand 10 points of damage per HD before falling. A divine shield requires an expenditure of mythic power as an immediate action.

Immortality If slain by a non-divine opponent, a deity returns to life in its realm immediately. If slain by a divine opponent (or by a non-divine opponent twice in the same day), it returns to life within 24 hours. Only special circumstances can arrange the true death of a god.

Resistance A deity reduces ability damage, drain and negative levels by 5 points or levels per tier. A deity is not slain or paralyzed if its ability scores are reduced to 0, or if it gains a number of negative levels equal to its HD.

Unstoppable (Ex) If a deity starts its turn suffering from any or all of the following conditions, it recovers from them at the end of its turn: blind, confused, dazed, deafened, dazzled, exhausted, fatigued, nauseated, sickened, slowed, staggered, and stunned.

Iomedae:

[size=140]Iomedae[/size] (CR 40)
Female human paladin 30//fighter 30
LG Medium Outsider (augmented humanoid, good, lawful)
Init +50; Senses darkvision, divine senses, Perception +51
Aura divine paladin (1000 ft.; see below)
Languages Celestial, Common, Dwarven, Elven, Goblin, Ignan, Orc; truespeech
_____________________________________________________________

AC 76, touch 42, flat-footed 70, combat 73
(+19 armor, +5 defense, +11 deflection, +6 Dex, +15 natural, +10 shield)
hp 1120 (30d10 + 300 plus 420); DR 20/-; DR 40/epic and evil
Immune charm, compulsion, fear
Resist acid 30, cold 30, electricity 30, fire 30, sonic 30; SR 51
Defense heavy fortification, immortality, mythic missile shield, mythic shield focus, unstoppable
Fort +38, Ref +28, Will +36
_____________________________________________________________

Speed 180 ft.
Melee 4 swords +56 (1d8 + 41 plus 7d6 holy /15-20/x4 plus exhaustion, blind (DC 35), cripple (DC 35), deaf (DC 35), stagger (DC 35) and disarm) and
3 shields +52 (1d6 + 27 plus bullrush /x3 plus fatigue, blind (DC 35), deaf (DC 35), stagger (DC 35) and disarm)
Melee 4 smite evils +67 (1d8 + 71 plus 7d6 holy /15-20/x4 and critical feats) and
3 smiting shields +63 (1d6 + 57 plus bullrush /x3 and critical feats)
Melee Vital Strike +56 (4d8 + 164 plus 7d6 holy /15-20/x4 and critical feats)
Melee Power Vital Strike +49 (4d8 + 248 plus 7d6 holy /15-20/x4 and critical feats)
Melee Vital Smite +67 (4d8 + 284 plus 7d6 holy /15-20/x3 and critical feats)
Melee Power Vital Smite +60 (4d8 + 368 plus 7d6 holy /15-20/x4 and critical feats)
Space 5 ft.; Reach 10 ft.
Base Atk +25 Combat +36 (+60 disarm)
Atk Options greater disarm, mythic power attack (-7, +21), mythic greater vital strike, smite evil (+11 atk, +30 dmg), sudden attack
Special Actions alter reality (DC 36), channel energy (90 hp), lay on hands (90 hp and mercy), mythic (38/day), reroll (10/day), surge (15/day, 3d12)
_____________________________________________________________
Spell-like Abilities (Caster level 30th, concentration +41)
Constant - detect chaos, detect evil
At will - greater teleport, planeshift

Spells Prepared (caster level 27th, concentration +38)
11th (1/day) - miracle (DC 32)
10th (1/day) - interplanetary teleport
9th (1/day) - storm of vengeance (DC 30)
8th (1/day) - dimensional lock
7th (2/day) - control weather, greater restoration
6th (2/day) - heal (DC 27), joyful rapture
5th (2/day) - breath of life, righteous might
4th (5/day) - communal protection from energy x2, debilitating portent, divine power x2,
3rd (6/day) – bestow curse (DC 24) x2, blindness/deafness (DC 24), communal resist energy, create food and water x2
2nd (7/day) - augury, bestow weapon proficiency, calm emotions (DC 23), communal reinforce armaments, compassionate ally (DC 23), consecrate, spear of purity (DC 23)
1st (7/day) - moment of greatness x5, sanctuary (DC 22) x2
_____________________________________________________________

Abilities Str 32, Dex 23, Con 31, Int 23, Wis 27, Cha 33
SQ armor training 10, divinity, weapon training (heavy blades, close, hammers, spears) 10
Feats Blinding Critical, Combat Expertise, Combat Reflexes, Crippling Critical, Critical Focus, Critical Mastery, Deafening Critical, Disarming Strike, Dual Path, Exhausting Critical, Greater Disarm, Greater Two Weapon Fighting, Greater Vital Strike, Greater Weapon Focus (heavy blades), Greater Weapon Specialization (heavy blades), Improved Critical (heavy blades), Improved Disarm, Improved Initiative, Improved Shield Bash, Improved Two Weapon Fighting, Improved Vital Strike, Missile Shield, Mounted Combat, Power Attack, Ride-by Attack, Shield Focus, Shield Master, Shield Slam, Spirited Charge, Staggering Critical, Stunning Assault, Tiring Critical, Two Weapon Fighting, Vital Strike, Weapon Focus (heavy blades), Weapon Specialization (heavy blades)
Mythic Feats Mythic Critical Focus, Mythic Critical Mastery, Mythic Improved Critical (heavy blades), Mythic Improved Initiative, Mythic Missile Shield, Mythic Mounted Combat, Mythic Power Attack, Mythic Vital Strike, Mythic Shield Focus, Mythic Weapon Focus (heavy blades), Mythic Weapon Specialization (heavy blades)
Skills Athletics +40, Diplomacy +54, Handle Animal +40, Heal +36, Intimidate +40, Knowledge (history) +49, Knowledge (nobility) +49, Knowledge (religion) +49, Knowledge (planes) +35, Perception +51, Profession (soldier) +51, Ride +35, Sense Motive +51, Spellcraft +34
Possessions +6 cold iron ghost touch sacred avenger, +6 ghost touch adamantine impervious full plate of heavy fortification, +6 adamantine impervious bastion of the inheritor
_____________________________________________________________

