Well their are interesting concepts once you get into the Fighter's archetypes.
Lore warden is rather interesting as it gives you a greater amount of skills and lets you be more efficient in your use of combat maneuvers without losing weapons training. For more combat maneuver goodness then you can add martial master to spontaneously gain feats as you need them while also gaining the Lore Warden's scaling bonus.
Their is also the Mutation Warrior which gives you access to mutagen and a limited number of alchemist discoveries while keeping weapon training as well.
Conversely you can give up weapon training and bravery to gain the Barbarian's rage ability and access to rage powers as well.
Furthermore, you can also combine the Viking and Mutation Warrior archetypes to gain rage, mutagen, rage powers, and Alchemist discoveries. Although, you do end up short changed on skills as a draw back.
In terms of a base fighter. Eh...you are limited in what you can do out of combat without playing a human and personally I would only use it as a dip. However, if we are including archetypes then their are certainly plenty of options that keep the fighter on par with other classes.
Arcanist- Not a fan of full casters as they tend to be too complicated for what I want and this seems to be the most complicated of the bunch.
Bloodrager- This one is good and probable my favorite of the bunch given that it is basically a Bardarian of a different stripe.
Brawler- Kind of meh. It is an effective version of the monk and not much more. I do find it odd that they can't flurry with hand axes and short swords. Seems like a waste of a proficiency to me. (I would love to be wrong on this point though.)
Hunter- This class seems like waste thematically. I rarely want a woodland character and I all ready see that space as being filled by the ranger, druid, Shaman, Nature Oracle, or Sylvan Sorcerer.
Investigator- Interesting and certainly fills the niche of skill based character. Not something I would play but something that was needed.
Shaman- Although it does lose point for being a full caster it does haves hexes which I adore. Also, the spirit and familar abilities are interesting while being just different enough for me to see it as having a place. Honestly, one of the few full casters I would enjoy playing.
Skald- This one is odd. It is a hybrid of my two favorite classes but the end result wasn't something that I really wanted. Honestly, between this and a bard I would rather have a bard.
Slayer- It is good at what it does and not much more. Nothing more to really add about it.
Swashbuckler- I actually like this class despite its flaws. The archetypes seem interesting and getting early dex to damage is a plus. I would use it more a multiclassing bait for a Paladin/sorcerer/oracle though.
Warpriest- Sacred Fist saves what would otherwise be a subpar class for me. The archetype with a MoMS monk dip is probably all I would use this for.
So in review:
Good: Shaman, Bloodrager, and Swashbuckler
Meh: Slayer, Investigator, Brawler, and Warpriest
Bad: Arcanist, Skald, and Hunter
I would want to see more done with Aasimar, Catfolk, Fetchling, Ifrit, Oread, Ratfolk, Tengu, Sylph, Undine, Changlings, Suli, Kitsune, Androids, and Ghorans.
I would also like to see ACG support as well as more stuff for Ninja, Samurai, and Antipaladins. However, I think Gunslingers have gotten plenty of love in comparison to the others and don't really need more at this point.
Personally, I run with 25 point buy, wounds and vitality, as well as gesalt for my games. Although, I have been debating a switch to 25 point buy and mythic adventures just to see how mythic plays. Possibly for a campaign to stop the return of the old ones if I ever get my hands on this, this,and this.
Personally, I tend to more open sandbox style worlds, and outsource most of the details out to the players allowing them to fill in based on the races and classes they end up playing. I'll sometimes step in to help if something needs to be smoothed over, but usually I tend to be hands off. So...I suppose I would be hands-off/having little control over the overall story.
I don't like medieval fantasy settings and would much prefer a Planescape/Spelljammer mash up.
I dislike Pathfinder and 4e for opposite reasons. I think 4e is too much of a defensive slog while pathfinder turns into offensive oriented rocket-tag far too easily.
I don't actually find exotic races all that exotic. All of them simply look like some form of base human to me.
I love third party publishers and think they add a lot to the over all experience of the game.
I am an avid power gamer and see no reason why I should be ashamed of it.
I don't believe DMs should have all the power when it comes to running a game or crafting a world, and I often outsource as much of the story elements as I can to my players.
I don't think fighters, rogues, or monks are unbalanced. Just too heavily specialized into their respective niches and should be broadened in later additions to the game.
I hate vancian magic, but I don't believe the alternatives are much better.
I hate that trap options are inherent to pathfinder and wish they were simply eliminated from the base game.
Edit:
I adore using devices at the table, and actively encourage my players to do the same.
I have no problems with players looking up a monsters stats during the fight, and honestly, assume that they already have/are doing so while running the game.
I don't mind players making liberal interpretations of their dice rolls.
I would like to see a druid/witch cross either done as an archetype, or a full blown class, done in a Witch Doctor theme.
Edit: Probably should mention this isn't my idea. I saw someone comment on it in the advanced class guide discussion and is something I would really like to see.
Ok I took the survey, and I wanted to give you some feed back. As far as the price question I would prefer it if it were less open ended. Have a set range of prices that you know that you (as in the company) can afford offered as part of the survey would be better.
Also, the last question is fine in so far as the options provided, but it needs the ability to select multiple options from within it as opposed to just one. I could easily see myself wanting a High-Magic/Science Fiction Space Opera Setting like Star Wars or a Modern Fantasy Low-Magic type setting like the Dresden Files tv series. I think that question having the ability to reflect that somewhat with the option of an other/explanation section would allow for more of a nuanced response.
Genius guide to words of power-A supplement aimed at expanding the words of power system.
Menagerie of Monsters:Gothic Horror-A monster manual containing new strains of vampires, werewolves, ghouls, ghosts, boogymen, and everything else that goes bump in the night.
Dark matter inspired source book-Basically a book for players that want to "bump back" at the monsters outlined in the above monster book.
Six Dungeons Deep-A series of loosely linked dungeon modules designed to aid in running dungeons at higher levels.
Genius Guide to Races-A rework of the races currently released in pathfinder so as to create greater parity between them. (i.e. more options for featured and uncommon races as well as generally reworking their features to be more in line with core classes).
Real world mythology source book- A "faiths of" type book covering various real world mythologies from Greece/Rome, Norse, Egyptian, and other real world mythologies/religions.
Genius Guide to Mythic Companions-A supplement allowing you to take creatures like dragons, Sphinxes, griffons, golems, etc. as animal companions, cohorts, and familiars. (possibly with mythic abilities themselves).
A genius Guide to NPCs-Basically a big book of NPCs similar to the NPC guide with full back stories and suggestions on how to implement them into various home games.
Futuristic Adventures-Like your Anachronistic adventures classes except instead of pulling from a pulp theme you pull from sci-fi.
The Waking Dream-A module set in the Dimension of Dreams.
Genius Guide to Leng-A source book decribing the Realm of Leng as well as a multi-part adventure set their.
I'll see if I can think of anything else to type up later...
Defense
AC:28 (30 against ranged attacks) Touch:19(24) Flat-Footed:23
DR 6/- against lethal Damage and DR 12/- against non-lethal damage
Under a Constant Endure Elements Effect
Resist 4 Fire Damage
HP:113
Fort:+14(+19) Reflex:+13(+18) Will:+11(+16)
+1 Mithral Morningstar +15/+10/+5 (1d8+3/20/x2)
+1 Mithral Morningstar w/ Rage +18/+13/+8 (1d8+6/20/x2)
+1 Mithral Morningstar w/ Rage and Witch Hunter +18/+13/+8 (1d8+10/20/x2)
Range: +3 Composite 5 Longbow +20/+15/+10 (1d8+5/20/x3)
+3 Composite 5 Longbow w/ Point Blank Shot +21/+16/+11 (1d8+6/20/x3)
+3 Composite 5 longbow w/ PBS and Rapid Shot +19/+19/+16/+11 (1d8+6/20/x3)
+3 Composite 5 Longbow w/ Rage, PBS, RS, and Deadly Aim +19/+19/+16/+11
(1d8+17/20/x3)
+3 Composite 5 Longbow w/ Rage PBS, RS, DA, and Witch Hunter +19/+19/+16/+11 (1d8+21/20/x3)
Special Attacks: Cluster Shot: Roll all damage before applying DR.
Manyshot: Roll two damage dice on the first attack.
