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I myself would like a list or at least a better idea as to which classes the people here at paizo ARE going to retool so I can know which classes I should be hitting up with my pathfindering wrench, Right now I have already started retooling classes like the Noble (from Dragonnlance,) which started out as a bad class choice in the first place, and the Samurai, which was done horribly. I wish they had a class tinkering area here for other 3.5 classes(something like the Alphas and beta areas). Even though I've posted some Ideas in the OGL section I feel that there are too many different discussions going on in their and that class tinkering (along with other general 3.5 to pathfinder tweaks by players) should have its own section.


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
1 - +2/+0/+2 - Ancestral Weapons, Ki Pool, Way of The Warrior
2 - +3/+0/+3 - Way of The Warrior
3 - +3/+1/+3 -
4 - +4/+1/+4 - Way of The Warrior
5 - +4/+1/+4 -
6 - +5/+2/+5 - Way of The Warrior
7 - +5/+2/+5 -
8 - +6/+2/+6 - Way of The Warrior
9 - +6/+3/+6 -
10 - +7/+3/+7 - Way of The Warrior
11 - +7/+3/+7 -
12 - +8/+3/+8 - Way of The Warrior
13 - +8/+4/+8 -
14 - +9/+4/+9 - Way of The Warrior
15 - +9/+4/+9 -
16 - +10/+5/+10 - Way of The Warrior
17 - +10/+5/+10 -
18 - +11/+5/+11 - Way of The Warrior
19 - +11/+6/+11 -
20 - +12/+6/+12 - Way of The Warrior

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.
At any time, a samurai may retreat to a temple or shrine and spend time in prayer in order to awaken the ancestral spirits in Ancestral Weapons. This requires a sacrifice of valuable items and gold worth the amount shown on the table below.
This sacrifice does not have to be gold-the character can sacrifice magic items or other goods worth the required amount, rather than selling his goods (at half value) to pay for the sacrifice. The samurai must meet the minimum character level (including any prestige class levels) shown on the table, and he must spend one day per 1,000 gp sacrificed in the shrine or temple (or whatever place that seems appropriate). During this time, he must spend at least 8 hours each day kneeling before his ancestors and his weapons, not stopping to eat or rest . Many samurai request the assistance of a shugenja (or whomever is appropriate) in this process, but a shugenja is not required.
The values shown on the table are the total value of sacrifice required to bring a single weapon to the listed weapon bonus. (IE) If a samurai already has a +3 katana, he can raise it to a +4 katana by sacrificing 14,000 gp and spending two weeks in prayer. If the same samurai wanted to bring his masterwork wakizashi to a +1 wakizashi, he would have to sacrifice 2,000 gp. Before a samurai's ancestral sword becomes a +1 weapon, it is an ordinary masterwork weapon in every way. Its latent supernatural powers do not cause it to be considered a magic weapon until those powers are awakened .
A samurai who loses his ancestral swords is dishonored until he can recover them. He cannot enhance any other weapon in this way.
Additionally a samurai is always treated as having proficiency (or Exotic Weapon Proficiency) with his selected weapons.

Weapon Bonus Total SacrificeRequired Minimum character level
+1 2000gp 4th
+2 8,000 gp 7th
+3 18,000 gp 9th
+4 32,000 gp 11th
+5 50,000 gp 13th
+6* 72,000 gp 14th
+7* 98,000 gp 15th
+8* 128,000 gp 16th
+9* 162,000 gp 17th
+10* 200,000 gp 18th
*A weapon can't actually have a bonus higher than +5 . Use these lines to determine price when special abilities are added in . Example: A samurai who has a +4 katana can transform it into a +4 thundering katana with a sacrifice of 40,000 gp, since thundering is a special ability equivalent to a +2 bonus

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).
Ki points cannot be spent while frightened or panicked. Ki points are recovered after a full 8 hour rest . All abilities that use these points are considered extraordinary abilities unless otherwise noted.
This Ki Pool does not stack with other ki pools. When entering or coming from a class with a ki pool the levels of the classes stack with this one for the purposes of determing the number of ki points per day.

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.
Bonus Feats:

Armor Proficiency (heavy), Endurance, Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Exotic Armor Proficiency, Great Fortitude, Greater, Tower Shield Proficiency, Diehard, Improved Shield Bash

Outside the PHB:
Armor Specialization (PHB2), Improved Toughness (CWar), Monkey Grip (CWar), Overwhelming Assault (PHB2), Stalwart: +4 to resist Bullrush, Overrun, and Trip, Active Shield Defence (PHB2), Steadfast Determination (PHB2), Improved Buckler Defence (CWar), Improved Toughness(Cwar), Shield Charge (CWar), Shield Slam (CWar), Shield Sling (PHB2), Shield Specialization (PHB2), Crutal Strike (PHB2), Cometary Collision (PHB2), Slay (PHB2), Close-Quarters Fighting (CWar), Heavy Armor Optimization (RoS), Heavy Armor Optimization (RoS)

