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I've been putting some time into converting a lot of the fluff in my group's wiki into mechanics. Here is my latest attempt.

Guardian of Aligindel
These mysterious ranger/illusionists are generally not seen or heard, but the knowledge of their existence deters many crimes and invasions. The training of a Guardian is long and slow, so it is generally only suited for elves. In their off seasons, Guardians take bounties on wanted criminals. The Guardians are the Empire of Aligindel's first line of defense.

Here is a link to the Google Document and below is a (poorly formatted) version.

Spoiler:
Guardian of Aligindel
HD: D8
BAB: 3/4
Saves: Poor Fort/Good Ref/Good Will

Requirements
Class Features: Favored Terrain
Spellcasting: Ability to cast 1st-level arcane spells without preparation.
Skills: Stealth 5 ranks, Knowledge (arcana) 2 ranks

Class Skills
The guardian of Aligindel’s class skills are Climb (Str), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier

Class Features
Weapon and Armor Proficiency: A guardian of Aligindel gains no proficiency in any weapons or armor.

Spells per Day: At the indicated levels, a guardian of Aligindel gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits of that class other than spells per day, spells known, and an increased effective level of spellcasting. If he had more than one arcane spellcasting class before becoming a guardian of Aligindel, he must decide to which class he adds the new level for the purpose of determining spells per day.

Bonus Spells: A guardian of Aligindel adds the following spells to his spells known: disguise self (lvl 1), faerie fire (lvl 1), silent image (lvl 1), invisibility (lvl 2), minor image (lvl 2), major image (lvl 3), greater invisibility (lvl 4), persistent image (lvl 5), permanent image (lvl 6), veil (lvl 6).

Armored Casting: A guardian of Aligindel has been taught to cast arcane spells while wearing enough protection to continue his martial traditions. He can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a guardian of Aligindel wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. If a guardian of Aligindel has more than one arcane spellcasting class, he must decide to which class to apply this ability.

Studied Tracker: Guardians of Aligindel are excellent trackers, knowing their quarry better the longer they pursue them. If a guardian of Aligindel tracks a creature for longer than 24 hours, he gains a +1 competence bonus to attack rolls, AC and saves against that specific creature. If he tracks the creature for longer than 1 week, these bonuses increase to +2. If he tracks the creature for more than 1 month, the bonuses increase to +3.

Favored Terrain (Ex): At level 2, a guardian of Aligindel may choose an additional favored terrain from the ranger favored terrains table. In addition, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
At level 8, he may choose an additional favored terrain and may choose to increase the bonus on any one favored terrain by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Swift Tracker (Ex): Beginning at 3rd level, a guardian of Aligindel can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Pierce the Veil (Su): At level 4, a guardian of Aligindel gains a +2 luck bonus to Will saves against illusion spells. He also gains a +5 luck bonus to Perception to detect invisible creatures. At level 9, the bonus to Will saves increases to +3 and the bonus to Perception increases to +10.

Guardian Training: At level 5, a guardian of Aligindel is inducted into one of many orders inside the organization itself. Each order, often called a company, has a particular set of tactics they use to stalk, ambush, beguile or fool their quarry. If an ability requires a save, the save DC is equal to 10 + ½ the guardian of Aligindel’s level + his Charisma modifier. He may choose one of the following abilities:
-Forestblind (Su): A guardian of Aligindel may cloud the eyes of his opponents in an illusion, filling their vision entirely with the sight of branches, leaves and undergrowth, rendering them effectively blind. This ability affects all sighted creatures within 30 feet of the guardian of Aligindel. Targets receive a Will save to negate this effect. This ability is a mind-affecting effect. He may use this ability a number of times per day equal to his Charisma modifier (minimum 1). Whether or not the save is successful, a creature cannot be the target of this ability again for 1 day.
-Quickrunner (Sp): A guardian of Aligindel may take prefer a more direct approach to his ambushes, darting from long distances to strike before his opponents can react. As a swift action, he gains a 30 foot bonus to his land speed for a number of rounds equal to his guardian of Aligindel level. He may use this ability a number of times per day equal to 3 + his Charisma modifier (minimum 1).
-Might of the Trees (Sp): A guardian of Aligindel might prefer to eschew all pretense of stealth once the ambush is revealed, instead relying on size and strength to ensure that his quarry doesn’t escape.. As a swift action, he may make himself large, as if affected by enlarge person. The effect lasts for a number of minutes per day equal to his guardian of Aligindel level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.
-Persistent Blur (Sp): A guardian of Aligindel might prefer to keep some semblance of stealth, even after the ambush is revealed. Whenever he is under an effect that would make him invisible and takes an action that would break his invisibility, he gains the effects of blur until the beginning of his next round.
-Shadow Essence Poison (Su): A guardian of Aligindel may choose to weaken their opponents before finishing them off. He gains the ability to produce a limited amount of shadow essence poison every day. He may apply this poison to any weapon he wields as a swift action without any risk of poisoning himself. He may use this ability a number of times per day equal to his Charisma modifier (minimum 1).
.......Shadow essence poison: Injury; save Fortitude DC 10 + ½ the guardian of Aligindel’s level + his Charisma modifier; frequency 1/round for 6 rounds; initial effect 1 Str drain; secondary effect 1d3 Str damage; cure 1 save.
-Sneak Attack (Ex): A guardian of Aligindel may choose to use his ambushes to strike at his opponent’s weak points. He gains +2d6 sneak attack.
-Summon Nature’s Ally (Sp): A guardian of Aligindel may prefer to have more than just nature as his ally. He gains summon nature’s ally V as a spell-like ability usable a number of times per day equal to his Charisma modifier (minimum 1). The caster level for this ability is equal to 5 + his guardian of Aligindel level.

Favored Casting (Su): At level 6, whenever he is one of his favored terrains, a guardian of Aligindel is more capable of tailoring his illusions to fool others. All illusion spells cast while within one of his favored terrains gains a +1 bonus to caster level.

Never Forget a Footprint (Ex): At level 7, guardian of Aligindel is trained to remember minute details of every creature he tracks, so that he may recall weaknesses or vulnerabilities of that creature. He may make a Sense Motive check to determine if a set of tracks he is following are those of a specific creature he has tracked before. The DC of this check is equal to 10 + the creature's CR. Success on this check brings back to memory the specific creature being tracked, and grants the guardian of Aligindel a +5 bonus to Survival check to track that creature. If he fails by 4 or less, he does not recognize the tracks, and failure by 5 or more means that the guardian of Aligindel misidentified the specific creature and takes a -2 penalty to Survival checks to track. Additionally, if the check is successful, he is considered to have tracked the creature for 3 days.

Pernicious Illusions (Su): At level 10, a guardian of Aligindel gains mastery over his illusions. He may choose to have any illusion spell he casts become quasi-real. These illusions have their save DC increased by 4 and creatures cannot bypass a saving throw to disbelieve. His figments are semi-solid and can hold or resist 10 pounds per caster level. If an illusion would cause damage to an area (such as an illusion of rocks falling from a cliff or of a fire in a creature’s space), all creatures in that area take 2d8 damage. They may attempt a Reflex save with a DC equal to the spell’s save DC to halve this damage. Illusions that would cause damage to a single creature only (such as a soldier swinging a sword or a trap firing an arrow) are treated as missing the creature, but otherwise are treated as if real.

I appreciate any opinions on the class. I'm pretty sure Pernicious Illusion doesn't do what I want it to, but I can't figure out a better way to make illusions quasi-real.


I can't seem to find anything for a sorcerer in the way of bloodlines that boosts a sorcerer's ability with illusions. I know that illusions aren't ideal, but something for a sorcerer character who wants to specialize in silent image, minor image, et al. Surely there is something out there for it. Can anyone help?


Here is another attempt at a prestige class for my homebrew world. Please let me know what you think of the abilities and the balance of it.

Here is a nicely formatted Google document.
Here is a less nicely formatted copy.

Spoiler:
Harrow Priest
D8 HD
BAB: 3/4
Saves: Good Fort, Poor Ref, Good Will
Spellcasting: 10/10

Requirements
Skills: Knowledge (Religion) 5 ranks
Spells: Able to cast 2nd level divine spells
Alignment: Any evil

Class Skills
The harrow priest’s class skills are Bluff (Cha), Diplomacy(Cha), Disguise (Cha), Heal (Wis),Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge(religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Stealth (Dex).
Skill Ranks per Level: 4 + Int modifier

Class Features
Weapon and Armor Proficiency: A harrow priest gains no proficiency with any weapon or armor.

Spells per Day: At the indicated levels, a harrow priest gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained,except for additional spells per day, spells known (if he is a spontaneous caster), and an increased effective level of spellcasting. If she had more than one divine spellcasting class before becoming a harrow priest, she must decide to which class she adds the new level for the purpose of determining spells per day.

Soul Well (Su): A harrow priest gains a pool of power known as a soul well, gained from releasing the souls of living beings from their bodies. Whenever a harrow priest kills a humanoid creature with at least half of her total hit dice, she gains 1 point in her soul well. She may have a maximum number of points in her soul well equal to ½ her level (minimum 1) + her Charisma modifier. She may use these points in a variety of ways.
As long as she has at least 1 point in her soul well, a harrow priest may spontaneously convert any 2nd level or higher spell into death knell. Doing so does not expend any points from her soul well.
She can also spend 1 point as a swift action to allow the next spell she casts that round to be cast as if one of the following metamagic feats was applied to it (without increasing the spell level or casting time): Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. She can instead spend 2 points to have her spell affected by Thanatopic Spell or Threnodic Spell.
Additionally, she may spend 1 point from her soul well inplace of a material component for a spell. Each point spent has a value of up to 100 gp. Multiple points may be used for expensive material components. When casting a spell to create or control undead, each blood point is worth 200 gp.
At level 9, a harrow priest does not need to personally kill a creature in order to absorb power from its death. Whenever a humanoid creature with at least half of her total hit dice dies within 30 feet of her, she adds 1 point to her soul well.
At level 10, as long as the harrow priest has at least 1 point in her soul well, she gains a +1 bonus to her caster level when casting spells to create or control undead.

Channel Negative Energy (Su): A harrow priest gains the ability to channel negative energy as a cleric. Her effective cleric level is equal to her harrow priest level for determining the effect of her channel negative energy. If she gains the ability to channel negative energy from another source, her harrow priest levels instead stack with those levels for determining channel negative energy.

Channeling Mastery(Su): At level 2, whenever channeling negative energy to harm living creatures, a harrow priest may also choose to heal one undead creature within the burst radius. The healing is equal to the damage rolled to harm the living creatures. At level 5, the number of undead increases to 2. At level 8, the number increases to 3.

Bonus Feat: At level 3, a harrow priest may select Channel Smite, Command Undead, Extra Channel, Improved Channel, Selective Channel or Spell Focus (necromancy) as a bonus feat. At level 7, she may select another bonus feat, adding Greater Spell Focus (necromancy) and Undead Master* to the list.
*Ultimate Magic

Raise the Fallen(Sp): At level 4, a harrow priest gains the ability to reanimate a fallen humanoid foe or ally as an undead thrall. When a creature dies within 30 feet of a harrow priest, she may choose to expend 1 point from her soul well as a standard action to revive the creature as an undead monster under her control. The creature must have died within one round of using this ability and may not have more hit dice than 5 + her level + her Charisma modifier. The creature is raised as a zombie-like being but otherwise retains all of the class and racial abilities that it had in life. It is brought up to 0 hit points and then healed as if targeted by the harrow priest’s channel negative energy. The creature is treated as undead for the purpose of all spells and effects. The creature remains under the control of the harrow priest for 1 hour or until slain. When the creature is no longer under the control of the harrow priest,it falls dead and can no longer be affected by this ability. It may be raised or reanimated as normal.
At level 8, the reanimated creature gains the advanced simple template and channel resistance +4.

Blood Casting (Su): At level 6, a harrow priest may spend points from her soul well to spontaneously cast a spell she knows. She must spend 1 point per spell level to cast a spell she has prepared or is on her spells known list. Doing so does not use up a spell slot. Spells used to create or control undead have their soul well cost reduced by 1 to a minimum of 1.

Sacrifice the Many(Su): At level 10, a harrow priest may perform a ritual to draw power from multiple sources. The ritual takes ten minutes to perform and the harrow priest may do nothing else while she is performing the ritual. Humanoids slain during this time qualify for her soul well ability, regardless of their total hit dice.

Areas of personal concern:
I always feel like I make my PrCs too strong, so please comment on power level.

I'm worried that some of the wording might be a little confusing, especially on Soul Well and Raise the Fallen. Please comment if you aren't clear on an ability or can see multiple interpretations on how it works.

Please let me know if there is something obviously missing from this PrC. It's supposed to be a class that converts the souls of living humanoids into raw power to fuel spells and create/control undead. I figure that's pretty obvious, but I want to make the design point clear.

Finally, thanks to anyone who takes the time to look it over and comment.


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I know it's not an original name, but I'm working within some established fluff. Basically some of my group's established history refers to an ancient evil character known as the "Shadow King" who had minions known as the "Shadow Knights". They were worshipers of a powerful evil deity, knights of an unholy order, and (obviously) did vague shadow-related things. So here is my attempt at making a prestige class for them.

It's designed for an antipaladin. It feels a bit strong to me - as in there is little reason to play an antipaladin and not take this prestige class - but I wanted to get the concepts down and then scale as necessary.

For a better formatted version, check the Google document. It will be updated if/when critiques arrive. Otherwise, it is as below:

Shadow Knight
Hit Die: d10
BAB: Good
Saves: Good Fort/Poor Ref/Good Will
Casting Progression: 10/10

Requirements

Weapon Proficiency: Must be proficient in all Martial Weapons
Touch of Corruption class feature
Alignment: Any Evil
Base Attack Bonus: +5
A shadow knight must have pledged loyalty to an evil divine being.

Class Skills

The Shadow Knight’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis),
Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).

Class Features

Weapon and Armor Proficiency: Shadow Knights are proficient with all simple and martial weapons as well as the favored weapon of their deity, with all types of armor (heavy, medium, and light), and with
shields (except tower shields).

Smite Good (Su): The shadow knight’s class level stacks with levels in any other class that grants the smite good ability.

Spells per Day: At the indicated levels, a shadow knight gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits of that class other than spells per day, spells known, and an increased effective level of spellcasting. If he had more than one divine spellcasting class before becoming a shadow knight, he must decide to which class he adds the new level for the purpose of determining spells per day.

Channel Negative Energy (Su): The shadow knight’s class level stacks with levels in any other class that grants the channel negative energy ability.

Spells: A shadow knight adds the following spells to his spell list at the corresponding levels: shadow weapon (UM) (lvl 1), shadow anchor (ARG) (lvl 2), shadow conjuration (lvl 3), shadow step (UM) (lvl 3), shadow evocation (lvl 4), symbol of striking (UC) (lvl 4).