Rage: 28 rounds/day
Statistics
Str:14(20) Dex:20 Con:14 Int:10 Wis:16 Cha:10
BAB:+12/+7/+2 CMB:+14(+17) CMD:19(22)
Feats:Point Blank Shot, Precise Shot, Rapid Shot, Cluster Shot, Deadly Aim, Manyshot
Rage Powers:Reckless Abandon, Lesser Beast Totem, Beast Totem, Superstition, Witch Hunter, and Ghost Rager
Skills:Acrobatics +20, Perception +18, Stealth +20, Diplomacy +15, Sense Motive +18, and Knowledge (Local) +15
SQ:Crowd Control (+1 bonus to attack and +1 bonus to AC while adjacent to two or more enemies), Breezed Kissed, Like the Wind, Feather Fall 1/day
Traits:Suspicious and Slippery (Flower Network)
Combat Gear:+3 Composite 5 Longbow, +3 Mithral Chainmail Shirt, +4 Cloak of Resistance, +2 Amulet of Natural Armor, +2 Ring of Resistance, Jingasa of the Fortunate Soldier, Dusty Rose Prism Ioun Stone, Cracked Pale Green Prism Ious Stone, +2 Belt of Mighty Constitution, +2 Headband of Wisdom, +2 Longsword, +1 Mithral Morningstar
Don't know if others have seen it but it is intentional that this allows early access to PrCs and it is intentional for allowing SLAs to be treated as spells for qualification of other prerequisites such as feats.
I think stay the course right now is best as it tends to be difficult to impossible to try and guess what any given market is going to do. If the market looks at DDN and embraces it then their isn't much Paizo can do about it beyond keep on keeping on. If the market looks at DDN and decides they don't want it and Paizo decides to change (such as release 1.5/2.o Pathfinder) then they could end up hurting as the market decides they don't want either product and move to some third system (not to mention that such a change could drive away their own fan base). Furthermore, those most likely to be unsatisfied with DDN (just from the anecdotal evidence of my own group) tend to be those that most liked 4th edition, and they are not likely to move to Paizo after DDN is released.
So, in the end it is probably best to keep the schedule they currently have (as to my knowledge such releases tend to be planned out at least a year in advance), and see where the market and their own financials are after DDN is released before any decision about what to do about it is made.
Ok, I am going to suggest that we clean this up a bit.
1) Samurai and Inquisitor don't seem to be doing much for you. Iaijutsu strike isn't actually worth a dip especially if you don't want much else from the samurai alt class. Also, Inquisitor isn't doing you much good either as you are not actually gaining enough spells to make a difference. Personally, I would drop them for another level of fighter (so as to gain the weapon specialization feat) and then grab the other two levels in Ranger for more skills and the animal companion or 2 levels in barbarian to grab a second rage power (I would take Superstition and Witch Hunter to help some of your poor saves and get back some of the spell caster killing lost when you dropped Inquisitor).
2) I would change the Monk archetype to master of many styles so as to pick up the crane style feats more quickly. If you are set on neutral good then their is an Aasimar trait that will allow you to play as a monk that is neutral good. If you want to play a race other than Aasimar then you can take the adopted trait instead to grab it. (Assuming the DM is allowing traits that is.)
3) If you are going all 3 levels in Chevalier then you need to change your stats. The main point of taking that many levels in that PrC is to gain Smite evil without having to go Paladin and the way your stats are now you wont be gaining anything from using it. Personally, I would change your strength to a 17 (15 point buy with +2 racial) and boost your charisma to at least a 12. That way you actually get some use out of chevalier's smite evil ability.
I think a change from lawful only to simply being non-chaotic makes more sense. I really don't see a scandal in allowing a monk to be Neutral Good, True Neutral, or Neutral evil.
Edit: Also since neutral contains this definition, "Neutral is also the alignment for those who seek a centered existence, with moderation in all things, Ascetics who take no side and instead seek spiritual perfection of the self are an excellent example of this," Link for a reference. I honestly couldn't come up with a better description for a monk if I tried.
1)Races: Too many races give too small of bonuses in circumstances that are far too specific to be worth remembering (the best example of this I can think of is the Dwarf). These bonuses should be generalized as much as possible and preferably changed to "always on" bonuses that can simply be added to the character sheet once and not worried about afterwords. Also, their is far too much difference in effectiveness between the various races (especially once one gets beyond the core rulebook). Having an Ifrit be a third as strong as the Fetchling or Ghoran doesn't seem necessary to me.
2)Spells: These need to be streamlined greatly, especially in terms of range and effect. Also, the duration of spells should be spelled out in both in-combat terms (the rounds that the spell effect lasts) and out-of-combat terms (the minutes/hours/seconds the spell lasts). Furthermore, a general re-organization of spells should happen as well, or at the very least breaking up conjuration (moving all of the direct damage spells to evocation and moving the healing spells to necromancy would be a start). Finally, I would pull a lot of the combat oriented self buffs off the wizard (Such as gravity bow).
3)Combat Maneuvers: The investment toward combat maneuvers should be lessened (droping combat expertise as a prerequisite, dropping that preforming a maneuver invokes an attack of opportunity, combining the improved and greater versions of the feats). Also, CMD should probably drop either the strength or Dexterity bonus or made to be an either/or type of bonus instead of both so as to make it easier to land combat maneuvers overall.
4)Martials: Don't punish martials for moving and full attacking in a combat. Allow for class abilities that are specific to each class, and allow for them to have a limited ability to move and full attack (or have abilities that make it easier for martials to play switch-hitters).
5)Feats: Fewer feats that simply do more than the current feats do. Having a feat give you a +1 bonus to attack at level 10 seems ridiculous to me when compared to what a 3rd-5th level spell can do.
I don't know. After going to other systems such as Eclipse Phase for a while the diversity of races that exist within pathfinder seems limiting in the comparison.
In short, I echo AD's statement. All of the races in Pathfinder just look like some variation of Human to me.
It isn't some much hate as the fact I find them boring. There simply isn't anything about them that I find all that interesting.
Also, there is the fact that I simply don't like classes with animal companions. Whenever I play a druid or a ranger it is actually the first thing I get rid of is the animal companion (and wild empathy), and the fact that I don't really have an option to to that with the Cavalier is something of a downer for me.
Alignment: Any
Hit Dice: d8
Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skills Per Level: 8+Intelligence Modifier
BAB: 3/4
Saves: Poor Fort Save, Good Reflex Save, and Good Will Save
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, as well as all light and one handed martial weapons, plus the hand crossbow, Crossbow, and Shortbow. They are proficient with light armor, but not with shields.
Trapfinding
Starting at 1st level, a rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Sneak Attack
Starting at 1st level, if a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot gaining a bonus to attack and damage.
The rogue gains a +2 bonus to the attack and deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), when the rogue flanks her target, or when the target is suffering from one of the following Conditions: Blinded, Cowering, Dazed, Dazzled, Dying, Entangled, Exhausted, Fascinated, Flat-Footed, Grappled, Helpless, Nauseated, Paralyzed, Pinned, Sickened, Stable, Stunned, or Unconscious. 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 Rogue has concealment from the target.
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.
The nature of a Rogue's abilities allow it to sneak attack a target even when that target has concealment from the rogue.
Evasion (EX)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
Guile Pool (SU)
Starting at 2nd level, rogues gain a guile pool that represents a combination of their cleverness, skill, and luck. The number of points in the guile pool is equal to her rogue level + her Intelligence modifier. As long as she has at least 1 point in her guile pool she gains the ability to move at her full speed while making a stealth check without penalty. As she gains level this ability improves:
At 6th level:She may use Acrobatics to move her full speed through an opponent's square without provoking an attack of opportunity.
At 10th level:She reduces the DC to make an acrobatics check to move through an opponents square by half.
At 14th: Whenever she is using the stealth skill to snipe she only suffers a -10 penalty instead of a -20 penalty.
At 18th level:She no longer takes a penalty when using the stealth check to snipe, and may make a full attack while sniping.
In addition, a rogue can spend 1 point from her guile pool whenever making a stealth check to impose a -10 penalty on all perception checks to notice her. Starting at 10th level, whenever she spends 1 point from her guile pool on a stealth check creatures with blindsense, blindsight, scent, or tremorsense must make a perception check to notice her(although without a -10 penalty), just as sighted creatures would make perception checks to detect her. Each of these powers is activated as a swift action. A rogue can gain additional powers that consume points from her guile pool by selecting certain rogue talents.
The rogue's guile pool is replenished each morning after 8 hours of rest; these hours do not need to be consecutive. The rogue's guile pool the not stack with other pooled sources (such as a ki pool), and both pools must be tracked separately.
