Samurai: This is a class was made with the idea of creating a kind of style similar to whats in the ToB. I've poured over a number of OA books and churned out the styles. I've modeled the styles like I did the Noble Paths that I made for the overhauled Noble Class. Both are inspired by The Star Wars Saga Edition set up. HD: 1d10 Skills: Crab: Climb, Craft, Intimidate, Knowledge: History, Knowledge: Local, Perception, Profession, Sense Motive, Swim Crane: Acrobatics, Craft, Escape Artist, Knowledge: Geography, Perception, Perform, Profession, Sense Motive, Swim Dragon: Climb, Escape Artist, Knowledge Arcana, Knowledge History, Knowledge Planes, Perception, Perform, Spellcraft, Use Magic Device Phoenix: Appraise, Diplomacy, Heal, Knowledge Arcana, Knowledge Religion, Perception, Perform, Profession, Use Magic Device Lion: Climb, Craft, Intimidate, Knowledge Nobility, Perception, Profession, Sense Motive, Survival, Swim Scorpion: Acrobatics, Bluff, Disguise, Escape Artist, Intimidate, Perception, Sense Motive, Sleight of Hand, Stealth Unicorn: Acrobatics, Appraise, Diplomacy, Handle Animal, Knowledge Nature, Perception, Profession, Ride, Survival Raiden: Acrobatics, Climb, Craft, Diplomacy, Knowledge Geography, Perception, Profession, Sense Motive, Stealth Iaijitsu: Acrobatics, Craft, Diplomacy, Escape Artist, Intimidate, Knowledge History, Knowledge Nobility, Perception, Sense Motive Shadow: Acrobatics, Bluff, Disguise, Escape Artist, Intimidate, Knowledge Planes, Perception, Sense Motive, Stealth Skill Points: 2+Int Weapon Proficiency: Simple and Martial Armor Proficiency: Light, Medium, and Shields Base Attack Progression: Good (As Fighter) Good Saves: Fort/Will (as Fighter) Level - Saves - Abilities
Ancestral Weaponry: All Samurai begin play with two masterwork Ancestral Weapons (selected at character creation). As the samurai gains levels they may awaken the abilities of (upgrade) the weapon, adding enchantment bonuses and special abilities depending on the level.
Weapon Bonus Total SacrificeRequired Minimum character level
Ki Pool: A Samurai retains a pool of ki. They retain a number of ki points a day equal to 1/2 their level plus their Wisdom modifiers. Before making any attack roll, skill check, or saving throw, you may spend a ki point, as a free action 1/round, to gain a +2 on your roll. you may also spend a point to gain a +2 ki bonus to your armor. You may not spend more than 1 point this way per round (Though other abilities may allow you to do so, ki bonuses always stack with other ki bonuses).
Way of the Warrior: There are various Warrior paths a samurai may take. At the start of each warrior path is a Way of the Sword. At 1st level a Samurai selects a path. They receive the Way of the Sword for that path at first level. At second level and every 2 levels thereafter you may select an ability from that path or take a bonus feat. The available bonus feats available depends on the path. A Samurai must meet the prerequisits for any bonus feat taken. You may go into more than one path but you must always take the Way of the Sword of every path you take before you can gain abilities from that path. Crab-Emphasize heavy armor, great fortitude, and toughness.
Outside the PHB:
Way of the Crab: You are proficient in heavy armor. Your normal speed and maximum speed are unaffected by armor. Your Max Dex in heavy armor is increased by one and the armor check penalties are reduced by one. This feat counts as Heavy Armor Proficiency for the purposes of meeting the preqiosots for other feats. Hida Armor: Can spend ki point, as a swift action, to add double their Con bonus as an insight bonus to AC.
Transcend the Mountain: Double Strength score when determing carrying compacity and strength based skill checks.
Fear the Mountain: Can spend a ki point as a swift action to add their Constitution bonus to Intimidation checks.
Will of the Mountain: Use Con bonus on will saves Crane-Emphasizes speed, movement, and agility.
