Balor

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886 posts. Alias of Louis Capet.



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The start of this thread isn't about a house rule, rather a rule existing in a couple 3rd-party documents (it is easy to find them if you search "archetype packages" on d20pfsrd.com).

Archetype Packages

Instead of making archetypes for each and every class (including their own), the authors had the insightful idea of grouping the existing classes' abilities into packages, allowing them to propose archetypes that could be taken by any class. When you select an archetype package to enhance your character, you merely remove one of those you already have. Note that you can then take the same package in accompaniment of several classes, in which case the levels taken in those classes stack when considering the package's abilities.

I want to extend this a little bit more by grouping all class abilities into packages, allowing you to exchange one (or more) from any class for new archetype packages (with the possibility of exchanging more than one such package).

Then, each class can be defined as the total sum of three packages (four for the lucky ones). What follows can be modified by any GM for their own games, of course.

Existing classes:
Quote:


All classes start with a base of 1d8 HD and 3/4 BAB progression, as well as 2 skill points per level and proficiency in simple weapons (which can be rescinded).
All warriors have a special archetype granting them 1d10 HD and full BAB progression, as well as a good Fortitude save and a proficiency with all martial weapons, medium armors, and shields.
All arcane full spellcasters have them reduced to 1d6 HD and 1/2 BAB. All arcane or divine spellcasters (full or intermediate) have a good Will save progression.
Spellcasting in itself is considered as one or two packages, depending on whether you have access to spell level 9 or not. If you have, you are considered as "Full Spellcaster". Otherwise (as is the case for bards, summoners, etc.) you are an "Intermediate Spellcaster". Warriors can't be Full Spellcasters.

  • Alchemist:
    = Full “Spellcaster” – alchemist
    - Grenadier: the bomb ability (including proficiency and advancement), throw anything, and the discoveries gained at 8th and 14th levels. This package also grants proficiency with light armor and a good Reflex save progression.
    - Mad Chymist: the mutagen and persistent mutagen abilities, and the discoveries normally gained at 2nd, 6th, 10th, and 18th levels. This package grants a good Fortitude save progression and 2 additional skill points per level.
  • Barbarian:
    - Warrior: d10 HD (see below), BAB +1 per level, good Fort, proficiency with martial weapons, medium armor, and shields
    - Rager: the rage ability (including greater rage, tireless rage, and mighty rage), as well as fast movement and indomitable will.
    - Shamanist (requires the Rager package, above): all rage powers (note that this splits GG’s “Berserker” package, but bundling both Rage and 10 powers is a bit much)
    - Survivor: uncanny dodge (and improved), trap sense, damage reduction, a Hit Dice increased to the next dice size, and 2 skill points/level.
  • Bard:
    - Intermediate Spellcaster – arcane (good Will)
    - Inspiring Performer: the bardic performance class abilities, a good Ref save, and 2 skill points/level.
    - Skilled Lyrist: bardic knowledge, versatile performance, well-versed, lore master, jack of all trades. This package also grants 2 skill points per level, proficiency with the bard weapons (whip, etc.), light armor, and shields, as well as the ability to cast arcane spells in armor.
  • Cleric:
    = Full Spellcaster – divine (good Will)
    - Domain Servant: two domains (with their powers), and one spell slot/level for domain spells (if able to cast spells). If you follow a deity, the domains must belong to those offered by that deity, and you gain a weapon proficiency with the deity’s favored weapon.
    - Aligned Piety: the Channel Energy ability and the spontaneous casting of Cure/Inflict spells (if able to cast those spells). Also grants a good Fort save, as well as proficiency with medium armor and shields.
  • Cavalier:
    - Warrior: d10 HD, BAB +1 per level, good Fort, proficiency with martial weapons, medium armor, and shields
    - Knight: the cavalier's order (and subsequent abilities), and the uses of the challenge ability gained at level 1 and 16. And heavy armor.
    - Tactician: the “tactician” abilities, the “banner” abilities, and the other uses of “challenge” (levels 4, 7, 10, 13, and 19). +2 skill points/level
    - Horseman: the mount, cavalier's charge, expert trainer, mighty charge, and supreme charge.
  • Druid:
    - Base: good Fort, +2 skill points/level; proficient with some weapons, medium armor and shields (but no metal)
    = Full Spellcaster – divine (good Will)
    - Beastlord: the spontaneous casting, wild empathy, and wildshape class abilities (including all improvements to wildshape).
    - Bonded to Nature: nature bond, nature sense, woodland stride, trackless step, resist nature’s lure, venom immunities, a thousand faces, timeless body.
    + Alternative packages
    You can choose to group the druid’s abilities in another way, to form the following packages:
    - Animal Spirit: wild shape, wild empathy, nature sense, woodland stride, trackless step, resist nature’s lure, and venom immunity.
    - Faceless Nature: nature bond, spontaneous casting of summon nature’s ally, a thousand faces, timeless body.
  • Fighter:
    - Warrior: d10 HD, BAB +1 per level, good Fort, proficiency with martial weapons, medium armor, and shields
    - Battle Master: the bonus feats gained at 1st, 6th, 12th, and 18th levels, bravery, weapon training, and the ability to take feats whose prerequisites include fighter levels (such as Weapon Specialization).
    - Defender: proficiency with heavy armor and all shields, armor training, armor mastery, and the bonus feats granted at class levels 4, 10, and 16.
    - Weapon Adept: weapon mastery, and the bonus feats gained at levels 2, 8, 14, and 20.
  • Gunslinger:
    - Warrior: d10 HD, BAB +1 per level, good Fort, proficiency with martial weapons, medium armor, and shields (see below)
    - Gun Proficiency: proficiency with all firearms (rescind medium armor and shields), plus Gunsmith, Gun Training, Grit, and True Grit.
    - Musketeer Panache: the Nimble ability, and all Deeds (gained at levels 1, 3, 7, 11, 15, and 19), as well as a good Ref save.
    - Pistolero Expertise: the bonus feats (gained at levels 4, 8, 12, 16, and 20), as well as 2 skill points/level.
  • Inquisitor:
    - Base: proficient with medium armor, and shields
    - Intermediate Spellcaster – divine (good Will)
    - Executioner: the judgment, second judgment, third judgment, and true judgment abilities. Also: good Fort, and 2 skill points/level.
    - Magister: the spellcasting. The inquisitor retains the domain ability, with a CL equal to the inquisitor's level. And 2 skill points/level.
  • Magus:
    - Base: good Fort; proficient with martial weapons and light armor (restrictions with heavier ones)
    - Intermediate Spellcaster – arcane (good Will)
    - Eldritch Knight: Arcane Pool, all Spell Combat, Spell Strike, proficiency with heavier armors, Fighter training, True Magus.
    - Eldritch Connoisseur: all Magus Arcana, Spell Recall (and Improved), all Bonus Feats, Knowledge Pool, Greater Spell Access.
  • Monk:
    - Ki Master: the flurry of blows and unarmed damage, 2nd-level bonus feat, ki pool (and its uses), wholeness of body, abundant step, and empty body. This package also grants proficiency with monk weapons, and the restrictions upon wearing armor.
    - Training of the Body: the bonus feats gained at 1st and 14th levels, stunning fist, evasion (and improved), fast movement, maneuver training, slow fall, high jump, diamond body, quivering palm. Also, this package grants good Fort/Ref saves.
    - Training of the Mind: the AC bonus, still mind, diamond soul, timeless body, tongue of the sun and moon, perfect self, and the bonus feats gained at level 6, 10, and 18. Also, this package grants a good Will save and +2 skill points/level.
  • Oracle:
    - Base: +2 skill points/level; proficient with medium armor, and shields
    = Full Spellcaster – divine (good Will)
    - Mystic: the Oracle’s Curse and the Mystery (including its class skills, bonus spells, and revelations).
  • Paladin:
    - Warrior: d10 HD, BAB +1 per level, good Fort, proficiency with martial weapons, medium armor, and shields
    - Merciful Avenger: the smite evil, lay on hands, mercy, channel positive energy, and divine bond.
    - Divine Guardian: the detect evil and aura of courage class abilities, plus spellcasting and a good Will save.
    - Holy Halo: proficiency with heavy armor, divine grace, divine health, the other auras (good, resolve, justice, faith, righteousness), and holy champion
  • Ranger:
    - Warrior: d10 HD, BAB +1 per level, good Fort, proficiency with martial weapons, medium armor, and shields
    - Scout: the favored enemy, combat style feat, favored terrain, hunter's bond class abilities, good Ref, and 2 skill points/level.
    - Woodland Spellcaster: the skill Spellcraft as a class skill, two skill points per level, wild empathy, and spellcasting.
    - Tracker: Track, Endurance, Woodland Stride, Swift Tracker, Evasion (all), Quarry (all), Camouflage, Hide in Plain Sight, Master Hunter, and 2 skill points/level
  • Rogue:
    - Sneak: the sneak attack ability and progression, and 2 skill points per level.
    - Talented: All Rogue Talents, proficiency in the rogue weapons (hand crossbow, etc), and 2 skill points per level.
    - Evader: Trap Sense, Trapfinding, [Improved] Uncanny Dodge, [Improved] Evasion, Master Striker, good Ref, 2 skill points per level, and proficiency with light armor.
  • Sorcerer:
    = Full Spellcaster – arcane (lower HD to 1d6 and BAB to +1/2 per level; good Will; restrictions on spellcasting when wearing armor)
    - Heritage: the sorcerer’s bloodline (including class skill, bonus spells, bonus feats, arcana, and powers), and Eschew Materials.
  • Summoner:
    - Base: proficient with light armor (restrictions on heavier ones)
    - Intermediate Spellcaster – arcane (good Will)
    - Otherworldly Ally: the Eidolon, including Life Link, Bond Senses, Shield Ally (and Greater), Maker’s Call, Transposition, Aspect (and Greater), Life Bond, Merge Forms, and Twin Eidolon.
    - Ally Gator: the Summon Monster spell-like ability (all occurrences, including Gate).
  • Vigilante:
    - Base: good Ref/Will, +2 skill points/level (see below); proficient with martial weapons, medium armor, and shields
    - Spy: Dual Identity, Seamless Guise, all Appearance abilities, and Vengeance Strike.
    - Socialite: all Social talents, and Unshakeable. This package also grants 2 skills points per level.
    - Heroism: the Vigilante Specialization, and all Vigilante talents.
  • Witch:
    = Full Spellcaster – arcane (lower HD to 1d6 and BAB to +1/2 per level; good Will; restrictions on spellcasting when wearing armor)
    - Hexen: the witch's hex, major hex and grand hex abilities. Also, the witch’s familiar and patron spells.
  • Wizard:
    = Full Spellcaster – arcane (lower HD to 1d6 and BAB to +1/2 per level; good Will; restrictions on spellcasting when wearing armor)
    - Arcane Master: the arcane bond, and arcane school (including any school ability). Also, Scribe Scroll and the bonus feats. Taking this package reduces your “simple weapons” proficiency to “some weapons only” (see list in the Wizard class description).