Alter Reality (Su) As a full round action, Iomedae can alter reality by spending a use of mythic power. This is similar to a wish or miracle, except that it can duplicate 9th level spell effects or lower from any class. Iomedae can only use this ability to produce effects in line with her portfolio. Within her realm, this is a standard action, and the restrictions on what constitutes an effect in line with her portfolio are relaxed within reason.

Divine Blast Iomedae's divine blast deals 42d12 damage.

Divine Champion/Guardian Iomedae can reroll misses against non-divine foes, though she must take the result of the reroll. When Iomedae rolls a natural 20 on an attack roll, she regains a use of mythic power. Iomedae takes half damage from non-divine sources. A critical hit restores one use of her mythic power. Iomedae is considered a tier 20 champion for the purpose of her hit points and any tier based abilities she activates.

Iomedae can move up to her speed and still make a full attack. She can use a full attack action to strike every single creature within reach. She can expend a use of mythic power to make a touch attack against spell effects, whether on a creature or not. If successful, they are affected by greater dispel magic (Caster level 40th) She can combine this with an actual melee attack, but must hit the regular AC instead.

A confirmed critical hit against Iomedae provokes an attack of opportunity that can be used to perform a combat maneuver. She can expend a use of mythic power to increase her or an adjacent ally's AC by 20. The foe must roll twice and take the lower result. After the attack is resolved, Iomedae or the defended ally can make an attack against the creature.

Iomedae can take half of any damage suffered by an adjacent ally as an immediate action. As an immediate action, when an ally within 30 ft. is targeted by a ranged attack, she can have the attack target her instead, or spend a use of mythic power to do so as a free action. Once per round when she would be struck by an attack, she can interpose her shield, giving it the broken condition. She still suffers any damage beyond that required to destroy her shield. Her shield has hardness 68 and 267 hp. If she expends a mythic point, the shield does not suffer the damage, though damage beyond that which would destroy her shield is still taken by her.

Iomedae does not provoke attacks of opportunity caused by movement from Huge or larger creatures, and she can share her space with those creatures. When sharing a space with a larger creature, she gains cover against all of its attacks, and it is considered flat footed against her attacks.

Iomedae does not fall unconscious under 0 hit points. Instead, she is staggered until reaching -92 hp, at which point she dies.

Iomedae can expend a use of mythic power to increase her speed by 200 ft. for an hour. Iomedae does not suffer the armor check penalty or maximum Dexterity bonus for any type of armor.

Divine Fighter Iomedae is immune to fear. Her armor and weapon training values are 10. This applies to all of her weapon groups. She gains DR 20/- in armor, and applies her weapon mastery to all of her trained weapon groups.

Divine Initiative Iomedae acts on her initiative, and at her initiative -5 and her initiative -10.

Divine Paladin Iomedae can smite evil and lay on hands at will. When smiting evil, each attack also carries the power of holy word. (Caster level 30th) Her lay on hands is considered to possess all mercy abilities. All allies within her divine aura are immune to fear, charm and compulsion, and can smite evil as though they were paladins of their level. All attacks made against creatures within the aura are considered good aligned. Non-mythic creatures and non-mythic magic items whose attacks are normally considered evil aligned do not count as evil within the aura.

Divine Saves Against non-divine threats, Iomedae rolls 2d20 and takes the best on all saves.

Divine Spellcasting Iomedae gains additional spell slots based off of her Charisma score. She can fill spell slots with cleric spells. She casts paladin spells and her domain spells spontaneously. Divine spells cast by Iomedae have no max cap, they are only limited by her caster level.

Divine Shield Iomedae's divine shield can withstand 300 points of damage before falling.

Immortality If slain by a non-divine opponent, Iomedae returns to life in her realm immediately. If slain by a divine opponent (or by a non-divine opponent twice in the same day), she returns to life within 24 hours. Only special circumstances can arrange her true death.

Bahamut:
[size=120]Bahamut (CR 38)[/size]
LG Colossal dragon (air, good, lawful)
Domains Air, Good, Law, Nobility, Protection, Scalykind
Init +38; Senses blindsense 600 ft., darkvision, divine senses, improved low-light; Perception +58
Aura frightful presence (4500 ft., DC 42)
Languages Aquan, Auran, Avian, Celestial, Common, Draconic, Dwarven, Elven, Halfling, Ignan, Terran
_____________________________________________________________

AC 78, touch 20, flat-footed 74, combat 94
(+14 deflection, +4 Dex, +58 natural, –8 size)
hp 1512 (36d12 + 1080); DR 40/epic and evil
Immune cold, electricity, fear, paralysis, sleep; SR 49
Defenses immortality, mythic guardian, unstoppable
Fort +42, Ref +31, Will +43; Iron Will
_____________________________________________________________