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.
-Hida is as Stone: Adds triple Con bonus to AC
-Hida is as Steel: Gain damage reduction 2/- (can be taken multiple times to impprove DR by 1)

Transcend the Mountain: Double Strength score when determing carrying compacity and strength based skill checks.
-Hida Strength: Can spend a ki point, as a swift action, to add Con bonus as insight bonus to attack and damage rolls made this round.
-Hida's Rage: Can spend a ki point as a swift action to fly into rage (as barbarians rage) costs 1 ki point/round to maintain.
-Greater Hida's Rage: May sacrifice hitpoints to deal extra damage (+1d6 damage/2hp sacrificed). You may not sacrifice more hp then your Constituion Modifier on any one attack,

Fear the Mountain: Can spend a ki point as a swift action to add their Constitution bonus to Intimidation checks.
-Skin of the Mountain: Gain a +1 to natural armor. May be taken multiple times to increase the bonus by 1.
-The Mountain Does Not Move: When Struck you may use 2 ki points and make a fort save (DC equal to damage taken) to negate the damage.
-Hard as the Mountain: Gains a peranent +2 in Constitution score. May be taken multiple times. Bonuses provided by this ability can never exceed your Samurai level/2 rounded down.
-The Mountain Does Not Fall: You may, as an immediate or free action, spend a ki point to ignore the effects of dazed, disabled,dying,fatigued, nauseated,paralyzed, staggered, stunned, and unconcious. Dying characters do not lose hp from bleeding while using this ability. Characters who reach -10 hp die, This feat does not end the status effect, it merely suppresses it.

Will of the Mountain: Use Con bonus on will saves

Crane-Emphasizes speed, movement, and agility.
Bonus Feats:
Acrobatic, Agile, Combat Reflexes, Dodge (Mobility, Spring Attack), Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Initiative, Lightning Reflexes, Run.

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.
-Stroke of Wind: May spend a ki point while using their ancestral weapons to add their Dex bonus to damage
-Wind Blade: When using an ancestral weapon you may increase the bonus to attack rolls given by ki point use tby 1+1/4levels. (IE +3 per point at 6th level, +4 per point at 8th).
-Luck of the Wind: May spend 1 ki point, as a swift action, to gain a +10 to the highest attack roll made that round. (only usable 1/round)
-Soul of the Wind: Gains a permanent +2 bonus to Dexterity score. May be taken multiple times. Bonuses provided by this ability can never exceed your Samurai level/2 rounded down.
-Leaf in the Wind: May spend a ki point as an immediate action after being struck to prevent 1 damage/Dexterity modifier.

Defensive Weaving: you gain an additional +1 to dodge vs targets of the dodge feat and when fighting defensively.
-Defensive Awareness: Gains Uncanny dodge. Can be taken more than once. If you do this you gain improved uncanny dodge. There after you gain trapsense as a rogue of equal level. If you have uncanny dodge or improved uncanny dodge from other classes taking this counts as if you have taken it once (for uncanny dodge) or twice (for uncanny dodge) before.
-Combat Dive: You gain Improved Evasion. This can be taken again to gain Improved Evasion. It can be taken again to gain Defensive Roll (works as rogue's ability) If you have Evasion or Improved Evasion from another class taking this ability counts as if you have already taken it once (for Evasion) or twice (Improved Evasion) before.

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.
-Sudden Strike: You gain a +2 to attack against anyone whose initiative total is lower than yours as long as you are wielding your ancestral weapons.
-.Burst of Speed: You may spend a ki point to gain a +4 bonus to your initiative check at the begining of any combat. Additionally you may refocus as a move action.
-Hoturi's Speed: May, as a free action, spend a ki point to reroll one missed attack roll. (only usable 1/round)
-Speed of Kami: If your initiative check is higher than your opponent's by 10 or more you may use a ki point (1/round) to gain an additional attack at your highest bonus against that opponent.

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.
Bonus Feats:
Improved Unarmed Strike (Improved Grapple, Deflect Arrow, Snatch Arrow, Stunning Fist). Improved Shield Bash, Quick Draw, Two Weapon Fighting (Two Weapon Defense, Improved Two Weapon Fighting, Greater Two Weapon Fighting), Improved Natural Attack (Though it is in the Monster Manual)

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).
-Dragon Channeling: When a spell is cast upon them they can opt to apply maximize spell to it. -Can be taken more than once to add Empower to any spell cast on you.
-Dragon's Talons: Upon successfully striking a caster or creature with spell-like abilities you may immediately expend one ki point to make the victim your target. If your target attempts to cast a spell/manifest a power/use a spell-like ability you may force the creature to make a concentration check equal to the damage done+the level of the spell. If they fail their spell automatically fails. This last until the end of your next turn. You may only mark any one target once in a round.
-Dragon's Skin: You gain spell resistance equal to 15 plus your character level.
-Dragon's Teeth: Upon successfully striking an opponent you may expend 2+ ki points upon striking an enemy to prevent the victim from casting spells for a number of rounds equal to 1+1/every 2 additional ki points used.

