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Lich Bard's page
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If the cleric is just standing there, without actually attacking the fighter, the fighter doesn't even notice him. So there should be no bonus.
I believe the flanking rules are made to reflect that when flanked, one tries to pay attention to both enemies, and so isn't fully focused in any of them. That's why he has his defenses lowered. One could say that when flanked, he can choose whether to give that bonus, or to give an enemy of his choice his full attention. In that case, the other enemy could treat him as flatfooted. Because really, there is a pit fiend that has a 20th level paladin in front and a 10 year old kid trying hopelessly to hurt him with a stick. He does not pay attention to the kid, and so the paladin does not gain the +2.
Even if the cleric was using greater invisibility, and was attacking each round, but without success, and so the fighter doesn't notice him, the fighter would focus entirely on the rogue. I'd say.
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Magic Jar wrote: In a group of life forces, you can sense a difference of 4 or more HD between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.) Even though this is probably a backhanded flavour text, it does state it. The soul may be corrupted, or separated from the actual moving body, but it's still a soul. Probably there is more information in books like Undead Revisited though.
And I agree the time limit is because the soul is decomposed in the outer planes. If someone dies, and its soul is bound, and 500 years later, the gem is broken, and someone tries to revive him, I would say it could.
Maybe the text is refering not to the time dead (physiologically speaking) but the time since the soul has been separated. If it's bound, (by a gem or by undeath) then the soul hasn't passed away.

Ask him if he knows Mutans&Masterminds. In there, he can be as fast as he wants, and more. But in Pathfinder, you are but a puny human. You may have feats, spells and magic items, but in the end, you are a puny human. And a puny human can't move that fast.
Replace the word human with appropiate race.
And if you think it's worth it, let it be a template of some sort. But at the price of, say, gold to make a ritual, in-game time of looking for the ritual information, and ingredients. And a mechanical price, such as what, 2 levels? He gains a lot of mobility and utility. It could be a chain of feats. Like:
First, a feat that gives a bit of speed (could be Fleet even), then a feat that increases the speed he gains (5 or 10 feet) by his Dex bonus (so it would be 20 or 40 bonus speed in his case) and then a third, having as a requisite like Dex 20 minimum, and a level no lower than 9, that lets him have all that stuff.
For the time being, let him buy a wand of expeditious retreat, and ask him if he just wants to move faster (as a sprint or a continous movement) or if he also wants abilities tied to his speed and mobility (such as the whirlwinds he says), so maybe he can focus what he wants, and plan a character with this design, or rework this one to have that.
If the goal is to have speed, I think that the synthesist whom eidolon has the fly evolution, and then all the points are spend in flying speed, can achieve a ridiculous speed, without even haste.
Yes, but (I didn't even know what it was) such spells already have the casting stat applying to them. It's for them to be as capable as a fighter doing it manually, but it could also be thought of as that. I mean, a wizard casting telekinesis, he is controlling a force. To move an object, he has to cleverly apply the force to move the object as he wants.
I think.
The feat is thought having in mind a person that, when making a combat maneuver check or breaking objects, thinks where to hit to maximise the force, instead of a brute that just hits.
So for a spell that changes the standard bonuses of how maneuvers work, I think I wouldn't allow the feat. I think that the feat has a fine print saying that it applies to physical nonmagical checks only.

If he is a magus, then researching a spell that can do that makes sense. A level 1 that lets you move your full run speed (that is, x4 to your speed) as a move action instead of a full-round. BUT if he said a move action, that lets a standard action to do stuff. And if this spell had a casting time of a standard action, taking the move action is just like running. So I suggest two things.
1) Make the casting time a full round action, like running would, and so the running effect is delayed. You can't use it in the round you cast it, much like true strike
2) Make it have a duration. A one-time dash, usable in a span of rounds/level starting from the casting time (a standard action).
In either of both cases, you could make him fatigued for X time, or, an interesting effect, it leeches the legs' energy, so he can't move them for a time. Basically, it could be a burst of speed at the price of not being able to move (or move at half speed) for some time.
Also, since this is a spell, there is a limit for the uses/day. Even if he can recall it, or is in an object. Except the object has unlimited uses per day, of course.
And...what's a dervish dasher? I looked for it in the PRD and nothing came up.