Shadow Gear (Su): Once per day, a shadow knight may imbue his armor with the qualities of shadowstuff. For one minute per level, all of the shadow knights armor and carried gear become weightless, removing any armor check or encumbrance penalties. If his gear shed any light, the shadow knight may choose to suppress this light for the duration of the effect. The shadow knight gains an additional use of this ability at level 4 and at level 8.

At level 4, the shadow knight may choose to add ghost touch or light fortification to his armor. At level 8, he may instead choose moderate fortification.

Darkvision (Ex): At 2nd level, a shadow knight gains darkvision out to a range of 60 feet. If he already has darkvision, the range increases by 30 feet.

Dark Channeling (Sp): At level 2, whenever a shadow knight channels negative energy to harm living or heal undead, darkness envelops the area around him. A 30 foot radius area, centered on the shadow knight, is veiled in darkness as the spell for a number of rounds equal to the shadow knight’s level.

Summon Shadow (Su): At 3rd level, a shadow knight can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the shadow knight, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadow knight and can communicate intelligibly with the shadow knight. This shadow has a number of hit points equal to one quarter of the shadow knight’s total. The shadow uses half the shadow knight’s base attack bonus and full base save bonuses.

If a shadow companion is destroyed, or the shadow knight chooses to dismiss it, the shadow knight must attempt a DC 15 Fortitude save. If the saving throw fails, the shadow knight gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

Shadow Walk (Sp): At level 5, a shadow knight may use shadow walk as a spell-like ability once per day with a caster level equal to his character level. The save DC is equal to 10 + ½ character level + Cha
modifier.

Strike from Darkness (Ex): At level 6, whenever attacking from darkness, a shadow knight causes bleeding damage with his attacks. A successful attack with a melee or ranged weapon deals 1d6 bleed damage.

Shadowed Casting (Su): At level 7, when casting a spell from concealment caused by darkness, the save DC of a shadow knight’s spells and channel energy increase by +2.

Shadow Blade (Su): At level 9, the shadow knight gains the ability to turn his weapon into shadow. The effect is like brilliant energy except instead of shedding light, it emanates deeper darkness as the spell.

The shadow knight can activate this ability as a swift action and it lasts a number of rounds per day equal to his shadow knight level + his Charisma bonus. These rounds do not need to be consecutive.

Sapping Strike (Su): At level 10, whenever a shadow knight confirms a critical hit, he deals an additional 1d6 strength damage to his target. If the target dies as a result of the attack, the shadow knight gains a
+2 morale bonus to strength for one minute.


I am currently unaware of a spell like this existing, but it seems like it absolutely should. If it does, please point it out to me. If it does not, I would appreciate some critiques.

Quote:

Baleful Teleport

School conjuration (teleportation); Level bard 4, inquisitor 4, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components S, V
Range short (25 ft. + 5 ft./2 levels)
Target one hostile creature
Duration instantaneous
Saving ThrowWill negates; Spell Resistance yes

With a flick of your wrist, you make your enemy arrive in the path of harm. You instantly teleport a single target within range to any other point within the spell's range, provided that the target's final destination put it in harm's way, such as within the threatened range of an ally, onto a trap or into an ongoing spell effect. The target's final destination must be large enough for its size and must be capable of supporting the creature.

I'm considering also making the arrival provoke an AoO, but I'm not sure.


On Friday night one of the player characters died. Normally this isn't a problem as raising characters from the dead is available (if expensive) for most living beings. However, the player character in question is a dhampir. Now we aren't sure how to bring her back. I (as the GM) suggested that Raise Dead et al. wouldn't work, since they make special provision on how they work on undead. However, I also suggested that something along the lines of Animate Dead (or similar undead raising spell) would be an appropriate substitute. I told the group that I would investigate further, since it was already late and we could end the session for the night.

After some looking through FAQ threads and re-reading the texts of NEA and Raise Dead, I'm still not sure. So does Raise Dead work, or do they players need access to Animate Dead?


So my group just finished a 1-20 campaign that took us over three years. In the process we got to know Pathfinder pretty well (we think), and really got used to things about it we liked and didn't like. One of the things that we realized that we didn't like were how skills work.

Basically, we didn't like that, unless you heavily invested in skills, they basically became useless after the first few levels. No ranks in stealth? Better not try to sneak past anything by level 6. No ranks in diplomacy? Better let the paladin do the sweet talking instead, even though you are the one needing the information. We didn't like that incompetence was the norm and competence required heavy investment.

As a result, we looked at maybe incorporating a method of having skills scale with level. This way your 20th level hero was better at any skill than a level 2 schmuck, regardless of the skill. He just should be, he's nearly a demigod. However, investment should still be rewarded. The rogue should be a better sneak than the clumsy fighter.

Here were our thoughts:

Each class is awarded a number of trained skills at first level equal to the number of skill ranks they would normally gain. Rogues would get 8 + INT, clerics get 2 + INT, etc. At first level, the character chooses which skills he wants to "train". Trained skills and class skills are not synonymous. You may train whatever skills you like, just like you can put skill points wherever you like under the standard rules. Any skill not "trained" is considered untrained.

Trained skills progress at a rate of 3/4 level (the same as medium BAB). Untrained skills progress at a rate of 1/2 level (same as poor BAB). This base skill bonus (previously skill ranks) is known as BSB, and this number is used for qualifying for feats or prestige classes or whatever may require it.

Class skills still offer their +3 bonus if a class skill is trained. This is not a bonus to the BSB, but simply a bonus to the overall check, the same as Weapon Focus does not increase BAB. Feats like Skill Focus, which add a bonus to the skill, work similarly; the bonus from these feats normally increases at 10 skill ranks, but instead increases at +10 BSB.

A new feat, Superior Skill Training (or some such name), will be introduced. This feat increases a trained skill from 3/4 level to 1/1 level (same as full BAB). This feat will have the requirements of skill focus in that skill, and that the skill be trained.

Prestige classes, feats, abilities, etc. which require a specific number of skill ranks instead require an equivalent BSB.

The favored class option to add a skill point instead gives an untyped bonus to any skill (trained or untrained).

Increases in intelligence that would normally grant additional skill points instead grants an additional trained skill. Headbands of intelligence (or similar items) grant trained skills rather than max skill ranks in the noted skills.

Monsters are considered to be trained in all skills mentioned in their bestiary entries. This is for simplicity. A full rebuild of all monsters would honestly be needed to make these correct, but since monsters don't usually last that long and their skills rarely make or break an encounter, it's often more work than necessary. Special monsters (those that will be interacted with rather than just killed) probably deserve a proper rebuild of skills.

I had considered using the good/bad save progression, or simply a full/half BAB, but the former ended up with skills being about 60% of their previous levels and the latter created a bigger gap than I thought made sense. At 1/2 and 3/4, skills are still disparate, but close enough that a few points really matters. For example, a level 12 rogue trained in stealth would have a stealth bonus of around +20 to +25. An untrained perception score (a dumb idea) of a non Wisdom class at the same level would be around +7 or +8. So, if the rogue rolls low and the other guy rolls high, the rogue could be detected, but normally the rogue wouldn't have a problem sneaking past - as it should be. However, the guy with the +8 doesn't feel completely useless because it's not just a +1 or +2. Heavy investment is still rewarded, but not so much so that things get out of hand.

We might need to look at spells and items that grant bonuses to skills, because their value goes up under this system. A +5 to stealth from the Boots of Elvenkind matters more when the top levels of skills are reduced.

-----

So, what did we miss? Does this help? Does it hinder? What implications are there that we've overlooked? Is it overly complicated?


So I've been toying with this idea for some time, and wanted to see if anyone could help point out the ramifications of it before I implement it with my group.

I've kind of always thought it silly that divine casters, like the druid or cleric or paladin, have access to every spell on their spell list every morning when they prepare spells. This gives the cleric 416 different spells... plus an additional 18 from his domains, which may be on other lists. Yes, I know that requires a 17th level cleric and and many don't play that high, but there are still over 55 level 1 spells alone!

The core fluff for why divine casters get unrestricted lists is basically that they are supposed to be simply praying to their god and the god (in their immense power) is answering the caster's prayer in the form of magic. However, since there isn't really a mechanic for the god to say no (other than stripping all casting ability) this doesn't really play out. I know 1e and 2e had some text about the GM altering a player's spell selection, or changing which spell gets cast at the time of casting, but I usually felt like I was being cheated out of my character by the GM when it happened to me, especially if the effect was worse than the one I intended.

Additionally, most divine casters are required to prepare their spells ahead of time. Basically, they have to sit down and pre-pray up all their spells... which makes little sense if it's the god providing the spell. This is somewhat further disrupted by the oracle, who has a very limited spell list. Like a sorcerer, an oracle has a very small "spells known" list and spontaneously casts from that. And oracles are supposed to be direct conduits for deities. In all practicality, arcane and divine magic ends up working the same - the player chooses a spell, and it just works.

Anyway, my suggested rule would be that spells from Core and APG are considered your "spell list" for all purposes, including what spells you can prepare and what wands/scrolls/whatever you can use freely. Then, like a wizard, a divine caster can add spells to his spell list by buying scrolls (or making a donation to a temple to learn a new votive or whatever), or may be given as part of treasure. Divine casters would also gain the ability to add new spells to their spell lists whenever they gain a new spellcasting level (one or two spells, maybe).

This helps in several regards. Players who don't want to buy all of the books don't have to. If you have Core and the APG, you have everything you need. If your character gets an additional spell, it's easy to just write down the effects of that spell (or print it off from the PRD). It speeds up gameplay. I was probably the worst about this in my last campaign. I'd sit and flip through four different books, trying to compare the effects of my various available spells in order to figure out which one was best for the situation. Then something would change, and I'd have to go looking again. Every round. Knowing that all of my spells are in just two books, it would cut my search time in half. Also, it's a power limiter. Every source book that gets released that we pick up increases the power of the game. This can be hard for GMs, especially ones who don't want to read through every spell in every sourcebook.

On top of this, I'd suggest that scrolls of spells (divine or arcane) from sources other than Core or APG are rare commodities. They exist, sure, but they aren't in every magic shop. You might have to go to one of the colleges or temples to find it.

I was considering having the spells cost the same as arcane spell scribing (a cost for the scroll/spellbook plus a rider for scribing) that is flavored as a donation to a temple and some sort of incense/libation/whatever. Basically, it costs a small amount of gold and you gain it as part of your spell list.

Anything I'm missing from this that would make it cripplingly unplayable? Any questions that I haven't answered that need answers in order to be playable?


I am working on a low level barbarian build, and am looking to functionally optimize the character concept. The concept started out with the silly idea of a barbarian with such a low wisdom and perception score that he was convinced that the rogue/sneaky characters in the party didn't actually exist, but were, in fact, phantoms. This lead me to wondering why a character would believe that these phantoms were all around him, directly effecting his environment. In turn, this made me think of the haunted oracle curse and the spirit totem rage powers.

Right now I am torn as to whether the level of oracle is worth it for the build. It's very flavorful and gives some interesting utility (and Will save boost) to the character, but how painful is that level going to be if the character is meant to be played from level 3 to around level 6 or 7? I hadn't planned to take Rage Prophet, since casting spells isn't currently part of the planned story for this character. If I take the level of oracle, I'd effectively use the four or five spells available as neat little SLAs rather than primary character attributes.

I figured I'd go for Superstition as well, and probably the Invulnerable Rager archetype.

If anyone can offer advice on feats, weapons, other rage powers, better build options for the concept. I would probably need to be human, elf or half-elf (because of setting for the campaign) with a 20 point buy, but everything else is pretty open. If it's available on the PRD, then it's open game.

Thanks in advance for any assistance or help offered.


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So I recently commissioned some art for my homebrew world, and as part of the sketches, I was sent some images simply titled "eldritch children". They were just sort of a bonus set of art that the artist wanted to include. After seeing them, I knew I had to create some stats for them because the art was just too cool to not have something exist for them.

I am going to include the stats for the four creatures below in spoilers, but formatting is terrible, so I suggest you follow the link to the Google document.

.

Abomination subtype

Spoiler:

Aura of Insanity (Su): All abominations have an aura of insanity that can cause insanity in intelligent creatures. The aura inflicts a random insanity (see Sanity and Madness in Game Mastery Guide) with the following differences. The Will save for the insanity is equal to DC 10 + 1/2 abomination's racial HD + abomination's Cha modifier (the exact DC is given in the creature's descriptive text). Additional Will saves to remove the effects are made daily instead of weekly. The onset time for all effects (except amnesia) is 1 hour. The range of this aura is 30 feet. An opponent that succeeds on the saving throw is immune to that same creature's aura of insanity for 24 hours.
Alien Mindset (Ex): Abominations do not think like normal creatures. They are immune to mind-affecting effects.

Eldritch Grub

Spoiler:

Eldritch Grub CR 2
XP 600
NE Small aberration (abomination, aquatic)
Init +2; Senses darkvision 60 ft.; Perception +8
Aura aura of insanity (DC 14)
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 dex, +1 natural, +1 size)
hp 16 (2d8+8)
Fort +4 Ref +2 Will +3
Defensive Abilities alien mindset, amorphous; Immune critical hits, mind-affecting effects, precision damage
OFFENSE
Speed 20 ft., swim 20 ft.
Melee bite +3 (1d6+4)
Special Attacks
STATISTICS
Str 16, Dex 15, Con 18, Int 8, Wis 11, Cha 17
Base Atk +1; CMB +3; CMD 15 (can’t be tripped)
Feats Skill Focus (Perception)
Skills Perception +8, Survival +5 Swim +16
Languages Aklo
SQ amphibious
ECOLOGY
Environment any underground or aquatic
Organization solitary, group (2-4), nest (5-30)
Treasure incidental
SPECIAL ABILITIES
Aura of Insanity (Su) An eldritch grub's aura of insanity returns any result of amnesia with mania/phobia. The aura only extends 10 feet.
Overbite (Ex) An eldritch grub's bite deals damage as if it were one size larger than normal. An eldritch grub deals 1-1/2 times Strength modifier to damage.

An eldritch grub is a loathsome and horrifying slug-like creature. Born from the terrible creature Gahl-tath-Urok, these aberration larva will grow into many other kinds of abominations. Until they do, they have only one desire – to feed. Their oversized, toothy maws are not their most terrifying feature, but easily the most recognizable. Writhing with tentacles, their mouths are capable of sucking the flesh from the bones of a fresh corpse. Though primarily carrion eaters, eldritch grubs have no problem creating fresh corpses should the opportunity arise. Eldritch grubs are 3 feet long and weigh 25 pounds.