You’ll note that three classes are more “powerful” as they are made of 4 packages (Alchemist, Cleric, Druid). Since you gain a higher degree of flexibility with this system, you can’t start with a 4-packages class to regain all 3 from one class, plus one other. If you choose to start with such a class, you can only change 2 of them.

VARIANT to the above: determine a power index to each archetype package above, and exchange for archetypes or packages of the corresponding index. If you go further down that (slippery) slope, you'll end up attributing a number of points to each class ability. And another game entirely.

When adding archetypes (or replacing an archetype package with another), the normal rules specify that you can't have two archetypes that intersect at any point of their progression. What use is that when you have only two levels of that class and the intersection is at level fourteen? I postulate that you can add any archetype (or archetype package), with an order of priority between them: upon intersection of powers, you'll get the one defined by that order.

If you are fed up with your choices, you can change your archetypes (and archetype packages) for an amount of money equivalent to half a dozen feats. This is much like retraining feats, in fact, except it lasts longer.

Next post will start the main course with an archetype packages from yours truly. Others will follow, later.


Hello, the boards.

I have been happy to discover Pathfinder.
I have been happy to discover this site, full of interesting questions and interesting answers.

Now, why this thread?

I have a question about this "Rules Questions" forum itself:
Since when has it lost its goal of talking about the rules? Of asking and especially answering questions?

Last things I posted was an answer about a rule question, barely two months old. As many threads go, there were several posts providing different answers. As such threads go, there was the beginning of a debate going on.

But!

Some posts disappeared, removing one side of the argument, with the excuse below (it was this thread):

Chris Lambertz wrote:
Removed some posts and locking. Resurrecting old threads just to argue isn't particularly useful.

I maintain that giving a different interpretation of rules in a two-month old thread isn't "resurrecting".

I maintain that giving (and explaining) an interpretation of the rules-as-written that doesn't fit the current fashion isn't "just arguing". Yes, fashion. The rules are NOT clear about having several instances of the same magic item. The rules are NOT clear about forbidding double-dipping.

Now, I may be overreacting. A bit. But I strongly dislike when people I never met hit me on the head with arguments to reduce the fun I had playing this game.

Also, removing posts? Are you going to remove this thread, too? Ban me, even? Delete these forums because people express their opinion? Meh. I'll know if you do, and I'll sit back and remember the days of T$R.


Hello boards, I have a question for you (for which I haven't found an answer here already).

Cleric's Channel energy ability says "A cleric can choose whether or not to include herself in this effect." - note that it doesn't mention "area", only "effect".

Malleable Symbol's description says "alter the channel area to [...] 10-foot burst centered anywhere within 30 feet" - the cleric could be outside of the Channel's area.

I would rule that the cleric cannot be included in the effect, but I have some rules-lawyering pals who'd say otherwise. Except for the obvious "ask your GM", what do you think?


Hello,

I have a question about the Granary entry, as defined in Kingdom-building rules (excerpt from d20pfsrd): "If Farms reduce Consumption below 0, store up to 5 BP of excess production for use on a later turn when Consumption exceeds the Treasury"

I wonder what it means. Is the stored grain kept until my Treasury falls in the negative (which could happen years later), or is it available to feed next turn's Consumption?

I think the latter might be RAI and the former is RAW. Thoughts?


Hello all,

Couple question on these rules:

1/ When do the kingdom turns start:
(a) as soon as the government is formed? the Upkeep phase mentions a kingdom size of 0, and the Step 1 of the Edicts phase meshes well with declaring who does what in the government.
(b) as soon as the capital is founded? the Settlements and Districts section implies that you need to found a city beforehand.
(c) at any point later? possible but impracticable, because building Farms and collecting taxes are part of the kingdom turns.

2/ Is there a limit (in number and size) on the armies I can recruit each turn?
At which step are they recruited? (there is a step called "Create Army Units", but the Improvement Edict table has a footnote saying you can also create/expand/equip/repair an army instead of founding a settlement - of which there is a number limit).

3/ Can I create an army and equip it (with bows, for instance) in the same turn?

4/ Can I create an army and equip/expand/repair one (or more?) of my other armies in the same turn?

Thanks all.


Hello,

How would my fellow GMs interpret the following?

Player Alice with 20 Intelligence (+5) and 12 levels of Wizard wants to craft a wand that casts Fireball, with the metamagic Selective Spell applied (exclude a number of targets equal to the spellcasting modifier; spell level increase +1). Alice lends the wand to wizard player Bob, who has 18 Intelligence. GM agrees, but stumbles on these questions:

1) What would be the spell level used to compute the item's cost and abilities?
- Fireball is spell level 3.
- When casting Selective Fireball, it's level 3 too (only Heighten Spell increases the effective spell level) despite being memorized in a level 4 slot.
- So... 3 or 4?

2) What would be the item's cost?
- Memorizing and casting a spell in a 4th level slot requires a minimum Intelligence score of 14 and a minimum caster level of 7.
- Alice can choose any number for the item's CL, between 7 (the minimum) and 12 (her own CL). She chooses 10, the highest CL useable by the spell (Fireball caps at 10d6).
- Wand cost is 375gp x spell level x CL, which would give 11250gp or 15000gp, depending on your answer to #1.

3) What would be the save DC (normally 10+spell level+minimum modifier to cast the spell)?
- Is it 14 (10+3+1) because the minimum score needed to cast Fireball is 13 (+1 modifier)?
- Is it 15 (10+3+2) because the minimum score needed to cast Selective Fireball is 14?
- Or is it 16 (10+4+2) because you've chosen 4 as spell level in #1?

4) What would be the number of targets excluded?
- Is it 5 because Alice crafted it?
- Is it 4 because Bob wields it?
- Is it 1 because the minimum score needed to cast Fireball is 13?
- Is it 2 because the minimum score needed to cast Selective Fireball is 14?

Thoughts? Objections? Thanks all.


Hello,

This post relates to the Artisan class, from Drop Dead Studios (thanks for this impressive class, by the way).

In the "Weapons" Crafter's Art, the "Mass Enhancement" ability says:
enhance the weapons of every ally within 30 ft [...] may be used in conjunction with Improved Enhancement and Greater Enhancement.

The "Improved Enhancement" Craftsman Technique says:
enhance a second item

My question is: since it's said that these two abilities can be used in conjunction, what is the actual result?
I don't see the point of being able to enhance a "second" weapon when you can enhance all of them at the same time.

Thanks in advance.

(edit: I wonder if this is the correct forum - mods, feel free to move it if it isn't)


Hello,

I think I understand the polymorph rules, but I still have a couple questions about the miscellaneous things my character gains from the creature he morphs into:

1) Does he gain the creature's natural armor bonus? It would be reasonable to think so, because (a) he morphs into a creature with a thick skin, (b) all his armor bonuses cease to function, and (c) his AC doesn't otherwise follow the power curve for his level.

2) Does he gain the creature's attacks as listed? Since some of the creature's abilities come from feats that he doesn't have (INA, mostly), I initially thought that I had to carefully deconstruct the creature's stat block, but it goes against Pathfinder's will to simplify polymorph rules (and nerfs the Dire Tiger to the point where it equals the regular Tiger).

3) Does he gain the creature's racial modifiers to skill? I recently re-read the FAQ and it seems that he doesn't. However, I have some doubts: for instance, a Tiger's ability to hide efficiently comes primarily from its striped coat. Why wouldn't he gains its Stealth bonus?

4) Would it be reasonable to allow Natural Spell and the Wild enchantment to work for any polymorph effect and not just the druids' Wild Shape? Barring a heavily specialized combat build, self-polymorph spells aren't that useful to a wizard otherwise.

5) What about allowing the Multimorph discovery to work for druids, too?

Thanks in advance.
--
Louis


Hello again,

I'm again confused by the "multiple abilities" in the Magic Item Creation rules. Can you tell me if the following data is correct?

1) "Similar" abilities mean abilities belonging to a single category among the following:

  • Ability bonus
  • Armor bonus
  • Bonus spell
  • AC bonus
  • Natural armor bonus
  • Save bonus
  • Skill bonus
  • Spell effect
  • Spell resistance
  • Weapon bonus

2) An item "that doesn't take space on a character's body" means slotless (including most if not all weapons, wands, staves, and rods).

3) Slotless item with similar abilities: most costly first + 75% second + 50% third and others

4) Slotless item with different abilities: first + 150% second and others

5) Pricing weapons has specific rules, where a fixed price is constant. Otherwise, we could infer from (2) and (4) that adding "Dueling" (for instance) would add 21k to the price (14k x 150%).

6) Slotted item with similar abilities: add all values together

7) Slotted item with different abilities: add all values together

8) Table vs. text: table says "Multiple different abilities : Multiply lower item cost by 1.5"; text says "additional power [...] has a 50% increase". If by RAW text overrides table, such items should be created with the most costly ability first.

There is a specific example in the following rules: add invisibility to a ring of protection +2, by paying the invisibility cost +50%. This gives a ring costing 18k to craft instead of 16k if I were to craft Invisibility first (or if I use the table data).

9) Intelligence is not an ability (pun not intented): all costs in the "Intelligent Item" section are fixed.

Thank you.

Relevant rules:
Adding New Abilities: The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword.

If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection 2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.

Multiple Similar Abilities: For items with multiple similar abilities that don't take up space on a character's body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities.

Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that take up a space on a character's body, each additional power not only has no discount but instead has a 50% increase in price.


How would you craft and use a magic item able to cast Fabricate?
This question is mostly about material components' cost.

Spell level: 5 (can't be stored in a wand, so I'm thinking about a wondrous item or a rod)
Caster level: 9
Rules for crafting magic item imply that an item able to cast this spell once per day costs 16200 gp: market/base price = spell level x caster level x 1800 / (5/charges per day).

The spell having material components, we check under magic item creation rules and see "If it has some daily limit, determine [additional cost] as if it had 50 charges."