So goblins have random stuff in their pockets because they want to be wizards?
There was a T-Rex chewing a PC. And IIRC, the PC was already below 0. Another PC threw a healing potion inside the mouth, and of course, it healied the T-Rex. But a single drop went to the PC and stabilised him. Later he burst out of the T-Rex.
Get a scroll or wand of expeditious retreat.
Ride a horse.
Ride a horse on which someone cast expeditious retreat.
Other than that, I too believe that making him fatigued for a day is too much. More so for a mere 5 ft.
First, I'd ask if s/he is seeking a magical answer (spell/magic item), wants to train to actually be faster, or doesn't care. Also, being faster is actually moving faster, so everything that is "bonus to Con check to go on running" is endurance, not speed. Also, I'd ask him/her if s/he wants that speed to be constant, or if he has to activate it (like a magic item), "uses" per day, etc.
It's important for the player to answer these things, to reflect that the character actually wants to be faster, so he is looking for ways in-game to be faster (training, magic, etc) and so he could spend downtime looking for them, paying objects or trainers, that sort of stuff.
You want to have the orc and the elemental bloodline arcana at the same time. The only way I know to do that is crossblooded. The ampoule changes it (either temporarily or permanently) while the eldritch heritage feats give you powers, not the arcana. I'd say you can't have both, since your GM won't let you add the other bloodline now.
Even if you don't have it, I don't think it will hurt too much the character though. You can deal obscene damage with just one bloodline.
With "cause of death" we are talking of stabbing, burning, etc. I'd say you could hide a stab wound, or make one (but you could just stab the corpse, of course). I'd say that to transmorm more complex parts, like organs, you should make a Heal check (say, not to put a liver where a lung should go). Also, if you were to regrow parts, like a head, I'd rule they are somewhat flawed. If you were to open a regrown head, maybe it's just full of flesh, or something.
I am not into the rogue-hate, to me the rogue is a perfectly useful character, so you can use it. Sure, it's not the master of combat, but that isn't the place for the rogue to shine in. And about the ninja, remember that the ninja is a rule concept. Not every character with the ninja class has been trained in a dojo. The ninja is a rogue with some different branches of abilities, you can have that but don't identifying yourself with "ninja". And the bard can do the trick to you, although it does use magic. You could have spells that deal with mundane things, so it's basically like your inspire (which is "magical"). You can't fly, but you can suggest someone to do something. But I strongly recommend the rogue, specially with all the talents you can choose from so you can get that image you want.
I don't know much about the slayer, but that is more of an assassin, I believe. I think that you are looking for a thief more than an assassin.
It's definetively strong, and the imbue features reminds me of the synthesist. That ability can be exploited in many ways, limited by creativity only. For example, a bloody skeleton undyingness, or an allip incorporeality. Regeneration from many devils.
It has many summons per day, and a +2 in Cha gives 3 extra (sure, some are only a standard action summons, but sill). At higher levels, the brief summons can be used to cast spells.
You are a summoning machine gun. That's about all you can do, but you have a big arsenal of summons, so you can bring a tank, a mage, half a dozen zombies. You are the random encounter lord.
Depending on the style of play, it has the potential of lead to extremely slow encounters. And being the BBEG with this, he can be invisible somewhere and just spam monsters until they drown the party.

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First of all, I'm not familiar with the advanced class guide, so I can't say anything about those things.
Then, what is your style? Str magus, dervish magus? What are your weapons? How would you like it?
I don't like reflection very much, it's too expensive, and you have many arcanas, so those are going to be your main arcane pool-powered abilities.
If you are more of a dervish magus, I suppose you aren't going heavy on armour. If that's so, spell blending on mage armor can be effective, but a wand also can do the trick. Ghoul touch is a good spell for spell blending though, specially against spellcasters, who don't usually have a good Fort save.
