Trinia Sabor

Naoki00's page

456 posts. No reviews. 1 list. No wishlists.



1 to 50 of 55 << first < prev | 1 | 2 | next > last >>

So this might seem like an odd question, but our table uses a lot of converted 3.5 content, specifically this class by Chris Bennett.

I’ve made a lot of homebrew for Pf1e, but I’m honestly not sure how to go about it for 2e as it’s design is rather different it feels. Would you make the invocations into class feats? Use them in place of spells entirely? Create new spells to fulfill the same flavor? I would just like to hear some thoughts on if it’s possible or if it would be a better idea to just try and work with what is available in the existing material.


So since these have seen a bit of testing in my group I wanted to see how they looked to a larger selection of those still playing 1e, and with the new MonHun game coming I thought now may be a fun time to post them. The class idea is that it's a hybrid class between the SoM classes the Armiger and the Blacksmith. The idea is to be mixing it up often with different preparation styles, combat options, and generally combining the multitude of different options the two classes have into a single package but not truly giving as much oomph as a dedicated one of either.

The main selling points of the class are its heavy customization, ability to harvest/use monster parts to make better and stronger weapons or armor for cheaper than some, and generally being a very teamwork-oriented martial class with some nifty tricks. I do hope to add more of its 'talent' abilities such as the other mantles, but for now, this is how the class has been in testing.

On the other end, the palico is a small race of feline humanoids similar to catfolk, although they are much more teamwork-oriented in the same vein as the hunters they tend to follow around and the ability to quickly make use of their environment in combat. Along with all that, they have 3 different racial variants to make use of their broad feline appeal.

Let me know what you guys think or if anything could be improved!

The Guild Hunter class

The Palico Race


So we just finished the first book of Jade Regent and are level 4, and the DM has asked us what kind of magic items we would like to see throughout the next book as he's doing prep work...and to be honest I have no idea beyond the boring stuff.

Normally when I'm a player rather than the DM I just ask them if I can use the Automatic Bonus Progression while just not getting items since I personally am not a fan of them, and my character really doesn't have much use out of them other than raw stats. Combine this with a lack of knowledge about what magic items are out there (as I said, I usually just avoid them), I am kind of at a loss with what ideas to give him.

Other than the big 6 what kind of things would be useful or interesting for a character with these restrictions/details?

- Unarmored, does not wear it, will not wear it.

- two-handed weapon user (Katana), but preferably the current weapon should never be replaced as he uses the Legacy weapon feat and for Roleplay purposes.

- Ex-yakuza bodyguard attempting to create his own new clan with the old notions of honor rather than just about money and crime (romanticized notions like in the Yakuza games). Kind of charismatic, but mostly wisdom based

- Takes hits and just tanks them through temp HP, huge base HP, and DR via Scar Tissue and the Berserker sphere + darkness defender benefits. He usually just uses Bloody Counter to make a hit auto go through and give him a free attack, comboing with Reapers Momentum.

- Party defender. He is always front and center in melee, forcing enemies to deal with him or taking heavy penalties if they don't, and he uses the Defend Other talent to just forcibly prevent things from hitting his allies.


So with the release of Nioh 2 I had the thought of making something for one of my favorite 3rd party classes, the Reaper by Lost Spheres Publishing.
I really feel like it's theme of slowly becoming the thing you hunt is a perfect concept for playing a character like the Shiftling protagonist, but before I started to plug in numbers I was curious if anyone else had made something similar or knew a resource I could look into that might be some good ideas. I know that things like "yokai" are a little odd in Pathfinder in terms of what they count as since many would be spread across different creature types more than likely.


I bought the Legendary Rangers PDF, although strangely it isn't immediately available for download like PDFs have been in the past and instead says "pending". Someone in the product discussion pointed out that I should make a thread here in case the issue doesn't resolve itself somehow.


So I've been having a terrible time finding the answer to this and just figured I'd ask. I'm a huge fan of the Legendary Samurai by Legendary Games, but the SOul Blade archetype is bugged on my PDF and only reads:

"Bonded Mastery (Su): At 19th level, if a soul blade is in possession of their spiritual weapon at the start of combat, "

What does the ability actually do? I like the idea of the archetype and sure 19th isn't likely to be reached often, but I would like to be able to at least know for the sake of knowing.


One of my players keeps swearing that the Vigilante is one of the strongest non-casters in Pathfinder, and I've seen one or two forums with a similar mentality...but neither he nor they really have ever just broke it down as to why. When I look at them I see interesting social talents that I really want just to be a thing half the other classes got anyway, a couple decent vigilante talents that are better than Rogue ones, but not as generally good as some Ninja Tricks in my opinion, and the option to have either Full BaB or a pretty meh version of sneak attack. Have I failed my perception check here and missed something?

