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.
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.
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.
Instead of overwhelming your opponent with powerful strikes. You deftly slide inside their guard to precisely strike at your opponents weak spot.
Prerequisite: Dex 15, BAB +5, Weapon Finesse
Benefit: Choose a single one-handed weapon from the weapon finesse feat that is appropriately sized for your character. When wielding that weapon and not carrying a medium or heavy load, carrying a shield, and not wearing medium or heavy armor you may use your Dex modifier in place of your Str modifier on melee damage rolls.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new type of finessable weapon.
Just an idea I have been using and thought I would throw out their as a possible option.
Outsider Bond (EX)
A Summoner begins play with the ability to call to his side a single powerful outsider. This called creature retains it normal Hit Die, skills, and feats relative to its CR, and a Summoner can not call a creature with a CR higher than the Summoner's level. This Outsider may not have an alignment that is opposed to the alignment of the summoner that calls it. Any creature called by the summoner in this manner can understand all of the Summoner's commands, and follows those commands to the best of its ability. These Outsiders are treated as called creatures, in that they are considered as having physically manifested on the material plane. However, due to its tie to its summoner, the Outsider can touch and attack creatures warded by protection from evil and similar effects.
The summoner may call his bonded outsider in a ritual that takes 1 minute to perform. When called in this way, the outsider's hit points are returned to full, if not at full all ready. The Outsider remains until dismissed by the summoner (a standard action). The Outsider cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his summoned outsider is immediately banished.
If a Summoner releases their bonded outsider from service, or is banished, then the called outsider immediately returns to its native plane, and no longer has to follow the Summoner's commands. Once the Summoner has released the outsider from service, the outsider is banished, or the outsider was killed in combat, then the Summoner may spend 24 hours performing a ritual to Summon and bond a new outsider to his service.
I know that this invalidates several archetypes, such as the Synthesis, but aside from that what is the general consensus about replacing the Eidolon class feature with this ability?
Alignment: Any
Hit Die: d8
Skills: Acrobatics, Climb, Craft, Escape Artist, Intimidate, Knowledge History, Knowledge Religion, Perception, Perform, Profession, Ride, Sense Motive, Stealth, and Swim
Skill Ranks Per Level: 4+Intelligence Modifier
BAB: 3/4
Saves: All Good
Weapon and Armor Proficiency: Monks are only proficient with unarmed strikes and no armor or shields. If a Monk wears any armor or carries a shield they lose Evasion, Fast Movement, Flowing Defense, Improved Evasion, Acrobatic Warrior, and Hair's Breath.
Iron Body (EX)
At 1st level, the Monk gains the Improved Unarmed Strike Feat as A Bonus Feat. Your unarmed strike damage die becomes 1d6 if small sized, 1d8 if medium sized, and 1d10 if large sized and may use his Wisdom modifier for attacks in place of his Strength modifier. At 3rd level the Monk gains a +1 enhancement bonus to all unarmed attacks, and this enhancement bonus increases by +1 every 3 levels thereafter up to 15 level(6th, 9th, 12th, and 15th).
A Monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Monk striking unarmed. A Monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
A Monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Martial Arts Master (EX)
Starting at 1st level a Monk may use his Hit Dice as his BAB for his CMB and CMD and may replace his Strength modifier with his Wisdom modifier when using CMB and CMD. Also at 1st level, 2nd level, and every 4 levels thereafter (6th, 10th, 14th, 16th, and 20th) a Monk may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a Monk may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The Monk does not need to meet any other prerequisite of the feat in the style’s feat path.
Flowing Defense (EX)
At 1st level, a Monk may add his Wisdom modifier to his AC. Starting at 3rd level a Monk gains a +1 dodge bonus to AC. This bonus increases by +1 every three levels up to a +5 max. bonus at 15th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Evasion (EX)
At 2nd level or higher a Monk can avoid damage from many area-effect attacks. If a Monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Fast Movement (EX)
Starting at 2nd level the Monk gains a +10 enhancement bonus to his movement speed. This bonus increases by +10 every 4 levels (6th, 10th, 14th, 18th). At 14th level the Monk gains Spider Step as a bonus feat without having to meet the prerequisites; however, instead of moving half his slow fall speed the Monk may move half his total speed (including his enhancement bonus to speed). At 18th level, the Monk gains Cloud Step as a bonus feats without having to meet the prerequisites; however, instead of moving half his slow fall speed the Monk instead moves half his total speed (including his enhancement bonus to speed).