Spell perfection doesn't change the level of the spell, right? You could have both effects, one from a feat and one from a metamagic rod. Remember that if it's shocking grasp, you don't need to discharge it in the same round you cast it. You could charge a SG with the rod, as a normal spell, put away the rod, so you have a free hand, and when you start your turn in melee with an enemy, spell combat him, a normal blow being charged with your metamagicked spell, and the spell of spell combat being another shocking grasp with only the feat you have. Also, when comparing both feats, remember that the magus can get a spell crit far more easily (usually) than other mages. A crit with maximized (intensified) shocking grasp deals 120, while a crit with empowered (intensified) SG, assuming that it deals 15d6 (empowering AFTER intensifying), are 30d6 from 30 to 180, while it's average is 90, being %75 of the other.
The magus is one of my favourite classes, if I think about anything else I'll post it. Hope this helped.
There are two issues here, I think. The claws, which are essentially very long (and strong) nails, and the different shape of the clawed appendage. When the appendage is humanoid (hand)I wouldn't expect any problem, except the claws were extreme. But with dragons and etc, they don't have hands, they have paws, or some other stuff. Thus, by having a different shape, they can do different things. And maybe they have different ways of doing what we can do with our hands.
They can't wield a sword, because they lack a thumb, but they can do other stuff too. Did you know that elephants paint? And they don't even use their hands/legs/paws/claws/etc!
If you have prestidigitation, I don't think there could be any problem. It isn't really important, and even if it was a spell component, it is a creative way of mantaining it.
I, as a DM, would let even a non spellcaster get this, even if is some gold pieces. If it had a price, I would guess something between 50 and 300.
I know of rolroyce, but because of translation issues and that it's not updated, I prefer the english PRD
Or, you could get it at first, depending on when you cast it. And...yes, you can use ranged spellstrike with a bow, that's the idea.
Are you refering to the magical darkness, that negates darkvision? If that's so, I believe there are some spells, like blacklight, that can do it. Blacklight itself is arcane, so there you have a wizard that can do that.

On the changing characters topic, it’s good for the characters to be free enough as to change characters not only when they die. If, for some reason, they want to change it, either because it’s not longer that fun, or they want to test another character, it’s alright for them to do it. Death shouldn’t be the only situation in which the PCs can change characters. Besides, at higher levels death isn’t even a situation in which the PC has to change characters. They can leave the party if they want, or if they receive a call from another group (a paladin serves to a church, after all, just to put an example). For the characters to suicide because the player wants to play another character is metagaming.
Some times, players want to test many different things. When I started playing, I did that. I didn’t play characters, I played this feat, with that item, with those class features. They are mechanics, not characters. For those kinds of players, you can build an organisation of adventurers, and have them send with the party an adventurer once in a while for a work in the field. That way, there is an in-game option for those players.
About the loot...Have you seen The Gamers, by chance? The options I know are for the party to take the loot and use it, or to sell it, so they can buy stuff that they’ll use. If you think that this increases way too much the party’s level, then make the deaths in such a way that the loot is beyond their reach. The character dies eaten, falling into a pit, disintegrated, sent to another plane, to name a few. Moreover, the items could be specially crafted for them, linked to their essences, and so if they die the item loses its functioning. The linking could be so strong that the objects only work when the specific character is wielding it, so that disencourages stealing from still living characters. There are rules in the Core for items that only work when the wielder has certain features (by race, class, alignement, etc)
Why does it cause a confusion? It's like an aerial Acrobatics. It's used for complex maneuvering in air. Maybe don't eliminate it, but stop looking at the chart. If the maneuver is difficult, have it be a DC 15, and so on.
Sure, not having to use that is much easier. It's like being having a very high save at something. You roll because you "have" to roll (assuming no natural 1 danger). Being immune is much easier, you don't even bother rolling.
Try a last read at the rules, and imagine situations while doing so. If, despite all efforts, it keeps on being that cumbersome, you are the DM, you play by your rules. And the Fly skill may not be one of them.
Is it because you are the center of attention? Or because you are the only one speaking? How is your mastering style like? Narrative (like an off voice telling the story), theatrical (acting like all the NPCs, with their voices, gesturing)?
You could try practicing in front of a mirror, or speaking more to many people. Maybe get with friends and make a storytelling round, each telling some story, and so you get the opportunity there. Maybe acting lessons (precisely the excercises to be more confident in oneself, to lose stage fright).
They are your friends, and you are confident with them. Remember to laugh with them about the strange things that happen, be them because of them, because of you, or anything that deserves a good laugh. If you want, you can try asking them to help you, to support you.