However, the so-called material component is "the original material, which costs the same amount as the raw materials required to craft the item to be created", and the [transfiguration] spell mentions "You convert material of one sort into a product that is of the same material."

Which of the following lines of thought is correct ?

1) Craft the item for 16200 gp + 50 x a given amount. When used, create items whose maximum value is based on the given amount (typically three times that amount). I think this is closer to RAW, but then the user can craft these items for free...

2) Craft the item for 16200 gp. When used, transfigure a given material into a finished product. This considers the mention "material component" of this particular spell as meaning "the original material is consumed by the casting" and not "the material component fuels the spell" like bat guano would.


1 person marked this as FAQ candidate.

I searched several threads for this information but found naught. I also want to know this from a rules' perpective, not "ask your GM" (when I play) or "do as you want" when I'm the GM.

I looked through the Metamagic Rods section and compiled the following information (relative to the spell level increase of the corresponding metamagic feat):
Rod +0 cost 5500 (half of +1)
Rod +1 cost 11000
Rod +2 cost 32500 (+21500)
Rod +3 cost 54000 (+21500)
Rod +4 cost 75500 (+21500)
Greater rods follow the same logic with steps worth 48500.
Additionally, these simple formulas allow us to compute prices for metamagic rods whose feat's level increase is greater than +4.

However, the Lesser rod prices seem wonky:
Lesser +0 cost 1500 (half of +1)
Lesser +1 cost 3000
Lesser +2 cost 9000 (+6000)
Lesser +3 cost 14000 (+5000)
Lesser +4 cost 35000 (+21000)
While I can infer a formula from these values, it's quite complicated when compared to the prices for regular and greater metamagic rods (and the corresponding graph diverges quite rapidly, too).

Is there a typo somewhere ? What should the formula be ?


PRD wrote:


Ex-Paladins
A paladin who ceases to be lawful good (...) regains her abilities and advancement potential if she atones for her violations

Ex-Druids
A druid who ceases to revere nature, changes to a prohibited alignment (...) cannot thereafter gain levels as a druid until she atones

the Atonement spell:
Restore Class: A paladin, or other class, who has lost her class features due to violating the alignment restrictions of her class may have her class features restored by this spell.

Do the above quotes imply that a character switching alignment can get his abilities back without necessarily restoring his previous alignment?

Example: a paladin willingly switching to Neutral Good can't use his powers until he atones. When he does, can he keep being NG?

EDIT: In fact, in the Atonement spell description, the "Reverse Magical Alignment Change" is the only place where the "atonement returns its alignment to its original status". Nothing about changes made willingly.


Say, I want my character to create a magic item able to replicate the effect of an existing spell, while not being a spellcaster himself (he has the Master Craftsman and Craft Wondrous Item feats, and I know that he gets +5 to the DC because he can't cast the spell). Besides asking someone else to do it, what are his options?

  • "Command Word" cost is "Spell level x caster level x 1,800 gp"
    - does this option allow for an unlimited number of uses per day?
    - does this option work for spells that have a duration?
    - does this option work with items stored in bags/pouches/etc?
    - is this possible to activate several items with the same command word?
    - how long does it take to use the item? Free action as in "speaking"? Standard as in "activating a magic item"?

  • "Use-activated or continuous" cost is "Spell level x caster level x 2,000 gp"
    - what does "use-activated" mean, here?
    - can this option be used to speed up a given item's activation action?
    - can this option be used an unlimited number of times per day?
    - what about a use-activated AND continuous item?
    - what about continuous AND command word?
    - is a continuous effect dismissible at will as a free action?
    - is a use-activated effect dismissible through another use of the item?

  • "Charges per day" cost is "Divide by (5 divided by charges per day)"
    - can this be applied to a continuous item in order to lower the price even if the effect is to be used all day long?

  • "Charged (50 charges)" cost is "1/2 unlimited use base price"
    - what is "unlimited use"? Is it "continuous"? The note #4 seems to indicate otherwise...

  • "No space limitation" example is "Ioun stone"
    - does this option apply to an item that can be safely stashed in a backpack? Grafted under one's skin (or under a Warforged plating)? Stored away in one's house?

Could the character craft a scabbard (no space limitation, use-activated by drawing a weapon) casting the given spell on him as a continuous effect? With a spell of level 3 and CL 5, what would be its price?

Could the character craft a small cube (no space limitation) casting the given spell on him as a continuous effect by speaking the command word? With the same spell of level 3 and CL 5, what would be the item's price?

Thanks for your enlightened advice.


Thread reincarnation!

Louis IX wrote:
gbonehead wrote:
Skill-based magic items are dirt cheap, and they don't go epic until they grant a bonus of more than +30.

I'm a bit lost here.

I know that there are rules to limit the maximum enhancement bonus on a weapon/armor/shield (CL/3).
However, I don't remember seeing a limit on the skill bonuses (while we're at it, is there a limit to ability bonuses, too?)
Can someone point the bit of rule to me?

As it is, the PRD don't give limits, so I can, obeying the rules, make a Spellcraft+5 item which would be raised to +50 step by step, followed by a Wisdom+20 thingy. The GM might not follow, though.

Additionally, are there rules to make skill bonuses with another type than "competence" (and ability bonuses beside "enhancement")?

Is there a maximum (and where is the rule saying so) to the following bonuses when crafting them into a new magic item?

1) skill bonus (competence) - like Acrobatics, Craft, etc.
2) ability bonus (enhancement) - like Str, Dex, etc.

Do the following bonus types exist, and what is their cost?
3) skill bonus (other than competence)
4) ability bonus (other than enhancement)


Hello all,

For a friend, I recently made a list of the animals she could change her druid into. There are things that aren't available, and I don't know why. Do you?

- "regular animal abilities" like Sprint (Cheetah), Ink cloud (Octopus, Squid), Electricity and Resist Electricity (Eel), Disease (Dire Rat), Hold breath (Dolphin), Rage, etc.
- physically related abilities, like skin thickness, are completely missing (nowhere it is said that you gain the creature's natural AC)
- "normal small animal shapes" like all those tiny critters (writing this, I just remembered that there is actually a list of Familiar creatures I haven't thought of)
- "different animal sizes" like a young tiger for a level 4 druid (because they can't access regularly Large tigers until level 6) - but Young is a template, see below
- "normal animal shapes" there are animal shapes that don't appear in the bestiary. All that's said is that to obtain the stat for the animal, apply a template to another. But Magic/Polymorph rules forbid using a template. Does that mean that I can't change into, say, a polar bear? Or a velociraptor?

After writing this, I came upon this post and, while I agree that limiting access to unbalancing shapes is necessary, allowing access to those few "simple" templates should have been in the rules. Alas, it doesn't seem so.

Anyways, here's another question: using wildshape, your main gain is the creature's speed and its attacks. Should I use the listed values for damage, or can I only look up that table in the monster rules?


Hello all,

My question today is: which prestige classes allow a monk to progress fully in their flurry of blows? (meaning: BAB, number of attacks, and damage)

Most of what I've seen (Pathfinder and D&D 3.5), the prestige class levels stack for unarmed damage (and/or AC and/or speed), seldom is the flurry progression mentioned.

For instance, a Monk level 8 gains the virtual feat Improved TWF (and BAB 8 for Flurry), and Greater TWF at level 15 (and BAB 15).
For instance, a Tattooed Monk has the "Monk Abilities" ability, which says "A tattooed monk’s class levels stack with their monk levels for determining their unarmed damage, AC bonus, and unarmored speed bonus."
Does that mean that a Monk 5/Tattooed Monk 10 never gains ITWF and GTWF and keeps a BAB of 12 (5+7) when flurrying?

So far, the only prestige class I've seen that includes this is the Shadow Sun Ninja (ToB/Bo9S).


Hello all,

What I'd like to see a magic-using character do (either innately or through a prestige class):

1) storing spells - and I don't mean crafting. I'd like such a character to be able to imbue his equipment with spells, so that they could be cast with a minimum of drawbacks like attacks of opportunity. One piece of equipment for each major location (one weapon, one amulet, and one ring, for instance, to a max of class level/2) could "hold" a spell for a long time (one hour per level, for instance, and the spell is lost if not used during this time frame). The spell is effectively cast, removing its slot from the regularly-cast spell daily allotment. Advanced version (gained at level 8, for instance) could allow to store more than one spell in one item, and activating the item (a standard action like tapping a staff on the ground, for instance) releases all spells at the same time and using the item as point of origin (but in a given order, if, say, you had Protection from Fire and Fireball stored at the same time).

2) runes. The character would be able to scribe words of power, either to imbue an item with magical power (see 1), create a trap, etc. There would be a given set of runes, each with a significance, and associating them would create magical effects. Some runes would require the character to have a given number of class levels. The complexity of the rules formulae would also depend on the class level (examples: one-rune formulae at level 2, and one additional rune every two levels). There would be a listing of most rune formulae, but not all, thus encouraging creativity and discussion with GMs. The number of runes and/or formulae used per day would be limited and a function of the class level.

3) additional options for polymorph spells/shapes. Vermins, aberrations, etc.

4) a "nature" option for those "greenish" magicians (as well as some druids). This would allow them to unleash spells as wild energy (or "force of nature"). Rules-wise, this could either look like Channel Energy (targetting anything non-natural), or something else. Upon a failed save, non-natural items could be reduced into their natural components (a metal armor would transform into chunks of metal ore and fall on the ground). This could also improve nearby natural life (animals and plants, and this could also improve their attitude towards the character).

5) a "technology" option for those "civilized" folks. This could be a couple powers to enhance or disable constructs and other mechanical items (like dungeon traps). Could also include a Channel-like effect to do so in a given radius. Could include a bonus to Crafting checks, especially when creating various types of constructs.

6) a couple spells to make the magic-user more proficient in/against specific melee tactics - not all at the same time! For instance, a Verbal-only spell to Bull Rush all adjacent creatures 5 feet (or the ability to Channel wild spell energy into such a Pushing -or Dragging, or Repositioning, etc- effect).

7) I won't like a book about new and powerful magiks without it containing ways to reestablish balance. So, let's include new divine spells and/or abilities to use or resist the new and improved arcane abilities (runes, etc). Same for non-casters: include tactics/feats/items to allow them to resist the magical onslaught somewhat. In that regard, I can easily imagine a feat giving a once-per-day +10 circumstance bonus to one roll (whether it's Initiative or Saves).

I'm quite sure that these ideas have been raised before, but I wanted to group them here.