Eldritch Stalker

Spoiler:
Eldritch Stalker CR 4
XP 1,200
NE Medium aberration (abomination, aquatic)
Init +8; Senses blindsense 30 ft., darkvision 60 ft.; Perception +11
Aura aura of insanity (DC 15)
DEFENSE
AC 18, touch 15, flat-footed 13 (+4 dex, +3 natural, +1 dodge)
hp 42 (5d8+20)
Fort +5 Ref +6 Will +7
Defensive Abilities alien mindset, amorphous; DR 5/slashing; Immune critical hits, mind-affecting effects, precision damage
OFFENSE
Speed 30 ft., swim 20 ft., climb 20 ft.
Melee bite +6 (1d8+4)
Special Attacks lurking strike
Spell-like Abilities (CL 5)
Constant – spider climb
3/day - invisibility
STATISTICS
Str 16, Dex 19, Con 18, Int 9, Wis 16, Cha 17
Base Atk +3; CMB +6; CMD 20 (can't be tripped)
Feats Dodge, Improved Initiative, Skill Focus (Stealth)
Skills Climb +16, Perception +11, Stealth +12, Survival +7, Swim +16
Languages Aklo
SQ amphibious
ECOLOGY
Environment any underground or aquatic
Organization solitary, group (2-4)
Treasure standard
SPECIAL ABILITIES
Lurking Strike (Ex) An eldritch stalker may drop from the ceiling of a cave (or other similar high place) an initiate a body slam on its target as a full round action, dealing damage as if it were a solid falling object, without taking damage to itself. This attack is a ranged touch attack with a range increment of 20 feet.
Overbite (Ex) An eldritch stalker's bite deals damage as if it were one size larger than normal. An eldritch stalker deals 1-1/2 times Strength modifier to damage.

When an eldritch grub gains an additional 3 hit dice, it may become an eldritch stalker. Eldritch stalkers favor cool, wet caves, especially those with high ceilings. They use their ability to slither up nearly any surface so that they may stalk their prey from above. When the moment is right, they will drop from above, hoping to crush their prey. Their pseudopod-like arms extend from their bodies to hold tight to cavern ceilings, letting them hang nearly motionless for hours at a time. Eldritch stalkers are 5 feet long and weigh 150 pounds.

Eldritch Spitter

Spoiler:
Eldritch Spitter CR 6
XP 2,400
NE Medium aberration (abomination, aquatic)
Init +6; Senses blindsense 30 ft., darkvision 60 ft.; Perception +15
Aura aura of insanity (DC 19)
DEFENSE
AC 18, touch 17, flat-footed 11 (+6 dex, +1 natural, +1 dodge)
hp 76 (9d8+36)
Fort +7 Ref +9 Will +9
Defensive Abilities alien mindset, amorphous, protective slime; DR 5/slashing or cold iron; Immune acid, critical hits, mind-affecting effects, precision damage
OFFENSE
Speed 30 ft., swim 20 ft.
Melee bite +8 (1d6+3 plus 1d4 acid)
Ranged spit +12 touch (1d6 acid plus splash damage)
Special Attacks
STATISTICS
Str 14, Dex 23, Con 18, Int 11, Wis 16, Cha 21
Base Atk +6; CMB +8; CMD 24
Feats Dodge, Mobility, Point-Blank Shot, Shot on the Run
Skills Acrobatics +18, Knowledge (Dungeoneering) +12, Perception +15, Survival +12, Swim +16
Languages Aklo
SQ amphibious
ECOLOGY
Environment any underground or aquatic
Organization solitary, group (2-4), hunting party (2-4 plus 2-4 eldritch stalkers), nest (4 plus 2-4 eldritch stalkers and 5-30 eldritch grubs)
Treasure standard
SPECIAL ABILITIES
Protective Slime (Su) A layer of acidic slime coats an eldritch spitter's skin. Any creature that strikes an eldritch spitter with a natural attack or unarmed strike takes 1d6 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes an eldritch spitter with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d6 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes an eldritch spitter is automatically destroyed after it inflicts its damage.
Spit (Su) Eldritch spitters conjure blobs of acid from their gullets and spit them at their foes. These globs of acid act as splash weapons with a range increment of 50 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

When an eldritch grub gains an additional 7 hit dice, it may become an eldritch spitter. Eldritch spitters grow two legs and a balancing tail, all of which allow them to better position themselves to launch globs of acid on their prey. This acid oozes out of their mouths constantly and over their already slimy skin. Everything that an eldritch spitter touches is seared by this acid, and their trails are etched even into solid stone. An eldritch spitter is 5 feet long and weighs 120 pounds.

Eldritch Flayer

Spoiler:
Eldritch Flayer CR 9
XP 6,400
NE Large aberration (abomination, aquatic)
Init +2; Senses blindsense 30 ft., darkvision 60 ft.; Perception +20
Aura aura of insanity (DC 23)
DEFENSE
AC 19, touch 11, flat-footed 17 (+2 dex, +8 natural, -1 size)
hp 119 (14d8+56), regeneration 5 (cold iron)
Fort +8 Ref +8 Will +12
Defensive Abilities alien mindset, amorphous; DR 10/slashing and cold iron; Immune critical hits, mind-affecting effects, precision damage
OFFENSE
Speed 50 ft., swim 20 ft.
Melee bite +18 (2d6+8), 4 tentacles +15 (1d6+4 plus grab)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacles)
Special Attacks constrict (1d6+4), swallow hole (2d6+8, AC 14, 12 hp)
Spell-like Abilities (CL 14)
At will – create water, putrefy food and drink
3/day – control water, obscuring mist
1/day – cloud kill (DC 21)
STATISTICS
Str 26, Dex 15, Con 19, Int 12, Wis 16, Cha 23
Base Atk +10; CMB +19; CMD 31 (33 vs trip)
Feats Dodge, Lightning Reflexes, Mobility, Multiattack, Power Attack, Spring Attack, Weapon Focus (Bite)
Skills Acrobatics 19 (+33 when jumping), Intimidate +23, Knowledge (Dungeoneering) +18, Perception +20, Survival +18, Swim +21; Racial Modifiers +8 Acrobatics when jumping
Languages Aklo
SQ amphibious
ECOLOGY
Environment any underground or aquatic
Organization solitary, pair, group (3-6), horde (2-6 plus 4-8 eldritch spitters, 4-8 eldritch stalkers and 5-30 eldritch grubs)
Treasure
SPECIAL ABILITIES
Aura of Insanity (Su) An eldritch flayer's aura of insanity returns any result of mania/phobia as a permanent confusion, as per the spell insanity.
Overbite (Ex) An eldritch flayer's bite deals damage as if it were one size larger than normal. An eldritch flayer deals 1-1/2 times Strength modifier to damage.
Powerful Leaper (Ex) An eldritch flayer uses its Strength to modify Acrobatics checks made to jump, and has a +8 racial bonus on Acrobatics checks made to jump.
Swallow Whole (Ex) An eldritch flayer can expand its jaws to swallow Large or smaller creatures. An eldritch flayer will vomit out any creature wearing armor made mostly of cold iron, dealing no damage to them. Vomiting out a creature is a free action.

When an eldritch grub gestates long enough to gain an additional 12 hit dice, it may turn into an eldritch flayer. This three-legged monstrosity is the most vile of the abominations, taking on the form of Gahl-tath-Urok itself. Its central body houses an expansive mouth, capable of swallowing a horse, and four writhing tentacles which quickly sweep whatever it can grasp into its mouth. An eldritch flayer loves to leap into the air, crashing mouth-first into its prey, before wrapping it with its tentacles and either squeezing it lifeless or simply devouring it alive. Nearly nothing is indigestible to an eldritch flayer, except things made of cold iron. Cold iron burns it, causing its fetid flesh to pucker and split. An eldritch flayer is 11 feet tall and weighs 400 pounds.

Areas of personal concern:
I really don't think my CRs are right. I sort of picked CRs and worked backwards, but I still think I ended up either too strong or too weak.

Aura of Insanity was something of a compromise with myself that I didn't like. I wanted to use the insanity rules but having onset times of several days just didn't work for me. The dungeon crawls I had intended these guys for when I started making them probably won't last in-game days. I had wanted to make their onsets immediate, but that seemed too powerful, especially for the Grub. I had tried having them impose other conditions (like fear or nausea) but that was also unsatisfying. So, I would welcome suggestions on that front.

Thank you very much for any assistance offered.

Spoiler:
Please respect the rights on these pictures.
Spitter
Stalker, Grub, Stalker, Flayer


With a paladin, good-aligned cleric and fighter who wields a holy greatsword, I want to make sure what the RAW says regarding "evil outsider".

I plan to use a fallen solar in an upcoming encounter. I have run fallen celestials before, and have confirmed (from a developer, no less) that fallen celestials keep their (good) subtype even if their personal alignment becomes neutral or evil. However, does this make them count as "evil outsiders" for the purpose of smite, holy weapons or alignment channel?


Pulled aside from this thread. I've quoted the relevant bits, so you needn't find them.

Mauril wrote:

One rule I've long wanted to implement (but haven't had the chance to do so) is pre-planned rounds. Theoretically, it'd work like this:

Everyone rolls initiative. We start at the bottom of the initiative order and go up. On your initiative count, you may choose to take a move action or begin a full-round action. If you choose to take a full attack with your full-round action, you make your first attack at this time. This rewards those with higher initiative counts because it allows them to move more tactically (effectively getting to survey the battlefield and react to it).

After everyone has done this, we start at the top and do down. You may now take a standard action (or a second move action) or finish your full-round action. If you began a full attack in the first half of the round and you no longer have any valid targets, you must take a move action at this point or simply choose to forgo your remaining attacks.

You may take swift and free actions whenever you'd like.

Special cases:
Charges are allowed to be non-linear, as they are spit over two actions. Effectively they are move-move-single attack, but the rules on moving through difficult terrain and allies' squares remains. Also, both moves must be directly at the intended target, and may not circumvent obstacles.
Special actions that provide bonuses/penalties on a full attack must be declared at the beginning of your first action. If you wish to gain additional attacks from flurry of blows, two weapon fighting, rapid shot, etc. you take any associated penalties on that first attack, even if the rest of the full attack cannot be completed.
Splitting a full-round action over two rounds is basically disallowed unless you are limited to only a move or standard action on your turn (such as being staggered). It's not a thing I've really ever seen anyone do anyway, but it is even more cumbersome under this system.

NOTE: this houserule would probably not be in place for high level games, where combat is already really slow. We don't play much past level 10 anyway.

Evil Lincoln wrote:

Actually, I can see that /helping/ in high level play, since many people get locked into actions long before they need to resolve them.

The real tactical thinking only happens for the init winner. Very interesting idea indeed.

Tim4488 wrote:
Grimm had a system much like what you're describing, Mauril. The slowest characters declare actions first, then faster characters, THEN everything resolves.
Umbranus wrote:

The Streetfighter RPG (yes, there is something like that) had a system where every action had an init modifier and the slowest would go first with their action but everyone who had a higher init could alwasy chose to act "now". So the quicker could chose if they wanted to go first or not.

And if you were hit hard enough in combat you could lose your action.

So chosing to make a very strong, high damage but low init action was dangerous.

But high init actions often were too weak to interrupt other actions.

As the rest of the rules was rather similar to Vampire and Werewolf I guess that Streetfighter was from white wolf, too.

Anyway, can we maybe work on refining this a bit more? I really like this as a concept, but I know that right now it is too simplistic to cover corner cases.

Problems I'm already seeing:
The middle initiate loses out after the first round. With the way that rounds double back on themselves, the guy at the bottom of the order and the top of the order are basically the same after the first round. The "no splitting full-round actions" somewhat mitigates this, but tactically it's very similar. I'd like to find a simple and elegant solution to this that doesn't reward getting a low initiative roll.

Other full round actions that involve movement and attacks. I've sort of covered charging, but what about ride-by attack, flyby attack, spring attack and others like that? Should it work the same? Basically allow partial movement in the move phase, then the attack and the rest of the movement on the standard phase.

As a caster, sometimes I want to cast then move (because of ranges or the like). Currently you basically have to choose to move in the move phase or forfeit any movement. Should there be an option to delay movement until the standard phase, but at some sort of limitation? Say "delaying movement only allows you to move half your speed" or something? This still allows for some post-action movement, but encourages movement in the move phase. Delayed movement would be different from downgrading a standard to a move action.

Monks at level 5 and beyond have little reason to not declare a flurry on the beginning of their turn, if they have an opponent in range, even if they only want to make a single attack and then run away. At level 5, the normal BAB of a monk and his flurry attack bonus equal; at level 7 the flurry AB surpasses his normal BAB. Unless he's wanting to do a specific "standard action only" attack, it's better for him to just flurry. Mind you, I don't find this a huge problem (I would be fine with monks just having full BAB but that's outside the scope of this houserule) but it's something that might need to be addressed.

Manyshot runs into the same issue. Why wouldn't an archer declare a full attack to get the extra arrow in the first round? I mean, archers are usually getting full attacks anyway, so it probably won't be an issue that will come up often, but it just seems like something that would need to be addressed. Maybe something added to Manyshot like "the additional damage from the second arrow is dealt during the 'standard phase' and only if the archer continues the full attack"?

I'm sure there are other things, but those are just the ones I thought of this morning.


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I'm working on finally statting some of the homebrew races that are unique to my game group's world thanks to the ARG. I'm having a little trouble hammering out how to handle a racial feat that definitely needs to be available for one of them.

Quote:

Mated Pair [Combat]

Prerequisites: Ansvar
Benefit: Designate an ally as your mate. While your mate is alive, you gain the benefits of Paired Opportunists, Coordinated Defense and Swap Places when you are adjacent to your mate. Your mate is considered to have these feats for the purposes of determining if you gain the bonuses from those feats. You may never designate another ally as your mate; however, if your mate dies, you may exchange this feat for one of the three feats it emulates.

Basically the Ansvar choose a life partner as a battle companion. This is functionally equivalent to a marriage in their society, but is more of a martial contract than a marital one. The two agree to fight by each others' side until death. Usually, if one of the two dies, the other chooses to fight to the death over the corpse of its mate. If the one survives, it never chooses another mate.

The two ansvar are supposed to basically learn to fight as one unit, perfectly aware of the others' movements and capable covering their weaknesses and exploiting openings they open from their foes. The ansvar are a large people, or I would have gone with the ratfolk's swarming ability.

Mechanically, I think it does what I want it to do, or at least feels like I want it to, but I think it might be a little powerful. I'm thinking the limitation on being only one other creature ever warrants getting three feats for the price of one.

What do you think? Is it balanced? Is it worded well enough?


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So, I'm making an NPC baddie for an upcoming battle and, to compliment the other denizens of Hell that will be taking part in the adventure, I decided to make an Asura with some class levels. I ended up with the Tripurasura and, seeing the poison attack, thought it would be fun to make him a poisoner. When I think poison, I think shuriken. When I think shuriken, I think monk or ninja. So, I decided to combine the two and make something really deadly. Here is my attempt.