You can try being a player for a time, and then you can watch the DM doing the things, and ask the DM about this stuff, how s/he manages.
Hope it helped.
First of all, in abstract, you should decide whether you want an item that lets you be cured by NE instead of PE, or if you want them to be cured by both. That difference should make an item cost double.
Now, on your items, I think they are a bit too pricey. Remember that they want this mostly for healing, so those are a bit too money tax. If they used these items to battle a lich, for instance, that attacks with negative energy, that is another matter. In fact, to prevent switching from positive to negative energy healing, I would give it a time (a day, a week) of using the item before being affected, and right after they take it off, they might become momentarily (an hour, a day) without any energy healing them.
It's funny, the first thing I was going to write is that I didn't understand whether you wanted advice on the class or the race.
Celestial would be paladin or cleric ,for sure. Then, I guess warpriest, I didn't really read it, but I guess I can trust the name. Oracle...I'm not that sure. You have a curse. Why? You are half angel after all. You could be sorcerer, oracle-themed sorcerer if you may. I think that's all, at least if you want celestial magic involved. If not, cavalier could mesh nicely, all the justice and that (plus, your mount could be a pegasus!) or, done rightly, a fighter, I guess.

Changing the format from template to race, to start, will get you somewhere, and then you can decide whether you like it how it is, or to add or take away things.
Whether is refluffing the template or making a new race, you could get the aasimar into the workbench. The "celestial" thing, also considering that a half celestial's celestialness is much more than an aasimar's, should take the form of:
-The celestial subtype in the bestiary (type, immunities, senses, etc)
-More Wisdom, more Charisma. Maybe +4 instead of +2. (I think that wisdom is a celestialish ability, the other could be Con, maybe)
-Consider very much whether to put DR or SR. DR should be /evil, and SR may be only for evil spells. Look the aasimar-only feats to get an idea.
-Take ideas from the paladin, or some spells from the cleric. Maybe it has a "sacrifice" ability, in which loses some hit points and cures a mortal the same amount, or half.
Just to name a few. Always have the fluff present, and ask yourself "does this have the celestial thematic?" Maybe it has more CL when casting good spells, or cure, or summoning good monsters.
Skilled in Intimidate should do the trick. Besides, the spell disguise other also could help you get an "alternate form". Moreover, you could give him a ring of spell storing with evolution surge and make him (it?) cast evolution surge to get the dragon form, and so the bonus in intimidate. Maybe the ring is greater, allowing for greater evolution surge, gaining 2 evolutions: skilled intimidate and large, so he turns into a bigger dragon (otherwise he turns into a half-dragon-ish thing, still humanoid.
I understand that the slam evolution costs 1 point. You can exchange the claws with the slams, but that still costs 1 point.
Maybe make the natural armor look like he has a chainmail under his clothes. You know, so there is a reason why a human isn't pierced by a spear or something.
Maybe you could give his gills? So he can breathe underwater. Give him a scarf or something so he doesn't show his gills. Or maybe give him climb, so he (basically) automatically succeeds on climb checks.
The oakling I suppose is a treant-ish race, no? Picturing the party in my head, the only one that isn't eye-catching is the human. Maybe the samsaran too. But a rat, a crow and a tree draw too much attention, depending on the campaign. You could use that. Make a circle of druids capture the oakling thinking he is an avatar of nature, but he is tainted by civilization and his friends, so they will kill (or something) the rest of the party in order to awaken him. Or maybe a town thinks the ratfolk is a lycanthrope, and start chasing...it? And, following that line, maybe there is a were-rat near, and sees the witch as either an enemy stealing territory, or good bait so he can claim town, or a good bride/groom. Or, the were-rat could be cannibal. Bonus points if you combine the last two.
Those would be the ones I think about the party, but the adventures aren't always centered on the party. There are generic adventures that don't really care about racial issues, or class issues.
The matter in this case, that rule aside, is whether your GM lets you start playing having used that feat for profit, so you start with more money, or if s/he only lets you having used it so some stuff you have are bought at half price. This second choice is better if the players in that party have a very different experience in playing, as where there are in a same table a player that knows all the core spells, with another that doesn't know what a feat is, or what is a class skill. In such a case it's better to not continue widening the gap, I think.