$0.02


Hello all,

I have a question for you, which I haven't seen answered yet:
What are the DCs for actually using the Profession skill?

The rules say that to answer a routine question about a profession is DC 10, and more difficult questions incur a higher DC.
But what about actually doing the job? Since nothing is said about that, I think it falls under "Rule 0", but I'd like the boards' opinion.

I have a group of players wanting to steal a large boat and navigate it. What would the Profession(sailor) checks look like?
I think that them being a small number would push the DC into the 20s, as well as doing some Strength and Dexterity checks, because the work implied require them to pull ropes and the like.
Do you have similar situations I could take advice from?


From the online PRD: "Pounce: When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability)."

I don't think that it's explicit enough. How do you describe such an action? How do you envision a creature doing this? How are the attacks delivered?
- personally, I imagine that the creature runs up to its target, jumps at it, and lands with all its natural weapons targeting its prey. Once.

And, especially, could a humanoid do the same?
- in fact... yes and no. I can see a human striking once with both hands/weapons upon charging, but not a "regular" full-attack (as in "several attacks with the same weapon"). Case could be made if the character has more than two weapons (armor spikes, etc) but not more than once per weapon. Otherwise, it's not really a charge, is it?

Pounce has been used (and abused) in some builds (and I'm honest enough to say I've used one), but its wording needs work. Allowing high-levels fighting types to deliver something like 4 attacks (or more) after running twice their speed is a bit much, I think.

So... proposal: "Pounce: some creatures can launch themselves at their prey during a charge, delivering a terrible attack with each claw.

When a creature with this special attack makes a charge, it can make one attack for each wielded weapon or natural weapon (including unarmed strike). When applying this ability to an animal or a monster, use its 'Full Attack' entry (including rake attacks if the creature also has the rake ability).

In the exceptional case of a character having this ability, they can use a full-attack but can't strike more than once with each weapon. For most humanoid characters, having two hands, that equates to two attacks (incurring two-weapon fighting penalties). Characters with a bite attack can use it as a secondary natural attack. Characters with armor spikes can use them as an off-hand attack if they don't use their regular off-hand attack, or as a secondary natural attack. A monk can deliver a flurry of blows, but they must make each attack with a different limb, for a maximum total of 4 attacks (for this purpose, both legs count as one attack).

Any creature using Pounce as their charge action is slightly unbalanced as they return to their feet, suffering a -4 to their Armor Class (instead of the regular -2 from charging). This is negated if the prey has fallen prone as a result of the attack."

Thoughts?


Hi again,

Re-reading the magic item creation section, I stumbled upon this: Item Requires Specific Class or Alignment to Use: Even more restrictive than requiring a skill, this limitation cuts the price by 30%.

This doesn't say if it applies only to the market price, the crafting cost, or both. Can a character craft a magic item made for a given class, his own?

Other question: do the cost cuts stack?
- say, a character wants to craft an item instead of buying it (-50%)
- he wants to make it for his own class (-30%)
- he has the Hedge Magician trait (-5%)
- he also selected the Extraordinary Artisan feat (from Eberron, gives -25%)
Is this going to stack?
1-(1-50%)x(1-30%)x(1-5%)x(1-25%)=75% total reduction, not -110% of course :-)


Just had a couple ideas I wanted to keep track of...

Existing:
- Standing up
- Lying prone: a prone character can try to stand up as a single move action incurring an AOO
New:
- Crouching: a character crouching gets half the modifiers from being prone, and he can stand up as a swift action (if threatened, he must use a move action instead). A prone character can crouch as a move action with no AOO incurred. A standing character can crouch as a swift action (or he can use up an AoO to crouch). A crouching character can be tripped (Trip always knocks the foe prone). A short bow can be fired while crouching, but not a larger bow (longbow, greatbow, etc).

Existing:
- Grapple/Grappled
- Pin/Pinned
- Tie up
Change:
- Tie up: the character using this action must choose between binding the opponent's arms, legs, or any other set of limbs, even the mouth. He can bind the arms with one succesful check, and the legs afterwards, or vice-versa (or only one of the two, if he wants the opponent to be able to walk). Once a set of limbs is tied together, another Tie up action can be used to attach the bound limbs to the body (effectively removing the use of said bound limbs). A regular manacles set can be used instead of rope, but they only bind two limbs together. Using manacles to bind unusual limbs (tentacles, etc.) or more than two limbs requires them to have been made especially for those occurrences. Note that, unless he's completely helpless (trussed up), an aggressive character can still headbutt his opponent.
New:
- Gagged (mouth bound): can't speak clearly, so can't use his mouth/voice for anything (spells, bard's abilities, bite attack, etc). A breath weapon can be used to try to destroy the gag, but the character will receive some of the damage.
- Hands bound but not attached: -2 to Acrobatics, -4 to attack with unarmed strikes, natural attacks using these limbs, or whatever weapon is still in the character's hands
- Legs bound but not attached: can only jump to move, -10 to Acrobatics
- Trussed up (all limbs bound and attached to the body): helpless
- Arm/leg/neck lock: a grappling character can use this action to lock his opponent's arm/leg/neck painfully. It deals non-lethal damage equal to the character's unarmed damage, and the opponent can't move without risking a dislocation of the locked limb. In the case of an arm lock, any item held in the hand is dropped. A neck lock is performed at -2, and, if maintained for 3 rounds, the opponent falls unconscious for as long as the lock is maintained, plus one round afterwards. Apply regular suffocation rules.
- Tackle: this is a Bullrush/Trip/Grapple attempt at the same time. Can only be made with a unarmed strike as a standard action (or a charge). This generates an AoO if the tackler doesn't have the Improved Bull Rush, Improved Trip, and Improved Grapple feats. A Tackle can be performed from a crouching position at no penalty.

Existing:
- Unarmed Strike
Changes:
- Hitting hard stuff: each time a character tries to hit something hard with unarmed strikes, he suffers one point of non-lethal damage for each damage dice he'll roll. If the character's unarmed strike is empowered by Ki or a similar ability, he doesn't incur this damage. Knee caps, knuckles duster, steel-reinforced boots, or other metallic parts added to his attacks will bypass this damage as well.

EDIT: added "hitting hard stuff" and a few things on "crouching", plus some formatting


Hey,

Coming from Savage Species is a group of Templates, including "Feral Creature"
I know we can make house-rules about the whole book, but I wanted to bounce a particular question on these boards.

For a +1 LA, this template gives some fixed bonuses, as well as HD-dependent abilities (pounce, rake, fast healing, etc).
Several web pages seem to indicate that a character made with this template gains these abilities as he gains levels.
But the "HD" part could also be interpreted as "HD gained before starting play" as in "monstrous HD" for instance.
Thus, whatever class levels they may gain afterwards, a "feral" human wouldn't gain any of these abilities, while a "feral" centaur would gain those listed for being a 4 HD creature.

I might be persuaded either way. What do you think? Have you played it or seen it played?


Hi again,

Say, a class X can create things (infusions, mutagens, evocations, etc. - but not psionic manifestation) that duplicate arcane and/or divine spell effects.
Say, a character with levels in X is interested by a prestige class that includes "+1 spellcasting level" every couple levels.

Would the prestige class advance his spellcasting-like ability from X?


From the Complete Champion shores hail the Domain feats. These give you an ability (with a link to a Cleric Domain) lasting generally one minute, but can be done again by expending a number of "Turn Undead" attempts.

Say, a character with 1 level in Cleric gets 3+Cha attempts of "Channel Energy"; and, with 1 level in Wizard/Necromancer, he also gets 3+Int attempts to "Turn Undead".
Question: can those stack in order to fuel Domain feats?


<bump>

No thought? (no, I'm not referring to the Shiba Protector PrC)


Hey all,

Another question about stacking Unarmed Strikes:
Fist of the Forest is a PrC which level 1 gives 1d8 unarmed strike damage, with the following "if your unarmed strike already deals this damage, you gain the next damage listed in the monk's progression" or something like that.

What happens if I build a Monk 8/Fist of the Forest 1? Does he get 1d10 as per Monk 8, or 2d6 as the next damage listed?


I only recently acquired an old copy of Savage Species and found very interesting things in there.

Considering the vaunted compatibility between Pathfinder and D&D 3.5, I was wondering if the following was legit under Pathfinder RPG, and if people could chime in about having done it or seen it done:
1) Monsters as PCs:
- Are the stat adjustments really computed from the 11, 11, 11, 10, 10, 10 array?
2) Templates and PCs:
- I haven't seen a "monstrous HD" entry in the templates, are they only using Level Adjustment (LA) to compute the PC's ECL?
- 1-HD creatures (humans, elves, dwarves, etc.) can be played by removing the HD before adding class levels.
Is the template's LA to be added to the base creature's HD before or after doing this? What's the ECL of a human fighter 1 with a +2 LA template: 3 or 4?
- Some templates give bonuses dependent on HD, is this the PC's total HD (including class levels) or the possible monstrous HD he gets before class levels?
(I'm thinking about Feral Creature, here, which is a mere +1 LA and gives significant advantages depending on HD)
- How is computed the ECL from the Tauric and Lycanthrope templates?
3) Playing:
- Do you, dear readers, have experienced playing with a templated creature? A multi-templated one? Are there templates (or other options) that are to be really avoided?
- Have you played with wierd characters concepts by using this book?
Having watched Kung-Fu Panda with my son (again), I'm thinking of building a Feral Anthropomorphic Leopard with levels in Monk and Fist of the Forest. How would that go?


What do you think about the Dungeon Crasher alternate class feature: overpowered or not? Note: I know that allowing such-and-such 3.5 material in a Pathfinder game depends on the GM's approval, I'm just testing the paizonian waters, here.

The planned build contains Shield Mastery (and its prereq. Shield Slam) for happy bashing the enemies into walls/trees/whatever, triggering the Dungeon Crasher's extra damage and having them falling prone. Is this correct?

Is the bull rush attempt made with the die roll used for the attack itself, or another? Is the damage from the attack added to the CMB check?

Spring Attack is also envisioned to be able to move after the initial hit/bull rush, to position near the fallen foe. Then, as he stands up, bash him again. Does he fall prone again?

And full-attack afterwards. Is it even legit to rush him several times? Is it possible to rush someone prone?


1 person marked this as FAQ candidate.

I don't see the interest of enhancement bonuses to attack (which won't stack) for a shield wielded by a Shield Master. Do you?

Shield Master feat wrote:


You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus.

Does this feat allow a +5 shield to bypass material- and alignment-related DR as a magic weapon does?