Spoiler:
ASURA NINJA MONK CR 16
Male Asura, Tripurasura Monk (Zen Archer, Qinggong Monk) 7 Ninja 8
LE Tiny Outsider (Asura, Evil, Extraplanar, Lawful)
Init +8; Senses Darkvision (60 feet); Perception +33
--------------------
DEFENSE
--------------------
AC 48, touch 37, flat-footed 38. . (+7 armor, +8 Dex, +2 size, +4 natural, +4 deflection, +2 dodge)
hp 135 (3d10+15d8+36); Fast Healing 2
Fort +17, Ref +25, Will +23
Defensive Abilities Improved Uncanny Dodge (Lv >=12); DR 5/good or cold iron; Immune curse, disease, poison; Resist acid 10, electricity 10
--------------------
OFFENSE
--------------------
Spd 40 ft., Light Steps
Melee Sting (Asura, Tripurasura) +8 (1d4-1/20/x2) and
. . Unarmed Strike +13/+8/+3 (1d8-1/20/x2)
Ranged +1 Distance, Seeking Shuriken +24/+24/+19/+14 (-+2/20/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Bleeding Attack +4, Flurry of Blows +5/+5/+5/+0, Flurry of Stars, Ki Attack Speed, Ki Strike, Magic, Poison: Sting - injury (DC 21), Pressure Points, Sneak Attack +4d6, Zen Archery
Spell-Like Abilities Barkskin (self only, 1 Ki), Commune (1/week), Detect Magic (Constant), Feather Fall (At will), Levitate (3/day), Locate Object (3/day), Spider Climb (3/day), True Strike (self only, 1 Ki), Vanishing Trick
--------------------
STATISTICS
--------------------
Str 8, Dex 20/26, Con 14, Int 15, Wis 20/26, Cha 10
Base Atk +14; CMB +20; CMD 46
Feats Close-Quarters Thrower: Shuriken, Crane Style, Crane Wing, Dodge, Far Shot, Improved Precise Shot, Improved Unarmed Strike, Monk Weapon Proficiencies, Perfect Strike (2d20) (9/day), Point Blank Master: Shuriken, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Snap Shot, Weapon Focus: Shuriken, Weapon Specialization: Shuriken
Skills Acrobatics +29, Bluff +21, Craft (Alchemy) +23, Disable Device +29, Disguise +21, Escape Artist +35, Fly +12, Knowledge (Planes) +7, Perception +33, Stealth +37 Modifiers Acrobatics (Jump) -4, Ki Jump (Running Start), No Trace +2
Languages Common, Dark Tongue, Gnomish, Infernal
SQ +2 to saves vs Enchantment, AC Bonus +11, Acrobatic Steps, Change Shape (any Small humanoid; alter self) (Su), Elusive (Su), Fast Movement (+20'), Ki Archery (Su), Ki Arrows (Su), Ki Defense (Su), Ki Movement, Ki Pool (Su), Ki Stealth, Poison Use, Unarmed Strike (2d6), Vow of Silence (+1 Ki), Vow of Truth (+1 Ki)
Combat Gear +1 Distance, Seeking Shuriken (50); Other Gear Amulet of Natural Armor +4, Backpack, Masterwork (empty), Belt of Incredible Dexterity, +6, Boots of Speed (10 rounds/day), Bracers of Armor, +7, Cloak of Resistance, +5, Drug, Opium (10), Drug, Shiver (10), Handy Haversack (empty), Headband of Inspired Wisdom, +6, Oil of Magic Weapon, Greater +5 (2), Poison, Purple Worm Venom (10), Potion of Displacement, Potion of Fly, Ring of Protection, +4, Robe, Monk's, Weapon Blanch, Adamantine, Weapon Blanch, Cold Iron, Weapon Blanch, Silver
--------------------
SPECIAL ABILITIES
--------------------
+2 to saves vs Enchantment You gain a +2 racial bonus on saves against enchantment spells.
AC Bonus +11 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Acrobatic Steps Costs 1 ki point to activate.

Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move norma
Acrobatics (Jump) -4 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Bleeding Attack +4 (Ex) Sneak attacks also deal 4 bleed damage per round.
Change Shape (any Small humanoid; alter self) (Su) You can change your form.
Close-Quarters Thrower: Shuriken Attacks with selected weapons do not provoke attacks of opportunity
Crane Style Take -2 penalty when fighting defensively
Crane Wing May deflect one attack per round while fighting defensively or using total defense
Damage Reduction (5/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elusive (Su) Constant nondetection on self and carried items.
Far Shot Halve the range increment penalty for extended range.
Fast Healing 2 (Ex) You heal damage every round if you have > 1 HP.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +5/+5/+5/+0 (Ex) Make Flurry of Blows attack as a full action.
Flurry of Stars (Ex) A ninja with this ability can expend 1 ki point from her ki pool as a swift action before she makes a full-attack attack with shuriken. During that attack, she can throw two additional shuriken at her highest attack bonus, but all of he
Immune to Curse Effects You are immune to curse effects.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Precise Shot Ignore certain AC / concealment bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >=12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
No Trace +2 (Ex) Survival DCs to track you are at +2, gain +2 to Disguise and Stealth when you are stationary and not acting.
Perfect Strike (2d20) (9/day) Roll 2d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You don't accidentally poison yourself with blades.
Poison: Sting - injury (DC 21) (Ex) Poison deals 1d2 WIS damage, 1/round for 6 rds, cure 1 save.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Pressure Points (Su) A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ab
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
True Strike (self only, 1 Ki) (Sp) Costs 1 ki point to activate.
Unarmed Strike (2d6) The Monk does lethal damage with his unarmed strikes.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Vow of Silence (+1 Ki) The monk must speak no words and attempt to be quiet in his actions. Accidental noises and the sounds of battle (such as the sound of a fist or weapon striking an opponent) do not affect his vow, though most monks with this vow choose their weapons a
Vow of Truth (+1 Ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Important bits for those who don't want to read the whole sheet.

Qinggong Zen Archer Monk 7/Ninja 8
Focus on Dex and Wis

Feats: Close-Quarters Thrower: Shuriken, Crane Style, Crane Wing, Dodge, Far Shot, Improved Precise Shot, Improved Unarmed Strike, Monk Weapon Proficiencies, Perfect Strike (2d20) (9/day), Point Blank Master: Shuriken, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Snap Shot, Weapon Focus: Shuriken, Weapon Specialization: Shuriken

Ninja Tricks: Flurry of Stars, Pressure Points, Vanishing Trick, Bleeding Attack

Poisons of Choice: Purple Worm Venom, Shiver, Opium

Attack Routine: +24/+24/+24/+24/+24/+24/+19/+14/+13 from flurry, BAB, ki pool, flurry of stars, rapid shot and boots of speed.

.

Basically, I'm looking for some functional optimization here. I want to basically use him as a poison delivery platform with some bonus damage on the side. I went Zen Archer for the bonus feats, qinggong because why not, ninja for the extra throwing stars and poison use. Anything glaring that I'm missing? Any better combination to get what I'm wanting here and still stick with 15 class levels?


I'm in the process of building a wolf-like humanoid player race. I really want to give it scent, low-light vision, a bite attack and a survival bonus, + Con, + Wis, - Int. I'm just not sure how balanced that would be compared to the core races. I don't have my copy of the ARG playtest handy, but I don't remember scent being on the list of options.

Does it look alright to you?


So I'm running into an issue with the pantheon I am working on for my homebrew setting and I thought I'd turn to the boards to see if this idea had any traction.

Since PF clerics all get proficiency in their deity's favored weapon and also start with simple weapon proficiency, it's sort of a bum deal for those clerics whose god has a favored weapon that's Simple. Not a huge deal, and most clerics(' players) don't pick their deity based on a favored weapon, but it just seems unfair to me. So, for the most part, I've gone in and given martial or exotic - mostly martial - weapons to my gods.

However, I am working with some existing artwork and some existing setting fluff, and some of the gods are stuck with a simple favored weapon. My solution was to allow clerics whose favored weapon proficiency is a simple weapon to qualify for Weapon Specialization at level 4.

Is this a big deal to offer it? Would you take it as a player? Is there some sort of game balance thing I'm missing?

Thanks.


It's an incredibly complicated question that can be asked so simply: How much should the BBEG know about the PCs?

It's a major issue I'm running into right now in my campaign. The story has taken place over about 6 years of in-game time, wherein the PCs have progressed from level 1 and will finish at level 20 (they are level 18 now). They've handled everything from wandering goblin bands to mighty great wyrm red dragons. They've done personal quests and they've saved kingdoms. They've collected (and returned) artifacts and they wield a stunning array of incredible magical gear.

Many of the PCs are renown figures in their various homelands, with one being the general of one nation, a diplomat for another and an honorary chief in a third. One is seventh in line for an imperial crown and another is second in line (for separate nations). Only one hides her actions and whereabouts actively, but she is well known in certain regions, where she is held as a mighty hero.

So, though my BBEG was picked and roughly built by the time the PCs hit level 10 or so, his encounters were not, which is what brings me back to my original question: How much should the BBEG know about the PCs?

Clearly, it's been building towards this final encounter for some time now, and the BBEG is actively trying to pick off the PCs before they can get to the final showdown. So how much should he know about the PCs strengths and weaknesses?

Simple tactical things like "they are weak on ranged attacks, so keep your distance" or "the many went for very high AC, circumvent that" and other basic things like "high level casters are more dangerous than high level fighters, so attack them first" are obvious. But should he know that one fighter has a really good Will save while another doesn't? Should he know that the wizard often prepares spells specifically to counter certain nasty conditions (but not others)? Should he know that the party's cohorts are specifically trained in certain tactics (namely grappling) and to counter that?

The BBEG is a summoner who focuses on binding various fiends. The players know this and so they have built themselves with holy weapons and a good array of anti-fiend spells. This isn't going to change. Those will still be there to reward the players for paying attention to the clues that were dropped earlier in the game.

But should his eidolon (which he can change fairly often) be built to specifically lock down certain characters? Should he have magic items tailored to block specific strategies the PCs have used? Should he have specific minions hired/summoned/built/necro'd to foil the party?

Basically, I want to build a memorable and challenging set of encounters for the players centered around a very intelligent bad guy, but I also don't want to pull the rug out from under them either (especially after more than 3 years of playing the same campaign).

So... thoughts?


I was in the process of building some dragons and I stumbled across something weird regarding the Crush ability. For simplicity, here it is (emphasis mine).

Quote:
Crush (Ex): A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon's space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don't escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon's Strength bonus.

Rather than stating that the DC for Crush is 10 + 1/2 HD + Con Mod, it states that the DC is the same as that of the breath weapon. This creates a weird interaction where Ability Focus (breath weapon) also increases the DC of Crush. And, by strict RAW, where Ability Focus (Crush) might not do anything at all.

Tail Sweep has identical wording regarding its DC as well.

Am I missing something? RAI is probably that it doesn't do this, but RAW?


So my group is headed into level 18, and I just realized that I've neglected to purchase any utility scrolls pretty much my entire adventuring career and that's a silly thing to have done. I'm an 18th level cleric and we have an 18th level wizard in the party, so pretty much every spell is available to us in some fashion. The bard or rogue has a high UMD in case it's somehow not on one of those two lists.

Basically, I need help picking scrolls for spells that are too situational to bother preparing but are too useful to be able to skate by without needing immediately. Stuff like remove curse or break enchantment or stone to flesh. Can someone help me with a list? Thanks!


The thread title pretty much sums up what I had intended to do with a houserule for CE. Just switch the Int 13 requirement for Dex 13 and call it a day. It doesn't make sense to me that it should require an intelligence score that is a full standard deviation above normal to learn how to fight with some extra defense and, more importantly, trip, disarm and feint in combat without provoking AoOs. Trip and Disarm seem pretty finesse based to me anyway, so making those have a Dex requirement makes more sense to me anyway.

However, since no one in my group has every used CE on any character in the many years I've been playing 3.x based systems, I'm not sure how drastically this would affect the game. It would make it easier for rogues, TWFers and such to take CM feats and harder for wizards to take CE, but I don't see either of these things as being bad.

The alternate solution would be to offer a CE Lite that is Dex based in addition to normal CE. Let it offer a smaller (or more slowly progressing) bonus, but let it count as CE for the purpose of qualifying for feats, classes, etc.

Is there anything I've missed in making this happen?


So we ran into this problem tonight at our table and, after a brief discussion, went with GM fiat and moved on. We all agreed that we would like some oversight into how it ought to be handled by RAW.

First, the two abilities in question.

Quote:
Adhesion (Ex) A creature striking a tarry demodand with a manufactured weapon must make a DC 23 Reflex save; failure means the weapon sticks to the demodand and cannot be used to make attacks until freed. Freeing a stuck weapon requires a successful grapple check. This adhesion grants a +4 racial bonus to CMD against disarm attempts.
Quote:

Freedom of Movement: This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing.

The situation was that we were fighting a tarry demodand and the fighter hit it with his greatsword. Our fighter is wearing a ring of FoM. He failed his Reflex save against the adhesion ability. Half the group said that he should have to make the save, since the ability calls out using the grapple mechanic, and FoM makes you immune to grapples.

The other half of the table said that since the adhesion ability isn't a grapple, but a reflex save that can be undone with a grapple check, that the ring didn't apply in this corner case.

So, which is it? Does the ring make the sword unstickable or not?


I've never been best pleased by the default racial weapons in D&D/Pathfinder. Mostly, I don't like the "automagic" proficiency that elves and dwarves (and others) get, so I am removing those entirely. Some martial weapons might be reduced to simple weapons for specific races to keep with established flavor. I do like that "racial" weapons get treated as Martial instead of Exotic for those races.

As it stands, there aren't many racial weapons, especially for races that aren't elves or dwarves, with humans having none. I would like to rectify that, with your help.

Below is a list of the most common player races for my homebrew world. Flen are just halflings with a different name. Firbolg are medium sized giants who tend to be rustic nomads. Otherwise things are pretty standard.

Player races:
Human
Elf
Dwarf
Gnome
Flen
Firbolg

Basically, I'd like to add two or three racial weapons (at least one melee and one ranged) for each race that are normally exotic, but considered martial for everyone else.

If you would like to participate, please post the full stats for the item plus a little text on what it looks like and (if not directly obvious) how it would be used.

Thank you very much!


I'm building the stat sheet for the final encounter of a very long campaign (3 years), and I want to make sure that my boss is really epic.

To outline him, basically Manath is the iron-fisted ruler of a nation of stereotypical evil things (everything sounds stereotypical when you truncate it): devils, liches, minotaurs, evil elves, hobgoblins and slave armies. Manath himself is a summoner. In our mythos, the eidolon is actually generally more in charge than the summoner (on a roleplay level) due to the fact that it's a powerful immortal outsider who chooses to fight along side a puny humanoid for a time. Manath, however, has complete and total dominion over his eidolon (shock and horror!) and uses his councils of mages, priests of the sinister gods and powerful undead to do nefarious things.

Over the last five in-game years, the player characters have risen through the ranks and saved their various kingdoms from annihilation and are now setting forth to remove the blight that is Manath and his armies.

All that to say that I really need to make this final battle climactic and rewarding for the players. The group is rather high powered (everyone has Leadership for monstrous cohorts, and everyone is well above WBL, high point buy and custom magic items are the norm), so it's sometimes hard to challenge them without just murdering them all.