Outside the PHB: Brachiation (Cadv), Dash(Cwar), Fleet of Foot(CWar), Roofwalker(RoD), Flick of the Wrist(CWar), Evasive Reflexes (ToB) , Bounding Assault (PHB2), Combat Tactition (PHB2), Expeditious Dodge (RotW), Melee Evasion (PHB2), Rapid Blitz (PHB2), Danger Sense (CAdv), Acrobatic Strike (PHB2), Combat Acrobat (PHB2) Way of the Crane: Gain a +2 competence bonus to initiative checks and you are treated as having Quick Draw when weilding your ancestral weapon. This feat counts as having Quick Draw for the purposes of meeting the prequisits for other feats. One with the Wind: You may add your Dex bonus to attacks made with your Ancestral Weapons (even if they are not normally applicable). You are treated as having Weapon Finesse for the purposes of meeting the requirements for other feats.
Defensive Weaving: you gain an additional +1 to dodge vs targets of the dodge feat and when fighting defensively.
Defensive Refocus: Can as a swift action while making a total defense action spend a ki point to move up in the initiative count. You are then treated as if they rolled a 20 on the initiative check.
Moving the Shadow: Can spend ki point to gain dodge bonus vs a single opponent equal to the opponent's armor check penalty to AC. Hoturi's Poise: May add 1/2 Samurai level to Balance/Escape Artist checks Dragon-Teaches two-weapon fighting, unarmed combat, and fighting against magic.
Outside of the PHB: Dual Strike(Cadv), Greater Two Weapon Defense (CWar), Improved Two Weapon Defense (CWar), Oversized Two-Weapon Fighting (CAdv), Two-Weapon Pounce (PHB2), Two-Weapon Rend (PHB2), Defensive Throw (PHB2), Clever Wrestling (CWar), Eagle Claw Attack (CWar), Earth's Embrace (CWar), Flying Kick (CWar), Roundabout Kick (CWar), Versatile Unarmed Strike (PHB2), Superior Unarmed Combat (ToB), Snap Kick (ToB), Pin Shield (CWar) Way of the Dragon: When fighting with your two Ancestral weapons at the same time (one in each hand) you are treated as having Two Weapon Fighting. You count as having Two Weapon fighting for the purposes of meeting the prequisits for other feats. Alternatively you may designate one weapon and your unarmed strike as your ancestral weapons. If this is done you gain Improved Unarmed Strike and Weapon Focus (Fist). Using your unarmed strike counts as part of (or completely) wielding your two ancestral weapons necessary for this ability. Elemental Attunement: When making a successful save against a spell or a spell like ability with an element they may avoid all of the effects of the spell (as evasion and mettle).
One with the Sword: If you are using your two ancestral weapons you gain a +2 bonus to attack that may be distributed to either weapon as the user sees fit. This bonus increases by +1 every 3 levels.
Dragon's Eyes: You may use this feat to focus your attention on one opponent within 5ft. if this opponent is invisible ethereal, or concealed you may attack him with no penalty or miss chance. If you are unaware of an invisible or ethereal creature within 5ft you automatically become aware of them. This is an extraordinary ability. Tail of the Dragon: Your off hand attacks gain the same Strength bonus to damage as if they were your primary hand. All off hand weapons are treated as if they were light weapons for the purposes of determing the TWF penalty. Lion-Emphasizes power, ferocity, and strength of will .
Outside of the PHB: Improved Toughness (CWar), Daunting Presence (LM), Goad (CAdv), Monkey Grip (CWar), Overwhelming Assault (PHB2), Death Blow (CAdv), Lunging Strike (PHB2), Prone Attack (CWar), Leap Attack (CAdv), Powerful Charge (and Greater, Eb), Close-Quarters Fighting (CWar), Defensive Sweep (PHB2), Hold the Line (CWar), Improved Combat Reflexes (CWar), Robilar's Gambit (PHB2), Brutal Strike, Cometary Collision (CWar), Flay (PHB2). Intimidating Strike (PHB2) , Kiai Shout (CWar), Greater Kiai Shout (CWar) Way of the Lion: You gain a +2 competence bonus to your attack roll if your opponent has any armor/natural bonus to AC. Your total bonus may not exceed the total bonus gained by that armor/natural armor bonus. Additionally you gain Power Attack as long as you are weilding your ancestral weapon. You are treated as having Power Attack for the purposes of meeting the prequisits for other feats. Lion's Roar: Can spend a ki point as an immediate action to make an intimidate check opposed by the target's Will. If successful the target loses one attack that round.