I don't know if my hatred of "I full Attack" and thus almost strict us of the Spheres of Might stuff has influenced this or anything, I'm just hoping that someone can explain where this supposed power is that I'm really missing.


This was a discussion that came up and got a tad more heated than I was meaning it to be, so I wanted to ask the consensus of the boards on the matter.

When using the Counterpunch ability, it states the following:

"You may ready an action to make an attack with a light melee weapon against the next enemy who makes a melee attack roll against you before the beginning of your next round; this attack is treated as an attack action for the purposes of talents as well as the Vital Strike feat and occurs before the attack that triggers it, gaining a +2 competence bonus to damage rolls. For every 4 points of base attack bonus you possess, this bonus increases by +2. Using this ability does not change your place in the initiative order."

Can you use the whirlwind knockdown talent of the lancer sphere in place of the attack? I was under the impression because it specifically says "As an Attack action" in its activation, which from my understanding couldn't be done as you already used your action to name the counterpunch readying. Am I incorrect in this?


I'm planning a game set in a heavily eastern environment and I'm toying this concept since a lot of the players actually liked the idea of racial classes from back in the day and saw some of the ones made by Rite Publishing and Dreamscarred Press so they were asking about more theme appropriate options, and thus the notion of playing an Oni was brought up.

I've been thinking on it for a while, but newly working 3rd shift has drained me and got me pretty creatively bankrupt apparently because nothing I've been able to come up with seems to be balanced or able to properly give the right feel to it. I'm wondering if anyones had any success in creating a racial class that would allow players to be an Oni (link here for reference on them), more specifically the types like the "Yai" types. Or if not, what kind of things I might be able to focus on putting in or avoiding.


So this one a player brought up to me and I realized I didn't have the proper answer. This is the unarmored training Equipment Talent:

Unarmored Training
Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.
This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities.
This bonus depends on an intricate awareness of the practicioner’s body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.

Does this count shields as armor worn? I just naturally assumed it didn't, but upon actually reading it over more it doesn't specifically call it out and I wanted some other opinions.


Alright new question since I can't seem to find a concrete answer. When using this ability of the Berserker Sphere:

"Brutal Strike
As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus."

Does this damage become multiplied by a critical hit or is it added onto the final total?


I've seen this archetype sitting around for a bit and I'm thinking about giving it a try for a character, but since it's Rage variant Rapture doesn't appear to apply the same type of attack/damage buff as normal rage I'm a little hesitant to just dive right in and I'm wondering what the consensus is on it from the boards. I was also considering mixing it with the Berserker archetype from SoM (they should stack if I read it correctly), but I'm not sure if trading out so many rage powers would be a good idea for the spheres trade. Been a while since I built a barbarian at all and remember a lot of those were pretty integral to some builds.

For reference: Worldsoul Incarnate


I'm wanting to create an antagonist for my groups current Asian themed game, and I'm really wanting to emulate the character Shiromori from the Mystery Skulls animations, but I'm not really sure how to go about it.

The main goals for the monster to be able to do would be to be able to track others over extreme distances, travel through the earth at great speeds (not necessarily teleport speed), and to pose a significant threat to a 10th level party as only a solo encounter, though she would likely use ambush tactics to single out targets.

I can always just 'say' she can do these things of course but I'm hoping to at least have a possible frame of reference, and possibly a better grasp of what would be really flavorful magic abilities/spells to give her in order to help her be an effective assassin. Normally winging it wouldn't be so bad, but this group is pretty high on the optimization ladder and has proven to be very coordinated to a point I've had some trouble challenging them with combat. They welcome challenges like this and would love to feel a real sense of fear to know this being had their number. Due to my limited free time for such endeavors at the moment I'd love to know if anyone has some ideas or possible numbers I could work off of!


Hopefully, there are some people out there who can give me some advice on this awesome new class, but since it is new I understand if there may not have been enough time to put it in a lab or anything.

My last character in our Carrion Crown game had a possessed hand (the feat) and was trying to find a way to free the spirit trapped in there, well I had the idea that since she died the last session when the party tries to bring her back they accidentally release the spirit in her hand instead, who would be a Wraith since it was a perfect flavor match. The only problem is that I have a crippling case of choice paralysis on the subject.

So far the character's base stats look like this before items, feats, or anything else:

Lvl 8 Human
Strength 13
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 16
Charisma 20

I'm unsure what focus would be good for the AP, like would going with Illusions and trickery work often against the types of enemies? Would it be a good idea to exchange feats for a Proficient Spheres of Might progression since the DM already will allow me to gain a Martial Tradition for proficiency exchange if I would like (Even though the class only really would trade proficiency with scythes, he doesn't mind which is pretty nice).


I sort of assumed that like the other archetypes they did, but I don't actually see it listed in the book. Is this just a mistake they errataed out or intentional? And if so would granting them one in the vein of the others just be an easy fix?