The group consists of a sword-and-board paladin with a half-celestial unicorn mount, a healer cleric on a dracolisk, a fighter/rogue on a half-dragon deinonychus, a thf fighter on a griffon and a buff/blaster wizard. All five will be at level 20 for this encounter.

The final combat expects to include Manath and his eidolon, one or two CR 19 ghosts, a lich, an elf wizard and a small number of CR 10-ish devils. The others have all been encountered before, so their stats are set. I just want to tweak Manath and his eidolon.

Manath

Spoiler:

MANATH CR 19
Male Half-Elf Summoner 20
LE Medium Humanoid (Elf, Human)
Init +2; Senses Bond Senses (20 rounds/day), Low-Light Vision; Perception +14
--------------------
DEFENSE
--------------------
AC 27, touch 18, flat-footed 27. . (+9 armor, +2 Dex, +5 deflection)
hp 143 (20d8+40)
Fort +16, Ref +14, Will +24
Defensive Abilities Greater Shield Ally (+4 AC/Saves, +2 for allies), Life Bond; DR 5/chaotic; Immune sleep, fire; Resist acid 15, Elven Immunities, Greater Shield Ally (+4 AC/Saves, +2 for allies)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Bane (Undead) (Undead) Gold Plated Morningstar +17/+12/+7 (1d8+1/20/x2)
Spell-Like Abilities Summon Monster IX or Gate (11/day)
Summoner Spells Known (CL 20, +16 melee touch, +18 ranged touch):
6 (6/day) Dominate Monster (DC 24), Maze, Antipathy (DC 24), Teleportation Circle, Walkthrough Space (DC 25)
5 (6/day) Plane Shift (DC 24), Spell Turning (DC 23), Invisibility, Mass (DC 23), Tar Pool (DC 23), Wreath of Blades (DC 23)
4 (7/day) Teleport, Wall of Stone (DC 23), Hold Monster (DC 22), Hostile Juxtaposition (DC 23), Overland Flight (DC 22), Vitriolic Mist (DC 22)
3 (7/day) Invisibility, Greater (DC 21), Black Tentacles, Fire Shield (DC 21), Wall of Fire, Magic Fang, Greater (DC 21), Spiked Pit (DC 22)
2 (7/day) Resist Energy (DC 20), Slow (DC 20), Haste (DC 20), Glitterdust (DC 21), Create Pit (DC 21), Evolution Surge, Lesser (DC 20)
1 (7/day) Protection from Evil (DC 19), Shield (DC 19), Protection from Good (DC 19), Mage Armor (DC 20), Grease (DC 20), Rejuvenate Eidolon, Lesser
0 (at will) Acid Splash, Mending, Read Magic (DC 18), Light, Detect Magic, Arcane Mark
--------------------
STATISTICS
--------------------
Str 10, Dex 15, Con 14, Int 22, Wis 14, Cha 27
Base Atk +15; CMB +16; CMD 33
Feats Augment Summoning, Extra Evolution, Extra Evolution, Extra Evolution, Extra Evolution, Great Fortitude, Iron Will, Resilient Eidolon, Spell Focus: Conjuration, Superior Summoning
Traits Ease of Faith, Natural-Born Leader
Skills Acrobatics +3, Appraise +7, Bluff +29, Climb +1, Diplomacy +33, Disguise +9, Escape Artist +3, Fly +3, Heal +3, Intimidate +9, Knowledge (Arcana) +30, Knowledge (History) +30, Knowledge (Planes) +30, Knowledge (Religion) +30, Linguistics +30, Perception +14, Ride +3, Sense Motive +3, Stealth +3, Survival +3, Swim +1, Use Magic Device +32
Languages Aboleth, Abyssal, Aquan, Arcane Naduumian, Arcane Skosian, Auran, Celestial, Common, Daemonic, Dark Tongue, Draconic, Dwarven, Eastern, Ehrenlander, Elven, Eriad, Giant, Gnome, Ignan, Infernal, New Skosian, Protean, Sphinx, Sylvan, Tengu, Terran, Umjadi, Western
SQ Arcane Training, Eidolon Link (Ex), Elf Blood, Greater Aspect (Su), Life Link (Su), Maker's Call/Transposition (4/day) (Su), Merge Form (20 rounds/day) (Su), Metamagic Rod, Extend, Metamagic Rod, Reach, Share Spells with Eidolon (Ex), Twin Eidolon (20 minutes/day) (Su)
Combat Gear +1 Bane (Undead) (Undead) Gold Plated Morningstar, +5 Fortification, Heavy Mithral Chain Shirt; Other Gear Cloak of Resistance, +5, Handy Haversack (empty), Headband of Mental Prowess, INT & CHA +6: Use Magic Device, Bluff, Ioun Stone, Deep Red Sphere, Ioun Stone, Dusty Rose Prism, Ioun Stone, Iridescent Spindle, Ioun Stone, Pale Green Prism, Ioun Stone, Pink Rhomboid, Metamagic Rod, Extend, Metamagic Rod, Reach, Ring of Protection, +5, Robe of Eyes

----------

Eidolon

Spoiler:

EIDOLON CR 15
Male Quadruped
LE Large Outsider
Init +7; Senses Darkvision (60 feet); Perception +18
--------------------
DEFENSE
--------------------
AC 49, touch 21, flat-footed 42. . (+8 armor, +7 Dex, -1 size, +20 natural, +5 deflection)
hp 210 (+135)
Fort +23, Ref +21, Will +10
Defensive Abilities Evasion; DR 10/chaotic; Immune fire; Resist acid 15
--------------------
OFFENSE
--------------------
Spd 40 ft., Flight (60 feet, Average)
Melee Bite (Bite) +28 (2d6+26/20/x2) and
. . Bite (Bite) +28 (2d6+26/20/x2) and
. . Claw x2 (Claws) +28 x2 (1d8+26/20/x2) and
. . Claw x2 (Claws) +28 x2 (1d8+26/20/x2) and
. . Rake x2 (Rake) +28 x2 (1d8+26/20/x2) and
. . Rend (Rend) +28 (1d8+38/20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Poison - CON Damage (DC 26)
--------------------
STATISTICS
--------------------
Str 42, Dex 24, Con 28, Int 7, Wis 10, Cha 11
Base Atk +15; CMB +32; CMD 54 (58 vs. Trip)
Feats Combat Reflexes (8 AoO/round), Dazing Assault (DC 25), Hover, Improved Natural Attack(Bite), Improved Natural Attack (Claws), Lunge, Multiattack, Power Attack -4/+8, Rending Fury
Skills Acrobatics +22, Fly +5, Perception +18, Sense Motive +18, Stealth +21
Languages Common
SQ Devotion +4 (Ex), Head, Improved Evasion (Ex), Multiattack / Extra Attack, Pounce (Ex), Ring of Freedom of Movement
Other Gear Belt of Physical Might, STR & CON +6, Bracers of Armor +8, Vest of Resistance, +5, Ring of Freedom of Movement and Protection, +5, Shock, Unholy Amulet of Mighty Fists +2

Any tweaks on both Manath or his eidolon would be much appreciated. I want Manath to be more of a buffer/controller (essentially a user who doesn't get his own hands dirty) and the eidolon to be a melee brute.

Thanks in advance!

Note: If things are calculated weirdly, I blame HeroLab. I didn't double check its math.


Some friends and I were working out adding some table top game aids for our combats. We tend to prefer larger combats against multiple foes and, as a result, end up with lots of different conditions spread out among lots of different creatures. Since the GM already has enough to keep track of with a dozen different hit point totals, plus varying feats and abilities, trying to accurately keep track of what conditions we impose on various opponents is difficult.

So here was our solution: condition counters. We have access to some high quality acrylics and machining equipment and were going to produce individual counters for 18 different conditions in the glossary. Why only 18? Well, some of the conditions don't come up very often, or don't really matter for opponents, and others can easily be combined into the same marker. We also have duplicates for some of the more common conditions, giving us more than 18 total markers.

One of the guys then suggested that we consider trying to market and sell them. Before we started making more sets, I thought I'd even see if there was a market for such things in the gaming community and to see if someone else hadn't already beat us to the punch.

So, how about it? Would you purchase a set?


My group has a level 17 two-handed archetype fighter who asked me what was the best way for him to pick up some DR. It's a pretty high powered game (well over WBL, everyone has cohorts, custom magic items are completely available, etc.) and we are really working to make our characters as powerful as possible.

My first thought for him was "custom magic item of renewable Stoneskin". According to the Magic Item Creation guidelines, it comes to like 109k. So I had two questions.

First: Is there a better type of DR out there that he could get? DR 10/adamantine is great, but it can be bypassed (+4 weapons or adamantine weapons). Either a higher DR value, or an equal DR value but being DR/-.

Second: Is there a cheaper way to get a similar DR value? 109k, while not super significant for a 17th level character, is still over 25% of his wealth. Is there a way to get DR 10/(something obscure) for cheaper?

He specifically mentioned not wanting adamantine armor. He has a good set of armor that he wants to keep (mostly roleplay reasons, I think) but that he doesn't mine augmenting with new abilities.

We use PFRPG, APG, UC, UM, GMG and all the Bestiaries (if there is anything useful in them). Thanks for your help!


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I see lots of complaints (well, not as many as I see on other subjects, but still a good number) about how impossibly quick Pathfinder archers are. Up until about ten minutes ago, I was in agreement that it was probably completely unrealistic. However, a few minutes ago I found this video on wins.failblog.org and it rather changed my mind.

Assuming that the real world doesn't get past level 5 and this girl seems relatively young, she can't be much more than 3rd level or so. Yet, on her first salvo, she fires off four arrows in six seconds. She maintains this speed through the whole video, even doing so while moving side to side. At first, I thought she was just firing blindly at a wall, then the camera angle moves behind her and, sure enough, she is putting them in a relatively small area (less than 5 feet wide, or one square on a battle mat) with consistency.

And, as this is the first instance of speed archery I've ever seen, I'm sure there are other, much better speed archers out there.

Just food for though.


I've been searching through all three bestiaries to find something suitable around which to build a nation, but I cannot find anything that particularly appeals to me. So I turn to the boards for help.

I have only a few things planned for them so far (leaving the rest to fall into place after the race is selected), but they are more or less non-negotiable qualities, unfortunately.

The first thing is that they need to be the kind of creatures willing to side with a nation of undead (mostly wights) but cannot be undead themselves. The relationship between the two nations are similar to that between Sauron and Sauruman (with the undead nation being Sauron).

The second thing is that the bulk of the population needs to be CR 2 or less, preferably less. The world is rather low magic and the design philosophy is that 95% of the world is CR 4 or under. An exception can be made for "leaders" because there will be so few of them. The nation just to the south, for example, is mostly re-skinned gnolls lead by a few rakshasa.

The region I will be putting them in is mostly cold forest. It's a large nation, so it need not all be that cold, but it's temperate in the south at best.

Lastly, they cannot be orcs or goblinoids. Those two populations are already well represented in the area and I'd like something a bit different.

So, with all that in mind, does anyone have any suggestions on where to look?


So, my character has a raven that hangs out with him and has since first level. The raven is simply a pet, not a familiar or an animal companion or anything special.

My character then decided that he wanted to have awaken cast on his raven friend and turn him into a cohort via Leadership. The problem is...what effective level is an awakened raven?

Normally a raven is CR 1/6. Awakening a critter turns it into a magical beast and gives it an addition 2 HD. This sort of makes an awakened raven have 3 magical beast HD. According to the Monster Creation guidelines, that should put the little guy around CR 2. The rules suggest that you should consider CR equal to ECL unless there is something particularly outstanding about the creature that might warrant it having a higher ECL.

So, my raven now takes some class levels. Do these simply stack on top of the ECL from the CR, or do they follow the Monsters with Class Levels rules? If the former, he can have 3 levels of [something] when my character takes Leadership at level 7. If the latter, he can have a few more. Since I intend for the raven to take levels in bard, which is an unassociated class for magical beasts, he can take 2 levels of bard for a single CR bump. Also, when he has taken 4 levels of bard, he gets a drop in his original CR, possibly allowing him another free level.

Essentially, assuming I have a high enough Leadership score to keep him within 2 levels of mine, how many levels of bard can my raven take when my character is level 10?


After some chatting with one of the guys in my group, we decided that we really wanted a sorcerer-paladin hybrid prestige class. So here is my attempt at doing just so. Please, stress test this and help me make it not broken.

Since tables aren't really possible here, please check out the Google Document.

I wanted it to be available to both paladins and anti-paladins (and the other paladin-esque classes that might arise) and wanted it to progress abilities from both that class and the sorcerer.

Thanks in advance!

EDIT: I know that the name Hurlock is IP of BioWare, but I wanted something that sounded like Warlock but...not. I'm open to suggestions on the name too.


Okay, so I'm reading through and trying to break apart the playtest (like we are supposed to do) and I found something that I thought was interesting: There is no reason for a new race to not be "monstrous".

So, we know that there are three tiers of abilities: standard, advanced and monstrous. Something that is labeled as "standard" has a budget limit of 10 RP, can only take 3 abilities from a given category and can only select standard level abilities. Advanced races get 20 points to spend, can select 4 abilities per category and can choose standard or advanced abilities. Monstrous races get 30+ RP, 5 abilities per category and can select any abilities they qualify for.

The problem is, there is no inherent limitation on being advanced or monstrous, only on the number of RP you actually spend. According to the guide, I only start taking penalties when I spend more than 10 RP on a race. However, since the wording in the document never forces me to spend my maximum budget, I can underspend if I want to, meaning my "monstrous" race can be built with only 10 RP. This means I have no effect on the APL of the group due to my racial choice. It's the same as if I had chosen a standard race.

Essentially, I can choose whatever abilities I want, calling my race "monstrous" and only spend as many RP as I want to. Want claws on your 10 RP race? You've got it. You want DR or Elemental Immunity? Go for it. Claws? Elemental Weapons? As long as you keep your total under 10 RP there is nothing stopping you.

So, basically, the ability tiers are meaningless. And I'm not complaining. I like that. I think it should just be clear that they are meaningless by removing the tiers and just pricing all abilities for "standard" races.

This means some things might need to be made more expensive to keep them out of the hands of 10 RP races. That's good too. It might require making the equivalent of "advanced" be 25 or 30 points, with "monstrous" being closer to 40 or 50. Just set thresholds (you spend X RP without an APL adjustment, Y for a +1 APL adjustment and Z for a +2 adjustment) and let abilities fall where they may.

I apologize if someone else already noticed this. I've tried to keep up with most of the threads but I can't keep up with all of them. Also, if I missed something important that makes my point invalid, please let me know.


Working on some cross-class archetypes and I really liked this as an option for a cleric archetype.

Basically, the cleric (probably called Battle Leader or something) loses Channel Energy. In its place he gains some Bardic Performance.