Lion's Readiness: +2 to all Stealth and Percerption checks
Lion's Eyes: (Bab 1+) You become immune to fear effects and give allies within 10ft a +4 bonus on saves vs fear effects. Lion's Courage: You are immune to fear andll allies within 10ft gain a +4 save vs fear
Phoenix-Emphasizes mental, spiritual training, and the importance of protecting others.
Outside of the PHB: Indomitable Soul (PHB2), Communicator (CArc), Insightful (CArc), Necropolis Born (CArc), Night Haunt (CArc),Soul of the North (CArc), Spell Hand (CArc), Combat Intuition (CAdv), Hear the Unseen (CAdv), Eyes in the Back of Your Head (CWar), Active Shield Defense (PHB2), Agile Shield Fighter (PHB2), Improved Buckler Defense (CWar), Shield Charge (CWar), Shield Slam (CWar), Shield Sling (PHB2), Shield Specialization (PHB2), Shield Ward (PHB2), Quick Reconnoiter (CAdv), Keen-Eared Scout (PHB2), Armor Specialization (PHB2), Heavy Armor Optimization (RoS), Greater Heavy Armor Optimization (RoS) Way of the Phoenix: While Wielding your Ancestral Weapon you may spend any number of void points on a single attack, saving, or skill roll. In addition You gain 2 bonus ki points. Phoenix's Consumption: gain additional +3 ki points. Can take multiple times to gain more points. This can be taken multiple times. The effect stacks.
Power of Self: Can spend 1 ki point to gain 1d6 temprary hp. Can spend more ki points to increase the die used. (IE. 2 ki points for 1d8) the tempporary hp lasts for 1 hour.
One With All or Nothing: You may spend a ki point as a free action to apply your highest ability modifer (instead of the regular ability modifier) to any skill.attack, damage, or saving roll. (can only be done once a round)
Eye's of the Phoenix: You may use this feat to focus your attention on one opponent within 5ft. if this opponent is invisible ethereal, or concealed you may attack him with no penalty or miss chance. If you are unaware of an invisible or ethereal creature within 5ft you automatically become aware of them. This is an extraordinary ability. Mark of the Phoenix: You may spend a ki point to attune yourself to a living person/creature within 20ft. Thereafter you may spend more ki points to know their general direction from you. The feeling is only general and doesn't reveal anything beyond their general direction from you. Unwilling targets can make a Will save (DC: 10+1/2 your level+ Cha) to resist the effect. The effect lasts until you designate another target.This is a supernatural ability: Additionally you may spend a ki point to take damage for the marked if they are within 30ft. Scorpion-Emphasize mobility, stealth, and dirty fighting.
Outside of the PHB: Brachiation (Cadv), Dash(Cwar), Fleet of Foot(CWar), Roofwalker(RoD), Flick of the Wrist(CWar), Evasive Reflexes (ToB), Combat Tactition (PHB2), Expeditious Dodge (RotW), Melee Evasion (PHB2), Rapid Blitz (PHB2), Acrobatic Strike (PHB2), Combat Acrobat (PHB2) , Spectral Skirmisher (PHB2), Death Blow (CWar), Arterial Strike (CWar), Concussion Attack (CSco), Crossbow Sniper (PHB2), Deafening Strike (CSco), Disemboweling Strike (CSco), Eldritch Erosion (CWar), Hamstring (CSco), Head Shot (CSco), Impeding Attack (CSco), Merciful Strike (CSco), Persistent Attacker (CSco), Staggering Strike (CAdv), Telling Blow (PH2), Throat Punch (CSco), Cunning Evasion (PHB2), Fade Into Violence (PHB2), Acrobatic Strike, Combat Acrobat (PHB2), Tumbling Feint (PHB2). Way of the Scorpion: You may add your Intelligence Modifier to innitiative checks as well as your Decterity modifier. You may deal +1d6 damage upon targets that are denied their Dex bonus to AC. This works in all ways as (and stacks with) Sneak Attack as the rogue ability. You count as having Sneak Attack for the Purposes of meeting the prequisits for other feats.