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.
-Daisho Stance: You gain a +1 shield bonus to AC (+1/3levels).
-Niten: When using your two ancestral weapons you may gain an additional +2 (+1/4levels) shield bonus to AC on any round that you do not use your offhand weapon to attack. If utilizzing this you suffer no penalty to their primary weapon attack rolls.
-Togashi's Technique: When using your two ancestral weapons you may gain 2 extra attacks a round at your highest Bab to your full attack action. All of your attacks suffer a -5 penalty and this may not be used in conjunction with Improved Two Weapon Fighting. You are treated as if you have Improved two Weapon Fighting for the purposes of meeting the prequisits for other feats.

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 .
Bonus Feats:
Endurance (Diehard), Combat Reflexes, Improved Initiative, Iron Will, Power Attack (Cleave, Great Cleave, Improved Bullrush, Improved Overrun, Improved Sunder), Toughness

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 Pride: You gain a +2 insight bonus to attack rolls when you (and your allies) are outnumbered.
-The Lion's Claws: Can spend a ki point immediately after missing an attack to sacrifice a later attack that you are allowed to make this rounnd to gain a +5 on the current attack. Can use more than 1/round. The effects are cumulative.
-Lion's Fury: You may, as a swift action, spend a ki point to double their strength bonus to attack/damage this round.
-Lion's Ferocity: If you succeed on a melee attack by an amount greater than what is needed to succeed, you gain half the difference (rounded up) as a bonus to your next attack roll against the same opponent in the same round. If this is not used before your next turn the bonus is lost.

Lion's Readiness: +2 to all Stealth and Percerption checks
-Lion's Hunt: Can spend time observing an unwary opponent. For every round spent observing you may add +2 on your next attack against that opponent. (max +10)
-Lion's Pounce: Can spend a ki point to gain 1 extra attack on any opponent that is denied their dexterity modifier this round. (only usable 1/round)
-Lion's Rage: When making a full attack action you may elect to make one attack with such speed that it strikes as if the opponent were flat-footed.
-Lion's Sacrifice: Can elect to lose your Dexterity bonus to AC for the round in order to make an extra attack as part of a full attack action at your highest attack bonus.

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
-Lion's Grace: Add Charisma modifier to all saves.
-Lion's Presence: You may spend a ki point as a standard action to produce a fear effect in a ten foot radius (+10ft/5 level). The effect works as the Fear spell and lasts a number of rounds equal to your level. (DC: 14+Charisma modifier) This is an extraordinary ability.
-Lion's Soul: gains a permanent +2 to Strength. May be taken multiple times. Bonuses provided by this ability can never exceed your Samurai level/2 rounded down.
-Lion's Insight: If your power attack misses but would have hit had you not taken the attack penalty you may opt to lose the bonus damage and your strength bonus to damage in order to successfully hit.

Phoenix-Emphasizes mental, spiritual training, and the importance of protecting others.
Bonus Feats:
Alertness,Heavy Armor Proficiency. Blind-Fight, Combat Reflexes, Endurance, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Initiative, Iron Will, Improved Shield Bash, Tower Shield Proficiency, Quick Draw

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.
-Phoenix's Mercy: Spend a ki point as a swift action to heal a touched ally a number of damage equal to the remaining ki points.
-Phoenix Channeling: You may spend a ki point to help or hinder any spell that targets you. You may increase/decrease the effective caster level by one/point used. If the spell level is reduced to 0 you cancel the spell.
-Eternal Guardian: You can spend 1 ki point as a move action and designate one ally within 10ft. For that round (as long as you are concious and not attacking that ally) you grant that ally Damage reduction 10/+1. You can spend more ki points to increase it to 10/+2, 10/+3, etc.

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.
-Wings of Glory: Can spend a ki point as a free action to shift 2 spaces. (usable 1/round)
-Dancing with the Elements: Gain a +2 to saves vs spells/spell-like effects. (Can take multiple times the effects stack)
-Blaze: Can spend a ki point as a swift action to gain haste for this turn. (usable 1/round)
-Way of Fire: You can spend a ki point as a swift action to gain your maximum ki point total as a deflection bonus to AC. This bonus may be no greater than twice your character level.

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)
-Fire of the Soul: can spend a ki point to add Wisdom modifier to attacks and damage this round.
-Flash Fire: You may spend 2 ki points at the beginning of a combat round to prevent yourself from being flat-footed. You may also use a ki point in reaction to an effect that denies you your Dex modifier to AC, effectively negating the effect, This does not prevent helplessness.
-Fire's Blessing: Permanent +2 to Wisdom. May be taken multiple times. Bonuses provided by this ability can never exceed your Samurai level/2 rounded down.