Speed 180 ft., fly 750 ft. (average), swim 180 ft.
Melee bite +59 (8d6 + 42 /19–20/x3 and cripple (DC 46)) and
2 claws +59 (4d8 + 31 /19–20 and cripple (DC 46)) and
2 wings +57 (4d6 + 20 /19– 20 and cripple (DC 46)) and
tail +57 (4d8 + 42 /19–20 and cripple (DC 46))
Melee Mythic vital bite +59 (32d6 + 168 /19-20/x3 and cripple (DC 46))
Melee Mythic power vital bite +49 (32d6 + 348 /19-20/x3 and cripple (DC 46))
Melee Sweeping mythic power bite +49 (8d6 + 87 /19-20/x3 and cripple (DC 46))
Space 30 ft.; Reach 60 ft.
Base Atk +36; Combat +66
Attack Options crippling critical (DC 46), mythic power attack (-10, +30), mythic vital strike, stunning assault (DC 46)
Special Actions alter reality, breath weapon (280-ft. cone, DC 43, 30d10 cold and disintegrate), crush (DC 43, 8d6 + 42), mythic (15/day, 2d12), tail sweep (DC 43, 4d6 + 42)
_____________________________________________________________

Spell-Like Abilities (Caster level 36th, Concentration +50)
Constant - greater magic fang
At will - chain lightning (DC 30), control winds, dictum (DC 31), geas/quest (DC 30), greater teleport, hold monster (DC 30), holy word (DC 31), plane shift, repulsion (DC 31), shield other
3/day - greater create demiplane, holy aura (DC 32), shield of law (DC 32), storm of vengeance (DC 33), whirlwind (DC 32), winds of vengeance (DC 33)

Spells Known (Caster level 40th, Concentration +54)
(WIP)
12th (2/day)
11th (2/day)
10th (3/day)
9th (8/day) - mass heal, meteor swarm (DC 33), miracle
8th (8/day) - polar ray, polymorph any object (DC 32), power word stun
7th (8/day) - control weather, greater restoration, resurrection
6th (9/day) - greater dispel magic, heal, heroes' feast
5th (9/day) - baleful polymorph (DC 29), breath of life, feeblemind (DC 29), true seeing
4th (9/day) - divine power, restoration, spell immunity, stoneskin
3rd (9/day) - create food and water, dispel magic, fireball, haste, major image
2nd (10/day) - aid, calm emotions (DC 26), lesser restoration, resist energy, silence
1st (10/day) - alarm, divine favor, mage armor, magic missile, shield
0 (at will) - detect magic, guidance, light, mage hand, mending, prestidigitation, spark, stabilize
_____________________________________________________________

Abilities Str 55, Dex 18, Con 41, Int 38, Wis 39, Cha 38
SQ augmented criticals, change shape, divinity, mythic
Feats Ability Focus (breath weapon), Combat Reflexes, Crippling Critical, Critical Focus, Dazing Spell, Extend Spell, Greater Vital Strike, Heighten Spell, Hover, Improved Initiative, Improved Vital Strike, Iron Will, Lingering Spell, Multiattack, Power Attack, Quicken Spell, Snatch, Stunning Assault, Vital Strike, Widen Spell, Wingover
Mythic Feats Mythic Combat Reflexes, Mythic Iron Will, Mythic Improved Initiative, Mythic Power Attack, Mythic Vital Strike
Skillls Acrobatics +30, Appraise +58, Athletics +48 (+56 swim), Bluff +58, Diplomacy +58, Disguise +58, Fly +48, Handle Animal +58, Heal +58, Intimidate +58, Knowledge (arcana) +58, Knowledge (geography) +58, Knowledge (history) +58, Knowledge (local) +58, Knowledge (nature) +58, Knowledge (nobility) +58, Knowledge (planes) +58, Knowledge (religion) +58, Perception +58, Sense Motive +58, Spellcraft +58
Treasure Lots
_____________________________________________________________

Alter Reality (Su) As a full round action, Bahamut can alter reality by spending a use of mythic power. This is similar to a wish or miracle, except that it can duplicate 9th level spell effects or lower from any class. Bahamut can only use this ability to produce effects in line with his portfolio. Within his realm, this is a standard action, and the restrictions on what constitutes an effect in line with his portfolio are relaxed within reason.

Breath Weapon Those who fail a Fortitude save (DC 45) against Bahamut's breath weapon take 90d6 disintegration damage and 1d6 Constitution damage. A successful save reduces this to 5d8 damage and 1 Constitution damage. Bahamut can choose whether or not to use his disintegration power with his breath weapon.

Divine Initiative Bahamut acts on his initiative, and at his initiative -5.

Divine Saves Against non-divine threats, Bahamut rolls 2d20 and takes the best on all saves.

Divine Shield Bahamut's divine shield absorbs up to 360 points of damage before falling.

Divine Spellcasting Bahamut gains additional spell slots above his maximum based off of his Charisma score. His spellbooks contain nearly every cleric, paladin and wizard spell in the multiverse. He has no cap when casting spells off divine spell lists, limited only by his caster level.

Immortality If slain by a non-divine opponent, Bahamut returns to life in his realm immediately. If slain by a divine opponent (or by a non-divine opponent twice in the same day), he returns to life within 24 hours. Only special circumstances can arrange his true death.

Mythic Archmage The DC to identify Bahamut's spells, recognize them as they are being cast, or dispel them is increased by 15.
He can expend a use of mythic power to utilize any particular metamagic he knows freely for 10 rounds. He can expend a use of mythic power to increase the damage of his spells by 50%, double the duration, increase the DC by 4 and ignore spell resistance on a single spell. Non-mythic targets have to roll twice and take the lowest on any saves against his spells. If his spell resistance protects him from a spell, he regains a use of mythic power.