Scorpion's Venom: You gain Poison Use as the assassin ability. You also gain a +8 to sleight of hand checks made to conceal a weapon. Any time you Quick Draw a weapon, and in the same turn, use it against opponents who have not seen it you deal an extra 1d6 damage. This only works once per enemy. Createures of animal intelligence or lower and creatures immune to critical hits are immune to this ability.
Scorpion's Trick: Can feint as a move action. Gain +2 on the attampt vs humanoids. If successful you gain a +2 on the next attack roll.
Unicorn-Emphasize mounted combat, mounted archery, and an affinity for animals.
Outside the PHB: Improved Mounted Archery (CWar), Coordinated Strike (CWar) Way of the Unicorn: This skill counts as Mounted Combat and provides all the same benefits. Additionally you gain a +2 circumstance bonus from higher ground to all attacks while mounted. Shinjo's Blessing: You gain a special animal companion. This may be a war dog (wolf), a falcon (hawk), or a steed (light or heavy warhorse). These act as normal animals of their kind except they have +2 HD, an Intelligence score of 6 , Evasion and an empathetic link (range 1 mile) with their master. With training you can command it empathetically. You may take this feat multiple times (Max 3). Each time it is taken the previous companion gains +2 HD and a +1 to Int along with Improved Evasion. The animal is otherwise treated as a magical beast. If a companion dies you must wait a month before it can be replaced. you can only receive a single steed in this way.
Raiden-Specializes in dominating the field with ranged attacks.
Outside of the PHB: Able Sniper (RotW), Brutal Throw (CAdv), Crossbow Sniper (PHB2), Deadeye Shot (PHB2), Defensive Archery (RotW), Grenadier, Improved Rapid Shot (CWar), Penetrating Shot (PHB2)m Plunging Shot (RotW), Power Throw (CAdv), Ranged Disarm (CWar), Ranged Pin (CWar), Ranged Sunder (CWar), Sharp Shooting (CWar), Throw Anything (CWar), Zen Archery (CWar) Way of the Storm: While wielding an Ancestral Weapon you gain Point Blank shot. In addition you you gain another ability depending on the type of ranged weapons they are.
Steady Clouds: Can, as a swift action, spend a ki point and take a penalty up to your Bab to AC and add the same to all attacks made that round.
Iaijutsu: Emphasizes Striking first, striking fast, and striking last. This style may only be taken by those who choose a one hand bladed weapon as their Ancestral Weapon.
Outside of the PHB: Brachiation (Cadv), Dash(Cwar), Fleet of Foot(CWar), Roofwalker(RoD), Flick of the Wrist(CWar), Evasive Reflexes (ToB) , Bounding Assault (PHB2), Combat Tactition (PHB2), Expeditious Dodge (RotW), Melee Evasion (PHB2), Rapid Blitz (PHB2), Danger Sense (CAdv), Acrobatic Strike (PHB2), Combat Acrobat (PHB2) Way of the Single Blade: While weilding your Ancestral Weapon you are treated as having Quick Draw. Additionally you may shift 10ft (instead of just 5). Quick Draw in this case allows you to unsheathe and resheathe your weapon a number of times per round as you can attack. Iaijutsu Strike: When attacking a flat footed opponent on a surprise round you may spend ki points to add 1d6 damage to the strike. (You cannot add more d6s then twice your level)
Flash Cut: Can spend a ki point as a swift action to add Charisma bonus to all attacks made this round.
On the Edge: You may add your Charisma bonus as well as you Dexterity bonus to Initiative.
Shadow- Emphasizes use of the shadows, intelligence, and mystical abilities to fight the dark or the light.