Does this feat allow a character to completely ignore the TWF penalty of wielding a heavy shield (-4 since the heavy shield is considered a one-handed weapon)?

Magic Items, Shields wrote:


A shield could be built that also acted as a magic weapon, but the cost of the enhancement bonus on attack rolls would need to be added into the cost of the shield and its enhancement bonus to AC.

Does this potentially allow for a shield with shield properties totalling +10 and weapon properties totalling +10 too (for a hefty price, of course)?

Bashing shield special property wrote:


A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a weapon of two size categories larger (a Medium light shield thus deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. Only light and heavy shields can have this ability.

Since adding special properties (like Flaming, Wounding, Ghost Touch, etc.) to a weapon requires a +1 bonus, does the bolded part above allow for adding weapon special properties to the shield?

Does this potentially allow for +10 enchantments on top of this +1?
If I want to make it a +4 (weapon enhancement) shield, does it cost me +4 or +3?


Hello all

I know that Greenbouns Summoning as been decried as overpowered by many many people since its publication.
However, having just come across the complete definition of the Greenbound template, I have a comment:

It says "Challenge Rating: same as base creature +2"

I think it means that you can't summon Greenbound creatures with SNA I, since all creatures from that list have a CR around 1.
You could only use SNA III (or higher-level SNA spells) to summon Greenbound version of the SNA I list (and SNA IV for Greenbound versions of creatures of the SNA II list, etc. etc.)

With this in mind, do you still consider that feat overpowered?

Thanks.


Are the Dragon Disciple's ability boosts and natural armor increases kept when going into Wild Shape?

For instance, with 4 levels in DD, the character gets +4 Str and +2 AC.

I would think that they do but I may be partial, so I need your advice on whether this is valid.


House rules for skills

  • Acculturation (Cha): new multiple skill (one for each region in the campaign world), folds Knowledge (local, geography, history, and nobility), includes knowledge in local lore (holydays, ceremonies, etc.); you can spend skill points to improve this only by spending time in the region before gaining a level; with a given modifier in Acculturation, you gain half this modifier in checks about the corresponding Country (relative to royalty and the country’s general status); if you know several Regions of the same country, you gain +1 to checks about the country for each additional Region; this skill’s modifier also acts as the character’s reputation and number of reliable contacts in said region
  • Acrobatics (Dex): remove Jump, add Escape Artist and Entertain (tumbling)
  • Animal Handling: new skill, folds Handle Animal (Wis) and Ride (Dex) - but select one species each time
  • Appraise: removed, folded into Craft and Search
  • Athletics (Str): new skill, folds Climb, Swim, Fly, Jump (from Acrobatics), and add Digging
  • Bluff: removed, folded into Deception
  • Climb: removed, folded into Athletics
  • Concentration (Wis): “new” skill, replaces Spellcraft for all concentration-related checks
  • Craft (Int): now includes Appraise, Forgery, and Spellcraft (craft magic item) for the related items; add Beverage (alcohol, etc.), Baked goods (bread, cakes, etc.), Farm products (cereals, flour, fruits, preserves, vegetables, wool, cattle, etc.), Flowers, Furs, Instruments, Meal, Meat (gutted fish, processed meat, etc.), Metalworks (coins, cutlery, and other metal items not related to armor and weapons), Plans (maps, building plans, etc.), Roads, Tunnels, Wax (candles, etc.), Woodwork (furniture, brooms, carts, etc.), Writing (plays, novels, etc.)
  • Deception: new skill, folds Bluff (Cha), Disguise (Cha), and Sense Motive (Wis)
  • Diplomacy: removed, folded into Persuasion
  • Disable Device: no change
  • Disguise: removed, folded into Deception
  • Escape Artist: removed, folded into Acrobatics
  • Fly: removed, folded into Athletics
  • Handle Animal: removed, folded into Animal Handling
  • Heal: removed, folded into Knowledge (medecine)
  • Intimidate: removed, folded into Persuasion
  • Knowledge (Int): remove nature (folded into Survival); remove arcana, planes, and religion (folded into other Knowledge types); remove geography, history, local, nobility (folded into Acculturation); add Spells & Enchantments (folds arcana and Spellcraft for Identify spell cast, Learn or prepare new spell, Identify magic item properties, Use Magic Device), Wildlife & Monsters (identify), Mystical Lore (folds Knowledge about planes, deities, religions, symbolism, undead), Etiquette, Mathematics (counting, arithmetic, geometry); Military Tactics (drill, recognize enemy’s tactics); Astronomy; Economics & business; Fine Arts; Universal Games & Contests; Law; Medicine (folds Heal, anatomy, etc.)
  • Linguistics: remove Forgery (moved to Craft), add Decipher Scroll
  • Perception: active searching moved to Search
  • Perform: add tragedy as act type, poetry and rhetoric as oratory types
  • Persuasion: folds Diplomacy (Cha) and Intimidate (any stat: Str=bully, Dex=overawe, Con=impress, Int=verbalize, Wis=browbeat, Cha=guile), add Haggle (Cha or Wis)
  • Profession: this skill is removed, the character uses the Jobs and Careers rules instead (see below)
  • Ride: removed, folded into Animal Handling
  • Rope Use (Dex or Int): “new” skill; Make knots quickly and efficiently, Tie up
  • Search (Int or Dex): this is to reflect the active searching methods one can use to perceive things better; folds Determine most valuable item in a hoard (from Appraise)
  • Sense Motive: removed, folded into Deception
  • Sleight of Hand: no change
  • Spellcraft: removed, folded into Craft, Concentration, Linguistics, and Knowledge
  • Stealth: no change
  • Survival: add Knowledge (nature), Navigate, Rationing
  • Swim: removed, folded into Athletics
  • Use Magic Device: removed, folded into Knowledge (spells & enchantments)

Final, consolidated list

  • Acculturation (region)
  • Acrobatics: Balance, Tumble, Move through threatened areas, Escape bonds, Entertain
  • Animal Handling (species): Handle Animal, Ride
  • Athletics: Climb, Swim, Fly, Jump, Digging
  • Concentration
  • Craft (alchemy, armor, baked goods, baskets, beverage, books, bows, calligraphy, carpentry, cloth, clothing, farm products, flowers, furs, glass, instruments, jewelry, leather, locks, meal, meat products, metalworks, paintings, plans, pottery, roads, sculptures, ships, shoes, stonemasonry, traps, tunnels, wax products, weapons, woodwork, writing): Craft, Appraise, Forgery, and Spellcraft for magic items
  • Deception: Bluff, Disguise, Sense Motive
  • Disable Device: Disarm trap, Open lock
  • Knowledge (astronomy, dungeoneering, economics & business, engineering, etiquette, fine arts, law, mathematics, medicine, military tactics, mystical lore, spells & enchantments, universal games & contests, wildlife & monsters)
  • Linguistics: Learn new language, Decipher, Decipher Scroll
  • Perception: Detect things passively
  • Perform: act (comedy, drama, mime, tragedy), comedy, dance, oratory (epic, ode, storytelling, poetry, rhetoric), sing, musical instruments (keyboard, percussion, string, or wind)
  • Persuasion: Diplomacy, Intimidate, Haggle
  • Rope Use: Make knots, Tie up
  • Search: Find something actively, Determine most valuable item in a hoard (from Appraise)
  • Sleight of Hand: Hide item, Pickpocket, Entertain
  • Stealth: Hide, Sniping, Diversion
  • Survival: Survive, Orientation, Predict weather, Follow tracks, Knowledge (nature), Navigate, Rationing

Additional thoughts:
- The character takes ranks in a skill, but more than one stat can apply to some. The final skill check modifier is then different following the skill use checked against.
- Characters gain some (Int bonus) “background” skill points at level 1, to use only on skills that aren’t class skills for their first class.
- Synergies apply but differently than with 3.5: succeeding a skill check gives a one-time circumstancial +2 bonus to the relevant skill (list of synergies to be added later)