I'd be up for not giving them countersong (mostly useless), distraction (also mostly useless), fascinate (not thematic), suggestion and mass suggestion (requires fascinate and is also not thematic).

That leaves inspire courage, inspire competence, dirge of doom, inspire greatness, soothing performance, frightening tune, inspire heroics, and deadly performance.

That gives them 8 of 13 abilities. It replaces up to 10d6 worth of burst healing. Giving them the same Bardic Performance pool as a Bard, this guy would be pretty formidable. The only thing would be how much is obviates the bard.

Same HD and BAB
Better casting
Better armor
Roughly par on weapons (depending on deity)
Worse skills (important to lots of people)
Slightly diminished BP
Better good save (fort beats ref)

It kind of comes down to this: are 4 skill points, versatile performance, the suggestion abilities, jack-of-all-trades and loremaster (most of those are skill related) worth much better casting and somewhat better armor.

I was considering not dropping the spells per day, but I'm going back to thinking that I really need to for balance. I'd also be okay with dropping deadly performance.

Thoughts? Suggestions?


I'm working right now on the concept of building some archetypes for the sorcerer and wizard that switch their spell list for the cleric spell list. The spells would still count as arcane spells (and all the stuff that comes with that) and bloodlines/specializations would remain the same.

I'm certain that this will make classes that are weaker than both the original base classes and the similar divine classes (oracle/cleric), but how much? What would be needed to fill those gaps created to bring them back up into similar power with their originals?


I could have sworn I read in Ultimate Combat last night that there was a feat that allowed you to wield a creature as a weapon. I just re-read through all the feats and cannot find it. Does anyone know what I'm talking about? I really want to build a giant rogue who dual wields elves...


Working on trying to polish this guy up a little bit and could use a second (or third) set of eyes on it to help me get it in order. Thanks in advance!

LOHIKAARME CR 17
XP 102,400
CE Large Dragon (augmented humanoid, giant, cold)
Init +6; Senses Dragon Senses, Scent, snow vision; Perception +23
Aura Frightful Presence (100 feet, DC 16)
--------------------
DEFENSE
--------------------
AC 27, touch 15, flat-footed 21. . (+6 Dex, -1 size, +12 natural)
hp 233 (10d12+168); Regeneration 5 (acid, fire)
Fort +22, Ref +10, Will +8
DR 10/magic; Immune cold, paralysis, poison, sleep; Resist acid 10, electricity 10, fire 10; SR 28
--------------------
OFFENSE
--------------------
Spd 30 ft., Flight (60 feet, Good)
Melee Bite +20 (1d8+18/20/x2) and
. . Claw x2 +20 x2 (1d6+12/20/x2) and
. . Rend x2 +20 x2 (1d6+18/20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Breath Weapon (80 foot line, DC 30, 12d6 cold damage)
Spell-Like Abilities (CL 10th, Concentration +12)
3/day - Sleet Storm
1/day - Ice Storm
--------------------
STATISTICS
--------------------
Str 35, Dex 22, Con 38, Int 16, Wis 15, Cha 14
Base Atk +9; CMB +22; CMD 38
Feats Flyby Attack, Intimidating Prowess, Iron Will, Power Attack -3/+6, Hover, Skill Focus: Perception
Skills Acrobatics +18, Climb +27, Fly +23, Intimidate +29, Perception +23, Sense Motive +14, Stealth +14, Survival +17, Swim +24
Languages Common, Draconic, Giant, Infernal
SQ Icewalking
--------------------
ECOLOGY
Environment cold mountains or plains
Organization singe or pair
Treasure double
--------------------
SPECIAL ABILITIES
--------------------
Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. The dragon can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Snow Vision (Ex) A lohikaarme learns to see perfectly well in snowy conditions. It does not suffer any penalties to Perception checks while in snow.

Part dragon, part troll, the lohikaarme is a being of unspeakable horror. Its pale hunched form is all muscle and scale and its heart is pure evil. Originally a crossbreed between frost dragons and trolls, generations of these creatures have begun to breed true and they have become unique from both of their ancestors. Brutal and cunning, the lohikaarme rule the frozen tundra. Generally loners except during the mating season, the grotesque bipedal dragons guard small hordes like their draconic ancestors. Lohikaarme stand 12 feet tall, weigh over 1200 pounds and have a wingspan that stretches nearly 25 feet.


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I've built this new critter, but I'm not sure if it's balanced much yet. Any help/suggestions would be great.

Gytrash, Phase Devil CR 16
This huge caniform devil seems to peer with flame red eyes from the void. As suddenly as it appears, so it disappears; often leaving little but death in its wake.
LE Huge Outsider (devil, evil, extraplanar, lawful)
Init +4; Senses Darkvision (60 feet), Low-Light Vision, Scent, See in Darkness; Perception +17
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DEFENSE
--------------------
AC 20, touch 12, flat-footed 16. . (+4 Dex, -2 size, +8 natural)
hp 155 (3d10+99)
Fort +16, Ref +11, Will +8
DR 10/chaotic and good Immune fire, poison; Resist acid 15, cold 15, electricity 10; SR 26
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OFFENSE
--------------------
Spd 40 ft., Flight (80 feet, Good)
Melee Bite +19 (4d6+10/20/x2) and
Claw x2 +19 (3d6+10/20/x2)
Space 15 ft.; Reach 10 ft.
Special Attacks Ethereal Penetration, Punish Chaos (1/day), Punish Good (1/day), Undermining Touch
Spell-Like Abilities
Constant - Blink
At-Will - Dimension Door (quickened; self only)
3/day - Darkness, Poison (DC 20)
1/day - Blasphemy (DC 23), Contagion (DC 20), Desecrate, Unholy Blight (DC 20)
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STATISTICS
--------------------
Str 30, Dex 18, Con 28, Int 14, Wis 16, Cha 22
Base Atk +11; CMB +23; CMD 37 (41 vs. Trip)
Feats Combat Reflexes (5 AoO/round), Improved Iron Will, Flyby Attack, Hover, Iron Will, Skill Focus: Diplomacy
Skills Acrobatics +18, Appraise +13, Diplomacy +13, Fly +15, Intimidate +17, Perception +17, Sense Motive +12, Stealth +10, Survival +4, Use Magic Device +17 Modifiers +4 to Survival when tracking by Scent
Languages Celestial, Draconic, Infernal; telepathy 100 ft

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SPECIAL ABILITIES
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Ethereal Penetration (Sp) A phase demon can make attacks with its natural attacks and supernatural abilities from the ethereal plane without any miss chance. Attacks from manufactured weapons do not benefit from this ability.
Punish Good (Su) As a swift action, a phase demon may choose to add its Charisma modifier to damage on a successful attack against a good target.
Punish Chaos(Su) As a swift action, a phase demon may choose to add its Charisma modifier to damage on a successful attack against a chaotic target.
Undermining Touch (Su) A phase demon may make a melee touch attack which causes a creature to become shaken for a number of rounds equal to the phase demon's Charisma modifier. This attack may be used in place of a claw attack. As long as the creature is shaken from this ability, it radiates an aura of either good or chaos (chosen by the phase demon at the time of the attack). A successful Will save (DC 23) reduces this effect to one round. Whether or not the save is successful, a creature cannot be the target of this ability again for 1 day. A phase demon may use this ability a number of times per day equal to its Charisma modifier. The DC of the save is Charisma-based.

These massive infernal hounds serve as guard dogs in the halls of the archdevils of Hell. Standing nearly 15 feet at the shoulder and weighing over 20,000 pounds, these massive canines command fear even from among the greater devils that seek audience with the archdevils. The phase demon exists partially in the ethereal plane at all times, giving its massive form a haunting translucency. From this veil, the phase demon can strike mercilessly at its foes while they flail hopelessly at its ethereal form.


So this alchemist discovery in Ultimate Magic has left me with some questions, particularly regarding using two-handed weapons while two-weapon fighting. For reference, here is the entirety of the discovery:

Quote:

Vestigial Arm (Ex): The alchemist gains a new arm (left or

right) on his torso. The arm is fully under his control and
cannot be concealed except with magic or bulky clothing.
The arm does not give the alchemist any extra attacks or
actions per round, though the arm can wield a weapon
and make attacks as part of the alchemist’s attack routine
(using two-weapon fighting). The arm can manipulate or
hold items as well as the alchemist’s original arms (for
example, allowing the alchemist to use one hand to wield
a weapon, another hand to hold a potion, and the third
hand to throw a bomb). The arm has its own “hand” and
“ring” magic item slots (though the alchemist can still
only wear two rings and two hand magic items at a time).
An alchemist may take this discovery up to two times.

Okay, so for all intents and purposes, it's a fully functioning arms and hand. So, can I take this discovery once and then wield a two-handed weapon and a one-handed weapon for two-weapon fighting? If I take it twice, can I dual wield two-handed weapons? If so, what are the penalties? What about using two ranged weapons? Do you need four arms to do so, or just three (especially with crossbows)?

I like the possibilities of being able to wield a close weapon and a reach weapon without having to resort to dropping a hand on the reach weapon (thus not being able to actively attack with it) and punch them with a spiked gauntlet.


As described in Ultimate Magic, there is a new method of counterspelling outlined in the Spell Duel section of the book. After reading through it, I wondered, "Why should casters only be able to do this in sanctioned duels?"

With that thought, I started to consider the implications of just making this the normal method counterspelling. Making it free obviates the existing counterspelling mechanics and counterspelling feats. (Yes, I know those options are very weak, but I'd rather not negate chunks of rules, but rather simply modify them.) So, instead of making it free, it should be available by feats.

For clarity, here are the rules of Deuling Counter:

Quote:

Dueling Counter

Each participant in a duel can take a special action once per round called a dueling counter. A dueling counter is similar to a counterspell, but is easier to use. When a dueling opponent tries to cast a spell, the targeted spellcaster can make a Spellcraft check (DC 15 + the spell’s level) as a free action. If the check succeeds, she identifies her opponent’s spell and can attempt a dueling counter. If it fails, she cannot attempt a dueling counter against that spell.
A dueling counter is an immediate action that does not provoke attacks of opportunity. To attempt a dueling counter, the countering duelist must expend a spell or a spell slot of a level equal to or higher than that of the spell being cast. Note that characters who cast spells spontaneously (such as bards and sorcerers) must choose what exact spell they are using to counterspell in addition to the slot being used. The countering duelist must then make a caster level check against a DC of 15 + the spell’s caster level. Unlike when using a true counterspell action (which requires a readied action), even expending an exact copy of the spell being cast does not guarantee success.
The caster attempting the counterspell receives a bonus or penalty on her check depending upon the level of the spell slot expended and the exact spell used, as noted in Table 2–3. If the check is successful, the spell is countered—it is negated and the spell is lost. If not, the spell happens as normal and the duelist attempting to counter the spell takes a –2 penalty on any saving throws made against the spell’s effect.
Alternatively, a spellcaster can use dispel magic or greater dispel magic as a dueling counter. When a dueling spellcaster does so, she does not need to identify the spell being cast, can counter a spell of any level, and must succeed at a caster level check against a DC of 11 + the spell’s caster level. When dispel magic is used as a dueling counter, it is not modified by any of the circumstances in Table 2–3.
Because readying to counterspell is its own action, a participant can choose to ready to counterspell and make a dueling counter in the same round. This is only useful if the participant is facing multiple opponents or someone with access to Quickened Spell or other abilities that allow casting two spells in the same round.

Table 2-3 wrote:


Circumstance // Check Modifier
Spell is of a different school // –2
Spell is of the same school, but not the same spell // +2
Spell is of a higher level than the spell being countered // +1 per level higher
Spell is the same as the spell being countered // +10

The proposed feat to gain the ability to use these Dueling Counters would be as follows:

Quote:

Dueling Counter

You have become more adept at understanding and countering the spells of other casters.
Prerequisite: Improved Counterspell, Caster Level 3
Benefit: You may treat any and all enemy spellcasters as if they had initiated a Spell Duel with you for the purposes of using the Dueling Counter ability described on page 100 of Ultimate Magic. You do not gain any of the other benefits of a Spell Duel, nor any of the restrictions, when not in a normal Spell Duel.
Normal: Countering a spell requires a readied action and the same spell or dispel magic.

The wording of the feat keeps both casters from the limitations of the Spell Duel (which are many) and the benefits (being able to force the other to stop casting spells when one party wishes to quit), but allows the method of counterspelling to work for the caster with this feat. If I were writing up the actual feat for a real source, I'd probably quote all or most of the text from the book, but I'm lazy and don't want to have to rewrite it so that it fits into the proper wording of a feat.

So, thoughts? Opinions? Power balance?


So I'm building some bad guys for an upcoming adventure. Most of them were built trying to make a class/concept work. Most of these guys will be fighting along side some oni (ogre magi and tweaked rakshasa), though survivors of initial battles will be fighting together against the PCs.

Dual-Weapon Fighter

Spoiler:
DUAL FIGHTER CR 14
Male Human Fighter (Weapon Master) 15
LN Medium Humanoid (Human)
Init +7; Senses Perception +17
--------------------
DEFENSE
--------------------
AC 33, touch 17, flat-footed 30. . (+13 armor, +1 shield, +3 Dex, +2 natural, +4 deflection)
hp 184 (15d10+75)
Fort +19, Ref +15, Will +13
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +3 Corrosive, Shock Sword, Two-Bladed +29/+24/+19 (1d8+18/1d8+18/17-20/x2) and
. . +3 Defending Sword, Two-Bladed +31/+26/+21 (1d8+21/17-20/x2)
Special Attacks Deadly Critical: Sword, Two-Bladed (1/day), Reliable Strike: Sword, Two-Bladed (3/day), Weapon Training +4: Sword, Two-Bladed
--------------------
STATISTICS
--------------------
Str 20/24, Dex 16/20, Con 16/20, Int 7, Wis 14, Cha 7
Base Atk +15; CMB +22; CMD 39 (43 vs. Disarm43 vs. Sunder)
Feats Bleeding Critical, Blind-Fight, Combat Reflexes (6 AoO/round), Critical Focus, Double Slice, Exotic Weapon Proficiency: Sword, Two-Bladed, Greater Weapon Focus: Sword, Two-Bladed, Greater Weapon Specialization: Sword, Two-Bladed, Improved Critical: Sword, Two-Bladed, Improved Two-weapon Fighting, Lunge, Power Attack -4/+8, Staggering Critical (DC 25), Two-weapon Defense, Two-weapon Fighting, Weapon Focus: Sword, Two-Bladed, Weapon Specialization: Sword, Two-Bladed
Traits Indomitable Faith, Reactionary
Skills Acrobatics +17, Climb +4, Escape Artist +2, Fly +2, Perception +17, Ride +2, Stealth +2, Swim +4
Languages Common
SQ Weapon Guard +4: Sword, Two-Bladed (Ex)
Combat Gear +3 Corrosive, Shock Sword, Two-Bladed, +4 Fortification, Light, Glamered Mithral Full Plate, +3 Defending Sword, Two-Bladed; Other Gear Amulet of Natural Armor +2, Belt of Physical Perfection, +4, Cloak of Resistance, +5, Ring of Protection, +4
--------------------
SPECIAL ABILITIES
--------------------
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Reflexes (6 AoO/round) You may make up to 6 attacks of apportunity per round, and may make them while flat-footed.
Critical Focus +4 to confirm critical hits.
Deadly Critical: Sword, Two-Bladed (1/day) (Ex) Increase the critical damage multiplier of your chosen weapon
Lunge -2 to AC for +5' reach
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Reliable Strike: Sword, Two-Bladed (3/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Staggering Critical (DC 25) Critical hit staggers target
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Weapon Guard +4: Sword, Two-Bladed (Ex) +4 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +4: Sword, Two-Bladed (Ex) +4 to hit and damage with your chosen weapon.