Outside of the PHB: Brachiation (Cadv), Dash(Cwar), Fleet of Foot(CWar), Roofwalker(RoD), Flick of the Wrist(CWar), Evasive Reflexes (ToB), Combat Tactition (PHB2), Expeditious Dodge (RotW), Melee Evasion (PHB2), Rapid Blitz (PHB2), Acrobatic Strike (PHB2), Combat Acrobat (PHB2), Spectral Skirmisher (PHB2), Cunning Evasion (PHB2), Fade Into Violence (PHB2), Acrobatic Strike, Combat Acrobat (PHB2), Tumbling Feint (PHB2), Way of the Shadow: You are treated as having the Weapon Finesse feat for your Ancestral Weapons even if they normally would not allow it. Additionally you mmay add your Intelligence or Wisdom modifier to damage with these weapons. Grey Area: May spend a ki point to detect any evil/good aligned creatures within 50ft. Lasts 3/rounds
Path of Shadows: Temporarily gain 5hp each time you kill an opponent. Additionally your creature type changes to Outsider(native)
Undying Vengeance: May spend a ki point to know the exact location of any opponent within 30ft that has wounded them. These opponents lose any concealment and miss chance bonuses toward you this round.
Home in the Shadows: You may use this feat to focus your attention on one opponent within 5ft. if this opponent is invisible ethereal, or concealed you may attack him with no penalty or miss chance. If you are unaware of an invisible or ethereal creature within 5ft you automatically become aware of them. This is an extraordinary ability. Well that's all the abilities I have so far about it. I'm open to new improvements and suggestions. I tried to make each ability a bit better then a feat.ki point usage is a major part of this. So youmay want to make the feat Expanded Ki Pool available. However, allowing enduring ki to be available may be overkill with some of these abilities. Also As designed, these abilities can be used by ninjas (despite it being called ki "power" for them) and Pathfinder Monks. However, since they don't have Ancestral Weapons you might want to include a feat that allows them access to the Ways. Expanded Ki Pool: +3 ki points to ki pool
If you see something you like Please leave a suggestion/alternative. I'm Also still hedging out a code of conduct for them. I am open to suggestions for this as well.
With Pathfinder coming out next month and the core classes having received an overhaul I am revisiting some classes I had considered to overpowered to use in my normal game. As things are now they should be equal to what Paizo has done though I was never sure of their balance in the first place. Ishvalan Crusader (Anti Mage): This is a class made with Fullmetal Alchemist in mind. I actually first saw this class on another site though the site is gone now. HD: 1d8 Skills: Acrobatics, Climb, Disguise, Escape Artist, Heal, Intimidate, Knowledge: Arcana, Perception, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim Skill Points: 4+Int Weapon Proficiency: Simple Base Attack Progression: Good (As Fighter)
Bonus AC: As Monk/ +Wisdom Modifier as dodge bonus to AC (In no armor and carrying no more than a light load) Move Speed Bonus: As Monk Progression Level - Saves - Abilities
Arcane Curse: Imprinted tattoo, deals escalating 1D6 (+1d6 every 2 levels after the first, 10d6 at 19th) worth of damage on a successful touch attack vs anything.
Acrobatics (Ex): Bonus Feat. Gained at 1st Level. Mage Slayer (Ex): Bonus Feat. Gained at 1st Level. Mage Slayer: +1 on Will saves, Casters cannot cast defensively while threatened by you, Your caster level for all spells and spell-like abilities that aren't granted by this class or your race are reduced by 4 Mage Hunter: You treat anything vulnerable to your Arcane Curse as your favored enemy.
Arcane Resistance (Ex): Gained at 2nd Level. Adds Cha to saves vs spells and spell-like abilities Track (Ex): Bonus Feat. Gained at 2nd Level. Witch Hound(Su): Gained at 2nd Level. Your eyes glow. This means that you are constantly treated as having detect magic active and considered to be concentrating on it at no action cost. (Caster level is equal to Crusader level). Additionally whenever magic is cast within 100ft of your position you get a perception check (DC: 10+Spell level or vs Bluff if the caster is trying to hide it or is using Silent or still spell). If successful you know that magic was cast and the location of the caster. Though this is only a brief flash of insight and the caster may move from their position or may conceal themselves to hide their identity. Mobility (Ex): Bonus Feat. Gained at 2nd Level. Mettle (Ex): Gained at 3rd Level. Pathfinder: Gained at 3rd level. Never becomes lost due to poor visibility or difficult terrain. Is not hampered by difficult terrain Evasion (Ex):Gained at 4th level. Unforgiving: Gained at 4th level. If an opponent you threaten does any of the following, you may make an Attack of Opportunity on him/her: Dismiss a Spell, Direct/Redirect an Active Spell, cast a Quickened or Swift Spell, makes a Turn / Rebuke attempt. If damage, your opponent looses the spell / action attempted unless he/she makes a Concentration check vs. DC (10 + damage). Additionally any creature that is vulnerable to your Arcane Curse treats all squares you threaten as difficult terrain. Mage Finder: Gained at 5th level. You may disregard any Miss Chance that results from spells or spell-like abilities.