Trap Sense (EX)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Glib Lie (SU)
A rogue of 3rd level or higher can deceive truth-detecting magic. A creature using this sort of magic against the rogue must succeed on a caster level check against a DC of 15 + the rogue's class level to succeed (as if she were under the effect of a glibness spell); failure means the magic doesn't detect the rogue's lies or force her to speak only the truth. This ability does not give the rogue the glibness spell's bonus on Bluff checks.
Uncanny Dodge (EX)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Mask Alignment (SU)
A rogue of 5th level or higher can alter her alignment aura to deceive spells that discern alignment (such as detect evil). She may choose to detect as any specific alignment, or to detect as no alignment at all. This ability does not protect against spells or effects that cause harm based on alignment. Masking her alignment aura is a standard action, and lasts until she changes it again or ends the effect.
Hide in Plain Sight (SU)
Starting at 7th level, a rogue can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a rogue can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Improved Uncanny Dodge (EX)
A rogue of 8th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Improved Evasion (EX)
At 9th level, a rogue's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Advanced Talents
At 10th level, a rogue may choose an advanced talent instead of a regular talent.
Jack of All Trades (EX)
At 10th level, a rogue can use any skill, even if the skill normally requires him to be trained. At 15th level, a rogue considers all skills to be class skills. At 17th level, a rogue can take 10 on any skill check, even if it is not normally allowed.
Elude Detection (SP)
At 13th level, a rogue can befuddle divinations used against her as if she were under the effect of a nondetection spell with a caster level equal to her character level. She can suppress or resume this protection as a standard action. If dispelled, the rogue cannot resume the nondetection for 1d4 rounds.
Hidden Mind (SP)
At 19th level, a rogue gains the benefit of a constant mind blank spell at a caster level equal to her character level. The rogue can suppress or resume this protection as a standard action. If dispelled, the rogue cannot resume the mind blank for 1d4 rounds.
Pass Unseen (SU)
At 20th level, a rogue becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her rogue level as her caster level for this ability. Using this ability consumes 3 guile points from her guile pool.
Ok so several thoughts before I get into rogue talents. First, I kept the magical abilities like glib lie, mask alignment, elude detection, and pass unseen because I felt they where necessary for a rogue to represent what it means to be a skill class in a fantasy world. IMHO skills simply are not enough to represent a skill based character in a pathfinder type setting. There are simply too many spells in the game that can do in a skill based character and without something to mitigate those spell effects then they are simply not going to succeed. Now having all of these abilities may be over kill; however, I am not sure of too many other effects that are as effective or efficient in aiding them in being what I see them as needing to be (mainly as a skill base (or more specifically stealth focused) class that has no way to answer any from of divination used against them).
An example of where I am coming from. Say your a CN rogue that has to infiltrate a given event and you disguise yourself as the kindly philanthropist of a NG bent. Well...the problem is that anyone that throws out a detect alignment spell (either a 1st level cleric or a 2nd level inquisitor) is going to be able to call you out on not actually being as kindly as you are pretending to be. That IMHO shouldn't happen to a particularly skilled rogue. Now, yes, maybe I am over estimating the availability of such a power as well as how effective a rogue should be at infiltration, and I am willing to here examples to contrary. Just letting others know of where I was getting the abilities and why I thought to give them to a rogue.
Now on to the rogue talents.
Rogue Talents
Spoiler:
Acrobatic (Su)
A rogue with this trick can focus her guile to grant her a +4 bonus on Acrobatic skill checks, and may reroll an acrobatic check as an immediate action once per day.
Banter (EX)
When wearing light armor and not carrying a shield, a rogue may use her charisma modifier in place of her Dexterity modifier when calculating AC and CMB. This bonus is still limited by the total dexterity bonus of the armor.
Bleeding Attack* (Ex)
A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal skill check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any DR the creature might possess.
Canny Defense (EX)
When wearing light armor and not carrying a shield, a rogue may use her intelligence modifier in place of her Dexterity modifier when calculating AC and CMB. This bonus is still limited by the total dexterity bonus of the armor.
Canny Sleuth
A rogue adds her Intelligence bonus (if any) on all Perception and Sense Motive checks, as well as on Diplomacy checks made to gather information, in addition to adding her Wisdom or Charisma modifier as normal.
Clever (EX)
You may add your intelligence modifier in place of your charisma modifier to any charisma based skills.
Combat Trick
A rogue who selects this trick gains a bonus combat feat. This talent may be taken multiple times.
Cunning Ruse (EX)
+4 bonus to bluff checks and once per day you can reroll a failed bluff check as an immediate reaction.
Discern Lies (SU)
A rogue can use discern lies, as the spell, for a number of rounds per guile point spent on the ability (1 point per round). These rounds need not be consecutive. Activating this ability is an immediate action.
Darkvision (EX)
At 2nd level, a rogue gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.
Familiar
Prerequisite: Major Magic and Minor Magic
A rogue with this talent gains a familiar as the familiar option of the wizard’s arcane bond class feature.
Feather Fall (SU)
The rogue can slow her descent as if using feather fall. This ability uses her rogue level as the caster level. Using this ability is an immediate action. A rogue can use this ability once per day for free. Each additional use of this ability uses up 1 guile point.
Honor Among Thieves
+4 Bonus on all Diplomacy checks and once per day you may reroll any failed diplomacy check as an immediate action.
I Knew That (SU)
A rogue with this ability can recall one trick she picked up during a previous job. When she uses this ability, she selects one rogue talent (not a master talent) that she does not know and can use that rogue talent for a number of rounds equal to her level. She must pay any guile costs associated with this talent as normal. Using this ability expends 1 guile point from her guile pool.
Master of Disugise (EX)
A rogue can create a disguise in half the time normally required and receives a +4 bonus on all Disguise checks.
Minor Magic (SP)
A rogue can cast a single level 0 sorcerer or wizard spell as a spell like ability an unlimited number of times per day.
Major Magic (SP)
Prerequisite: Minor Magic
A rogue can cast a first level sorcerer/wizard spell as a spell like ability once per day for free. Any additional castings can be made at the cost of 1 point of guile from his guile
Nothing Up My Sleeves (EX)
A rogue with this ability can easily conceal weapons on her body. The rogue adds her level on opposed Sleight of Hand skill checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.
Now You See Me, Now You Don't (SU)
The rogue can disappear for 1 round per level. This ability functions as invisibility. Using this ability is a swift action. The rogue can use this ability once per day for free. Each additional use of this ability uses up 1 guile point.
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.
Slow Reactions (EX)
Opponents that are damaged by the rogue's sneak attack can’t make attacks of opportunity for 1 round.
Street Thug (EX)
Gain a +4 bonus on all Intimidate checks and reroll an intimidate check once per day as an immediate action.
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.
Word on the Street (EX)
A rogue may use Gather Information in place of a Knowledge check in order to gain information related to that knowledge check.
Trap Spotter (EX)
Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Undetected Sabotage (Ex)
Whenever a rogue with this trick uses Disable Device to sabotage or disable a device, she can make a Stealth check with a bonus equal to her level. Anyone inspecting the device will not notice the sabotage and will assume the object works unless he beats the rogue’s check with an opposed Perception skill check.
Advance rogue Talents
Spoiler:
Assassinate (Ex)
A rogue with this advanced rogue talent can kill foes that are unable to defend themselves. To attempt to assassinate a target, the rogue must first study her target for 1 round as a standard action. On the following round, if the rogue makes a sneak attack against the target and the target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the rogue as an enemy. If the sneak attack is successful and the target of this attack fails a Fortitude save, it dies. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue's intelligence modifier. If the save is successful, the target still takes the sneak attack damage as normal, but it is immune to that rogue’s assassinate ability for 1 day.
Devastating Sneak Attack (EX)
Rogue's with this advanced talent know how to cripple an enemy. When you deal sneak attack damage, you can apply one of the following penalties in addition to the damage dealt: reduce all of the target's speeds by 10 feet (minimum 5 feet), 1d4 points of Strength or Dexterity damage, –4 penalty on all saving throws, –4 penalty to Armor Class, or 2d6 points of bleed damage (this bleed damage stack with the bleeding attack rouge talent). These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.
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 a weapon or other blow, not a spell or special ability), 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; if it fails, she takes full damage. 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.
Feat
A rogue with this advanced talent may take any feat that they qualify for as a bonus feat.
Ghost Step (SU)
A rogue with this advanced talent can pass through walls as if she were a ghost. She can pass through a wall or other surface, up to 5 feet thick per level as if she were incorporeal. She must exit the solid material by the end of her turn. Using this ability is a swift action. The rogue can use this ability once per day without spending guile. Each additional use of this ability uses up 1 guile point.