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Master Chymist

Spoiler:
DR JEKYLL CR 14
Male Tiefling Alchemist 7 Master Chymist 8
LE Medium Outsider (Native)
Init +4; Senses Darkvision (60 feet); Perception +18
--------------------
DEFENSE
--------------------
AC 24, touch 17, flat-footed 20. . (+7 armor, +4 Dex, +3 deflection)
hp 138 (8d10+7d8+45)
Fort +15, Ref +17, Will +11
Resist cold 5, electricity 10, fire 5, Poison Resistance +4
--------------------
OFFENSE
--------------------
Spd 30 ft.
Ranged Bomb +18/+13/+8 (8d6+4 Fire)
Special Attacks Bomb 8d6+4 (19/day) (DC 17), Explosive Bomb
Spell-Like Abilities Darkness (1/day)
Alchemist Spells Known (CL 12, 18 melee touch, 17 ranged touch):
4 (4/day) Stoneskin, Spell Immunity, Freedom of Movement
3 (5/day) Elemental Aura (DC 17), Haste (DC 17), Arcane Sight, Fly, Thorn Body
2 (6/day) Resist Energy, Resist Energy, Blur (DC 16), Elemental Touch (DC 16), Fire Breath (DC 16), Fire Breath (DC 16)
1 (6/day) True Strike, True Strike, Shield, Disguise Self, Enlarge Person (DC 15), Bomber's Eye (DC 15)
--------------------
STATISTICS
--------------------
Str 16/20, Dex 14/18, Con 14, Int 17/19, Wis 10, Cha 6
Base Atk +13; CMB +18 (+22 Grappling); CMD 35 (37 vs. Grapple)
Feats Brew Potion, Extra Discovery, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Point Blank Shot, Step Up, Throw Anything, Toughness +15, Weapon Focus: Claw
Traits Anatomist, Bully
Skills Acrobatics +21, Appraise +8, Bluff +15, Climb +4, Craft: Alchemy +22, Escape Artist +3, Fly +7, Heal +4, Intimidate +17, Knowledge: Arcana +17, Perception +18, Ride +3, Stealth +23, Survival +4, Swim +4 Modifiers Alchemy +7
Languages Abyssal, Common, Draconic, Elven, Oni, Tengu
SQ Brutality (+4), Dual Mind (Ex), Evasion (Ex), Fast Poisoning (Swift Action) (Ex), Feral Mutagen (Su), Grand Feral Mutate: Phys Attr +8, +6, Mental Attr -2, -2, +4 Nat AC. (4/day) (Su), Greater Mutagen (Su), Mutagenic Form: Chaotic Evil (Ex), Persistent Mutagen (DC 17) (Su), Poison Use, Scent (Ex), Sticky Poison (4 uses) (Su), Swift Alchemy (Ex)
Combat Gear +3 Fire Resistance, Fortification, Light Chain Shirt; Other Gear Belt of Physical Might, STR & DEX +4, Boots of Speed, Cloak of Resistance, +4, Corrosive, Unholy Amulet of Mighty Fists, Handy Haversack (empty), Headband of Vast Intelligence, +2: Bluff, Ring of Electricity Resistance, Minor, Ring of Protection, +3
--------------------
SPECIAL ABILITIES
--------------------
Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Anatomist +1 to confirm critical hits.
Bomb 8d6+4 (19/day) (DC 17) (Su) Thrown Splash Weapon deals 8d6+4 fire damage.
Brutality (+4) At 3rd level, a master chymist’s taste for violence leads her to strike more powerful blows with weapons easily mastered by her bestial mind. At 3rd level, a chymist in her mutagenic form deals +2 damage when attacking with simple weapons and natural
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkness (1/day) (Sp) Darkness once per day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dual Mind (Ex) The chymist’s alter ego gives her a +2 bonus on Will saving throws in her normal and mutagenic forms. If she is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC; if she succe
Evasion (Ex) This mutagen functions as the rogue ability of the same name, except that it only applies in the chymist’s mutagenic form.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Feral Mutagen (Su) Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and
Grand Feral Mutate: Phys Attr +8, +6, Mental Attr -2, -2, +4 Nat AC. (4/day) (Su) At 1st level, as a result of repeated exposure to her mutagens, the master chymist can now assume a mutagenic form twice per day without imbibing her mutagen. In this form, she gains all the bonuses and penalties of her mutagen and adds together her
Greater Grapple +2 to grapple, maintaining a grapple is a move action.
Greater Mutagen (Su) The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalty on
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mutagenic Form: Chaotic Evil (Ex) A master chymist’s mutagenic form is an alter ego that has a different personality than her normal form, an outgrowth of the mental changes caused by the mutagenic potions she has consumed over the course of her career. The mutagenic form shares memo
Persistent Mutagen (DC 17) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 1 hour/level.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +4 (Ex) +4 to save vs. Poison.
Poison Use You don't accidentally poison yourself with blades.
Scent (Ex) The master chymist gains the scent ability in her mutagenic form.
Step Up You may make a 5' step closer when your opponent makes a 5' step away from you.
Sticky Poison (4 uses) (Su) Any poison the alchemist creates is sticky–when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist's Intelligence modifier. An alchemist must be at least 6th level before selecting this di
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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Red Mantis Assassin

Spoiler:
RED MANTIS ASSASSIN CR 14
Male Human (Azlanti, Pureblooded) Fighter 5 Red Mantis Assassin 10
LE Medium Humanoid (Human)
Init +6; Senses Perception +27
--------------------
DEFENSE
--------------------
AC 27, touch 16, flat-footed 21. . (+9 armor, +6 Dex, +2 natural)
hp 159 (5d10+10d8+75)
Fort +17, Ref +17, Will +13
Defensive Abilities Bravery +1, Fading (5/day), Red Shroud (10rounds) (5/day)
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee +1 Bane, Corrosive Sawtooth Sabre +19/+14/+9 (1d8+4/19-20/x2) and
. . +1 Bane, Shock Sawtooth Sabre +19/+14/+9 (1d8+4/19-20/x2)
Special Attacks Prayer Attack (DC 22), Sneak Attack +4d6, Weapon Training: Blades, Light
Spell-Like Abilities Mantis Doom (3/day), Summon Mantis (1/day)
Red Mantis Assassin Spells Known (CL 10, +14 melee touch, +18 ranged touch):
4 (2/day) Invisibility, Greater, Modify Memory (DC 19)
3 (4/day) Shifting Sand (DC 18), Haste (DC 18), Fly, Versatile Weapon
2 (5/day) Bull's Strength (DC 17), See Invisibility, Blur (DC 17), Mirror Image (DC 17), Darkness
1 (7/day) True Strike, Disguise Self, Enlarge Person (DC 16), Ventriloquism (DC 16), Vanish
--------------------
STATISTICS
--------------------
Str 14, Dex 19/23, Con 16/20, Int 12, Wis 10, Cha 16/20
Base Atk +12; CMB +14; CMD 33
Feats Alertness, Blind-Fight, Combat Reflexes (7 AoO/round), Defensive Combat Training, Double Slice, Exotic Weapon Proficiency: Sawtooth Sabre, Greater Two-weapon Fighting, Improved Two-weapon Fighting, Iron Will, Two-weapon Fighting, Weapon Finesse, Weapon Focus: Sawtooth Sabre
Skills Appraise +9, Bluff +23, Disguise +23, Intimidate +23, Knowledge: Local +19, Knowledge: Nature +9, Perception +27, Sense Motive +2, Stealth +24, Survival +8
Languages Azlanti, Common, Elven
SQ Armor Training 1 (Ex), Death Mantis Form (1/day) (Su), Mask of the Mantis, Resurrection Sense (Su), Ring of Forcefangs
Combat Gear +1 Bane, Corrosive Sawtooth Sabre, +1 Bane, Shock Sawtooth Sabre, +3 Mithral Agile Breastplate; Other Gear Amulet of Natural Armor +2, Belt of Physical Might, DEX & CON +4, Boots of Striding and Springing, Cloak of Resistance, +5, Eyes of the Eagle, Glove of Storing, Handy Haversack (empty), Headband of Alluring Charisma, +4, Mask of the Mantis, Ring of Forcefangs, Robe of Blending
--------------------
SPECIAL ABILITIES
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Blind-Fight Re-roll misses because of concealment, other benefits.
Bravery +1 (Ex) +1 Will save vs. Fear
Combat Reflexes (7 AoO/round) You may make up to 7 attacks of apportunity per round, and may make them while flat-footed.
Death Mantis Form (1/day) (Su) Polymorph into a giant mantis 1/day
Fading (5/day) (Su) At 8th level, the Red Mantis assassin can become ethereal as a free action a number of times each day equal to her Constitution modifier (minimum 1/day) for an instant as she is attacked by a weapon or is forced to make a Reflex saving throw. She mus
Mantis Doom (3/day) (Sp) At 9th level, a Red Mantis assassin may use creeping doom as a spell-like ability three times per day. This version of the spell summons swarms of venomous praying mantises, but the effects are otherwise the same as the spell.
Mask of the Mantis A mask of the mantis is the traditional headgear of the Red Mantis assassin. Designed both to mask the wearer's identity while on a job and to enhance the wearer's ferocious appearance, a mask of the mantis has 3 daily charges that can be used to gain additional bonuses. The wearer can spend a charge to gain darkvision to a range of 60 feet, the effects of see invisibility, the effects of deathwatch, or a +5 competence bonus on Perception checks. Once a charge is spent, the effect granted persists for 30 minutes before fading. Multiple effects can be active simultaneously. Charges replenish automatically in 24 hours.

Construction
Requirements Craft Wondrous Item, darkvision, see invisibility, deathwatch; Cost 3,000 gp
Prayer Attack (DC 22) (Su) Fascinate a single target (DC 10 + Red Mantis Class Level + CHA Mod), then coup de grace.
Red Shroud (10rounds) (5/day) (Su) Create a red mist around yourself that grants +1 AC and fast healing
Resurrection Sense (Su) Sense if someone you killed within the last year is resurrected.
Ring of Forcefangs This band negates any force spell or spell-like ability targeted at the wearer. Doing so gives the ring a number of charges equal to the spell level of the incoming force effect. The ring can hold a maximum of nine charges. If an incoming force attack would charge the ring beyond this limit, the ring does not negate the attack or gain charges, and the attack affects the wearer normally. On command, the wearer can use the ring’s charges to cast magic missile, unleashing one missile (1d4+1 force damage) per charge but no more than five missiles per round.

Note: When first added, the magic missile spell for this ring will have all its charges expended - as the ring absorbs charges, these can be un-spent.

Construction
Requirements Forge Ring, Heighten Spell, magic missile; Cost 4,000 gp
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Summon Mantis (1/day) (Sp) Summon giant praying mantises.
Weapon Training: Blades, Light +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades

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Hellknight

Spoiler:
HELLKNIGHT CR 14
Male Human Fighter (Two-Handed Fighter) 5 Hellknight 10
LE Medium Humanoid (Human)
Init +3; Senses See in Darkness; Perception +18
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DEFENSE
--------------------
AC 28, touch 15, flat-footed 25. . (+12 armor, +3 Dex, +1 natural, +2 deflection)
hp 128 (15d10+30)
Fort +16, Ref +12, Will +9
Immune fire; Resist acid 10, cold 10, fire 30, Force of Will - Charm, Force of Will - Compulsion, Force of Will - Figment
--------------------
OFFENSE
--------------------
Spd 40 ft., Dimensional Hop (100/day)
Melee +1 Axiomatic, Shocking Burst Falchion +24/+19/+14 (2d4+13/15-20/x2)
Special Attacks Agile Feet (3/day), Lawbringer, Overhand Chop, Shattering Strike +1, Smite Chaos (4/day), Weapon Training: Axes
Spell-Like Abilities Detect Chaos (At will), Dimensional Hop (100/day), Discern Lies
--------------------
STATISTICS
--------------------
Str 20/24, Dex 13/17, Con 14, Int 8, Wis 10, Cha 12/16
Base Atk +15; CMB +22 (+27 Sundering); CMD 37 (40 vs. Sunder)
Feats Blind-Fight, Critical Focus, Furious Focus, Greater Sunder, Improved Critical: Falchion, Improved Sunder, Intimidating Prowess, Power Attack -4/+8, Staggering Critical (DC 25), Sundering Strike, Weapon Focus: Falchion, Weapon Specialization: Falchion
Skills Acrobatics +1, Climb +5, Escape Artist +1, Fly +1, Intimidate +26, Knowledge: The Planes +1, Perception +18, Ride +1, Stealth +1, Swim +5
Languages Common
SQ Aura of Law (Ex), Fearsomeness (3/day) (Ex), Hell's Knight (Su), Hellknight Armor 3 (Ex), Hellknight Domain: Travel, Infernal Armor (Su), Order of the God Claw, Pentamic Faith (Ex), Tracker (3/day) (Su)
Combat Gear +1 Axiomatic, Shocking Burst Falchion, +3 Determination Hellknight Plate; Other Gear Amulet of Natural Armor +1, Belt of Physical Might, STR & DEX +4, Cloak of Resistance, +5, Headband of Alluring Charisma, +4, Ring of Protection, +2
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SPECIAL ABILITIES
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Agile Feet (3/day) (Su) For 1r, you ignore difficult terrain.
Aura of Law (Ex) The power of a Hellknight’s aura of law (see the detect law spell) is equal to his Hellknight level.
Blind-Fight Re-roll misses because of concealment, other benefits.
Critical Focus +4 to confirm critical hits.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (30) You have the specified Damage Resistance against Fire attacks.
Detect Chaos (At will) (Sp) You can use Detect Chaos at will (as the spell).
Dimensional Hop (100/day) (Sp) Teleport 100'/day.
Discern Lies (Sp) At 2nd level, a Hellknight can use discern lies as a spell-like ability a number of times per day equal to 3 plus his Charisma modifier. His caster level equals his total character level.
Fearsomeness (3/day) (Ex) Intimidate can cause frightened instead of shaken
Force of Will - Charm +2 (Ex) +2 save vs. charm spells.
Force of Will - Compulsion +6 (Ex) +6 save vs. compulsion spells.
Force of Will - Figment +4 (Ex) +4 save vs. figment spells.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greater Sunder +2 to Sunder, excess damage is transferred to the wielder.
Hell's Knight (Su) At 10th level, a Hellknight can grant a weapon he wields or touches the axiomatic, flaming burst, or unholy weapon quality. This weapon maintains this new quality as long as the Hellknight remains within 100 feet of the weapon -
Hellknight Armor 3 (Ex) Hellknight Armor -3 check penalty, +3 max DEX.
Hellknight Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Immunity to Fire You are immune to fire damage.
Improved Sunder You Sunder at +4 and don't cause an attack of opportunity.
Infernal Armor (Su) As long as he wears Hellknight armor, a 9th-level Hellknight gains a +2 bonus on all Charisma-related checks made while interacting with nongood lawful creatures. In addition, he gains the ability to see perfectly in darkness of any kind, resistance
Lawbringer (Su) Your attacks are considered Lawful for the purpose of overcoming damage reduction.
Order of the God Claw The pentomic Order of the God Claw extols variations and virtues of five lawful deities, distilling select tenets into a dogma far from any one god's faith. Although the God Claw venerates aspects of Abadar, Asmodeus, Iomedae, Irori, and Torag, it is
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Pentamic Faith (Ex) Prepare spells from many additional domains.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
See in Darkness The creature can see perfectly in darkness of any kind, including that created by deeper darkness.
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.
Smite Chaos (4/day) (Su) +3 to hit, +10 to damage, +3 deflection bonus to AC when used.
Staggering Critical (DC 25) Critical hit staggers target
Sundering Strike Critical hit's confirmation roll is a Sunder maneuver check.
Tracker (3/day) (Su) Summon an Animal to aid you.
Weapon Training: Axes +1 (Ex) +1 Attack, Damage, CMB, CMD with Axes

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All of the above foes will have fairly intimate knowledge of the PCs and most will be able to plan their attacks. The PCs will be a human rogue/fighter, a half-elf cleric, a half-elf two-handed fighter, a human TWF rogue, a human paladin and a halfling wizard. All but the wizard also took Leadership for monstrous cohorts. The party will be level 15 when they start the adventure and are generally slightly above their calculated APL on power level (due to tactics and gear).