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.
Bonus Feats:
Acrobatic, Agile, Blind- Fight, Combat Reflexes, Deceitful, Dodge (Mobility, Spring Attack), Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Initiative, Lightning Reflexes, Persuasive, Quick Draw, Stealthy, Weapon Finesse

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.
-Deadly Strike: Inflict an additional 1d6 damage to opponents who are denied their Dex bonus to armor. This ability works as (and stacks with Sneak Attack). Can be taken multiple times to add aditional dice.

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.
-Opportunistic: May spend a ki point as a swift action to gain another attack against an opponent that is denied their dextrity bonus this round.
Stolen Secrets: May spend a ki point as an immediate action, may then make one ability or spell that you have seen before fail automatically. (usable 1/round)

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.
-Scorpion's Claw: You gains Imrpoved Disarm even if you don't meet the prerequisits.
-Scorpion's Secrets: Gain a permanent +2 to Intelligence. May be taken multiple times. Bonuses provided by this ability can never exceed your Samurai level/2 rounded down.
-Strike at the Tail: If you successfully disarm your opponent in melee you may attack that opponent using the same attack bonus you used in the disarm attempt. You may alternatively use this attack to catch the weapon you disarmed in your offhand. You may only use this technique 1/round.
-The Pincers Hold, The Tail strikes: If you successfully feint in combat and attack your opponent while he is denied their Dex bonus to AC the attack automaticaly is a critical threat.
-Strike First, Strike Last: You may spend a ki point as an immediate action to gain a +4 on initiative. Additionally as an immediate action, if you move before your opponent, you can spend a ki point to deal an extra 1d6 damage to a single strike. This stacks with sneak attack though it can be used even against creatures immune to critical hits. Can spend an extra ki point to add another 1d6 though you cannot add more than 1/2 your level of extra dice.

Unicorn-Emphasize mounted combat, mounted archery, and an affinity for animals.
Bonus Feats:
Alertness, Animal Affinity, Skill Focus: Ride, Skill Focus: Handle Animal, Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge)

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.
-Master of Steeds: Gain twice your Dex bonus to Ride checks. May take again to reduce the penalties for Mounted archery by 2. Additionaly you may make a ride check and use the result in plac of a reflex save while mounted (this benefit applies to both you and your mount. Also you may double all higher ground bonuses against opponents on foot.
-Shinjo's Steed: You may select once of your animal companions or your mount. It gains +10ft to its movement speed. ll your companions/mount gain +2 HD and +1 Intelligence. This ability may be taken multiple times.
-Legacy of Shinjo: May make an attack of ooportunity to anyone who anyone who attacks you in melee while you are mounted. (You get only your regular amount of AoOs a round)
-Way of the Rider: Your steed counts as having a huge build. Works as Large build but huge sized (IE natural attacks count as being 1 size larger). Additionally all your animal companions gain+2 HD and +1 Intelligence. May be taken multiple times. Each time it is taken you apply the relevant larger build to another animal companion.

Raiden-Specializes in dominating the field with ranged attacks.
Bonus Feats:
Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Improved Initiative, Mounted Archery, Point Blank Shot (Far Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Many Shot, Shot on the Run)m Quick Draw, Rapid Reload,

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.
-Bows: Your bow is always composite and adjusts to your Strength modifier. You gain a deflection bonus to AC depending on the size of the bow while using them. (Short: +2, Long: +1 Great: +1 Shield Bonus)
-Crossbows/Slings: Automatically reload themselves. Can be fired without aiming as a swift action. You lose your base attack bonus to the attack.
-Darts, Shuriken, Etc:- You are treated as having Quick Draw with them and you always have as many as you intend to throw in any given round. (Cannot be sold or seperated from their holster without intent to use or upgrade)
-Javelins, Throwing Axes, Etc: Automatically return to your hand after each use. This is a supernatural ability that cannot e stopped by any means. You may also mentally call it to your hand, if it is within 30ft, as a swift action.

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.
-Blazing Rain: Gain a +2 to all damage rolls made with Ancestral Weapons. Counts as Weapon Specialization. Does not Stack with weapon Specialization.
-Power of the Storm: Can spend a ki point as a swift action to add class level to strength for 1 round.
-Dark Clouds: Gain a +2 bonus when attacking with your Ancestral Weapons. This counts as Greater Weapon Focus.
-Piercing Rain: May spend 1 ki point per attack to allow each ranged attacks to ignore damage reduction.
-Searing Rain: You gain a +4 bonus on all damage rolls made with your Ancestral Weapons. This counts as Greater Weapon Specialization and does not stack with it.
-Lightning Strike: May spend a 2 ki point/ranged attack. Each ranged attack that you spend it on takes the form of a 30ft line. You may make 1 attack against all creatures in a line.
-Acid Rain: You may pay 2 ki point/ranged attack. Each ranged attack that you spend this on ignores a creatures DR.