Pierce Deception (SU)
A rogue with this advanced rogue talent can see as though under the effect of the spell true seeing with a caster level equal to her level. The rogue can use this ability once per day for free. Each additional use of this ability uses up 1 guile point.
Slippery Mind (EX)
This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Spider Climb (SU)
As a swift action, the rogue can cast Spider Climb, using her level as the caster level. The rogue can use this ability once per day fro free. Each additional use of this ability uses up 1 guile point.
Thanks everyone for the replies! Yes, I probably figured this would end up being too much in the end, but it was an designed to be a big swing that I intended to scale back. The next version should be more tame.
Also, I just wanted to throw something in as an aside before I get into the changes. Banter is intended to be a pure defensive ability. Something that only affects the way the rogue's ac and cmd are calculated not the monsters/npcs/enemies. In effect it is designed to mirror the oracle revelations that allow for charisma to ac and cmd or to be the charisma version of the canny defense. Admittedly it isn't anywhere near as clear, so I'll patch that in my next post. Thanks again for taking the time to look at this.
Acrobatic (Su): A rogue with this trick can focus her guile to grant her a +20 bonus on one Acrobatics skill check made by the start of her next turn as a swift action. Using this ability expends 1 guile point from her guile pool.
Banter (EX)
When wearing light armor and not carrying a shield a rogue may use her Charisma in place of your dexterity for calculating AC and CMD.
Bleeding Attack* (Ex)
A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal skill check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any DR the creature might possess.
Canny Defense (EX)
When wearing light armor and not carrying a shield, a rogue may use her intelligence modifier in place of her Dexterity modifier when calculating AC and CMB. This bonus is still limited by the total dexterity bonus of the armor.
Canny Sleuth
A rogue adds her Intelligence bonus (if any) on all Perception and Sense Motive checks, as well as on Diplomacy checks made to gather information, in addition to adding her Wisdom or Charisma modifier as normal.
Clever (EX)
You may add your intelligence modifier as a bonus to any charisma base skills (in addition to your normal charisma bonus).
Combat Trick
A rogue who selects this trick gains a bonus combat feat. This talent may be taken multiple times.
Cunning Ruse (EX)[b]
+10 bonus to bluff checks and once per day you can reroll a failed bluff check as an immediate reaction.
[b]Discern Lies (SU)
A rogue can use discern lies, as the spell, for a number of rounds per guile point spent on the ability (1 point per round). These rounds need not be consecutive. Activating this ability is an immediate action.
Darkvision (EX)
At 2nd level, a rogue gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.
Familiar
Prerequisite: Major Magic and Minor Magic
A rogue with this talent gains a familiar as the familiar option of the wizard’s arcane bond class feature.
Feather Fall (SU)
The rogue can slow her descent as if using feather fall. This ability uses her rogue level as the caster level. Using this ability is an immediate action. The ninja can use this ability once per day for free. Each additional use of this ability uses up 1 guile point.
Honor Among Thieves
+10 Bonus on all Diplomacy checks and once per day you may reroll any failed diplomacy check as an immediate action.
Swarm of Daggers (SU)
A rogue with this ability can expend 1 guile point from her guile pool as a swift action whenever she makes a full-round attack with Daggers. She can throw or stab with two additional daggers at her highest attack bonus, but all of her dagger's attacks are made at a –2 penalty.
I Knew That (SU)
A rogue with this ability can recall one trick she picked up during a previous job. When she uses this ability, she selects one rogue talent (not a master talent) that she does not know and can use that rogue talent for a number of rounds equal to her level. She must pay any guile costs associated with this talent as normal. Using this ability expends 1 guile point from her guile pool.
Master of Disugise (EX)
A master spy can create a disguise in half the time normally required and receives a +10 bonus on all Disguise checks.
Minor Magic (SU)
Cast a level 0 sorcer/wizard spell for free up to 3 times per day with a caster level equal to your character level. Any additional casting cost 1 guile point.
Major Magic (SU)
Prerequisite: Minor Magic
Cast a first level sorcerer/wizard spell for free up to two times per day with a caster level equal to your character level. Any additional casting cost 1 guile point.
Nothing Up My Sleeves (EX)
A rogue with this ability can easily conceal weapons on her body. The rogue adds her level on opposed Sleight of Hand skill checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.
Now You See Me, Now You Don't (SU)
The rogue can disappear for 1 round per level. This ability functions as invisibility. Using this ability is a swift action. The rogue can use this ability once per day for free. Each additional use of this ability uses up 1 guile point.
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.
Slow Reactions (EX)
Opponents that are damaged by the rogue's sneak attack can’t make attacks of opportunity for 1 round.
Street Thug (EX)
Gain a +10 bonus on all Intimidate checks and reroll an intimidate check once per day as an immediate action.
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.
Word on the Street (EX)
Add your Charisma modifier in addition to your Intelligence modifier on all Knowledge checks.
Trap Spotter (EX)
Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Undetected Sabotage (Ex)
Whenever a rogue with this trick uses Disable Device to sabotage or disable a device, she can make a Stealth check with a bonus equal to her level. Anyone inspecting the device will not notice the sabotage and will assume the object works unless he beats the rogue’s check with an opposed Perception skill check.
Advance Rogue Talents
Spoiler:
Assassinate (Ex)
A rogue with this advanced rogue talent can kill foes that are unable to defend themselves. To attempt to assassinate a target, the rogue must first study her target for 1 round as a standard action. On the following round, if the rogue makes a sneak attack against the target and the target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the rogue as an enemy. If the sneak attack is successful and the target of this attack fails a Fortitude save, it dies. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue's intelligence modifier. If the save is successful, the target still takes the sneak attack damage as normal, but it is immune to that rogue’s assassinate ability for 1 day.
Crippling Critical (EX)
Rogue's with this advanced talent know how to cripple an enemy. When you confirm a critical hit, you can apply one of the following penalties in addition to the damage dealt: reduce all of the target's speeds by 10 feet (minimum 5 feet), 1d4 points of Strength or Dexterity damage, –4 penalty on all saving throws, –4 penalty to Armor Class, or 2d6 points of bleed damage (this bleed damage stack with the bleeding attack rouge talent). These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.
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 a weapon or other blow, not a spell or special ability), 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; if it fails, she takes full damage. 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.
Feat
A rogue with this advanced talent may take any feat that they qualify for as a bonus feat.
Ghost Step (SU)
A rogue with this advanced talent can pass through walls as if she were a ghost. She can pass through a wall or other surface, up to 5 feet thick per level as if she were incorporeal. She must exit the solid material by the end of her turn. Using this ability is a swift action. The rogue can use this ability once per day without spending guile. Each additional use of this ability uses up 1 guile point.
Pierce Deception (SU)
A rogue with this advanced rogue talent can see as though under the effect of the spell true seeing with a caster level equal to her level. The rogue can use this ability once per day for free. Each additional use of this ability uses up 1 guile point.
See the Unseen (SU)
A rogue with this advanced talent learns how to see that which cannot be seen. As a swift action, the rogue can cast see invisibility, using her level as the caster level. The rogue can use this ability once per day for free. Each additional use of this ability uses up 1 guile point.
Slippery Mind (EX)
This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Spider Climb (SU)
A rogue with this advanced talent finds that now window in inaccessible to them. As a swift action, the rogue can cast Spider Climb, using her level as the caster level. The rogue can use this ability once per day fro free. Each additional use of this ability uses up 1 guile point.
Unseen Attacker (SU)
Whenever a rogue uses the Now You See Me Now You Don't rogue talent, she is treated as if she were under the effects of greater invisibility. The ninja must have the Now You See Me Now You Don't rogue talent before selecting this advanced rogue talent.
Alignment: Any
Hit Dice: d8
Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skills Per Level: 8+Intelligence Modifier
BAB: 3/4
Saves: Poor Fort Save, Good Reflex Save, and Good Will Save
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, as well as all light and one handed martial weapons, plus the hand crossbow, Crossbow, and Shortbow. They are proficient with light armor, but not with shields.
Trapfinding
Starting at 1st level, a rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Sneak Attack
Starting at 1st level, if a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot gaining a bonus to attack and damage.
The rogue gains a +2 bonus to the attack and deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), when the rogue flanks her target, or when the target is suffering from a Condition. 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 Rogue has concealment from the target.
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.
The nature of a Rogue's abilities allow it to sneak attack a target even when that target has concealment from the rogue.