Mythic Champion Bahamut can move up to his speed and still make a full attack. He can use a full attack action to strike every single creature within reach. He expend a use of mythic power to make a touch attack against spell effects, whether on a creature or not. If successful, they are affected by greater dispel magic (Caster level 30th.) He can combine this with an actual melee attack, but must hit the regular AC instead.

Mythic Guardian Bahamut takes half damage from non-mythic creatures. A critical hit restores one use of his mythic power and provokes an attack of opportunity that can be used to perform a combat maneuver.


Please place all of my subscription lines on hold until April 16th. I realize that will not change the order, but due to pay schedules, the order needs to charge my card on that date, and not before.


The two places that mass combat rules seem like they could be incorporated are in Tides of Dread (minor) and in Prince of Demons (major)

Anyone else thinking of doing this?


Hey guys, as they often do, our free hosting site vanished into the night without warning.

Refusing to learn our lesson, we've started another site here at Freeforums. You can also join the Dicefreaks facebook group if you want a means of communication with the community that doesn't crash every few years.

If you've got archived material, feel free to post it. Due to the sudden demise, people didn't have a lot of time to get things saved.


1 person marked this as a favorite.

Let me begin by reiterating, needlessly, the first rule of the boards, which is don't be a jerk. Let's keep this thread on topic, without resorting to bitter jabs or oneupmanship.

By its nature, we'll have to look at things that people felt negatively about. Let's all approach this from a position that we want to avoid those situations in the future, rather than extort some apology or acknowledgement about the past.

Now, I have taken part in various playtests since before Pathfinder was just an idea, back in the Alpha days. I think they are one of the best things about Paizo, and really showcase how different they approach their business. As such, I like to see them be as successful as possible.

I'd like to start out by listing five points I've observed.

1. More frequently playtested material is better than less.
2. More thoroughly playtested material is better than less.

Maximizing these two facets within reason is obviously a desirable goal. We all understand that you can't give ALL of the material into the playtest. I want Paizo to realize that the material that is given, and worked on, typically seems to come out the best and most usable in my games. If you compare the alpha and beta playtests in Core to the mythic adventures playtest, you see that a lot more material was playtested, and combinations of such were better vetted, often going through multiple updates. Same goes for the ultimate and advanced releases. The materials that returned in a final 'feedback altered' form generally were more successful. Success in this case being a subjective term for 'useable with less to no changes in my game'

3. Acknowledgement of feedback is important. For instance, in the mythic playtest, I suggested surge be a free action. In the final form, it was still a swift/immediate action. That's a fine decision, but at no time did I feel that Paizo had considered, decided against, or even noticed my suggestion. I also got the same impression reading most of the other feedback. It didn't feel like we were being listened to, regardless of the end decisions. More importantly, that was NOT the feeling I had in previous playtests.

4. Timely communication is important. The mythic playtest was updated exactly once that I'm aware of. Then, six weeks after the fact, we were informed that the playtest had concluded. I'm not going to lie, that felt borked. I felt like I'd been wasting my time, when even a simple 'hey, playtest closed' note would have let me know to stop. I don't expect pay or accolades from playtesting, but I hate feeling like I was so insignificant that even the barest of common courtesies was too much hassle to extend. And when it was brought up, those of us who brought it up were treated as though we were entitled pricks. That's not right or fair. A couple days late is understandable, but a month and a half isn't.

5. Explanations are appreciated. We're all nerds or geeks here. When designers have had and taken the time to explain how they envision things working, or how they were used in their own games, that really gives valuable insight into the intent of abilities or features. I get geeked out when I can read that stuff. It builds excitement and a sense of community for me. I know that time constraints keep it from being possible always, but whenever you guys have the chance, that stuff's gold.

Well, that's it for right now, at least from me. What sort of suggestions for future playtests (on both Paizo and playtester side of the aisle) would you guys like to see?


So Mythic Adventures is out. Legendary Games is eschewing flavor in favor of mechanics for their mythic offerings (which look to be pretty awesome), but flavor is precisely what gets me interested in monsters.

One of my absolute favorite monsters in the book was the First Owlbear. I thought it was such a fantastic concept. That first inexplicable pairing of a deadly animal with a far less deadly one.

My least favorite are the mythic fiends. I don't really know yet how to work in a hierarchy where there are mythic mariliths that hit less well than a non-mythic (and lower CR) balor. What makes a mythic vrock? Should that just be the 'Pazuzu blessed'? Does the non-mythic Duke of Hell outrank the mythic pit fiend? What about the mythic pit-fiend that is also a Duke? Same with nascent demon lords...and rakshasa. A lot of thinking about this. I suspect the new AP will give me some solid ideas.

I think mythic dragons are a cool concept, even if the mythic red wyrm dies from a single mythic meteor swarm if the caster has a rod of maximize. In my game, I added the dracos invictus (elder wyrm) age category from Gary Gygax's work in the Slayer's Guide to Dragons. I'm still working out precisely how to use the mythic stuff in conjunction with that. One idea I had is replacing non-mythic dragons' spellcasting with mythic abilities and powers, similar to how the Xorvintal template removed spellcasting in favor of more 'dragony' abilities.

Elementals are another one that I already have a gargantuan (monolith) and colossal (primal) version of, so mythic elder elementals need to go somewhere else. I sort of view them as elementals forged at the cores of the elemental planes, like they said, but also maybe some of the original sparks of creation? Or go with the divinely empowered by an elemental lord.

The giants and Greek monsters I think are all great, and pretty much work as is. I would have liked to see a mythic storm giant though.