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.
Bonus Feats:
Alertness, Blindfight, Combat Expertise(Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Improved Initiative, Weapon Finesse

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)
-Strike with no Thought: You may act in a surprise round (even if both parties are aware of each other) to do nothing but draw your Ancestral Weapon and attack. Alternatively if you are caught by surprise you may spend 3ki points to act within that surprise round.
-One Strike, Two Cuts: Can spend 2ki points as an immediate reaction to striking your opponent with your Ancestral Weapon. You deal double your weapon + Strength modifier in damage. This not double extra dice added by magic, sneak attack, etc though it does include the weapong enchantment bonus and numerical bonuses like power attack. (Can only be done 1/round).
-Master Cut: Can immediately spend 2 ki points on a successful strike to deal the maximum damage. Bonus damage from criticals, sneak attack, special weapon properties, etc are calculated normally. This does apply to the extra damage added by One Strike, Two Cuts.

Flash Cut: Can spend a ki point as a swift action to add Charisma bonus to all attacks made this round.
-Complete Cut: You are treated as having Improved Sunder as long as you are weilding your Ancestral Weapon. Additionally you add your Charisma onto damage dont by the Sunder,
-Tremendous Horse Cut: You may spend 2ki points upon making a successful hit with a Sunder. If you do you double the damage total done by your Sunder.
-The Deepest Cut: You gain a permanent +2 bonus to your Charima score. May be taken multiple times. Bonuses provided by this ability can never exceed your Samurai level/2 rounded down.
-Cutting the Heavens: You may spend a 1 ki point with each attack to make it into a ranged attack (30ft range). These attacks do not receive the regular bonuses to attack and damage other than your strength score along with the weapon's enchantment bonus. Additionally your threat range increses by 5ft as long as you retain at least 1 ki point. You must spend a ki point to attack at any range beyond the normal (including attacks of opportunity).
-Splitting the Leaf: May utilize any special attacks (Including Sunder) and gain any relevant damage bonuses while using Cutting the Heavens.
-Splitting the Mountain: You may triple the damage done by Sunder attempts with which you use the Tremendous Horse Cut technique. Additionally you may deal critical damage to constructs and undead.
-Dividing the Earth: As long as you have ki points all your attacks ignore damage reduction and hardness.

On the Edge: You may add your Charisma bonus as well as you Dexterity bonus to Initiative.
-Superior Combat Reflexes: You gain a number of attacks of opportunities equal to their Dexterity and Wisdom modifier. May reroll misses one time for each provocation. Additionally you may spend a ki point immediately when an enemies attempts to tumble by you. They must make a tumble opposed to your highest attack bonus or be struck.
-Never Surrounded: May spend a ki point as a swift action make an attack against each adjacent enemy. Works as Whirlwind Attack.
-Extreme Cut: May spend a ki point if you move before all others before combat begins to double your base attack bonus for 1 round.
-Bloody Trail: If you put an enemy below 0 hp this round you may spend a ki point to gain an extra attack. You may shift before you make this extra attack. Each of these extra attacks count as a free action so you may continue to take the rest of your attacks this turn. You may do this multiple times in one round. Each additional use costs 1 more ki point than the last. (As a bit of fluff you may add in that none of your victims fall until you've made your last attack)

Shadow- Emphasizes use of the shadows, intelligence, and mystical abilities to fight the dark or the light.
Bonus Feats:
Acrobatic, Agile, Blind-Fight, Combat Reflexes, Deceitful, Dodge (Mobility, Spring Attack), Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Initiative, Lightning Reflexes, Persuasive, Quick Draw, Stealthy, Weapon Finesse

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
-Twist the Weave: May spend ki points to add a +2 bons to stealth or bluff rolls made this round. (usable up 3 times in a round). Additionally, you may feint as a move action. This counts as having Improved Feint for the purposes of qualifying for other feats.
-Voice of the Shadows: When utilizing the dodge feat can gain their Inteligence or Wisdom in place of the normal +1. Also you may add 1/2 your class level to Intimidate Checks.
-Strength of the Shadows: May spend a ki point gain your Intelligence or Wisdom Bonus to Strength for 1 round..
-Balancing Strike: You may spend 4 ki points as a swift action. If you do your next attack becomes a smite good/evil. You may add your Intelligence or Wisdom to the Attack roll and your character level to damage.

Path of Shadows: Temporarily gain 5hp each time you kill an opponent. Additionally your creature type changes to Outsider(native)
-Kill your Weakness: Gain a +2 dodge bonus to AC (stacks) for every 10 damage suffered.
-Body of Repose: Become Immune to critical hits (sneak attack, sudden strike, etc as undead)
-Fearsome Presense: May, as a swift action, spend a ki point to produce an effect similar to the fear spell. Will save DC= to 1/2 character level + Charisma modifier
-One with the Shadow: You gain undead immunities and resistances.
-Long Shadow: As a full round action you may spend 5ki points to utilize an effect similar to Shadow Walk (the spell). While traveling within the plane of shadow you maintain some idea of where you are. Additionally you may set up special "beacons" (that can't be removed by any means but disappear upon your death) at a place you've shadow walked from. You can exit the plane at the exact locations that you've placed the beacon. You may keep a number of these equal to your Intelligencce modifier. This is a Spell-Like ability and your Caster Level is equal to your Class Level.
-The Shadow Dragon: May spend 10 ki points to reanimate any creature you killed during the previous combat. This works as create greater undead as cast by a 16th level Sorcerer. Can reanimate any number of such creatures but you can only control one.