Evasion (EX)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
Guile Pool (SU)
Starting at 2nd level, rogues gain a guile pool that represents a combination of their cleverness, skill, and luck. The number of points in the guile pool is equal to her rogue level + her Intelligence modifier. As long as she has at least 1 point in her guile pool she gains the ability to move at her full speed while making a stealth check without penalty. As she gains level this ability improves:
At 6th level:She may use Acrobatics to move her full speed through an opponent's square without provoking an attack of opportunity.
At 10th level:She reduces the DC to make an acrobatics check to move through an opponents square by half.
At 14th: She is treated as being invisible whenever she makes a stealth check as per the invisibility spell.
At 18th level:She no longer takes a penalty when using the stealth check to snipe, and may make a full attack while sniping.
By spending 1 point from her guile pool, a rogue can make one additional attack at her highest attack bonus, but she can do so only when full attacking. In addition, a rogue can spend 1 point from her guile pool whenever making a stealth check to impose a -10 penalty on all perception checks to notice her. Starting at 10th level, whenever she spends 1 point from her guile pool on a stealth check creatures with blindsense, blindsight, scent, or tremorsense must make a perception check to notice her(although without a -10 penalty), just as sighted creatures would make perception checks to detect her. Each of these powers is activated as a swift action. A rogue can gain additional powers that consume points from her guile pool by selecting certain rogue talents.
The rogue's guile pool is replenished each morning after 8 hours of rest; these hours do not need to be consecutive. The rogue's guile pool the not stack with other pooled sources (such as a ki pool), and both pools must be tracked separately.
Trap Sense (EX)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Glib Lie (SU)
A rogue of 3rd level or higher can deceive truth-detecting magic. A creature using this sort of magic against the rogue must succeed on a caster level check against a DC of 15 + the rogue's class level to succeed (as if she were under the effect of a glibness spell); failure means the magic doesn't detect the rogue's lies or force her to speak only the truth. This ability does not give the master spy the glibness spell's bonus on Bluff checks.
Uncanny Dodge (EX)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Mask Alignment (SU)
A rogue of 5th level or higher can alter her alignment aura to deceive spells that discern alignment (such as detect evil). She may choose to detect as any specific alignment, or to detect as no alignment at all. This ability does not protect against spells or effects that cause harm based on alignment. Masking her alignment aura is a standard action, and lasts until she changes it again or ends the effect.
Hide in Plain Sight (SU)
Starting at 7th level, a rogue can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Improved Uncanny Dodge (EX)
A rogue of 8th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Improved Evasion (EX)
At 9th level, a rogue's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Advanced Talents
At 10th level, a rogue may choose an advanced talent instead of a regular talent.
Jack of All Trades (EX)
At 10th level, a rogue can use any skill, even if the skill normally requires him to be trained. At 15th level, a rogue considers all skills to be class skills. At 17th level, a rogue can take 10 on any skill check, even if it is not normally allowed.
Shadow Jump (SU)
At 11th level, a rogue gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A rogue can jump up to a total of 40 feet a day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every two levels higher than 11th, the distance a rogue can jump each day doubles (80 feet at 13th, 160 feet at 15th, and 320 feet at 17th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Elude Detection (SU)
At 13th level, a rogue can befuddle divinations used against her as if she were under the effect of a nondetection spell with a caster level equal to her character level. She can suppress or resume this protection as a standard action. If dispelled, the rogue cannot resume the nondetection for 1d4 rounds.
Hidden Mind (SU)
At 19th level, a rogue gains the benefit of a constant mind blank spell at a caster level equal to her character level. The rogue can suppress or resume this protection as a standard action. If dispelled, the rogue cannot resume the mind blank for 1d4 rounds.
Pass Unseen (SU)
At 20th level, a rogue becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her rogue level as her caster level for this ability. Using this ability consumes 3 guile points from her guile pool.
As an aside, anyone got an idea for a name? ^^' Of course, the world will have its own (and I'm working on that), but I'm thinking I'd rather give the setting its own name (like Faerun/Toril is Forgotten Realms, Athas is Dark Sun, Rokugan and Legend of the Five Rings, etc.)
Perhaps Airborn/Airborne? Or Airborn/e _____? *shrug* Skysea?
Skysea is probably the best you listed here. I am terrible with names myself, but I'll see if I can think of something interesting.
An idea I had about how your continents are floating and why the mists are there.
You could say that the continents are littered with pylons that draw raw elemental energy from the Plane of Air and create enough "magical bouncy" as it where to allow the continents to float. Similarly, you could simply say that the airship engines are basically the same thing except on a much smaller scale, and thus allow the airships themselves to fly by riding their own personal "magical bouncy".
The million dollar question is why do these pylons exist in the first place? Where did they come from and who built them? Well, you could simply tell the players that most of the information has simply been lost to time and what data they do have simply isn't complete enough to build a full picture. Personally, I would have the data be enough to give them clues that they could pursue should they choose to do so and see where they go with them from their. In reality, I would have it be as a result of a Planar Incursion. Say Demons from the Abyss finally broke through and established a hold within the Material plane on that world. It started out similar to the World Wound from Golarion where a few nations fell, but the combined effort of the most powerful kingdoms in the world managed to hold them in check and contain them. The pylons where then created in secret by an organized alliance of several of these nation in the effort to secure their continued existence should their containment efforts fail. When they inevitably did fail these kingdoms activated these pylons and took to the upper atmosphere while their allies around them fell to the demon hordes. These kingdoms then created the mists below their continents as powerful wards to keep the invading demon armies out and protect their kingdoms from further incursion. Thus establishing the world as it exists today.
You could run with it and have the Demons actually planning to simply drag the whole world into the Abyss after decades of trying to break the barrier and give the party the incentive and opportunity to find out the truth and try and stop them (could be similar to the Worldwound incursion AP), or they can completely ignore it and run it as a Skull and Shackles game with air pirates instead of sea pirates, or maybe one of the kings of old tries to make a return to power in a Rise of the Runelords type of game.
Actually, I think I may just use all this for myself as well. Sounds like a fun game *toots own horn*.
I have heard a lot about it and admittedly only gave it a cursory scan. I probably wont implement everything simply as I can't stop tinkering with stuff, but it should be useful as a reference.
This should be in advice not general discussion. I'll flag it for a move for you (it would actually be a good thing as you'll probably get more help their).
I have seen a lot of Fighter threads lately (most of them not positive), so I decided to throw out some houserules I use for people to critique (because I would actually be interested in knowing whether or not these are actually good ideas). I actually do think that the fighter's ability to fight shouldn't outweigh their ability to succeed outside of combat as well as better options for what they could be doing within combat as well.
To facilitate this I made the following changes:
4+Intelligence modifier skills per level with Diplomacy, Perception, Knowledge (history), Knowledge (Nobility), and Knowledge (Local) added to their skill list.
Fast will Save progression.
Gains a bonus combat feat or teamwork feat at first level, 2nd level, and every even level after that. Also, whenever a Fighter gains a bonus feat he may also chose to retrain any previous feats he may have taken. If the Fighter retrains feats that act as prerequisites for feats he has already selected he loses access to the later feat and must retrain that feat as well (ex:Retraining Improved Trip automatically means that Greater Trip must be retrained as well). Furthermore, the fighter is still required to meet all the prerequisites of the feat gained through retraining when that feat is being selected (ex:A feat with a +4 BAB requirement can only be taken by a fighter at level 4 or later regardless of when the retraining is taking place).
Dropped Bravery all together. Instead they gain an ability called Maneuver Expertise which reads as follows:At 2nd level a fighter gains Combat Expertise as a bonus feat without having to meet its prerequisites and a +2 Bonus to CMB and CMD. This bonus increases by +2 every 4 levels after 4th (at 6th, 10th, and 14th level)
At 3rd level, he loses Armor Training and gains the Tactician fighter's Tactician ability instead. The only difference is that he gains one use of the ability at 3rd level and additional uses at 7th, 11th, and 15th level. Also, this ability functions as a swift action instead of a standard action (the swift action change applies to cavaliers as well).
At 5th level, Weapon Training applies to the entire weapon group chosen and at 9th, 13th, and 17th level the fighter has a choice. Either he can chose to apply the standard bonuses to multiple weapons (ex:gaining a +2 to attack and damage with heavy blades and a +1 attack and damage to axes) or he can move his highest bonus from one weapon group to another weapon group(ex: Moving the +2 bonus to attack and damage from heavy blades to axes, but forgoing the secondary +1 bonus to another weapon group).