So I'm really curious about this because I'm not normally the type to really invest in touch attack style stuff, but I have a question about the Destructive Blade ability for anyone who might know.

"Destructive Blade (Sp): As a swift action, rather than expelling a destructive blast as a simple attack, a doomblade can wrap destructive energies around his hand for a number of round equal to his Casting Ability Modifier (minimum 1), surrounding it with power. This wrapping can take any visual form the doomblade desires, from a blade, to a hammer, to a simple ball of swirling energy, but the form is merely cosmetic. The doomblade is considered armed with his destructive blast, and can make touch attacks in place of regular attacks. Rather than having its power determined by the doomblade’s caster level, the destructive blade always treats the doomblade’s level as its caster level.

The destructive blade cannot be augmented by blast shape talents or have its damage increased to one die per caster level, but otherwise can be augmented like any other destructive blast.

If another destructive blade is summoned, any previously summoned destructive blades immediately disappear.

This replaces resist magic."

Do I get my strength on these attacks? Since I'm armed with it and it's considered a Melee touch attack (As I understand it this is what I would take Weapon Focus for as an example, rather than "destructive blast"), if I don't gain strength to damage what ways would I have of improving the damage if I wanted this to be the main method of attack?


I could have titled this a number of things, but the gist is that we're beginning a new run and the DM has allowed both Spheres books and Path of War. As I'm a fan of both I was considering rolling up a Fiendbound Marauder Warder (Gives up some defense buffs for a reach grappling claw and curse based stuff) and was looking into using the optional rules of spheres of might to access it without multiclassing.

The option is that you can give up either half your feat progression for Proficient sphere access (trading 5 feats for 10 combat talents) or all of your feats for Adept (trading 10 for 15), with Warder giving me 4 bonus feats meaning I lose technically only 1 feat if I go for proficient. Using these I would go into the Wrestling Sphere and access to the Battered condition for better combat maneuvers while using my PoW maneuvers as more enablers to get the grapples going and to make up for damage because I plan to not make too many full attacks. Is this an idea worth investing in or should I multiclass to access the spheres? Or is this just being too complicated and simply stick to Warder normally?


4 people marked this as a favorite.

So while working on my fighter and some other stuff I actually finished (at least mostly finished) this little love letter to all the shonen style anime I love and love to rip into. I hoped to actually make it playable in game of course because knowing my players, someone would actually want to try it out. Note that while it's mostly based on anime tropes and ideas, it can almost apply to any sort of 'hero' genre that likes to go big, such as comic book heroes.

Heres The Protagonist, the most serious of joke taken to its logical end, hopefully it's enjoyable to everyone lol.


So between trying to work on my homebrew and working to pay the bills I came across the feats section of the Path of War on the SRD. Not to say I haven't before, but I never really paid much attention and saw the feats that combine benefits of two different maneuvers. I'm curious if any of them are viable to build around into something interesting, particularly Molten Silver Strike.

Molten Silver Strike (Combat)
Your powerful strikes are imbued with fiery wrath.
Prerequisites: Quick Draw, two Mithral Current maneuvers known, two Solar Wind maneuvers known.
Benefit: You can gain the effects of Solar Wind boosts when initiating Mithral Current strikes that allow you to attack enemies at range as a melee attack, even if those boosts would normally only function for ranged attacks. When you do so, you increase the range of the Mithral Current strike by 10 feet plus an additional 5 feet per four initiator levels you possess.
Normal: Mithral Current strikes that attack enemies at range are still melee attacks, and as such would not gain the benefits of Solar Wind’s boosts.


So a while ago I posted not one, or two, but 3 different write ups of the fighter class rework based on trying to undo their need for feats with more powerful and specialized abilities. I suppose in a way I was stubbornly trying to make these abilities work because I have a sickening need to try and bring Martials up to casters in some capacity (maneuvers not withstanding). This time around I took a long look at what people like about the fighter class and what I don't like about it, to try and meet in the middle with something less convoluted and packed with different kinds of mechanics.

What I've tried to do here is meet a couple of design criteria.
1: To make the Fighter more interesting to play at all levels.

2: To hopefully reduce the amount of "tiny numbers" that may or may not mean much to the class itself such as bravery.

3: To increase the fighter's power level without going too far.

4: To incorporate some of the new features like Stamina that many people seem to enjoy, even if I myself don't think it it's a great mechanic overall. It's better than reinventing the wheel again.

5: To enable the use of fighters who aren't just big bruisers, with fighters being more tactical, intelligent, and actually variable in their playstyles.

6: To learn from my previous mistakes of going too far overboard with mechanical complexity.

I'm really hoping that this time I've been able to bring something more fitting to the table, but if not I can always go back to the drawing board. I make these for my players, but I do want to have them meet a sort of approval from the more experienced people out there, and this board has rarely let me down in good feedback or criticism.