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.
-Strike of Vengeance: May spend a ki point as a swift action to gain a +2 to attack and damage against any opponent that has wounded you this encounter.
-Horrid Strike; May spend a ki point immediately after being struck to make an attack of opportunity against the enemy that hit you. If it hits the opponent must make a fortitude save (DC 10+ the damage that was done) or be dazed for 1 turn. Creatures immune to critical hits are immune to this ability.
-Slaughterer: Gains a +2 (cumulative) insight bonus bonus on attack and damage rolls made the next round for every creature killed by you in the current round.
-Unchained Fury: Can spend a ki point when making an attack of opportunity to strike again at the same target. Can only be done 1/target

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
Martial Art:(Monk level 4+, ki Pool) Your Unarmed attack and a Single Monk weapon you weild now count as Ancestral Weapons. You are treated as having Weapon Focus with them. You may from here on take Way of the Sword Abilities in place of feats.
Ninja Art: (Ninja level 1+, ki Pool) You may select two weapons to represent your Ancestral Weapon. You count as having Weapon Focus with both. You may from here on take Way of the Sword Abilities in the place of feats.

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)
Good Saves: All (As Monk)

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
1 - +2/+2/+2 - Arcane Curse 1d6, Acrobatics, Mage Slayer, Mage Hunter
2 - +3/+3/+3 - Arcane Resistance, Track, Witch Hound
3 - +3/+3/+3 - Arcane Curse 2d6, Path Finder, Mettle
4 - +4/+4/+4 - Evasion, Unforgiving
5 - +4/+4/+4 - Arcane Curse 3d6, Mobility, Mage Finder
6 - +5/+5/+5 - Chain Curse, The Smell of Magic
7 - +5/+5/+5 - Arcane Curse 4d6, Break Magic
8 - +6/+6/+6 - Earthbolt, Improved Evasion
9 - +6/+6/+6 - Arcane Curse 5d6, Nondetection
10 - +7/+7/+7 - Spell Resistance, Disruption
11 - +7/+7/+7 - Arcane Curse 6d6, Nowhere to Hide
12 - +8/+8/+8 -Disruption Wave
13 - +8/+8/+8 - Arcane Curse 7d6, Nowhere to Run
14 - +9/+9/+9 - Organ Rending, Blank Thoughts
15 - +9/+9/+9 - Arcane Curse 8d6
16 - +10/+10/+10 -
17 - +10/+10/+10 - Arcane Curse 9d6
18 - +11/+11/+11 -
19 - +11/+11/+11 - Arcane Curse 10d6
20 - +12/+12/+12 -Mage Knightmare

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.
-Ignores any AC bonuses granted by spells/spell-like abilities
-Ignores DR at 5th level+ and damage turns to D8s vs creatures capable of casting or that have spell-like abilities.
-Ignores Hardness at 10th level+ and damage turns to d10s vs creatures capable of casting or that have spell-like abilities.
-At 15th level+ Ignores Deflection Bonuses and damage turns to d12s vs creatures capable of casting or that have spell-like abilities.
-Counts as a Spell Like Ability Caster level equal to the level of Crusader. Cannot be dispelled and is uneffected by antimagic fields and similar spells and effects (Such as a Beholder's Ray)
-Magic Items get a save
-Targeting an item works as normal
-Hits ethereal creatures without any mischance

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.
-+2 to Bluff, Perception, Insight, and Survival checks made when using these skills against creatures that fit.
-Gains a +2 on damage rolls on such creatures (bonus damage is applied to the curse)
-The bonuses increase by 2 every 5 levels.

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.
-When fighting a creature under the effect of Mirror Image, you automatically know which one is real
-Your caster level for all spells and spell-like abilities that aren't granted by this class or your race are reduced by 4

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)
-Secondary target must be within 30ft
-Must make a another touch attack vs 2nd targets
-Secondary target(s) take only half damage
-Can be chained off of stationary objects (must touching the structure or the ground)

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.
-Can be used against stationary spell effects (walls, extra dimensional holes, etc) on a touch
-A Crusader is unaffected by a harmful spell that he/she touches in their dispel attempt unless they fail the dispel check. (IE The crusader can touch the wall of fire during the dispel attempt but if the check fails the crusader would take damage as they regularly would)

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.
-Range: 25ft+5ft/2 levels
-Reflex halves damage (DC: 10+1/2Crusader's HD+Cha Mod)
-Is chainable

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
-this only works on creatures that can cast spells or use spell-like abilities
-If the save succeeds the victim still takes damage as normal
-targets that are immune to critical hits are also immune to this 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
-Can't cross into a casting class, Loses all arcane mark abilities

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.
Also I keep the idea that you can switch the bane powers to effect psions and divine magic (I.E psychic hunters or god haters) depending on the spin you want to put on it.