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There is a very useful item, the swarmbane clasp if I remember right, 3000 gp, that lets you damage swarms with weapon damage. Apart from that, you have to use area attacks, in fact they take more damage from area attacks. Either spells (Ye Olde Fireball) or others, such as an alchemical bomb (not the alchemist's bomb, ones in the UE). For these situations, you should have a scroll, or a wand if you have the money, of burning hands or such.
What theme are you looking for? Just a healbot?
Once I thought about a homunculus (FMA homunculi, basically quite undying guys). It was an alchemist that had fast healing 5 (discovery) so he could heal 35 hp per day, but thanks to ablative barrier, which turned 35 hp of damage to nonlethal (fast healing, like magical healing, cures at the same time lethal and nonlethal) so his FH worked on 70 hp per day. That without counting active healing, with cure potions or anything.
It seems that many people imagine different things from the same description. What I understand is that the spell creates an illusion of you, covering your real you. And the illusion does nothing. Because of that, you can cast spells or the other things in the list because people don't know you are casting a spell, and so they cannot make an attack of opportunity (staying still does not provoke attack of opportunity, it seems).
BUT! Because of the part that "you don't provoke for the first square of movement" it makes me think that the illusion stays in place, so it protects you only when you are in the same place. he "occupies your same space" I read it as "same size", not "same square, moving with you"
...Just a question. What is your intelligence? The starting is 9. You need intelligence to cast spells. Oh, and also, you need to cast 3rd level spells to get to EK. The minimum level to get access to it, if I'm not mistaken, is 7th (without cheesy things like racial spell-like abilities).
Why do the rounds of healing are one lower than the wand's CL? Remember that it doesn't have to be YOU who casts the spell. Another spellcaster, or even your (improved)familiar could do the trick (or a summoned thing)
But, now that I read the spell, it says "you" many times, so it *may* be designed so it only works on the caster's hexes.
Have you tried extending the spell? As with infernal healing, it does wonders.
Dimensional Anchor only prevents dimensional travel. Notice that all the effects include dimensional travel somewhere: blink means hopping back and forth between the material and ethereal plane, shadow walk means going to the shadow plane, teleport means going briefly to the ethereal (at least I remember that of 3.5) and returning to the material.
Incorporeal means just changing the physical composition, like gaseous form, like shapeshifting. Sure, it grants new possibilities of movement, but are not "dimensional".
In general archetypes don't give a class feature without taking away other, like the law of equivalent exchange. (I hardly beieve that divine grace is equivalent to a single language though). The lore warden is one of my favorite archetypes, and the favorite when looking only at the fighter. It gives you combat expertise at 2nd level. Without the prerequisite. And it only takes away bravery 1, which means you still get the rest of the bravery ability (however useless it may be). Moreover, I recall some archetypes that gives a free ability without taking away something. Like the fiend flayer (tiefling magus)
You want mage hand at will? I guess you're not a spellcaster, because they get that.
Cloak of the hedge wizard gets you mage hand at will, among other things. Custom items should cost you (CL 1) if I recall right, 1000 (slotless)
To reload weapons, the conviniently named spell "reloading hands" should do the trick.
Agree. If you were a fighter that wants to dabble a bit, a level in diviner does wonders. But you're a magus, you have many things that already have slow advancement, both arcanas and spells have a three level gap. Without counting BAB.
A magus is focused in combat magic, do you like tthat or would you prefer more wide uses, like those of a wizard? If that's so, I would say eldritch knight.
I wouldn't recommend any summoner (synthesist or not) to walk around towns with the eidolon summoned, except it's really ordinary-looking, like a walking armour.
The rules say that the eidolon is a fantastical creature, and that the fused looks translucent. I am against both. Descriptions should be done by the players, as long as it doesn't change the rules. Anyway, talk to your GM about the "necessary" description.
If you are normally huge, then you are always huge. You need to shrink yourself to walk through human-sized doorways.
About crushing someone, it's in the domain of house-rules. Talk to your GM about this, to see if s/he allows something of the sort, or requires you to grab some evolutions.