It's amusing that mythic treants didn't get greensight, because I've been giving even normal treants that ability in my games for years. Seems that it would be something they could benefit from though.

So how do the Paizonians work with the mythic versions? How do they 'rank' next to advanced versions and such?


Question came up in my game, and I'm curious. Is the intent of the rogue advanced talent 'redirect attack' to allow it to only redirect a damaging hit, or does a 'melee attack' include making use of a combat maneuver, like disarm, grapple or sunder?


A few things I noted on designing him.

First, he gets 11 mythic powers. I doubled up on some, but it really seems to be overboard. I tried to improve his existing abilities instead of adding new ones first.

Second, since I split the five +2 inherent bonuses he got across Str, Con and Cha, his attack bonus didn't improve very much in the way that one would hope ACs would improve across 10 mythic tiers.

Third, 150 more hit points is peanuts to the damage potential increase across 10 mythic tiers. I predict that even without all of the 'ignore DR' abilities that were spammed across mythic, his 664 hp will make for a very short combat against 20th level/MT 10 characters.

Measured against his offensive capabilities however, he is monstrous. He can easily deal over 300 damage per full round to everyone in reach, and few characters will have a defense against something like that. This is all before he takes his second action that round.

All in all, I feel the mythic powerset sort of skewed him in a particular direction, rather than opening him up as a more interesting combat encounter.

Spoiler:
Mythic Hekatonkheires (CR 34/MR 10)
XP 1,228,800

CE Colossal outsider (chaotic, evil, mythic)
Init +26; Senses all-around vision, darkvision, true seeing; Perception +35
Languages Abyssal, Celestial, Common; telepathy 300 ft.
_____________________________________________________________

AC 59, touch 4, flat-footed 57, combat 71
(+15 armor, +2 Dex, +40 natural, -8 size)
hp 664 (24d10 + 432 + 100); regen 40 (epic); DR 30/epic and lawful
Immune aging, death effects, disease, mind-affecting; SR 45
Fort +32, Ref +12, Will +18
_____________________________________________________________

Speed 60 ft.; air walk
Melee 4 +10 weapons +46 (6d6 + 30 plus hundred-handed whirlwind) or
8 weapons +44 (6d6 + 30)
Vital strike weapon +46 (24d6 + 90 plus hundred handed whirlwind)
Melee slam +36 (4d8 + 30 plus stun)
Ranged rock +18/+13/+8/+3 (4d8 + 30 /18-20)
Space 30 ft.; Reach 30 ft.
Base Atk +24; Combat +52 (+54 bull rush)
Attack Options combat expertise (-7, +7), great cleave, greater vital strike, imp. bull rush, power attack (-7, +21)
Special Actions mythic power (10/day, 1d12), rock throwing (200 ft.), stunning slam
_____________________________________________________________

Spell-Like Abilities (Caster level 30th, Concentration +39)
Constant - air walk, spell turning, true seeing
At will - bestow curse (DC 23), break enchantment, chain lightning (DC 25), greater dispel magic, find the path, sending
3/day - greater scrying (DC 26), heal, mass suggestion (DC 25)
1/day - dominate monster (DC 28), greater spell immunity, imprisonment (DC 28), storm of vengeance (DC 28)
_____________________________________________________________

Abilities Str 50, Dex 15, Con 47, Int 22, Wis 19, Cha 28
SQ amazing initiative, mythic hands of war, planar leap, precision (x3), to the death
Feats Alertness, Cleave, Combat Expertise, Combat Reflexes, Critical Focus, Great Cleave, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike
Mythic Feats Combat Reflexes, Improved Vital Strike, Power Attack, Vital Strike
Skills Acrobatics +29 (+41 jumping), Athletics +47, Bluff +36, Craft (weapon) +33, Diplomacy +33, Escape Artist +29, Intimidate +36, Knowledge (history) +30, Knowledge (planes) +33, Perception +35, Sense Motive +35, Survival +28
Treasure triple (50-100 various weapons, other treasure)
_____________________________________________________________

Mythic Hands of War (Su) Any weapon a hekatonkheires wields gains a +10 enhancement bonus while the titan holds it. A hekatonkheires’s attacks are treated as epic and evil for the purposes of overcoming damage reduction. In addition, a hekatonkheires’s multitude of arms allows it to effectively block attacks, granting it a +15 armor bonus to its AC.

Hundred-Handed Whirlwind (Ex) A hekatonkheires carries several dozen weapons of various types in its hundred hands, but when it attacks in melee, you don’t have to resolve each of these as a separate attack. Instead, when the titan attacks with its weapons, it rolls its attacks normally (either one attack for a standard action, or four as a full-round action) and hits every creature in its reach each time an attack roll exceeds that creature’s AC. If any such attack roll results in a possible critical hit, the critical is applied to one creature of the hekatonkheires’s choosing. The hekatonkheires can choose to deal bludgeoning, piercing, or slashing damage as a free action on each separate hit. A mythic hekatonkheires can also make four additional attacks as if it were two weapon fighting with a -2 penalty.

Planar Leap (Su) A hekatonkheires traverses the planes by physically smashing through planar boundaries and crashing devastatingly into the target plane itself. Once per year as a full-round action, a hekatonkheires can, as part of a jump, plane shift to any other plane (as per the spell of the same name). It can only bring itself and its gear when it travels in this manner. When the hekatonkheires reaches its destination plane, it falls from the sky and crashes to the ground, creating a devastating explosion of thunder and ire. Any creature within 300 feet of the point where the hekatonkheires lands (including the titan itself) takes 30d10 points of bludgeoning damage and 30d10 points of sonic damage (Reflex DC 40 for half). The save DC is Constitution-based.