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
Armor Proficiency: Light

Bab: medium (As Monk)

Level - Saves - Abilities
1 - +0/+0/+2 - Skill Focus/Veratility, Style and Grace, Sworn Sword, Gossip, Favor, Wealth, Undying Loyalty,
2 -+0/+0/+3 - Ideal Will, Combat Expertise, Command Cover, Noble Path
3 - +1/+1/+3 - Undying Loyalty
4 - +1/+1/+4 - Noble Path, Coordinated +1
5 - +1/+1/+4 - Skill Focus/Veratility, Undying Loyalty
6 - +2/+2/+5 - Noble Path, Improved Expertise
7 - +2/+2/+5 - Undying Loyalty, Willful Resolve
8 - +2/+2/+6 - Coordinated +2, Noble Path
9 - +3/+3/+6 -Undying Loyalty
10 - +3/+3/+7 - Noble Path, Skill Focus/Versatility
11 - +3/+3/+7 - Undying Loyalty
12 - +4/+4/+8 - Coordinated +3, Noble Path, Willful Resolve 2/day
13 - +4/+4/+8 -
14 - +4/+4/+9 - Noble Path
15 - +5/+5/+9 - Skill Focus/Versatility
16 - +5/+5/+10 - Noble Path, Coordinated +4
17 - +5/+5/+10 -Willful Resolve 3/day
18 - +6/+6/+11 - Noble Path
19 - +6/+6/+11 -
20 - +6/+6/+12 - Skill Focus/Versatility, Noble Path, Coordinated +5

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).
-Increases to +10 for skills with 10 or more ranks (replaces +6)

Skill Focus or Versatility: Gained at first and again at 5th level and every 5 levels afterward.
-Note: Versatile: Select 2 skills and they become class skills.

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)
-Gains followers at appropriate time through this ability. Cannot take leadership feat (is treated as if they already have it).
-Gains Bonus Hp equal to your 1/2 the noble's level+his charisma modifier at 1st level and every time the noble levels up.
-Losing this cohort carries all of the relevant penalties, no matter who is at fault for the sword's death.
-Cohort is essentially controlled by the player who retains it. Cohort is also built by the player as their life is sworn to the PC.
-Cohort's stats follow the elite array.
-Unlike other Cohorts once this one is lost it is not easily replaced and the PC must return to their family/benefactor and pay 100gp/CR of the next Sworn Sword in order to replace. Another cohort may not be gained in any other way, and this cohort cannot be traded in.
-Gains Levels as the PC does (still following the max rules as in leadership)
-The Sworn Sword gains experience a the normal rate if the Noble ever cross classes. This continues even if the noble changes back to the 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.
-For more Static DCs: DC:20 for a simple favor, DC: 25 for tedious, DC: 30 for risky, DC: 40 for once in a life-time

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)
-The PC must visit an area and meet with their people in order to receive the stipend.
-Their must be at least 1 month between receiving this stipend even if multiple levels are gained.

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)
-At 3rd level when you redirect the attack you add 1/2 your class level to your minion's AC and becomes immune to mind-affects.
-At 5th level when you redirect the attack you add your full class level to the Sword's AC. Additionally the Sword may make an AoO against the enemy (This stacks with similar abilities)
-At 7thThe Best Defence: When you make an attack against a creature, that creature gets a -1 to hit you for every Sworn Sword and ally that threatens it or that can hit it with a ranged attack. Additionally your Sworn Sword becomes immune to fear effects.
-At 11th Your Sworn Sword becomes immune to divination spells

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 See the Heart: When someone attempts to lie to you you get an automatic Insight check (modified by your Charisma modifier) to see through it.

Eyes Betray the Heart: +2 to any numerical modifiers of all abilities. Requires 2 previous Court Abilities.
Uses: Improves each and every one of the abilities listed here.
-Eyes See the Heart: +2 bonus on top of the Charisma modifier and other ranks and bonuses on the Insight check
-Voice: 3/day (instead of 1), +2 on top of 1/2 level bonus to Bluff/Diplomacy
-Taunt/Rally: +3 (instead of +1) bonuses and -4 (instead of -2) penalties, effects bonus two enemies, +2 to the Will save DC
-Whispers of the Soul: +2 uses a day, +2 to the Will save DC, lasts an additional 2 rounds, +2 to various other effects
-Your life is Mine: +2 uses/day, +2 to the Will save DC
-Mastermind: +2 to your Cohort's Leadership score
-Leader of Men: works on an additional 2 followers
Does nothing for Weakness is my Strength or Versatile

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)
-Can be taken (Fearsome Reputation) again to increase the penaltes to 2 and make foes who miss you (for whatever reason) dazed for 1 round.
-Can be taken a third time (Notorious) to increase the penalties to -4. Additionally any enemy that attacks you suffers a -2 on will saves until the end of your next turn.
-Can be taken a 4th time (Iron King) to increase the penalties to -6. Additionally yopu may roll two dice when making intimidation checks and use the higher of the two.