Combat Expertise
At 4rd level, the Monk gains Combat Expertise as a Bonus Feat without having to meet its prerequisites.
Extreme Endurance (EX)
At 5th level, a Monk gains immunity to fatigue. At 10th level, he also gains immunity to exhaustion. At 15th level, he gains immunity to stunning. At 20th level, he gains immunity to death effects and energy drain.
Acrobatic Warrior (EX)
At 7th level, a Monk adds his level to Acrobatics checks. A Monk treats all jump checks as if they had a running start.
Purity of Body (SU)
At 8th level, the Monk is immune to all Poisons. At 12th level, the Monk gains immunity to Poisons of all kinds. At 16th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.
Improved Invasion (EX)
At 9th level, a Monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Monk does not gain the benefit of improved evasion.
Hair's Breath (EX)
At 11th level, a Monk can attempt an Acrobatics check as an immediate action to negate a confirmation role for a critical hit. The critical hit confirmation is negated (though the attack still hits and deals normal damage) if the Acrobatics check is greater than the opponent’s confirmation roll.
Defensive Roll (EX)
At 13th level, a Monk may use the defensive roll advanced rogue talent once per day, plus once per three levels beyond 13th (to a maximum of 3 times a day at 19th level).
Death Blow (SU)
At 17th level, once per day the Monks makes a melee touch attack against a defending character. If the attack hits, then the defending character must make a Fortitude save against a DC equal to 10+the Monk's level. If the defending character fails its saving throw, then the defending character dies.
Greater Defensive Roll (EX)
At 19th level, a Monk suffers no damage on a successful defensive roll, and only half damage if the Reflex saving throw fails.
Edit: Wording, Emphasis on Wisdom, some other stuff, and a Title change so as to stop scaring everyone off...
So I ran across the Pugilist today and was intrigued by the idea. However, after looking at the reviews and analyzing the class it came off as more than a bit weak. So, this is my little endeavor to try and give the class more power so as to introduce it too my home games, and wanted the opinions of the board here as to whether or not I was on track as far as how my changes stacked up. Now for the changes:
1) All good saves.
2) Change Iron Fist so that is can be used with any body part and drop the language about two-weapon fighting. (Most likely include a name change to Iron Body or some such).
3) Drop the Pugilist style feats and allow them to gain Monk Style feats as a Master of Many Styles Monk except the Pugilist gains the Monk Style feats at 1st, 2nd, 7th, 13th, and 19th levels.
4) Drop thick Skinned. Instead the Pugilist may replace Fighter levels with his Pugilist levels when qualifying for Fighter only feats. Also, the Pugilist gains combat feats as bonus feats at 4th level and every 4 levels after (8th, 12th, 16th, 20th).
5) Changes to fast movement. Starting at 2nd level the Pugilist gains a +10 enhancement bonus to his movement speed. This bonus increases by +10 every 4 levels (6th, 10th, 14th, 18th). At 14th level the Pugilist gains Spider Step as a bonus feat without having to meet the prerequisites; however, instead of moving half his slow fall speed the Pugilist may move half his total speed (including his enhancement bonus to speed). At 18th level, the Pugilist gains Cloud Step as a bonus feats without having to meet the prerequisites; however, instead of moving half his slow fall speed the Pugilist instead moves half his total speed (including his enhancement bonus to speed).
6) Drop all of the capstone Pugilist Style Maneuvers. Add in at 5th level the Pugilist gains immunity to fatigue. At 10th level he gains immunity to exhaustion. At 15th level he gains immunity to stunning. At 20th level, he gains immunity to death effects and energy drain. (The Pugilist still gains the rest of his maneuvers from his chosen style.)
7) Drop Tempered for Improved Evasion.