Weapon Focus and Weapon Specialization have been changed to read as follows:
Weapon Focus (Combat)
Prerequisites:Proficiency with selected weapon and BAB +1
You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus increases to +2 at 10th level. A Fighter that takes this feat can also apply this bonus to any weapon within the selected weapon's group. (ex:If a fighter takes this feat and applies it to a greatsword then the weapons bonuses apply to all heavy blades.)
Weapon Specialization (Combat)
Prerequisite:Proficiency with selected weapon, Weapon Focus with selected weapon, BAB +4
You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus increases to a +4 bonus at 12th level. A Fighter that takes this feat can also apply this bonus to any weapon within the selected weapon's group. (ex:If a fighter takes this feat and applies it to a greatsword then the weapons bonuses apply to all heavy blades.)
For Archetypes, the Lore Warden and Tactician are not allowed to be taken. Anything that trades out abilities (such as armor training or Bravery) instead trades out the two abilities I listed above.
Yeah, I must admit I am not seeing the argument either. According to the PRD Invisibility specifically states that it gives a +40 bonus to stealth when stationary and a +20 to stealth while moving and gives specific examples of how one may lose the effect of the spell. Seemed like a cut and dry case to me.
Edit: Re-reading the opening post, I would say that yes invisibility should grant a bonus to stealth checks. However, I do feel the bonus from the spell is a little too high for my taste and have since reduced the bonus to +10 while stationary and +5 while moving. Now, yes, that is homebrew and your mileage may vary depending on DM, but that was the consensus me and my group came to on the ability.
Edit 2:Also, this seems less like a rules question and more like homebrew as you are not actually debating what the spell itself does, but what you would prefer that the spell did. That, in my mind, is not actually a rules question.
Bard: The monk, rogue, and Paladin will all love inspire courage. Although you will probably want a different race in order to complement the classes focus on charisma, and I think Kudaku's suggestion on assimar is probably where you want to look if you go that route.
If you decide to stay dwarf the Inquisitor can be a great choice. They are adaptable enough that they can cover most of the weaknesses in any party.
I am going to echo +5 toaster here. Personally, I have never really liked spell-resistance as a PC ability as their are too many buffs that require casters to get through Spell Resistance in order for you to receive the benefits of the spell. If it where me, I would probably just drop it and the con penalty (or if you still wanted to keep a penalty the you can move it to Intelligence as was described above).
I don't see the problem. This sounds like the kind of stuff me and my friends do to each other quite often, but then again I am not you so I suppose I wouldn't know...
IMO the gnome's mental stat bonus should be to INT instead of CHA, though you seem to have gotten rid of their craftyness and also I don't see where they get the bonuses to the DCs of illusion spells.
I also feel like it would balance better if humans and their halves got to choose one mental and one physical stat, to match everyone else.
Well, in my game I did make them a little more on the bright and optimistic side (if anything to balance out the fact that I have at least 5 darker races) but to each his own. Also, the reason I think they get bonuses to illusion spells in core Pathfinder is that Paizo wanted to add some of that mischievousness flair while sticking to something charisma based, and I would guess that illusion fit that bill for them. I am by no means an expert designer so I could be way off, but that would be my best guess.
As far as the humans and their halves some other possibilities to their ability score could be:
Half-Orcs:+2 Str and +2 Wis
Half-Elves:+2 Con and +2 Cha
Humans:This ends up being the problem for me as I would think allowing the a +2 to any physical and a +2 to any mental would end up being two powerful of an ability. Maybe give them a +2 Con and +2 ability score of their choice in order to reflect their hardy and adaptable nature might be better?
ok so this should be the last batch of races. These basically represent the "other" races created and re-balanced at player request, and usually come from those that are simply not that populous to begin with or from societies that rarely create those with the temperament to be heroes. These races include the following: Dhampir, Changelings, Drow, Androids, Kitsune, and Seedlings.
Spoiler:
Dhampir
+2 Str and +2 Cha
Type:Humanoid (Dhamphir)
Size:Medium
Base Speed:30 ft.
Vision:Low-Light Vision and Darkvision 60 ft.
Languages:Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).
Undead Resistance:Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain:A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Manipulative:Dhampire gain a +2 racial bonus on Bluff and Perception checks.
Spell-like Abilities:A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.
Negative Energy Affinity:Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Seedlings
+2 Con and +2 Cha
Type:Plant
Size:Small
Base Speed:20 ft.
Vision:Low-Light Vision
Languages:Seedling begin play speaking Sylvan and Common. Seedlings with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Natural Armor:Seedlings have tough, rugged skin, granting them a +2 natural armor bonus.
Natural Magic:Seedlings with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day–detect poison, goodberry (created berries bud from the Seedling's body), and purify food and drink. The caster level is equal to the Seedling's level. The DC for these spells is equal to 10 + the spell's level + the Seedling's Charisma bonus.
Light Dependent:Seedlings take 1d4 points of Constitution damage each day they go without exposure to sunlight.
Android
+2 Str and +2 Int
Type:Humanoid (Human) and Construct
Size:Medium
Base Speed:30 ft.
Vision:Low-Light Vision and Darkvision 60 ft.
Languages:ndroids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic).
Constructed:For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
HUD:Internal Displays and sensors give Androids a +2 bonus on all perception checks.
Emotionless:Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Changelings
+2 to charisma
Type:Humanoid (Changling)
Size:See Ancestry
Base Speed:See Ancestry
Vision:Darkvision 60 ft.
Languages:Changelings begin play speaking Common and the primary language of their host society. Changelings with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.
Supernatural Grace:Changelings gain a +2 dodge bonus to AC.
Ancestry:A changeling inherits one of the following racial traits, depending on her mother's hag type:
Annis Hag:Your mother is one of the hulking Annis Hags. As such, you are considered a Large size creature and have a 20 ft. movement speed.
Green Hag:Your mother is one of the deceptive Green Hags. As such, you are a medium sized creature with a 30 ft. movement speed. You recieve a +2 racial bonus to Intelligence, a +4 bonus on all Bluff checks, and can use Alter self as a spell like ability once per day.
Sea Hags:Your mother is one of the terrifying Sea Hags. As such, you are a Medium creature with a 30 ft. movement speed and a 30 ft. swim speed. You receive a +2 bonus to Constitution, +4 bonus on intimidate checks, and are considered an Aquatic creature with the Amphibious subtype.
Drow
+2 Dex and +2 Cha
Type:Humanoid (elf)
Size:Medium
Base Speed:30 ft.
Vision:Darkvision 90 ft; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin.
Elven Immunities:Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses:Drow gain a +2 racial bonus on Perception checks.
Spell-like Abilities: Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.
Kitsune
+2 Dex and +2 Cha
Type:Humanoid (shapechanger) and Humanoid (Kitsune)
Size:Medium
Base Speed:30 ft.
Vision:Low-Light Vision
Languages:Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu.
Change Shape:A kitsune can assume the appearance of a specific single human form of the same sex or take the form of a small sized Fox. The kitsune always takes this specific form when she uses this ability whether she is turning into a fox or human. A kitsune in her altered form gains a +10 racial bonus on Disguise checks made to appear human or as a fox. Changing shape is a standard action. This ability otherwise functions as alter self if used to turn into a human or Beast Shape I if used to turn into a fox, except that the kitsune does not adjust her ability scores or gain any natural armor bonus from the form.
Kitsune Magic:Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 1/day Dancing lights, Disguise Self, and Charm Person
Ok here are the Anthropomorphic Races: Catfolk, Ratfolk, Lizardfolk, Tengu, Grippli, and Vanara
Spoiler:
Tengu
+2 Dex and +2 Wis
Type:Humanoid (Tengu)
Base Speed:30 ft.
Size:Medium
Vision:Low-Light Vision
Languages:Tengus begin play speaking Common and Tengu. Tengus with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic).
Sneaky:Tengus gain a +2 racial bonus on Perception and Stealth checks.
Gifted Linguist:Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
Swordtrained:Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Long-Nose Form:Once per day, Tengues can assume the form of a human whose nose is the length of your beak. This spell-like ability functions like Alter Self with a caster level equal to your character level.
Catfolk
+2 Dex and +2 Cha
Type:Humanoid (Catfolk)
Base Speed:30 ft.
Size:Medium
Vision:Low-Light Vision
Languages:Catfolk begin play speaking Common and Catfolk. catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat's Luck:Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Clever Cat:Catfolk receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks.