Chain Curse: Gained at 6th level. When using the curse the Crusader may channel some damage to another target (2 secondary targets at 11th, and 3 at 16th)
The Smell of Magic: Gained at 6th level. The range at which you can detect a spell being cast increases to 200ft. Additionally you gain a very special scent ability. It works as scent does regularly except you can only smell casters and ambient magic. (Gives you a +4 to the track DC when tracking casters) You may make a Spellcraft check when you run into an area in which magic has recently been cast (DC: 20+spell level) If successful you know what spell was cast. Break Magic: Gained at 7th. Upon successfully striking with the Arcane Curse the crusader may dispel (as greater dispel, CL equal to crusader level) any ongoing magical effect.
Earthbolt: Gained at 8th level. Can, as a standard action, send curse through ground at a target. Additionally your threatening range is increases to10ft vs creatures capable of casting or that have spell-like abilities.
Improved Evasion: Gained at 8th level Nondetection: Gained at 9th Level: Is treated as if they are constantly under a nondetection spell Disruption: (Ex): Starting at 10th level, if you hit a creature capable of casting spells or spell like abilities with your Arcane Curse in melee they must make a Fort save (DC 10+1/2 HD+Con mod) or be dazed for one round. This is chainable. Spell Resistance: Gained at 10th level. Gains Spell Resistance equal to 10+Character level. Nowhere to Hide: Gained at 11th level. The range at which you can detect a spell being cast increases to 300ft. Additionally when you successfully make a Spellcraftcheck to identify a spell, and you beat the DC by 5 or more you may now lock onto the caster of the spell. The effect works like Locate Creature except you do not need to have been within 30ft of the caster before. The effect lasts 10min/level. Can only follow one target at a time. This is a supernatural ability. Disruption Wave Dained at 12th Level. May use Disruption ability on chains and in conjunction with Earthbolt. Additionally your threatening range increases to 15ft vs creatures capable of casting or that have spell-like abilities. Nowhere to Run Gained at 13th Level. When a Crusader designates a creature as a target for his Nowhere to Hide Ability his target is treated as though they were under the effects of Dimensional Anchor. This is a supernatural ability. Dedicated: Becomes immune to mind-affecting effects. Organ Rend: Gained at 14th level. A crusader imposes a -8 Penalty on their attack (or whatever modifier one makes for a called shot to the head/heart/stomach in your game). If the attack hits the victim must make a fortitude save equal to 10+1/2 the crusader's HD+their Charisma modifier or die. This is a Spell-Like Ability
Mage Knightmare: Gained at 20th level. Becomes immune to arcane spells. Your threat range increases to 20ft vs creatures capable of casting spells and creatures that use spell-like abilities. Restrictions: loses bonus movement/dodge bonus/AC bonus from wearing armor or while carrying a medium load
I want to add abilities for levels 10+ but I don't know what I should add to it. I'm thinking Immunity to enchantment effects. Feel Free to give suggestions.
Noble: From the Dragonlance campaign setting, tweaked from the optional noble abilities from the Races of Ansalon and also influenced by the Noble from Star Wars Saga and Oriental Adventures. HD: d6 Skills: Appraise, Bluff, Craft, Diplomacy, Disguise, Intimidate, Knowledge: All (each taken individually), Linguistics, Perception, Perform, Profession, Ride, Sense Motive Skill Points: 6+Int Weapon Proficiencies: Simple, All light and One handed Martial Weapons
Bab: medium (As Monk) Level - Saves - Abilities
Style and Grace: gained at 1st Level. Nobles receive a +5 bonus to any charisma based skills on which they obtain skill focus (replaces +3).