Stunning Slam (Ex) As a standard action, a hekatonkheires may forgo any weapon attacks to make a single slam attack against all creatures in reach. If it hits, the targets take damage and must succeed at a DC 42 Fortitude save to avoid being stunned for 1d6 rounds. The save DC is Strength-based.

To the Death A mythic hekatonkheires below 0 hit points doesn’t fall unconscious and or take damage from acting normally. It does not die until its total number of negative hit points is equal to or greater than three times its Constitution score. (-141 for most mythic hekatonkheires) When finally slain, the corpse falls through the planar barriers, automatically triggering an explosion (as detailed in planar leap) on both the destination and origin plane.


This came up in a discussion about how to solo kill the tarrasque with a fighter.

A debilitating blow is a blow that deals more than half of a creature's hit points and a minimum of 50 damage.

Does that mean half of a creature's current hit points, or maximum hit points?


Read through Port Peril in Skulls and Shackles 3 the other day. As a metropolis, they have "8th level spells available" which means 8th level spells are for sale, as per the limitations mentioned in the Core Rulebook.

Now, some people have argued that this means that every 8th level or lower spell is available. Cleric, wizard, witch, druid, whatever. I've said myself that it represents a more limited selection with 8th level spells being the pinnacle.

But that doesn't really matter. Who in Port Peril can cast 8th level spells at all?

The Master of Gales lives in a nearby town, and he's a pretty big friggin' deal. Merited full write up and everything. He's a 15th level druid.

Are we to understand that there is another 15th level caster in Port Peril, who not only wasn't worth mentioning (when dwarf wizard 7's were), but who also functions as a simple vendor of spells?


Paizo wrote:
We are eager to ship your products, but we need your help. When we requested authorization for your order on May 10, 2012, we received a "transaction declined" message from your bank. Please contact your bank to resolve this issue. Once the issue has been resolved, please notify us so we can complete your order.
Me wrote:

I am really sorry about this card issue. My bank has been really uncooperative here. Apparently, a security breach caused them to cancel a bunch of cards without notice and then they forgot to ship me a new one. A new one should be in the mail and I should have it within a week or two according to them. In the meantime, my account has plenty of money, and no way to access it. The only possibility I know of is if you can use the routing number and account number to directly access the account, rather than go through the check card? If this is a possibility, let me know and I'll get this information to you, otherwise, I'll get you the new card information as soon as I have it myself. Again, I apologize for this issue.

Sincerely,
Will Church

I received my new card today. I have changed my payment information in the Account section of my membership profile. Please let me know if there is anything else I need do to get this taken care of.


15 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

Targeted spells allow you to choose the targets.

Wail of the banshee's text states that targets are affected in order of closeness to the spell's point of origin.

If I cast a wail of the banshee (17th caster level) in an area containing say, my allies and seventeen foes, can I make sure the spell only hits those foes? Or does it affect the 17 nearest creatures to the spell's point of origin?


2 people marked this as a favorite.

Can a succubus have sex without draining a level each round?

Can a succubus bestow her profane gift under deception?

Can a succubus remove her profane gift without hurting the recipient?


1 person marked this as a favorite.

Fugates of Kentucky

Inbred blue people? The Old Ones are only sleeping.


I cannot find the artwork Mr. Reynolds did for the cover of Dungeon 105 anywhere. A version without the actual cover text in the way, that is. Can someone help me out?


I could just file transfer my own pdfs, but I want to give my buddy(ies) a legit copy of the Bestiary 3 pdf. How do I?


2 people marked this as FAQ candidate. 7 people marked this as a favorite.

Has anyone else noticed the blatant favoritism for tigers that has plagued 3e? Pathfinder is complicit in this as well. Check it out.

Lion PF (Large 5HD, 21 Str)
Tiger PF (Large 6HD, 23 Str)
Bear PF (Large 5HD, 21 Str)

Dire Lion PF (Large 8HD, 25 Str)
Dire Tiger PF (Large 14HD, 27 Str)
Dire Bear PF (Large 10HD, 25 Str)

Tigers are clearly superior to bears, which are roughly equal to lions. But real life tells a very different story.

The largest species of tiger averages 400 lbs, with a confirmed max of 700 lbs

The grizzly bear averages 400-800 lbs, with a max up to 1500 lbs.

Likewise, the prehistoric counterparts are misaligned. The Short faced bear weighed an average of 1800 lbs, and stood around 13 feet tall. (6 ft. at the shoulder on all fours!) Smilodon weighed 800-1000 lbs, and was about 4 ft. high at the shoulder.

Why does the noble bear suffer this injustice?


I threw a bunch of PF Tales into my sidecart to bump the price of my October subscription shipment up over 100 bucks. Is that going to count to reduce the shipping costs, or no?


Knockout artist allows you to use an unarmed strike to deal nonlethal sneak attack damage and gives you a +1 bonus on the damage roll per sneak attack die rolled.

Sap Master allows you to use a bludgeoning weapon to deal nonlethal sneak attack damage against an opponent denied Dex and allows you to roll sneak attack damage twice, totaling them.

Sap Master also has a prereq of Sap Adept, which allows you to use a bludgeoning weapon to deal nonlethal sneak attack damage and gives you a +2 bonus on damage per sneak attack die rolled.

Does this mean that a 20th level rogue with these three feats rolls 20d6+60 nonlethal damage on a sneak attack with his fist?

Or would we apply the Sap Adept and Knockout Artist bonuses to the base sneak attack, and have 20d6+30 nonlethal damage?