Curiosity:catfolk gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) are always class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. These bonuses stack with the bonuses granted by Clever Cat.
Ratfolk
+2 Con and +2 Wis
Type:Humanoid (Ratfolk)
Base Speed:20 ft.
Size:Small
Vision:Darkvision 60 ft.
Languages:Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.
Silent Stalker:Ratfolk gain a +2 racial bonus on Perception and Stealth checks and perception and Stealth are always class skills for them.
Disease Resistance:Ratfolk gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
Home Among Shadows:Whenever a Ratfolk has concealment or total concealment, the miss chance of attacks against it increases by 5%.
Fell Magic:Ratfolk gain +1 to the DC of any saving throws against necromancy spells that they cast. Members of this race with a Wisdom score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level):1/day—bleed, chill touch, detect poison, touch of fatigue. The DC is equal to 10 + the spell's level + the user's Wisdom modifier.
Vanara
+2 Dex and +2 Wis
Type:Humanoid (Vanara)
Base Speed:30 ft. and 30 ft. Climb speed
Size:Medium
Vision:Low-Light Vision
Languages:Vanaras begin play speaking Common and Vanaran. Vanaras with high Intelligence scores can choose from the following: Aklo, Celestial, Elven, Gnome, Goblin, and Sylvan.
Nimble: Vanaras have a +4 racial bonus on Acrobatics checks.
Expert Climber:Vanaras can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, Vanaras are treated as being constantly under the effects of a non-magical spider climb spell, save that members of this race cannot cling to smooth surfaces. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus), and allows Vanara to always treat climb as a class skill.
Prehensile Tail:A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.
Grippli
+2 Con and +2 Cha
Type:Humanoid (grippli)
Base Speed:30 ft. and 20 ft. Climb Speed
Size:[b]Small
[b]Vision:Darkvision 60 ft.
Languages:Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan.
Camouflage:Gripplis receive a +4 racial bonus on Stealth checks.
Swamp Stride:A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.
Terrifying Croak: Grippli gain the following supernatural ability: Once per hour as a standard action, a member of this race can emit a thunderous croak. Any creature not of its subtype (if humanoid) or type (if another race type) must make a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user's terrifying croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect.
Toxic:Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a Grippli can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action with the following effect: Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the Grippli's Hit Dice + the Grippli's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save.
Lidzardfolk
+2 Str and +2 Con
Type:Humanoid (Reptilian)
Base Speed: 30 ft. and 30 ft. Swim Speed
Size:Medium
Languages:Lizardfolk begin play speaking Common and Draconic. Lizardfolk with high Intelligence scores can choose Aquan, Boggard, Grippli, Gnoll, Orc, and Sylvan.
Keen Senses:Lizardfolk gain a +2 bonus to Perception checks.
Natural Swimmers:Lizard folk gain a +4 bonus on swim checks (this bonus stacks with the bonus from their swim speed) and they can always take 10 while swimming.
Natural Armor:Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus.
Natural Attacks:Lizardfolk gain a 1d3 bite attack and 2 1d4 claw attacks as natural attacks.
I'll go ahead and post the next batch of races. These are my conversions of the native outsiders including:Aasamar, Teiflings, Fetchlings, Suli, Ifrits, Oreads, Sylphs, and Udines.
Spoiler:
Aasimar
+2 Wis and +2 Cha
Type:Outsider (Native) and Humanoid (Human)
Size:Medium
Base Speed:30 ft.
Vision:Darkvision 60 ft.
Languages:Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Unforced Honesty:Aasamars gain a +4 bonus on all Diplomacy checks.
Spell-like Ability:Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Celestial Resistance:Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Celestial Blood:Aasimars count as both Native Outsiders and Humans for any effects related to race.
Tieflings
+2 Int and +2 Cha
Type:Outsider (native) and Humanoid (Human)
Size:Medium
Base Speed:30 ft.
Vision:Darkvision 60 ft.
Languages:Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
Beguiling Liar:Tieflings gain a +4 bonus on all bluff checks.
Spell-like AbilityTieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Fiendish Resistance:Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Blood:Teiflings count as both Native Outsiders and Humans for any effects related to race.
Fetchlings
+2 Dex and +2 Cha
Type:Outsider (Native) and Humanoid (Human)
Size:Medium
Base Speed:30 ft.
Vision:Low-Light Vision and Darkvision 30 ft.
Languages:Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, D'ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue.
Shadowed Studies:+2 Bonus on Knowledge (Planes) and stealth checks.
Shadowy Resistance:Fetchlings have cold resistance 5 and electricity resistance 5.
Spell-Like Ability:A fetchling can use disguise self once per day as a spell-like ability. They can assume the form of any humanoid creature. A fetchling's caster level is equal to his total Hit Dice.
Shadow Blood:Fetchlings count as both Native Outsiders and Humans for any effects related to race.
Suli
+2 Str and +2 Cha
Type:Outsider (Native) and Humanoid (Human)
Size:Medium
Base Speed:30 ft.
Vision:Darkvision 30 ft.
Languages:Sulis begin play speaking Common and one elemental language (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence scores can choose from the following: Aquan, Auran, Draconic, Ignan, and Terran.
Elemental Resistance:Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
Elemental Assault:Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
Elemental Blood:Suli count as both Native Outsiders and Humans for any effects related to race.
Ifrit
+2 Dex and +2 Cha
Type:Outsider (native) and Humanoid (human)
Size:Medium
Base Speed:30 ft.
Vision:Darkvision 60 ft.
Language:Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.
Fire Resistance:Ifrit gain Fire Resistance 5
Pyromaniac:Ifrit with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Ifrit with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, and produce flame. The caster level for these effects is equal to the Ifrit's level; the DCs are Charisma-based.
Fire Breather:Once per day, as a standard action, Ifrit can make a supernatural breath weapon attack that deals 1d6 points of fire damage in a 15 ft. cone. This damage increases by 1d6 for every 4 character levels the Ifrit gains. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the Ifrit's character level + the Ifrit's Charisma modifier. Those that succeed on the save still take half famage from the attack.
Elemental Blood:Ifrit count as both Native Outsiders and Humans for any effects related to race.
Oread
+2 Str and +2 Wis
Type:Outsider (native) and Humanoid (human)
Size:Medium
Base Speed:20 ft. and 20 ft. burrow speed
Vision:Darkvision 60 ft.
Languages:Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Undercommon.
Acid Resistance:Oreads have acid resistance 5.
Granite Skin:Oreads gain a +1 racial bonus to natural armor.
Stoneseer:Oreads add +1 to the caster level of any spells with the earth descriptor they cast. Members of this race also gain the following spell-like abilities (the caster level is equal to the user's character level):Constant—nondetection;1/day—magic stone, stone shape, and stone tell
Elemental Blood:Oreads count as both Native Outsiders and Humans for any effects related to race.
Sylph
+2 Dex and +2 Int
Type:Outsider (Native) and Humanoid (Human)
Size:Medium
Base Speed:40 ft.
Vision:Darkvision 60 ft.
Languages:Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.
Energy Resistance:Sylphs have electricity resistance 5.
Spell-like Ability:Sylphs can use feather fall 1/day (caster level equals the sylph's total level).
Whispering Wind:Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. Also, Sylphs reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
Elemental Blood:Sylph count as both Native Outsiders and Humans for any effects related to race.
Udines
+2 Dex and +2 Wis
Type:Outsider (native) and Humanoid (Human)
Size:Medium
Base Speed:30 ft. and they also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Vision:Darkvision 60 ft.
Languages:Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.
Amphibious:Undines with this racial trait gain the aquatic subtype and amphibious special quality.
Cold Resistance:Undines have cold resistance 5.
Suspicious:Udines gain a +2 bonus on all Sense Motive and Perception checks.
Water Sense:Undines can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water
Elemental Blood:Udines count as both Native Outsiders and Humans for any effects related to race.
+5 Toaster-The main reason I went with dropping the penalty was that it was the easiest way to balance the races against themselves (and the easiest way to balance them up). So, it was less philosophical soul searching and more pure laziness on my part.
Da'arth-I went with dropping the ability score penalty as it was an easy point to balance and give most of the races a boost.
Humans-I gave them heroic simply because I didn't really know what else to give them to bring them up, and since I was already using the hero points system it seemed like the easiest fix.
Gnomes-I tend to have a soft spot for the smaller races so I decided to keep gnomes. I treat them as the new arrivals to the world and therefore, tend to be natural explorers in the world and try to gather as much knowledge as they can (I decided this meant they had a gift for gab instead of an obsessive mindset).