Skill Focus or Versatility: Gained at first and again at 5th level and every 5 levels afterward.
Sworn Sword (Yojimbo): Gains a cohort (as through leadership. You must provide weapons and lodging for him/her. Until 3rd level the sword remains a warrior (as NPC class)
Favor: Gained at 1st Level. Nobles may make a special Diplomacy check to curry favors (equipment, lodging, a hideout, plot advancement, etc) in lands that they or their family/benefactor are known in. DC is set by the DM as appropriate to the situation.
Wealthy: Gained at 1st Level. A noble is naturally wealthy, whether it be through their family or their connections they are able to gain and retain their wealth. Nobles start off with a piece of masterwork equipment. In addition They receive a stipend of 500gp/level starting at 1st level and every level thereafter. (IE at third level they receive 1500gp)
Gossip: Gained at 1st level. Upon hearing of a person/place/thing a noble may make a gossip check. It works as a knowledge check with the nobleman's class level + charisma modifier replacing their ranks and intelligence (if they have it) on the check. Undying Loyalty: Gained at 1st Level. Your Sworn sword gains Toughness amd becoms immune to charm effects. When next to your Sworn Sword you may redirect 1 attack that would hit you this round toward him (Compare the attack roll to the Sword's AC and resolve as normal)
Ideal Will: Gained at 2nd level. May use your Charisma bonus in place of your Wisdom bonus to Will saves. Command Cover: Gained at 2nd level. A Noble gains a +1 cover bonus to AC equal to the number of allies that are adjacent to him. This increases to +2 at level 6. Combat Expertise: Gained at 2nd Level Coordinated: At 4th level when a noble uses aid another they get a +1 bonus to the aid. This bonus increases by 1 every 4 levels thereafter. Willful Resolve: At 7th level you may negate any action taken against you that requires a Will Save. This can be done 1/day+ 1/5levels there after Court of the Iron Fist Abilities:
Eyes Betray the Heart: +2 to any numerical modifiers of all abilities. Requires 2 previous Court Abilities.
Voice: 1/day a Noble may add their level to a Bluff, Diplomacy, or Intimidate check Taunt and Rally: As a standard action you can taunt your enemies and rally your allies. Gives a +1 to all checks, attacks, and damage to all allies withing 50ft. All enemies in 50ft take a -2 to all checks/attacks. Effects 1 enemy/2 levels. Will (DC: 10+1/2HD+Charisma Modifier) negates. Both effects last for 1 round/level. If the noble is struck during the effect they must make a fort save (10+damage dealt) to keep the effect going. This is a mind-affecting ability. Fearful Presence(Ex): All enemies of your HD or lower take a -1 penalty on attacks and opposed rolls vs you. (fear effect)
Intimidating Defense: Can make an intimidate check in reaction to being hit by an enemy. If successful the target takes a -5 to all attacks against you until the end of their next turn.
Your Life is Mine When an enemy is below 1/4 their hp you can, as a move action, make an intimidate check to force them to surrender (works essentially as panic).
Fist of the Emperor: Abilities can be channeled through Sworn sword. Sworn Sword's Line of sight counts as the Noble's line of sight.