Take the magic option out of them. Make the settlement they're in consider magic a crime, or (not so nice) antimagic zone (I wouldn't do that, because when the magic is banned the PCs HAVE the option of using magic, albeit they have to do it carefully. When it's antimagic it's useless to try)
The other options are countering them, using magic of anti-scrying, anti-enchantment, lead sheets, and everything that is a bane to magic. And if the spellcasters have spellbook (or witch's familiar, for the matter), make them lose it, so they are anti-magicked. Steal them with a band of rogues or something.
The spell Parasitic Soul (lv 9) lets you transfer a soul to another body This is the way to gain immortality by hopping bodies. If not, you can recycle your body, with the Clone spell.
What kind of spell do you think there is? To stop aging? Or outright immortality?
What is the NPC like? In terms of power, alignement, role in the story. Having said that:
1. Lichdom
2. Immortality arcane discovery (wizard lv 20)
3. Not being a human (just being an elf does the trick, or even a half elf. Maybe a half elf that is very human in appearance)
Do you need to be alive longer than humans? Or do you just need to look younger than humans (respecting normal lifespan). If this is the case, then
4. Youtfhul appearance (spell in UM)
5. The above spell coupled with age resistance (by the spells or the mantle of immortality)
6. Timeless body (druid or monk). Or a similar-working ability, such as a ritual or rare spell (which may not even exist in the game now. You are the GM, you've got the power)
Hope that helped
#53 Dex affects speed
#54 Faster healing rate (personally, my house-rule is level x Con modifier)

The more adventure hooks there are, the better, because I wouldn't like to play or run a campaign conisting on the classical "Aaaahh! Kill da monstah!"
If the GM is ok with it, if the player with a wizard is ok with it, if the rest of the party is ok with it, I think it can be a good thing to do. If you prefer letting them choose freely from any book, and in the campaign the wizard can go to the library, or buy scrolls, then do that. In Ars Magica there is no limit to the wizards, and if you want to create a spell that does certain thing, sure, you can. You have to spend the time and resources, but I wouldn't like to play the part when he is in a library studying. Maybe the "looking for ingredients" part.
All the styles are about how much of the characters they include as active adventure, descriptive background, or not even mentioned. How much do you describe your breakfasts, or donning an armour, or even going to the bathoom. If you want to let the spells be a passive self-improving element, and it works for you then be happy with it. I'll practice with this, to see how I tune the adventures. It's not nerfing (for me), it's an attitude that tells the player "ok, you want a wizard that can channel magic and eventually change the reality with a word. I'm fine with that. But you'll have to work, maybe work hard, to get there".
I want the characters to be a product of the players, not just data slots in a videogame. To me, it's far more interesting if power is sought rather than be given overnight by the XP fairy.
I suggest making a separate thread of this, also for getting other people to know there is this topic going on, because we are currently undercover by this title.
Jaelithe wrote: Lich Bard wrote: #53 Ways to train and become better (aka level up) without killing and gaining XP. Like the first level they gained. The fighter trains movements with the sword, with a straw dummy, exercising. The wizard studies in a library, practices magic, meditates, etc. This would have to never be exactingly defined with rolls and a mechanic, though, or players would immediately set about exploiting it to its utmost, and thereby ruin it. Of course, purely narrative. And also, it erquires time, and resources. Iimagine it mostly for a tough situation, like a really big battle, or entering the lair of the ultimate BBEG.
#53 Ways to train and become better (aka level up) without killing and gaining XP. Like the first level they gained. The fighter trains movements with the sword, with a straw dummy, excercising. The wizard studies in a library, practices magic, meditates, etc.
And @ Goth Guru, the rule you though of is an in-rules way to gain and invent spells, but what I would prefer, and not speaking for Jaelithe, is a purely narrative way of advancement, and so it wouldn´t need any rules. Again, different styles for different tastes.
@ thegrenteagamer, what I like is to role-play. The rules are guides. There are no rules in life, and the physics rues jump through the window right when he party wizard gets around 10th level. We all saw that coming since the wizard was level 5 though.
Anyway, what you like to do is playing a game with a setting, and what I like to do is create a fun, interesting and, if possible, epic, story, with common guides. No one is better, or beter said, each style is better to each player's style.