3 people marked this as FAQ candidate.

On page 160 of Ultimate Combat, it says that creatures that have ranks in Knowledge (engineering) or use a targeting platform (see below) are not adversely affected by their size when firing direct fire ranged siege weapons.

And that's the only time a targeting platform is mentioned in the book. I did a search of the pdf to be sure. So what is a targeting platform?


Survivor

HD: d12
BAB: Good
Saves: Fort good, Ref good, Will poor
Skill points per level: 4 + int mod
Class skills: Acrobatics (Dex), Athletics (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Survival (Wis)

Level Special
1st AC bonus, brutal swings, initiative bonus, unarmed strike
2nd Improved healing, toughness
3rd Evasion
4th Burst
5th Indomitable
6th Ignore condition
7th Damage reduction 1/-, sickening strike
8th Mettle
9th Damage conversion, damage reduction 2/-
10th Improved evasion, sickening strike (nausea)
11th Damage reduction 3/-, ignore condition
12th Energy resistance 5
13th Damage reduction 4/-
14th Staggering strike
15th Damage reduction 5/-
16th Ignore condition
17th Damage reduction 6/-, staggering strike (stun)
18th Energy resistance 10
19th Damage reduction 7/-
20th Invincible

Weapon and Armor Proficiency The survivor is proficient with all simple weapons. He is not proficient with any kind of armor or shields.

AC Bonus A survivor adds his Wisdom bonus to AC. In addition, this improves by +1 every 4 levels. When wearing armor or using a shield, he loses his AC bonus.

Brutal Strikes A survivor can take a -2 penalty to add one and a half times his strength modifier to his unarmed strikes, as if he were attacking with a two handed weapon. This applies to any Power Attack he may make as well. When making a brutal strike, a survivor ignores an amount of non-impenetrable DR equal to half of his class level.

Initiative Bonus A survivor adds his Wisdom bonus to initiative. In addition, this improves by +1 every 4 levels. When wearing armor or using a shield, he loses his initiative bonus.

Unarmed Strike A survivor uses the monk table for his unarmed strike damage and monk levels stack with survivor levels to determine unarmed damage.

Improved Healing A survivor heals twice as much damage from rest and adds his class level to the amount of damage restored from any magical healing. A survivor heals nonlethal damage at a rate of one point per class level per minute.

Toughness A survivor adds half of his class level to his Constitution modifier for the purpose of determining bonus hit points.

Evasion A survivor takes no damage on a successful Reflex save against an effect that allows a save for half damage.

Burst As a swift action, a survivor can gain a +20 foot bonus to his movement speed. The following round it drops to a +10 foot bonus. The third round it drops to +5 feet. The survivor must wait one minute in between each use of burst.

Indomitable Whenever the survivor fails a saving throw, he may immediately make a second saving throw at a -5 circumstance penalty to resist the effects. The survivor must wait one minute in between each use of Indomitable.

Ignore Condition Starting at 6th level, the survivor may choose immunity to one of the following conditions: checked, confused, dazzled, fascinated, fatigued, sickened or stunned. At 16th level he adds nauseated, staggered and exhausted to the list.

Damage Reduction You know what this is.

Sickening Strike A survivor can take a full round action to make a single unarmed strike. The target gets a Fortitude save (DC 10 + 1/2 class level + Strength modifier) to avoid being sickened for 1d4 + the survivor's Strength modifier rounds. At 10th level, a sickened target who is affected by this ability is nauseated for 1 round. At 14th level, the target is sickened for 1 round even on a successful save. At 20th level, the duration of the nausea is 1d4 rounds.

Mettle A survivor takes no partial effect on a successful Fortitude save against an effect that allows a save for a partial effect.

Damage Conversion As a swift action, a survivor can convert an amount of lethal damage into nonlethal damage equal to his class level. The survivor must wait ten minutes in between each use of damage conversion.

Improved Evasion A survivor takes no damage on a successful Reflex save for half, and half damage on a failed one.

Energy Resistance A survivor takes less damage from acid, cold, electricity, fire and sonic. A DM can add to this list at his discretion in campaigns that feature a high prevalence of other energy types.

Staggering Strike A survivor can take a full round action to make a single unarmed strike. The target gets a Fortitude save (DC 10 + 1/2 class level + Strength modifier) to avoid being staggered for 1d4 rounds. On a successful save the target it staggered for 1 round. At 17th level, a staggered target affected by this ability is stunned for 1 round. At 20th level, the duration of the stun is 1d4 rounds.

Invincible A 20th level survivor automatically converts an amount of damage equal to his class level into nonlethal damage from any attack. In addition, a 20th level survivor has fast healing 1 for nonlethal damage only.


1 person marked this as a favorite.

I seem to have an issue of finding the cost for a building. My player wants to buy a house to start running a stronghold from, and I don't know how much to charge.

A list of multiple different types of buildings and costs wouldn't be terrible either.