Haflings-In my games Haflings are the favored of the fates (as the fates created them to be their emissaries to the world) hence the halfling luck. Also, they know they are favored by fate (hence the fearless).
Dwarves-The main reason for the changes to Dwarves was to limit the "fiddly" bonuses as much as possible and give them something players (and me) don't have to spend as much time thinking about during the game.
Elves-Elves were already more or less where I wanted them mechanically and I simply was to lazy to go through the effort of a complete re-work of the fluff (even though I feel they would be better served acting as you described them).
Half-Orcs-Eh, whats in a name?
Thank you for the feedback I'll go ahead and see if I can get some of the rest up later today.
Ok so it is late, I don't feel like sleeping, Pepe Le'Boom isn't quite ready for Lemmy's build thread yet, and I am bored. So, I have decided to tinker with races in Pathfinder (and by tinker I mean redesign). I have gone through 27(?) races already extant in pathfinder so far and decided to post them hear to see what people think. Some where balanced up while others where balanced down, but overall the strength of races has gone up (just saying as a heads up that it was an intentional design decision on my part). Also, I do use the optional hero point system as well.
I'll go ahead and post my changes to the core races. I'll post the rest later.
Spoiler:
Humans
+2 to any ability score
Type: Humanoid (human)
Size: Medium
Base Speed: 30 ft.
Vision: Normal Vision
Languages: Common plus their regional language. Furthermore, Humans with high Intelligence scores can learn any languages they want (except Druidic and other secret languages).
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
Heroic: Some humans are born heroes. Each time these humans gain a level, they gain 2 hero points instead of 1. If they take the Blood of Heroes feat, they gain 3 hero points each level instead of 2.
Dwarves
+2 Con and +2 Wis
Type: Humanoid (dwarf)
Size: Medium
Base Speed: 20ft, but don't take and armor class or encumbrance penalty to speed.
Vision: Dwarves gaint Darkvision 60 ft.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Elves receive a +2 racial bonus on Perception checks.
Natural Architect: Dwarves get a +2 racial bonus on all Knowledge (Engineering) checks.
Cave Dweller: Dwarves get a +2 bonus on all Knowledge (Dungeoneering) checks.
Tenacious Worker:Dwarves gain a +1 bonus on any craft and profession checks.
Hatred: Dwarves gain a +1 bonus to attack agains humanoids with the Giant, Orc, or Goblin subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Elves
+2 Dex and +2 Int
Type: Humanoid (Elf)
Size: Medium
Base Speed: 30 ft.
Vision: Low-Light Vision
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on concentration checks made to cast arcane spells defensively. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Gnomes
+2 Con and +2 Cha
Type: Humanoid (Gnome)
Size: Small
Base Speed: 20 ft.
Vision: Darkvision 60 ft.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Explorers: Gnomes gain a +2 racial bonus on Climb checks and checks for one Knowledge skill of their choice.
Gift of Tongues: Gnomes gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Magical Linguist: Gnomes add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome's level.
Eternal Hope: Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result.
Halflings
+2 Dex and +2 Cha
Type: Humanoid (Halfling)
Size: Small
Speed: 30 ft.
Vision: Normal Vision
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Fearless:Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Also, three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus.
Half-Elves
+2 to any ability score
Type: Humanoid (Elf, Human)
Size: Medium
Base Speed: 30 ft.
Vision:Low-Light Vision
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Integrated:Half-elves gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.
Sociable: If a half-elf attempts to change a creature's attitude with a Diplomacy check and fails by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
Dual Minded: Half-elves gain a +2 bonus on all Will saving throws.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elf-Blood: Half-elves count as both elves and humans for any effect related to race.
Multi-Talented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Half-Orcs
+2 to any ability score
Type: Humanoid (Human, Orc)
Size: Medium
Base Speed: 30 ft.
Vision: Darkvision 60 ft.
Fringe Survivor: Half-Orcs gain Endurance as a Bonus Feat.
Orc Senses: Half-Orcs gain a +2 bonus to perception and the scent ability.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
I would re-evaluate dumping to a 10 strength for the simple fact you are going to need to carry things in the meantime (at least until you get some mule back cords). If it where me I would play this character something like this.
Ask if you can play an Aasimar with the Peri-blooded abilities from Blood of Angels. That will boost your Charisma to a 16 and your intelligence to a 12. Gives you want you want without really changing much about the backstory and re-arranges your ability scores in a slightly better fashion.
well, I suppose I will retract my statement on DM favoritism if that isn't the whole of the race that she is playing.
Edit: That actually isn't a bad idea in the end. Ask if you could see the race he handed to his wife as you might be interested in playing it as well. See how he responds and if he lets you see the character. If it is all-that-and-a-bag-of-chips, then run it as your own character and see what happens.
One of my friends has started his Rise of the Runelords campaign. He also decided to lay down a few house rules before play started. Pretty much all of them sounded reasonable to us, the players, and we all agreed to them. Nevertheless, I wanted to post them here in the hopes of uncovering any unexpected ramifications of said house rules well in advance.
What do you think of the following?
- You do NOT have to move in a straight line while taking the run action, but if you don't, you can only run at x3 your speed (or x4 with the Run feat).
- You may make a Strength check to break down a door as a free action when using the run action. This does not apply to other obstacles, such as walls--not even while polymorphed into a very strong, huge creature (I asked).
- Spring Attack and Vital Strike may be used in conjunction with one another.
- You cannot create or modify a magical item so that it is essentially two magical items in one slot (GM thinks this unbalanced, even with the higher costs).
- You (or at least the GM's wife) may play a homebrewed medium-sized harefolk race with 40-ft. base speed, +2 Dex and Cha, +1 natural armor, Run as a bonus feat, and is always treated as though it had a running start when jumping.
- Massive damage, traits (2), and Hero Point rules are in full effect.
- Though not a hard rule stated outright, the GM implied he was heavily against switching characters mid-game. I intoned that I might play a fighter throughout the low levels, then switch to a spellcaster later as I thought that would be more fun for me. He gave me a stern look and said "you best to make and play that spellcaster right now then if that's what you want." Not sure how this will work out in the event of naturally occurring (for an adventurer) character deaths.
-Some of these I like a lot. Especially the changes to run allowing you to go around corners.
-The polymorph stuff on the strength check to break down walls I would probably allow (that isn't to say it wouldn't be very difficult or that you wouldn't have a chance of hurting yourself) but I would at least let you try.
-Spring attack and vital strike working together is something I usually do in my hone games. It makes single attacks ALMOST worth it (and even then multiple attacks are still the norm).
-eh, the stacking two magical items into a single slot doesn't bother me all that much, but if this kind of rule was implemented it just mean I would only want/use big six magic items as the other effects tend to be a waste in my opinion outside of specific builds.
-The race would worry me especially with now it combines with the run rules so well. Actually, it would make me believe that he changed the run rules for the home brew race so his wife could have something special as opposed to actually trying to fix something in the rules themselves. (Basically, I would call it favoritism on his part).
-The massive damage rules in pathfinder are not that bad so that wouldn't worry me, and I usually run with traits and hero points as well so I can't really say anything against those.
-I would take it as a challenge and write up a character that I new could survive over the long haul of the campaign. Especially, if it meant that it would be more difficult to bring new characters into the game after my existing character died.
So, all in all, I would just adapt, but I would be wary of what else he ends up giving his wife as the game goes along.
Then that would negate every Lawful Good take on Batman that has existed over the decades.
WHO IN THERE RIGHT MIND WOULD EVER COUNT BATMAN OF ALL SUPERHERO'S AS LAWFUL GOOD?!?!?!?! HE IS AN OUTLAW/VIGILANTE WHO OPERATES OUTSIDE THE LAW HES CLEARLY CHAOTIC GOOD!!!!
/endrage
People that read the stories where he was portrayed as Lawful Good.
He is the classic "depends on the writer" character, after all.
clearly you need a class on the difference between a good person and a lawful good person.
Lawful: follows the rules/laws for the establishment/government
Good: has mercy/doesnt kill; is greedless and caring, etc...
Chaotic: ignores the rules/laws intentionally for his/her own benefits
Evil: kills without mercy, is greedy and careless etc...
the closest batman has ever been to lawful is while acting as bruce wayne and even then at best he would be neutral because he doesn't like following the rules...ever....
Tsukiyo the LG deity of madness and insanity begs to differ with your interpretation of lawful good. With him around, and legal for pathfinder society, I would think that a lawful good paladin/ninja would make sense as one of his servants.