8) Drop Aggressive Combat Training. Instead the Pugilist makes a melee touch attack against a defending character. If the attack hits, then the defending character must make a Fortitude save against a DC that is equal to 10+the Pugilist level. If the defending character fails its saving throw, then the defending character dies. (Call the attack Death Blow).
Ok, so after looking at it I probably made a class that has little to nothing to do to the original Pugilist and is more than likely far to powerful when compared to other Pathfinder classes. So, again, I throw it to the boards. What do ya'll think about the changes? Too Much? Too little? Makes no since at all?
Gun-Fu
At first level the Gunslinger may use Gun-Fu as a full attack action. When doing so he may make an addition attack with any one handed firearm as if he where using the rapid shot feat. He may treat his base attack bonus for this attack as if it where equal to his monk level. For all other purposes, such as qualifying for feats, the monk uses his normal attack bonus.
At 8th level, the monk may make additional attacks while using his Gun-Fu, as if using the Many Shot Feat.
At 15th level the monk becomes more mobile while using his Gun-Fu and may act as if using the shot on the run feat. He may make his additional attacks granted from his gun-fu ability at any point during his movement.
This ability replaces Flurry of Blows
Gunman of the East
At first level the monk gains a one-handed battered firearm of his choice and may apply his wisdom modifier to all attack and damage rolls made with a one-handed firearm. The monk also gains the amateur gunslinger and gunsmithing feats as bonus feats at first level.
At 4th level and every four levels thereafter the monk gains an additional effect added to his firearm as follows:
4th: The monk may treat ammunition fired from his weapon as if it had the silver property for the purposes of by passing DR.
8th: The monk may treat ammunition fired from his weapon as if it had the cold iron property for the purpose of by passing DR.
12th: The monks may treat ammunition fired from his weapon as if it had the adamantine property for the purpose of by passing DR.
16th: The monks ranged attacks made with his firearm ignore 5 points of DR.
20th: The monk's ranged attack made with his firearm ignore 10 points of DR. This effect stacks with his 16th level ability.
The monk may not have the damage types stack unless otherwise noted. For example he must switch between ignoring DR, using silver ammo, cold iron ammo, and adamantine ammo; however, the monk may ignore 15 points of DR at level 20 as the DR ammo stacks. To activate a single ammo type is a swift action and he may switch ammo types as free action during the monks turn.
This ability replaces stunning fist
True Gunslinger
At 4th level, the monk gains the Grit and Deeds class features of a 1st level gunslinger and replaces amateur gunslinger with the extra grit feat.
This ability replaces Ki Pool.
One Tough Hombre
At 7th level or higher, the gunslinger can heal his own wounds as a standard action. He can regain a number pf his hit points equal to his monk level by spending 2 girt points.
This ability modifies wholeness of body
Desperado's Slip
At 12th level or higher, the monk can magically slip between spaces, as if using the spell dimensional door. The monk may use this ability as a move action by spending 2 grit points. The monk's caster level is equal to his monk level. The monk cannot take other creatures with him when using this ability
This ability modifies Abundant Step
Sucking Chest Wound
At 15th level the monk gains the ability to inflict grievous internal injury with his ranged attacks. He can use this attack once per day, and he must announce his intent before making an attack role. Creatures immune to critical hits can not be affected. Otherwise, if the attack hits and the target takes damage then it takes a sucking chest wound. As a result, the monk gains the ability to slay the creature at any time within a number of days equal to his monk level. To do so he simply will the creature to die forcing it to make a fortitude save (DC equal to 10+1/2 the monks level+ his wisdom modifier) or it dies. If it saves the enemy need no longer in danger from that sucking chest wound, but can still be subjected to future sucking chest wounds. A monk can have no more than 1 sucking chest wound active at one time. If the monk activates another sucking chest wound while another is still in effect, then the previous sucking chest wound is negated.
This ability modifies quivering palm
Phantom of the East
At 19th level, the Monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using the ability is a move action that consumes 3 grit points. This ability can only be used on the monk and cannot be used to make other creatures ethereal.
This ability modifies empty body
Any other ideas, critiques, and help is greatly appreciated!