House rules for jobs and careers

  • Craft: the character can only do Craft skills for items he's able to create due to his current or past professions. Magic items: a spellcaster who can't craft an item can work alongside someone who can. Both will have to roll against the DC, but both gain +4 to the roll.
  • For most careers, the entry level is Apprentice, and is followed by these occupations: Journeyman, Master, and Guildmaster. For some professions, these levels hold specific titles.
    A journeyman earns the regular daily wage. An apprentice earns 25% of this wage. A master gains twice this wage, and a guildmaster earns five times the normal wage.
    While being employed, a journeyman gets +2 to the skill most related to his profession. Masters and guildmasters get +5 (the guildmaster is more geared in interguild politics than actually working).
    Masters are either self-appointed or elected by guildmasters (in the first case, they might have trouble with the local guild, if it exists). Guildmasters are always elected by other guildmasters.
  • Each time a character gains a new level, he can advance in a career (he needs to spend skill points towards the career-related skills in order to do so) or select a new profession.
    To allow NPCs to “level” in their profession but also to give incentive for PCs to invest in a profession, crafting an item gives some experience, equal to the item’s DC multiplied by the check’s overhead (the number by which the check exceeds the DC) and divided by the character’s level (enough to get to level 3 after some time, which allows a single-career NPC to reach the Master rank)
  • I initially wanted to create a list of professions, with prerequisites and more than one skill gaining bonuses, and a different daily wage for each. It creates more complexity than really needed, though, so I'm going with a simpler version: pick a skill, and pick a profession in the corresponding list (since this is only for fluff, you can add/remove/change these lists as you see fit)
    - Acculturation: Diplomat, Grave-digger
    - Acrobatics: Acrobat, Chimney sweep
    - Animal Handling: Horseman, Zookeeper, Driver, Stable master, Rat-catcher, Falconer
    - Athletics: Champion
    - Concentration: Ermit
    - Craft (any): Merchant, Artisan, Forger
    - Craft (alchemy): Alchemist
    - Craft (armor): Armorer
    - Craft (baked goods): Baker
    - Craft (baskets): Basketweaver
    - Craft (beverage): Brewer
    - Craft (books): Bookbinder
    - Craft (bows): Bowyer, Fletcher
    - Craft (calligraphy): Scribe, Copist
    - Craft (carpentry): Carpenter, Cartwright
    - Craft (cloth): Weaver, Spinster, Dyer
    - Craft (clothing): Tailor, Hatter
    - Craft (farm products): Farmer, Shepherd, Miller
    - Craft (flowers): Gardener
    - Craft (furs): Furrier, Tanner, Trapper
    - Craft (glass): Glassblower
    - Craft (instruments): Instrument maker
    - Craft (jewelry): Jeweller
    - Craft (leather): Leatherworker
    - Craft (locks): Locksmith
    - Craft (meal): Cook
    - Craft (meat products): Butcher, Fisherman
    - Craft (metalworks): Blacksmith, Tinsmith, Moneyer, Counterfeiter
    - Craft (paintings): Painter
    - Craft (plans): Cartographer, Architect
    - Craft (pottery): Potter
    - Craft (roads): Cobbler
    - Craft (sculptures): Sculptor
    - Craft (ships): Shipwright
    - Craft (shoes): Shoemaker
    - Craft (stonemasonry): Mason, Bricklayer, Stone cutter
    - Craft (traps): Trapmaker
    - Craft (tunnels): Miner, Sapper
    - Craft (wax products): Candle maker
    - Craft (weapons): Weaponsmith
    - Craft (woodwork): Woodworker, Barrelwright
    - Craft (writing): Writer, Playwright, Clerk
    - Deception: Spy, Moneylender
    - Disable Device: Burglar
    - Knowledge (any): Librarian, Student, Educator
    - Knowledge (astronomy): Astronomer
    - Knowledge (dungeoneering): Miner
    - Knowledge (economics & business): Entrepreneur, Shopkeeper, Innkeeper
    - Knowledge (engineering): Engineer
    - Knowledge (etiquette): Courtesan, Herald, Butler, Porter
    - Knowledge (fine arts): Critic
    - Knowledge (law): Lawyer, Barrister, Judge
    - Knowledge (mathematics): Mathematician, Accountant
    - Knowledge (medicine): Doctor, Physician, Midwife, Barber, Apothecarist
    - Knowledge (military tactics): Soldier, Officer, Serjeant, General, Mercenary
    - Knowledge (mystical lore): Priest, Seer
    - Knowledge (spells & enchantments): Enchanter
    - Knowledge (universal games & contests): Gambler
    - Knowledge (wildlife & monsters): Taxidermist
    - Linguistics: Interpret
    - Perception: Guard, Watchman
    - Perform (act): Actor, Comedian, Mime, Tragedian
    - Perform (comedy): Joker, Buffoon, Jester
    - Perform (dance): Dancer
    - Perform (oratory): Storyteller, Poet
    - Perform (sing): Singer, Minstrel
    - Perform (musical instrument): Musician, Composer
    - Persuasion: Torturer, Politician, Philosopher, Beggar
    - Rope Use: Sailor
    - Search: Inspector, Tax collector
    - Sleight of Hand: Prestidigitator
    - Stealth: Assassin
    - Survival: Explorer, Navigator, Hunter, Tracker, Herbalist, Woodcutter, Forester

Rules for Skill Tricks
(Cf. Complete Scoundrel) Skill tricks are special maneuvers, so you can't just use them as often as you want. Unless otherwise noted, a skill trick can be performed only once per encounter (or once per minute, for scenes that don't involve combat or other conflict). This restriction sets skill tricks apart from feats and class features, which are often repeatable.

  • New Skill Trick: Repeat Trick (Mental), needs 8 ranks in Concentration, allows the character to repeat one trick

It might be obvious (or not) that some ideas have already been expressed elsewhere. This thread is about my views on the topic. Feel free to comment, and thank you.


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I know I'm posting several ideas one after the other, but I just can't stop myself (grins). Here is another go at a fighter/monk mix. As usual, feel free to comment and criticize. If you want to, that is...

Class: the Martial Artist

HD: d10
BAB progression: Full
Saves: good (all)
Skills: 4 points per level
Alignment: any
Armor proficiency: none, no shield
Weapon proficiency: none
Abilities: Fighting Prowess, Martial Arts

Fighting Prowess
The Martial Artist gains the following abilities from the Fighter: Weapon Training (unarmed), Feats (can select from Fighter feats or Monk feats of the same level), Bravery. He gains the following abilities from the Monk: Improved Unarmed Strike, Flurry of Blows, Fast Movement, AC bonuses. He also gains the Weapon Finesse at first level.

Martial Arts
The Martial Artist selects a discipline at first level. Each time he gains a level, he can opt to learn a new discipline or to gain a dan in one of the disciplines he already knows (he starts at first dan and can’t go further than ten in any one discipline, upon which he gains the title of Master and can train students).

List of disciplines:

  • Judo
    - first dan: Improved Trip
    - second dan: Improved Grapple
    - third dan: another +1 on Trip maneuvers
    - fourth dan: another +1 on Grapple maneuvers
    - fifth dan: can try to trip creatures one size category larger than what he could normally do
    - sixth dan: Greater Trip
    - seventh dan: Greater Grapple
    - eighth dan: can use one action to trip and grapple at the same time
    - ninth dan: +1 to Constitution
    - tenth dan: +1 to Constitution, +1 to Wisdom

  • Karate
    - first dan: unarmed damage goes up by one size category (1d3 becomes 1d4)
    - second dan: unarmed damage goes up by one size category (1d4 becomes 1d6)
    - third dan: +1 to unarmed damage
    - fourth dan: unarmed damage goes up by one size category (1d6 becomes 1d8)
    - fifth dan: unarmed damage goes up by one size category (1d6 becomes 1d8)
    - sixth dan: +1 to unarmed damage
    - seventh dan: unarmed damage goes up by one size category (1d8 becomes 2d6)
    - eighth dan: unarmed damage goes up by one size category (2d6 becomes 3d6)
    - ninth dan: +1 to Strength
    - tenth dan: +1 to Strength, +1 to Wisdom

  • Taichi
    - first dan: +1 dodge bonus to AC & CMD
    - second dan: Evasion
    - third dan: Uncanny Dodge
    - fourth dan: +1 dodge bonus to AC & CMD
    - fifth dan: Improved Evasion
    - sixth dan: Improved Uncanny Dodge
    - seventh dan: +1 dodge bonus to AC & CMD
    - eighth dan: Stunning Fist
    - ninth dan: +1 to Dexterity
    - tenth dan: +1 to Dexterity, +1 to Intelligence

  • Kendo
    - first dan: Martial Weapon Proficiency (bastard sword)
    - second dan: Armor Proficiency (light)
    - third dan: Exotic Weapon Proficiency (bastard sword)
    - fourth dan: gains Dazzling Display
    - fifth dan: Armor Proficiency (medium)
    - sixth dan: can use Dazzling Display as a standard action
    - seventh dan: Armor Proficiency (heavy)
    - eighth dan: can use Dazzling Display as a move action
    - ninth dan: +1 to Intelligence
    - tenth dan: +1 to Intelligence, +1 to Wisdom

  • Kung Fu
    - first dan: Improved Initiative
    - second dan: can jump while charging
    - third dan: +2 to Acrobatics
    - fourth dan: Improved Bull Rush
    - fifth dan: Pounce
    - sixth dan: Greater Bull Rush
    - seventh dan: Improved Overrun
    - eighth dan: Greater Overrun
    - ninth dan: +1 to Wisdom
    - tenth dan: +1 to Wisdom, +1 to Constitution

Normally, a Master Martial Artist trains a number of students limited by his Charisma bonus (minimum one). At level 10, the Martial Artist can open a Dojo to train ten times more students. If he does so, he gains the Leadership feat. Training students over a level means that they gain first dan in the discipline he trained them into.


Class: the Inspiring Warlord
Another idea, the Warlord, which mixes abilities from the fighter with some from the paladin and from the bard (no spells, though). Gains increases in Charisma.

HD: d10
BAB: full
Saves: good Fortitude and Will
Skills: 6 points per level
Alignment: any
Armor proficiency: all armors, all shields except Tower shields
Weapon proficiency: all martial
Abilities: Fighting Prowess, Inspire the Army

Version history:

Version 0.00, posted on 23 March 2010
First draft

Fighting Prowess
The Warlords keeps the following advantages from the Fighter: bonus feats, bravery, and armor training. At seventh level, he also gets the Leadersip feat. At eleventh level, he can summon a mount as if he had the Druid’s Nature Bond (Animal Companion) ability since 4th level (meaning that he uses his Warlord level -3 to determine the mount’s abilities). It must be a standard mount for the character’s civilization (mostly horses, but Halflings can ride dogs, and tribes from desert lands could ride lions – check with your DM if you don’t want a horse).

Inspire the Army
At level 1, the Warlord can spend a full-round action to harangue his allies, bolstering their own fighting prowess. He can use this ability once per day for each Inspiring Warlord level he got. He can target one ally plus one for every three levels (but no more than his Charisma bonus), and one of the targets can be himself. Targeted allies must be conscious and able to see or hear him. All bonuses are morale-typed, and last one round at first level plus one for every three levels. Bonuses to rolls are +1 at first level, +2 at fifth level, increasing by one every five levels afterwards. Each time he uses this ability, the Warlord chooses an effect among the following:
- “Easy targets!” gives the allies a bonus to their attack rolls and CMB.
- “Crush them!” gives the allies a bonus on their damage rolls.
- “Evade them!” gives the allies a bonus on their AC and CMD.
- “We can do it!” gives the allies a bonus on their skill checks and physical ability checks.
- “We will prevail!” gives the allies a bonus on their saves.
- “Up! Get up!” allows prone allies to stand as an immediate action with no attack of opportunity.

At fifth level, this ability can be activated as a standard action, and the Warlord can also choose an effect among the following:
- “We’ll rest later!” removes the fatigued condition.
- “Swallow and keep going!” removes the sickened condition.
- “Heads up, people!” removes the shaken condition.
- “Shake it off!” removes the dazed condition.
- “We are stronger than them!” heals 1d6 non-lethal damage and 1d4 lethal damage.

At tenth level, this ability can be activated as a move action, and he can choose another effect:
- “We must go on!” removes the exhausted condition.
- “You aren’t ill, you hear me?” removes the nauseated condition.
- “Come on, I know you can!” removes the frightened condition.
- “This is war, people!” removes the staggered condition.
- “We will see another day!” heals 2d6 non-lethal damage and 2d4 lethal damage.

At fifteenth level, this ability can be activated as a swift action (but he can still use it as a move action, meaning that he can do it three times per round, barring any other action), and he can choose another effect:
- “Get up and fight!” removes the stunned condition.
- “Vomit if you have to, but keep going!” temporarily removes the diseased condition, and gives another save (if applicable).
- “This isn’t affecting you!” temporarily removes the poisoned condition, and gives another save (if applicable).
- “This is in your head only!” temporarily removes the cursed condition, and gives another save (if applicable).
- “The day is not over!” heals 3d6 non-lethal damage and 3d4 lethal damage.