Elder Red Wyrm, Dracos Invictus (CR 24)
XP 1,228,800

CE Colossal Dragon (Fire)
Init +2; Senses blindsense 60 ft., darkvision, improved low light, smoke vision; Perception +42
Languages Abyssal, Common, Draconic, Dwarven, Elven, Orc
Aura fire aura (15 ft., 3d6 fire), frightful presence (390 ft., DC 33)
_____________________________________________________________
AC 45, touch 0, flat-footed 45, combat 65
(-2 Dex, +45 natural, -8 size)
hp 573 (31d12 + 372); DR 20/epic
Immune fire, paralysis, sleep; SR 35
Weakness cold
Fort +28, Ref +15, Will +27; Improved Iron Will
_____________________________________________________________
Speed 40 ft.; fly 250 ft. (clumsy)
Melee bite +41 (4d8 + 27 /19-20) and
2 claws +41 (4d6 + 18) and
2 wings +39 (2d8 + 9) and
tail +39 (4d6 + 27)
Space 30 ft.; Reach 30 ft. (40 ft. with bite)
Base Atk +31; Combat +57
Atk Options cleave, greater vital strike, power attack (-8, +16)
Special Actions breath weapon (70 ft. cone, 26d10 fire, DC 36), crush (4d8 + 27, DC 36), manipulate flames, melt stone, swallow whole (6d6 + 27 plus 6d10 fire, AC 32, hp 57), tail sweep (40 ft., 2d8 + 27, DC 36)
_____________________________________________________________
Spell-like Abilities (Caster level 31st, Concentration +39)
At will – detect magic, discern location, find the path, pyrotechnics (DC 18), suggestion (DC 19), wall of fire

Spells Known (Caster level 21st, Concentration +29)
10th (1/day)
9th (6/day) – energy drain, time stop, wish
8th (7/day) – demand (DC 27), mind blank, polar ray
7th (7/day) – limited wish, mass hold person (DC 26), spell turning
6th (7/day) – antimagic field, contingency, greater dispel magic
5th (7/day) – feeblemind (DC 24), telekinesis (DC 21), teleport, wall of force
4th (8/day) – charm monster (DC 23), fire shield, enervation, greater invisibility
3rd (8/day) – dispel magic, displacement, haste, tongues
2nd (8/day) – detect thoughts (DC 20), invisibility, mirror image, misdirection, resist energy
1st (8/day) – alarm, mage armor, shield, true strike, ventriloquism
0 (at will)– arcane mark, light, mage hand, mending, message, open/close, prestidigitation, read magic
_____________________________________________________________
Abilities Str 47, Dex 6, Con 33, Int 26, Wis 27, Cha 26
SQ command red dragon, death throes, incinerate
Skills Appraise +42, Bluff +42, Diplomacy +42, Fly +16, Intimidate +42, Knowledge (arcana) +42, Knowledge (history) +42, Knowledge (nature) +42, Knowledge (planes) +42, Knowledge (religion) +42, Perception +42, Sense Motive +42, Spellcraft +42, Stealth +16
Feats Cleave, Critical Focus, Diehard, Fly-by Attack, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell, Spell Focus (Enchantment), Stunning Critical, Toughness, Vital Strike
_____________________________________________________________

Manipulate Flames (Su) The dragon can control any fire spell within 130 feet as a swift action. This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it were the caster. It can make all decisions allowed to the caster, including canceling the spell if it so desires.

Melt Stone (Su) The dragon can use its breath weapon to melt rock at a range of 100 feet, affecting a 65-foot-radius area. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.

Incinerate (Su) A creature reduced to fewer than 0 hit points by its breath weapon must make a Fortitude save (DC 36). Failure indicates that the creature is reduced to ash. Creatures destroyed in this way can only be restored to life through true resurrection or similar magic.

Command Red Dragon (Su) Any red dragon treats the commands of an elder red wyrm as a suggestion (DC 33).

Death Throes All creatures within 80 ft. of an elder red wyrm upon its death take 10d6 bludgeoning damage (Reflex DC 36 half) and 13d10 fire damage (Fortitude DC 36 half) per round as the wyrm convulses and thrashes for a minute before finally dying.

Notes The dracos invictus was the 13th age category for dragons created by Gary Gygax for Mongoose Publishing's Slayer's Guide to Dragons.


3 people marked this as FAQ candidate.

Saving Finale

Lingering Performance

Do the effects continue for 2 rounds despite the performance being forced to end?


1 person marked this as FAQ candidate.

One thing I really enjoyed about PF was that they codified the monster creation rules in the Monster Index, giving us stat ranges that a monster of CR X should fall into.

However, the flip side of that coin was left to guesswork. What do those ranges mean for a monster vs a PC?

Take the CR 20 line for instance. AC 36.

Even a moderately optimized 20th level fighter is going to have 26 Str, and an attack bonus that begins with +39. (that represents a fighter who began with 17 Str, has a +6 enhancement, +5 weapon, greater weapon focus and weapon training. Could add a +5 inherent bonus as well.)

Is that intended? Is the assumption that the fighter will definitely hit with his first attack, and almost always on his second?

A moderately optimized 20th level rogue in the same party with 26 Dex will have (assuming weapon finesse and focus), an attack bonus of +29. If she's flanking, +31. She's got a decent chance with her first attack, and 50/50 with her second.

Same goes for all the other stats. What is assumed when a monster has a primary special attack DC? 40% weak saving PC failure? 20% strong saving PC failure? 80%?


I know retrieving an item from a handy haversack is a move action that does not provoke AoOs. However, getting anything out of a rucksack on one's back IRL is fairly impossible, let alone if that rucksack is also competing with staves and swords and shields and whatnot.

Is the intent of the haversack to allow you to reach in and snag items during combat?


Flipping through the Rival Guide, I was really impressed with the artwork. One guy stood out to me though, the wizard Exander. He's just your run of the mill NG wizard who is deeply in love with the party fighter, dressed in a green tunic and red cape with a neatly trimmed goatee.

Sort of like this guy, including the magic hand, with green rather than blue.

Just wondered if anyone else noticed the closeness.

On another note, Wil is probably the baddest blackguard I've seen since the Epic Level Handbook.

Core Char 1 has not participated in any online campaigns.