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.
-Can be taken again (Fluster:) You can make an intimidation check against a creature that targeted you last round. If successful that creature can only take a swift action on their next turn. (Weakness is my Strength Applies)
-Can be taken a third time (Panic). When an attack misses you or an ally you may redirect the attack to another target within range. This works on ranged attacks, though the new target on these must be within 10ft of the original target.

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).
-Can be taken a second time (Impose Will). Can make attempt when foe is at 1/2 their hp.
-Can be taken a third Time (Impose Fear). When a foe is below 3/4 their Hp you may, as a standard action, make an intimidation check against them. If successful you force them to make an attack at their highest bonus to one target of your choice within their range.
-Can be taken a fourth time (True Betrayal). 1/day you mat make an intimidation check against a target. If successful you dominate them (as dominate person/monster). The subject must be able to understand you. You cannot receive the sensory input of the subject. This cannot be blocked by spells like protection from evil. Spells that otherwise block mind effects (from any source) prevent this ability. A subject gets a Will save as normal (DC:10+1/2 character level+Charisma modifier)

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.
-May be taken a second time (Zealous Follower): If you aid your Sworn Sword on an attack, the damage done doubles.Your Cohort also gives a +4 bonus when aiding you. Also your Sworn Sword becomes replaceable for free and can be replaced after 24hours after dying. This imposes no penalties to your leadership score.

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)
-Can be taken again (Deadly Display) May use a standard action to make a bluff check against all enemies within 30ft. If successful they become dazed until the end of your next turn. Cannot be effected by this ability (hit or miss) again for 24hours. Feinting becomes a move action.
-Can be taken a third time (Dirty Tricks)Feinting becomes a move action. Additionally whenever you successfully feint an enemy you may designate one ally. The enemy is flatfooted toward that ally as well.

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
May take a second time(Weaving Flourish). You may make a full attack as a standard action. Additionaly whenever an enemy misses you (for whatever reason) You may redirect the attack to another target that threatens you.

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
Coordinated Action: When you or another ally aid another ally's attack action and it hits an extra die to damage. (IE if the noble aids a fighter with a long sword and he hits hthe fighter deals 2d8 damage + his strength modifier).
-May take again (Tactical Withdraw). You may use a move action to allow allies in your line of sight to withdraw as a swift action on their next turn.
-May take a third time (Tactical Superiority). You may use your movve action to allow all allies in your line of sight to shift. Lasts 1 round. Addditionally you and your allies in your line of sight gain a bonus +4 AC when utilizing cover. (this works with Command Cover)-
-You may take this feat a fourth time (Tactical Assault): Ypu may use a move action to designate a target. All allies that can see and hear you deal an extra d6 damage to target. In addition the target takes a cumulative -1 to AC every time it is hit.

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.
-Can be taken a second time (Rally Allies). You may, as a standard action Bolster all allies within 30ft.
-Can be taken a third time(Support Troops): You may drive your allies on. this allows you to take an immediate action to allow an ally to reroll a failed attack, save, or check. Additionally When an ally is reduced to 1/2 their hp and are within your line of sight you may automatically bolster them. Can only be triggered 1/minute per ally.
-Can take this a 4fourth time (Seize the Day). As a swift action you may target an ally within 60ft. you may remove one mind affect or fear effect from them and bolster them witha number of temporary hp equal to 10+your character level+your Charisma modifier. Can only be done 1/minute per ally. Additionally When ever an enemy is dropped below 0 you may, as an immediate action, designate an ally. You may bolster that ally.

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.
-Can be taken a second time(To ME!) May take standard to allow an ally to make a standard action. Additionally, if you are struck all allies within your line of sight can opt to shift 10ft as a reaction.
-Can be taken a third time (Team Leader) May take a full round action to allow an Ally to make an immediate full round action. Additionally, if an enemy successfully harms you, you may choose one ally within 10 ft of you. That ally gets a bonus to damage equal to your level + your Charisma modifier against that enemy on their next turn.
-Can be taken a fourth time (Field Commander). May, as a standard action, allow an ally to make a full attack against a taarget enemy within theeir range. Additionally, 1/turn, after you've been harmed by an enemy have an ally within 30ft immediately attack that enemy (You can assign the Team Leader bonus to this ally if they within range).


Currently I'm processing a noble (Dragonlance anyone?) samurai and an anti mage concept I've been wanting to finish. But my next target is ninja. I don't know if I want to look at anything psionic since I too heard they were doing something with it.


Well I have a few Classes I'm working on myself but I don't know where I would post them on here to get help from the people here. So umm.. Where would I share my class design ideas at here?


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?


What about base classes from the many many supplements? Wouldn't they need an overhaul to keep up with the core classes now? If so how will//would our saviors from paizo go about doing it? or will there be a thread made so that us players/DMs (DM in my case) can take cracks and pot shots at it?


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.