Eyes of the Ruler All enemies must make a Will save (DC: 10+1/2your character level+Charisma bonus) or lose all moral, insight, and competence bonuses Begone Knaves! May make a swift action to force all enemies that threaten a target ally (or self) to shift 5 ft away from them (or you) Weakness is my Strength: When making an opposed mental check the opponent must use their lowest mental stat (Wis/Int/Cha). Requires 1 previous Court Ability. Mastermind: The noble's cohort takes the leadership feat at the next opportunity (must meet requirements). Requires 3 previous Court Abilities. Your Sworn Sword's Cohorts also receive the benefits from Fist of the Emperor and Zealous Follower. Noble Fencer Abilities Noble Fencing Style: You may use your Charisma instead of strength on attacks with any light weapon, rapiers, whips, and spiked chains (along with any other weapon that can benefit from the weapon finesse feat) Witty Defence: Can add your Charisma bonus to your AC as long as you are in light armor. The Better Part of Valor: A Noble may add their Charisma modifier as a dodge bonus to their AC. Leading by Example: Allies that can see and hear you provide a bonus +2 when flanking. You all also gain a +1 bonus to AC when adjacent to another ally. Demoralizing Defense: If you strike an enemy you can opt to do only half damage. If you do the target takes a -5 penalty to hit you until your next turn. Personal Affront: 1/per round you may make an immediate attack of opportunity against an enemy that has just struck you Transposing Strike: When you strike an opponent you may opt to deal damage and immediately switch places with it. The movement does not provoke an attack of opportunity. Competitive edge: You and a number of allies (up to your charisma modifier) may gain the quick draw feat and deal extra damage equal to your Charisma modifier on enemies who are denied their dexterity modifier to AC. Deadly Reputation All enemies within 30ft that are at 1/2 their hp or below take a -2 to attack and skill checks. (Fear effect)
Out of Nowhere: Whenever you perform a successful feint you may make an immediate attack with any weapon that qualifies for the Noble Fencing style ability Weapon Flourish: You may shift 10ft before or after a full attack while weilding a weapon that fits the Noble fencing style ability
Superior Teamwork May make a Gossip check to know any 1 (+1 trait for every 5 that you beat the DC) trait(s) about your enemy. (This includes anything from creature type, Attack bonus with a particular weapon, AC Bonus, Save bonus, etc). Additionally allies may move an extra 10ft when moving toward an enemy or flank. (This bonus increases the range that the ally can tumble) Field Commander Abilities
Bolster Ally You may, as a standard action, bolster an ally. You give an ally a number of temporary hitpoints equal to your level+your Charisma modifier.
Capable Leadermay, as a swift action, allow an ally to immediately take a move action. Additionally, during a Surprise Round, you may give up your action to allow nonsurprised allies to make a move action. Allies may opt to instead reroll their initiative and take the better result.
It took a few months but the core classes for the core rulebook were hedged out as a collaboration between the talented people here a Paizo and the people here on the boards. Even though I do like the core classes, and as I understand it there are more core classes in the works, what do we do about the other core classes that now seem to have fallen behind the new core classes? Many prestige classes that I see people use most of the time can still pretty much keep up in power and effectiveness of the upgraded base classes without much alteration. However what of classes that aren't going to be redressed and dolled up? I would like to see some redesigned versions of these classes. I have seen (somewhere I don't remember where) someone who had been making adjustments to a number of races to keep up with the adjustments made to some of the races out of the beta book. I was wondering if anyone would think it would be a good idea to have something like that here? I had heard talk that the players were going to be the ones to handle the errata so will that be the same with updating the other base classes? If so where would I go to see such a thing here?
It is very simple for me. I thought that 3.5 was essentially done with and 4E is... not what I was looking for. So after playing in a rpga session I was thinking to myself on the way home. Man I might have to stop playing DnD for a while. The session went well mind you. We went in, killed the bad guy, you know the usual. You can't expect much more from rpga but seriously, I was a barbarian and I didn't even need a cleric. As long as i was hitting the guy I had 1 million abilities that allowed me to get a healing surge whenever I needed it. And I was on another board giving my thoughts on whats changed between 3rd and 4th and why I preferred 3rd but like some of the mechanics in 4th. Then a board member jokingly gave me these words: "MGyt, Have you let Pathfinder into your life?" I hadn't even heard of it (I can be pretty out of the loop with these kinds of things) I read the Beta, understand what they are doing and gave an applause. Some of the edits in the Beta version had been what was in my post on Castlekeep. What cemented my adoration? Rage Points, Monks with Ki powers, Paladins that continue to get abilities?! What's not to like? Couple that with a feat every level, variations offered right there in the book, a revamped skill system that, I could go on but Beta is what cemented it. It only disturbs me that so many people are ranting about how it doesn't address this problem or that one that they fail to realize that there's probably a good reason they are trying to stick with 3.5, flaws and all. I don't expect Pathfinder to be perfect, but I expect it to be a really good DnD 3.75. |