Also, if, as written, powerful spells are written in more pages (although no exception is made with scrolls) it could be interesting if a good spell, and needed (be it teleport, planar binding, even wish) is divided, so you get parts of the spell each time, and collecting them so you can finally cast it. Much like a ritual with needed componets.

When I read this suggestion I really liked it, because it deepens the role-play and realism of the situation. As it's a pursue of knowledge, it's far more interesting if a wizard, or other spellcaster, have to really work hard to earn they power, and also more likely than them getting it from the random splatters of troll blood that end up writing an obscure rune.
As when there are no magical items, finding one is very rewarding, and far more so crafting one, upon reuniting the components, which may be an adventure by itself. Dragon blood, beholder's eye, contract devil's tongue, and others. Adventures in general should be the result of players' and characters' motivations, and the more adventure triggers there are the better.
I would suggest that, if this topic still has interest (which I bet XP it does)has its own thread, so as to continue at least with the original.
#48 Again, to stop the feat tax, some things make them without a feat. Power attack for instance. Moreso, choose which stat to use in attacks and damage, strength of dextierity (and so, when used to it, it is harder to temporarily switch it because of poison or so). Make the feats really outstanding, really feats, not just perks.
#49 Attacks of opportunity supposedly is the moment when the opponent lets its guard down. In reality, it's a free attack when you do something odd. There should be options, like positioning in such a way that if you hit you deal more damage, but if you fail you are more vulnerable to the enemy's attack (giving him a bonus to hit and/or damage) for instance. Instead of a free attack, it should be its normal attack, but you are weaker against it.
#50 There should be a system to energy and exhaustion, so certain combats can lead to it, and specially useful to hit and run tactics. If the combat is taking too long, and you keep missing with a greatsword, you begin to get tired, and so the sneaky rogue backstabs you. It's better if the rogue it's the enemy, not the party rogue. Like, attacks equal your strength, or strength plus level, something like that, perhaps desinged in a similar fashion to the rules of holding breath and suffocation.

Scott_UAT wrote: CommandoDude wrote: #23: Charge is an Attack Action (A type of standard action) that allows you to move your speed and make an attack at the end of it.
#23.1: Allies do not block charging, nor does terrain if you can jump over/knock it aside.
#24: A full attack action also includes 10ft of movement + 5ft per 5BAB. This movement provokes as normal.
#25: Feats are no longer prerequisites for feats or prestige classes.
#26: All classes which receive animal companions get access to the full druid AC list, not just limited selection.
#27: Reach weapons can attack adjacent (but treat adjacent enemies as though they had soft cover).
#28: You can two-hand any weapon regardless of type.
#29: Everyone can wield weapons up to two size categories larger than themselves at no penalty.
#30: Two-handing a weapon also increases the critical multiplier of the weapon by 2.
#31: All weapons are 18-20. You can two-hand any weapon (the can should be in italics. I'm new to this). The matter is how much it intensifies your strength. If currently the two-handed multiplies your strength by 1.5, maybe two-handing a sickle multiplies it by 1.2.
Given that (as written) two-handed weapons are the same size as their intended wielder, I doubt a human can wield skilfuly that is roughly four time its size. BFS should be one size category, allowed by a feat or rule of cool.
And increasing the critical multiplier means that the minimum is x4?
#32 Strength should be realistically applicable. A balor should be able to rip off an arm or head almost as a side effect of it grabbing it. Currently, a punch of the balor with minimum damage and no power attack istn't enough to kill a 3rd level fighter.

First of all, there is no explanation of the zephiric fall ability (although I believe it is like slow fall). Then, the zephir's charge, I think it is a bit too soft for an 11th level ability. Moreover, I'm pretty sure there are ways, be it feats, magic items, etc, to gain those things. Finally, I think that the zephiric armor mastery is a bit too powerful, at least compared with existing stuff. I don't know if this is in the same level as the hybrid classes.
I think it is a good concept, I prefer a character that is agile and mobile in the battlfield to a hulking brute that only hits. Not only I like brains over brawn, but also skils over brawn. That's why I like the dervish magus. Have you read this thread about the mobile fighter? I haven't. Maybe you should put more stuff regarding mobility, such as more speed, bonus against paralysis (which I think is the ultimate counter measure to this, like a feeblemind to a wizard), being able to charge through difficult terrain, just to name a few
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