At twentieth level, he can activate this ability as an immediate action once per round (meaning that he can do it four times per round), and he can choose yet another effect:
- “Shake it off!” temporarily gives allies Freedom of Movement, removing any paralyzed/grappled/pinned condition, and gives another save against those conditions (if applicable).
- “Hear my voice, hear me!” temporarily removes the blinded condition.
- “Look at me in the eyes!” temporarily removes the deafened condition.
- “We are made of stronger stuff than that!” heals 1d4 points of ability damage, and temporarily heals 1d4 point of ability drain.
- “We are heroes, let’s prove it!” removes 1 temporary negative level, and temporarily removes 1 permanent negative level.

Lastly, the Inspiring Warlord’s Charisma score is increased by +1 every four levels.


No reply since monday... a bump in the road?


OK, this one was a joke after the Circle of Life post about the ability of becoming a Lich. Still... no comment?


Not interested? No idea? No nothing?


Following this, here is my take on the strange guy living in the wilderness.

New class: the Savage Beast

Version history:

Version 0.00, March 2010
I’ll stop after this one. Really. I think.

Version 0.01
The Savage Beast doesn't need to start Wild Shaping at level 1, so I'll return it to level 4. He'll also gain Fast Healing and Venom Immunity at some later level.

HD: d12
BAB: 3/4
Saves: good Fortitude and Reflex, bad Will
Skills: 4 points per level
Alignment: Neutral
Armor proficiency: no armors, no shield
Weapon proficiency: none
Abilities: Wild Shape, Rage, Unarmed Natural Fighting, Harness the Power of Nature

Wild Shape
Same as a Druid’s, with these changes: the number of changes per day is one per level, and each change's duration is 10 minutes per level; if a shape's duration comes to an end, and the Savage Beast wants to keep it seamlessly, he can start to use another change per day as a free action to stay in the form. At level 20, he can change shape at will and gains the Shape-changer subtype.

Rage
...with Rage Powers, Fast Movement, and Tireless Rage: same as a regular Barbarian’s

Unarmed Natural Fighting
the Savage Beast’s attacks are both unarmed strikes and natural attacks, whether he’s in his own shape or not. He uses the monk’s damage progression if its damage is greater (after the size change) than what his current form provides. He also gets Flurry of Blows, and the AC and Speed increases like a monk, but no Stunning Fist.

Harness the Power of Nature
The character isn't at ease in civilized settings (they can’t use Diplomacy and Bluff), and prefers to live in open areas, whether they are forests, plains, mountains, etc.

A Savage Beast prefers wearing just enough functional clothing to survive, rather than elaborate tissues changed everyday (it doesn’t meant that it isn’t clean, just not seen as clean by civilized people). He can have possessions and equipment as well, but they will rarely be of the best appearance. He rarely speaks a humanoid language either (and, when he does, it shows) but can communicate emphatically with natural animals.

The natural environment gives the Savage Beast confidence and strength, which he loses when surrounded by civilization.
Starting at first level, by resting at least 4 hours outside and spending one hour prowling a large enough natural area, he gains a progressive Morale modifier (+1 the first day, +2 the second, etc), which applies to his attack and damage rolls, as well as his AC. When positive, this bonus to attack is considered magical and can help bypass material-related DR like magic weapons usually do. If the Savage Beast doesn’t spend time outside for his daily ritual (for any reason: imprisoned, unconscious, adventuring in civilized parts, etc), the modifier is progressively lowered (and can become negative) until it hits its level-dependent minimum.
Levels : Max > Min
1 - 4 : +1 > -4
5 - 8 : +2 > -3
9 -12: +3 > -2
13-16: +4 > -1
17-20: +5 > 0

Example: a level 12 starting with a modifier at 0 and spending a week outside then a week inside will have the following values for his modifier: 0, +1, +2, +3, +3, +3, +3, +2, +1, 0, -1, -2, -2, -2.

Additionally, while the bonus is +3 or more, the Savage Beast gains Venom Immunity. While the bonus is +4 or more, he gains Fast Healing 1. While the bonus is +5; he gains Fast Healing 2.

  • Thoughts, ideas, criticism?


Following this, here is my take on the Temple Guardian.

New class: the Temple Guardian

Version history:

Version 0.00, March 2010
On a roll, I wanted to see what I could produce for an oriental paladin. Or something like that.

Version 0.01
The Temple Guardian has a relatively stationary job and doesn't need the Speed increase either.

HD: d10
BAB: full
Saves: good (all)
Skills: 2 points per level
Alignment: Lawful
Armor proficiency: no armors, no shield
Weapon proficiency: none
Abilities: Spellcasting, Defending, Attacking

Spellcasting
The Temple Guardian isn’t a full caster. He uses the same spell list and progression as a Paladin. His casting stat is Wisdom. The can also use the Lay of Hands ability, like a Paladin.

Defending
The Temple Guardian isn’t a full caster, but his presence protecting the earthly belongings of their deity gives them some divine power to back their work. Added to a healthy discipline, that gives characters with a tough skin. Like a monk, a Temple Guardian gets his Wisdom modifier added to his AC and +1 to his AC for every 5 levels, but he also gets a +1 bonus to his natural armor for every 5 levels. At level 5, this hardened skin can take the appearance of stone, and the character can stay immobile (Constitution checks), giving the illusion of a statue (Will saves). At level 10, this hardened skin provides a DR 1/- and take the appearance of marble. This damage reduction increases to 2/- at level 15, and 5/- at level 20.
The magical energies of the temple flow around the Temple Guardians, even when they are on missions abroad. This gives them Evasion at level 5 and Improved Evasion at level 10.

Attacking
The Temple Guardian gets the Monk’s unarmed attack damage progression, the free Improved Unarmed Attack feat, the bonus feats, Ki Strike, and the Stunning Fist ability (he doesn’t get Flurry of Blows and Maneuver Training).
Once per day per class level, he can encase his limbs in holy flames for one round. He then deals 1d6 additional holy damage, and 1d6 fire damage.

  • Thoughts, ideas, criticism?


Following this, here is my take on the oriental magician.

New class: the Apprentice of Dhalsim

Version history:

Version 0.00, March 2010
Another one already done several times.

Version 0.01
The oriental wizard is a wise man and doesn't need the monk-like Speed increase. Changed names several times.

HD: d6
BAB: 3/4
Saves: good Reflex and Will, bad Fortitude
Skills: 4 points per level
Alignment: any
Armor proficiency: no armors, no shield
Weapon proficiency: staff, sling, monk weapons
Abilities: Spellcasting, Unarmed Fighting, Flexible Body

Spellcasting
The oriental magician casts arcane spells through strange gestures (called "seals") but without uttering a word. Any casting time is increased one step (standard becomes full-round, etc). Any Arcane Spell Failure due to armor is doubled. His spell list and spell progression are the same as a sorcerer’s, but his spellcasting stat (and the relevant bonus spells) is his Wisdom.

Unarmed Fighting
Thanks to a strict physical regimen, the oriental magician isn’t without resource in a brawl. He starts his career with a free Improved Unarmed Strike, and the monk’s Stunning Fist ability as if he were a monk. He also gets the monk’s AC, but not the unarmed damage progression or increased speed.

Flexible Body
The oriental magician’s body becomes more and more flexible as he advances on his path:
- at level 2, he doesn’t suffer adverse effect from Squeezing through an area made for creatures one size smaller than he is. He gains a bonus to his Acrobatics and Climb checks equal to his class level.
- at level 4, once per day per class level, he can suddenly stretch his limbs. This extends his reach by 5 feet for one round and can be used to deliver touch attacks as well as unarmed strikes. Or reach a higher grip while climbing, too.
- at level 6, through sheer concentration over one full-round, he becomes able to increase or decrease his size by one category – although his weight doesn’t change. The usual modifiers apply afterwards. This kind of change is painful and inflicts 1d4 non-lethal damage each round it’s kept. If the oriental magician falls unconscious, his body returns to its normal condition.
- at level 8, his flexible body can stretch to close its own wounds. He gains Fast Healing 1, which is always active. This raises to 2 at level 12, 3 at level 16, and 4 at level 20.
- at level 10, he can alter his body mass from one-fourth to four times his current weight for one hour per level. He also gains the Grab special ability and a permanent +2 increase in Constitution.
- at level 12, he can increase or decrease his body’s size by two categories. The lesser ability isn’t painful anymore, but this one is (1d6 non-lethal damage per round).
- at level 14, once per day per class level, he can increase the density of cells near his skin for one round, giving him DR 1/magic. This raises to DR 2/magic at level 17, and DR 3/magic at level 20.
- at level 16, he can use his flailing limbs to attack all creatures adjacent to him (as though he had Whirlwind Attack).
- at level 18, his Constitution gets another +2 increase, and he gains Regeneration (cold).
- at level 20, his whole body can lose its cohesiveness for a number of rounds per day equal to his level (not necessarily consecutive), morphing into an Ooze. He also gains the Shapechanger subtype.

  • Thoughts, ideas, criticism?


Following this, here is my take on an oriental mix of abilities.

New class: the Zodiac Samurai

Version history:

Version 0.00, March 2010
Overly cliché, I know. And it can be played as a Cavalier, a Fighter, even a Ranger. However, I wanted to give him an oriental feel, and took ideas from several sources. Here is the result.

Version 0.01 (in progress)
Note: The Samurai's Zodiacal Alignment ability (previously Art of War) gives feats without need for their prerequisites. It's reasonable for most of them because of the level at which he gets them. I might change the list a bit, though, like putting other tree feats (Weapon Specialization and Point-Blank Shot come to mind, as well as several other Critical feats).