Any suggestions are welcome and thanks ahead of time!


I'm trying to figure out the best way to build a Red Mantis Assassin NPC for an upcoming game I'm running. I'm going to strip a bit of the fluff from it and just want to utilize the mechanics, but I'm not sure the best way to go with the build.

Requirements: Elf, half-elf or human; total character level 15 with as many RMA levels as possible; Elite Array (15/14/13/12/10/8); Pathfinder official material only, preference given to builds that stick with stuff form PFRPG, APG and Inner Sea World Guide; playtest classes are out (even though Ninja seems like an obvious choice).

I'm toying with the ideas of going Rog5/RMA10, Rang5/RMA10 or splitting RogX/RangY/RMA10. Ranger options would go with the Skirmisher archetype to not need two casting stats. Any alternate suggestions are more than welcome.


So my group is planning to run a game until about level 23 or 24, but one of the rules for the campaign is strict adherence to WBL whenever we gain a level. So what would the wealth be for the levels not listed on the chart in the core book? Using an exponential regression of the data points doesn't fit close enough at the upper end to really work. Is there anything published (3.5 or otherwise) that could help out?


So my group has long balked at the term "masterwork", mostly in that a "masterwork" weapon isn't necessarily the work of a master. So we are trying to figure out better ways to emulate the works of true master craftsmen. Yes, we know the Master Craftsman feat exists (and we love that it does) but we wanted a way to have non-magical enhancements and not just non-mages make magical enhancements. So, here is our first attempt.

Fine Weapons:
Fine weapons are particularly well balanced and constructed. The finer a weapon is the more properly weighted the item is and the easier it is to swing. A Fine weapon has a +1 enhancement bonus to hit and costs three times as much as a normal weapon of its type. A Finer weapon has a +2 enhancement bonus to hit and costs six times as much as a normal weapon of its type. A Finest weapon has a +3 bonus to hit and costs nine times as much as a normal weapon of its type. This bonus is an inherent quality of the item and not of any magic in it. A Fine weapon does not count as a Masterwork weapon for the purposes of magical enhancement. A weapon may not have be both Fine and High Quality.

High Quality Weapons:
High Quality weapons have specially weighted ends or particularly well honed edges. Whatever the reason, High Quality weapons are more effective at drawing blood than others of its kind. The higher quality a weapon is the more damage it does. A High Quality weapon has a +1 enhancement bonus to damage and costs twice as much as a normal weapon of its type. A Higher Quality weapon has a +2 enhancement bonus to damage and costs four times as much as a normal weapon of its type. A Highest Quality weapon has a +3 enhancement bonus to damage and costs six times as much as a normal weapon of its type. This bonus is an inherent quality of the item and not of any magic in it. A High Quality weapon does not count as a Masterwork weapon for the purposes of magical enhancement. A weapon may not have be both Fine and High Quality.

Agile Armor:
Agile armor is more articulated than normal armor of its type, allowing for greater range of motion when performing physical tasks. An Agile suit of armor has its armor check penalty for skills reduced by 1 (minimum 0) and adds one quarter the base price to the cost of the armor. A More Agile suit of armor has its armor check penalty for skills reduced by 2 (minimum 0) and adds half the base price to the cost of the armor. A Most Agile suit of armor has its armor check penalty for skills reduced by 4 (minimum zero) and doubles the cost of the armor. This bonus is an inherent quality of the item and not of any magic in it. Agile armor does not count as Masterwork for the purposes of magical enhancement. A suit of armor may one be only of Agile, Nimble and Sturdy.

Nimble Armor:
Nimble armor is less restrictive than normal armor of its type, making it easier for arcane casters to use. A Nimble suit of armor has its arcane spell failure chance reduced by 5% (minimum 0%) and costs twice as much as a normal suit of armor of its type. A Nimbler suit of armor has its arcane spell failure chance reduced by 10% (minimum 0%) and costs five times as much as a normal suit of armor of its type. A Nimblest suit of armor has its arcane spell failure chance reduced by 15% (minimum 0%) and costs ten times as much as a normal suit of armor of its type. This bonus is an inherent quality of the item and not of any magic in it. Nimble armor does not count as Masterwork for the purposes of magical enhancement. A suit of armor may only be one of Agile, Nimble and Sturdy.

Sturdy Armor:
Sturdy armor is more protective than normal armor of its type. Some have slightly more metal, some have more protected joints, other are just of higher quality materials. A Sturdy suit of armor has a +1 enhancement bonus to armor class and costs four times as much as a normal suit of armor of its type. A Sturdier suit of armor has a +2 enhancement bonus to armor class and costs seven times as much as a normal suit of armor of its type. A Sturdiest suit of armor has a +3 enhancement bonus to armor class and costs ten times as much as a normal suit of armor of its type. This bonus is an inherent quality of the item and not of any magic in it. Sturdy armor does not count as Masterwork for the purposes of magical enhancement. A suit of armor may only be one of Agile, Nimble and Sturdy.

I'm not particularly sold on the Nimble quality and I don't know if the Sturdy quality is balanced at all. Please help me refine them. I very much want to implement something along these lines into our game and our world, but I want to make sure that it's well thought out and well tested.


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*Warning: Wall of Text* So while working on building a new campaign setting with a friend we decided that we really wanted to revamp magic while we were at it. I know, big goal, right? Anyway our original thinking was that we would use the "generic classes" from the 3.5 SRD. We realized both the "warrior" and "expert" classes were differentiated by class options and specialized with feats, but that "casters" were only differentiated by which spells they chose, but they had no restriction on which spells they wanted (being able to choose from every single spell in the book).

So here is our thought. We fashion a "generic" spell list that all casters have access to. From this list any caster can select spells for their "spells known". It would be basic, staple spells that are just too iconic or necessary to put into a specialist list. Then, in order to pick spells that aren't on this list, you have to spend feats. Taking these feats would add a "specialist list" to your options for "spells known". It doesn't directly add anything to your list, but just opens up your options.

Each specialization has three layers that equate into a feat chain. The base level feat opens up level 0-3 spells, the improved feat opens up 4-6 and the greater feat would open up 7-9. You'd have to take the previous feat to take the next one.

The specializations include most spell schools and keywords. Some of the larger and more diverse schools (like Conjuration) are split into sub-schools. All of the elemental keywords share the same list of elemental spells, but the type of damage is based on the elemental specialty chosen (basically giving free Energy Substitution).

The spell feats are tentatively as follows:
Abjuration
Summoning/Calling
Healing
Creation
Divination
Enchantment
Fire
Cold
Electricity
Acid
Force
Sonic
Illusion
Phantasm
Shadow*
Necromancy
Transmutation
Polymorph

*Emulates the elemental spells and summoning/calling spells at X% reality a la Shadow Evocation/Shadow Conjuration.

Each of the previous feats are Base, Improved and Greater. Example: Fire, Improved Fire and Greater Fire. To take Improved Fire, you have to take Fire.

When taking more than one Elemental list (which share identical spells) you get to choose which elemental type to use. For example, if a caster has both the Cold and Fire feat, they may cast "fireball" with either fire or cold damage. Taking an "admixture" feat would allow you to apply both damage types.

Metamagic works like normal. You simply have to have access to the appropriate level spell slot, but you do not need the higher level spell list. For example, if you want to Empower a Fireball, you would need to be able to cast 6th level spells and have the feat Fire, but you would not need Improved Fire.

Areas where we need suggestions help:
Generic Spell List - Is the Adept list good enough? Do we need to add 6th-9th level spells, or should we require casters to specialize by level 11?
Specialized Lists - Are the lists adequate? Are there gaping wholes? Are any of the lists too large or too small?
Domain/School Powers - What to do with them? Is gaining access to them worth a feat? Should they be given for free to casters? Should they be discarded altogether?
Blind Spots - With everything, I know that I'm not seeing the whole picture. Is there something (a consequence, an interaction, etc.) that is obvious to you that could make this system brokenly over- or underpowered?

Thanks in advance to any and all comments and suggestions.


I know that archer rogues are not optimal builds, but I need to build one anyway and want to make the best of a bad situation. I need the same rogue built at levels 2, 6 and 11. Would someone mind critiquing the builds I have so far? Limited to, basically, what's available on the PRD.

Here's what I have so far. Human Rogue, elite array.

Level 2
Str: 13
Dex: 17
Con: 14
Int: 10
Wis: 12
Cha: 8
Feats and Talents
Point Blank Shot
Rapid Shot
Bleeding Attack
Gear
MW Shortbow
Rapier
Chain Shirt
sundry items

Level 6
Str: 13
Dex: 20
Con: 14
Int: 10
Wis: 12
Cha: 8
Feats and Talents
Point Blank Shot
Rapid Shot
Deadly Aim
WF: Shortbow*
Iron Will
Precise Shot
Bleeding Attack
Gear
+1 Comp Shortbow [+1]
+1 Rapier
+1 Chain Shirt
Belt of Dex +2
Cloak of Resist +2
sundry items

Level 11
Str: 13
Dex: 20
Con: 14
Int: 10
Wis: 12
Cha: 8
Feats and Talents
Point Blank Shot
Rapid Shot
Deadly Aim
WF: Shortbow*
Iron Will
Precise Shot
Arm Prof: Med*
Great Fortitude
Imp Crit Shortbow
Bleeding Attack
Crippling Attack
Gear
+1 Corrosive, Seeking Comp Shortbow [+2]
+1 Rapier
+2 Mithral Breasplate
Am of Nat Arm +1
Ring of Prot +1
Belt of Dex +4
Cloak of Resist +4
Sniper Goggles

Any advice is most welcome. I've not posted skills because this guy is supposed to be designed for maximum DPR on an archer rogue build. Thanks!


I've just had the idea to build a nation of dwarves who have left the confines of their mountain and taken to the skies. I've got the whole nation written up, with politics and military and trade agreements and the lot. The issue I'm running into is that I have no idea how much it costs to make a magical flying ship. There are some nice charts and guidelines for making normal, aquatic ships, but just adding the fly spell and permanancy seems wrong.

I'm needing prices on everything from skiffs to galleys. Also, if there are some rules on making them somewhere, I'd be interested in those too.


So my group was looking for a mummy template because, let's be honest, it's silly that it isn't a template to begin with. I'm pretty sure that almost all undead should be templates, but I digress.

I found the Osirion Mummy template from Pathfinder GameMastery Module - J1 - Entombed With The Pharaohs. Does anyone know how balanced this is?

It seems good to me, with the exception of this:

Quote:
Melee: An Osirion mummy retains all the attacks of the base creature and also gains a slam attack if it did not already have one. This attack deals damage as a creature one size larger. If the base creature can use weapons, the mummy retains that ability. In addition, all of the mummy’s attacks are treated as magical for the purpose of overcoming damage reduction.
Quote:
Feats: An Osirion gains Improved Natural Attack for each natural attack the creature has as a bonus feat. If the creature previously had a slam attack before adding the template, the creature’s new slam attack also gains the Improved Natural Attack feat.

Emphasis mine.

So natural attacks get a size boost and improved natural attack? Essentially a double boost.

Has anyone used this template or is familiar enough with monster creation to help me out?


Is there a way to not be detected by True Seeing? From what I can tell, the only way to stay invisible to someone under the effects of true seeing is to be under the effect of mind blank. Does that even really work? Are there other methods I'm missing?


I'm currently in a 3.5-turned-Pathfinder game that we've been playing for the last year, and I've been playing the Heroes of Horror class, the Archivist. In an attempt to Pathfinderize the class, I have built a class known as the Prelate. (Feel free to vote on the class and offer suggestions.)

My question is not regarding the Archivist/Prelate so much as if there is room for an arcane equivalent. Something that gains knowledge based abilities at various levels and can cast any arcane spell. I know that the bulk of arcane spells are already available to a generalist wizard, but the vast bulk of the good divine spells are available to the cleric, so that's sort of beside the point.

I haven't really had much of a chance to flesh out the idea beyond this. Initial inklings have me considering replacing the Dark Knowledge/Divine Study abilities of the Archivist/Prelate with some sort of arcane version of Favored Enemy bonuses (based on monster knowledge checks maybe?). I'd also considered making it both INT and WIS based (or maybe INT/CHA to stick with both current arcane casting stats). Likely just a good Will save (unlike the Archivist's good Fort and Will).

So... thoughts? Suggestions?


So I'm in the process of making a nation of civilized orcs. Also these orcs are typically good, rather than evil. I'm wanting some alternate racial traits and favored class bonuses similar to what is presented in the APG.

The orcs of this region are known for military prowess and for fairly ordered societies. The region itself specializes in alchemy and crafting constructs. Flying ships of various sorts are also common. So, basically I'm looking for alternate racial traits that replace some of the feral nature of the bestiary orcs, and I'm looking for favored class options that help out with the various martial classes and alchemists.

Anyone want to give me a hand?

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