HD: d10
BAB: good
Saves: good Fortitude and Will, bad Reflex
Skills: 2 points per level
Alignment: Lawful Neutral
Armor proficiency: all armors, no shield
Weapon proficiency: special
Abilities: Weapon of Choice, Zodiacal Alignment, Code of Honour

Weapon of Choice
To enter this class, a character has spent long hours training with a master (a higher-level Samurai). This training has been extremely focused on one weapon of your choice, making the character proficient with the weapon (even if it is Exotic) but not the other weapons: if he had a blanket Martial Weapon Proficiency from another class, he loses it. However, he has learnt that a secondary weapon can be useful, as well as a distance weapon. He thus chooses two such weapons (not Exotic unless he has the feat) that he can also use.
When the training ends, the character is given a masterwork version of his weapon of choice, with which he is taught to bond. A Samurai cherishes his bonded weapon sometimes more than his own life: if he loses it, he also loses all benefits from the Zodiacal Alignment ability until he finds his weapon again. If there is proof or sufficient information to deem the weapon irremediably lost, the Samurai can craft himself a new one from scratch. Through his training, he gains +5 in any craft skill check related to making his own weapon of choice.
However, it is especially difficult to divest a Samurai from his weapon:
- at first level, the Samurai gets a bonus to his CMD to resist being Disarmed or his weapon of choice being Sundered, this bonus being equal to his class level.
- at 5th level, a Samurai always knows where his weapon of choice is in relation to his own position.
- at 10th level, a Samurai can Call his weapon of choice from wherever it is, provided he can see it. If it’s held by another creature, it must make a Strength check to keep it, the DC being equal to the Samurai’s class level. The weapon flies in a straight line to the Samurai’s hand, tip first: any creature in between is subject to an Overrun maneuver by the weapon as though the Samurai was doing it.
- at 15th level, a Samurai can Summon his weapon from wherever it is. It simply disappears from its place and reappears in his hand. This is a Supernatural ability.
- at 20th level, a Samurai can instantly re-create his weapon of choice if it has been destroyed. This works like the 15th level ability: whatever remains from the weapon disappears and it comes back brand new in the Samurai’s hand.

Zodiacal Alignment
The Samurai’s training with his Weapon of Choice has been both physical and spiritual. As a result, he can add his Wisdom modifier to all his attack rolls.
The Samurai continues to train as he advances in life. At second level, and every four levels afterwards, the Samurai can learn or re-learn new ways of using his weaponry. These ways require intense devotion, and a Samurai can only keep two of these styles in memory at any given level, and only use one per round. Starting at level 10, he can memorize three styles. At level 15, he can mix the benefits of two styles per round. At level 20, he can use any style he has learnt in his life.
There are one skill and five feats listed for each way of fighting. As long as the Samurai fights with the given way, the skill gets the benefit of the Skill Focus feat, and the listed feats’ benefits (but not the feats themselves) are acquired by the Samurai if he’s at least level 5, 10, 15, and 20 (for instance, a 6th-level Samurai fighting the Cat’s way is considered to have taken Skill Focus(Stealth) and Fleet).
- the way of the Tiger: Perception; gives Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting.
- the way of the Cat: Stealth; gives Fleet, Mobility, Wind Stance, and Blinding Critical.
- the way of the Dragon: Intimidate; gives Dazzling Display, Cleave, Great Cleave, and Shatter Defenses.
- the way of the Snake: Heal; gives Lunge, Vital Strike, Improved Vital Strike, and Greater Vital Strike.
- the way of the Horse: Ride; gives Mounted Combat, Ride-by Attack, Trample, and Spirited Charge.
- the way of the Ram: Climb; gives Run, Improved Overrun, Greater Overrun, Toughness.
- the way of the Monkey: Acrobatics; gives Quick Draw, Step Up, Acrobatic Steps, and Spring Attack.
- the way of the Chicken: Sense Motive; gives Blind Fight, Combat Expertise, Nimble Moves, Whirlwind Attack.
- the way of the Hound: Survival; gives Stand Still, Improved Sunder, Greater Sunder, Disruptive.
- the way of the Boar: Handle Animal; gives Endurance, Diehard, Weapon Specialization, and Strike Back.
- the way of the Rat: Bluff; gives Snatch Arrows, Deadly Aim, Shot on the Run, Mounted Archery.
- the way of the Buffalo: Swim; gives Improved Initiative, Improved Bull’s Rush, Greater Bull’s Rush, Improved Critical.

Code of Honor
This one is tricky. The Samurai is in some nobleman’s service. If he’s not, he loses access to his Zodiacal Alignment ability until he pledges himself to one. If the Samurai causes his lord’s death unknowingly, he has to Atone before he can gain a new level. If he causes his lord’s demise knowingly, he can’t progress in this class anymore. A Samurai’s employer can free him when he wants.
A Samurai doesn’t work except by doing what his lord asks. His lord provides for his food and lodging, in exchange for immediate and complete servitude. If the Samurai is required to go on a mission, he is given funds and a horse. If the Samurai is required to defend his lord’s castle, he is given armor. These exchanges should be discussed out of the game, between the Samurai’s player and the GM.
When going to battle, the Samurai’s armor can be fitted with a flagpole displaying his lord’s crest. As long as he has this flag on him, the Samurai gains a Morale bonus to attack and damage. This bonus is +1 at level 1, +2 at level 4, and raises by one every four levels afterwards. This flag can be repaired when damaged, but not made from scratch or it won’t work. The Samurai can go on a quest with no more genuine copies of his lord’s flag than he has levels.


First updates and other ideas:

  • The Samurai's Art of War ability gives feats without need for their prerequisites. It's reasonable for most of them because of the level at which he gets them. I might change the list a bit, though, like putting other tree feats (Weapon Specialization and Point-Blank Shot come to mind, as well as several other Critical feats).

  • The Animist is a wise man and doesn't need the monk-like Speed increase.

  • The Temple Guardian has a relatively stationary job and doesn't need the Speed increase either.

  • The Savage doesn't need to start Wild Shaping at level 1. I'll return it to level 4. He'll also gain Fast Healing 1 at something like level 7, Venom Immunity at level 14, and Regeneration 1 at level 20..

  • I have an idea for another class, geared towards the natural cycle of life (birth, death, rebirth, etc). Kind of a druid/cleric/necromancer but with neutral alignment, and abilities like Channel Energy (Positive and Negative), Timeless Body, and the possibility of becoming a Neutral-aligned Lich at level 20.

  • Another idea, the Slob; gains DR but no skill point and no weapon proficiency at all; capstone ability: can become a Leech at level 20. However, I'm too lazy to write it down ;-)

  • Another idea, the Warlord, which mixes abilities from the fighter with some from the paladin and from the bard (no spells, though). Gains increases in Charisma. Bonus feat at 5th level: Leadership.

  • Yet another idea is a cleric/bard mix, focusing heavily on karma and luck. Alignment changes and Atonement will be some of his abilities.

Sure, these classes might look like multiclassing made differently. Since I feel the same for the classes proposed by Paizo in the Advanced Player's Guide, I see no problem in proposing them.


When the Summoner class came out of the APG playtests, I took it as a super-specialist Conjurer wizard. I know it's not that, but the after-taste has a tendency to stay. I then wondered why there weren't classes like that (variants) for all the base classes - the Oracle feels like a variant of Cleric/Diviner; the Cavalier a variant of the Paladin; the Alchemist with his bombs a variant of the Evoker; etc. When I wrote my proposal for a shapeshifting character, I thought it was interesting as a variant for a Transmuter Wizard with Sorcerer bits. I haven't found anything about a Abjurer variant, though, so here is my take on it.

WARDER, a new base class

HD: d6
BAB: as Wizard
Saves: good Will, bad Fortitude and Reflex
Skills: 2 points per level
Abilities: spellcasting, warding

Spellcasting: a warder is an arcane spellcaster, who prepares and casts spells like a wizard (base stat; Int; has bonus spell slots from a high Int; can cast cantrips) with a reduced spell progression:
- level 1: 2 cantrips, 1 spell level 1
- level 2: 3, 2
- level 3: 3, 2, 1
- level 4: 3, 3, 2
- level 5: 3, 3, 2, 1
- level 6: 3, 3, 3, 2
- level 7: 3, 3, 3, 2, 1
- level 8: 3, 3, 3, 3, 2
- level 9: 3, 3, 3, 3, 2, 1
- etc.
The Warder spell list is made of wizard spells, with the Divine spells containing the words Protection or Warding.

Warding: a Warder can prepare special versions of his spells, known as Wards. Such a spell (which can be a cantrip) is considered one level higher, as if cast through a metamagic feat. A Warder can also use metemagic feats to improve his wards.

  • Target: the stored spell targets the first creature (friend or foe) to enter the ward. At 5th level, a Warder can form his ward to recognize his allies from his enemies. To allow the ward to target more creatures than what it could initially do, the Warder has to expend two uses of the same spell.
  • Duration: such a ward’s duration is ten minutes per level at levels 1 through 5, one hour per level at levels 6 through 10, one day per level at levels 11 through 15, one month per level at levels 16 through 19, and one year per level at level 20. If the original spell’s duration is greater than this, use it instead. At the half of this duration, the ward’s effect is halved. After 75% of the ward’s duration, it loses 75% of its effectiveness. A ward can be recharged to its full effectiveness by expending a spell of the same level than the one used for its creation. A ward can be made permanent (through Permanency) or use stored spell energies to fuel itself (new magic item: Ward Stones, stores spell energies).
  • Area of effect: a ward’s shape is a 10-ft high cylinder with a radius of 5 ft per caster level, centered on an object or a willing creature. Beginning at 5th level, a Warder can change the shape of a ward that’s being created, as long as the volume stays the same. Beginning at 10th level, he can reshape any of his own wards.
  • Detection: beginning at 3rd level, a Warder can detect a ward by concentrating, he then gets +5 on his Perception roll to detect the ward’s magical energy. At 8th level, he’s able to detect wards passively. At 16th level, he can actually see the magical energies around him. Treat each ward as a light source, with an intensity varying, depending on the ward’s spell level. Other characters can detect wards: using Detect Magic in, on, or near a ward, can detect an Abjuration aura. Using Analyze Dweomer gives the ward’s nature. A ward can also be detected by Rogues as magical traps (DC 20 + spell level), but not disabled without using Dispel Magic or other similar means. A ward can be made less detectable
  • Interaction: beginning at 4th level, a Warder can try to trip a Ward from 5 feet away per level, by launching a magical probe towards the ward. The tripped ward considers that it has been breached, and acts accordingly, targeting the probe. Of course, if the ward stored a spell with a larger area of effect, the tripping Warder will have a problem. At 8th level, a Warder can try to overcharge a Ward, infusing it with his magical energy. An overcharged ward becomes luminous (everyone can see its boundaries) for a round, before its defensive measures apply harmlessly near the Warder (the ward’s magical energy has been expended trying to fight the overcharge). At 12th level, a Warder can reshape a ward cast by someone else, so that a hole large enough for the caster appears.

So, what do you think? As usual, if there is enough agreement after the refinement process, the class will join my booklet of house-rules.


Not interesting? Better played as a Ranger? No idea?