Without further ado, here is the Fighter 4.0 (for me at least)


1 person marked this as a favorite.

So I finally had time to finish this as a request from one of my players for a class that was primarily based on denying casters, as they themselves (out of game) pretty much hate magic in general and wanted a class that could let them hate it just as much in game other than purely roleplay options. I wanted to make it able to still do stuff to non-casters of course (just not as well), while also being able to maybe ease him into the idea of how magic can be fun to use occasionally. For this reason, I came up with a kind of "Steal their magic to use against them" sort of concept.

He's on board with the idea, but I want to make sure it's not overloaded or written to badly to make the point across, and since magic is tricky to balance anyway I don't want to just unleash the thing onto a game when it might still be over tuned. Any help in balancing or cleaning up wording would be very much appreciated!

Edit: there is a reference to "Runelords" in the description, this is just a setting specific order of paladins in my setting, not something to do with the actual Paizo ones.

The Mageslayer Google Doc


While preparing for a character playtest and asking questions on this forum I remembered something I was a little embarrassed to actually bring up, but the desire to run Jade Regent has me wanting to suck it up and ask for some help.

I don't like saying this or using it to sound like a crutch, but sometimes it really is an issue. I have Aspergers, and it's hampering my ability to really understand how to even approach running an adventure path.

I'm the usual DM for my group but the last month I've been taking a break and someone else has been running modules for us to just test out classes we might want to try and asked if I could maybe give an AP another try which prompted me to try and explain how it is when I go to read them. My style of DMing is to make an ending, a beginning, and a general theme, then completely make it all up from there in logical progression based on the actions of the party/setting/tone of the game/and theme of the game. I can make up detailed things, tactics, and story threads with extreme speed and have no issues following the continuity of it. This has served me very well and has (from what they tell me) been a lot of fun for my group.

I really do want to run an AP because I hope it might let my brain have SOME bit of relaxation on the creative part, but every time I've gone to read it, the whole thing just congeals into a mess in my head. I understand what parts it wants me to read to the party, and what the plot is, but it's how it's all presented. It feels like I'm reading a loose kind of novella with spatterings of rulings that are all left both too open ended and too narrow to be cohesive if that makes any sense. If it was just a long series of instructions with breaks of "Feel free to change [blank]" I could handle it, but as it's written I don't understand what it wants me to have them do when, why, and how. An example is in the Jade Regent's "Adventure Background" section. This is all cool, and well written...but do I read this to my players? Are they expected to know this? Why would they know this? Why does it matter what happened before they get here if they don't have characters native to this region? The descriptions of the parts themselves aren't any more informative because it doesn't give me anything but "This is the story. You figure out why they are doing it"

I want to believe it's just because if I'm not making it ALL up, that I just need a very specific list of things to do and then can fill it in from there, but it almost seems like the "pre-created adventure" wants me to make my own notes and plot out things even further in advance than IT already has, with no allusions to things up ahead or greatly over detailed bits about NPCs that will probably never come to light unless I specifically incorporate it (in which case, why is it not in there already?). I feel like I'm staring blankly at a half finished product that my mind just can't make up how it wants it to go because if I use my usual "make it up on the spot", then the point of trying to run something pre-made is already pointless.

Am I just vastly overthinking it all? (I am prone to this), or is this just something that I'm going to have to put under the "My brain is not going to accept this information like normal people and I just have to accept that" file?

Edit: Sorry if I ramble on or seem conflicting in my thoughts, honestly I have difficulty even trying to verbalize the way it all is in there.


4 people marked this as a favorite.

So the title might not be the best way to pose that question, but recently it's something I've been thinking about when brainstorming ideas for various new characters or ideas to try out. I realized that I abhor playing the 'core' races because they frankly no longer hold any real interesting elements to me. No longer do elves, dwarves, halflings, etc, feel fantastic in the way that really draws out my creativity (this might just be a mood of course). Instead, I find that I want to play the 'rare' races (that are at least more socially acceptable in some games, others not so much) like Aasimar, Tieflings, Reapers, and other races that possess more complex social dynamics with a more out there fantasy feel to them. Not because I want spotlight time and to be 'special', but just because I find myself being easily bored with characters of the other races.

Then, it comes back around to playing humans. I have never understood why people like to play humans in the game personally. It feels silly from a roleplay aspect in a fantasy game about all powerful gods and magic (usually, not always) exuding out from some characters very pores to want to just be the same thing that you are, but I do understand that it's in many ways human nature to want human-like stories. Maybe it's just my difficulty relating to people in general and that factors in.

Now, these are just my thoughts on the matter, and I was hoping just to hear what others might think about it too. I do think this might be part of the whole deal of "people like to be average and still defeat the big bad guy", but I really enjoy hearing the various different opinions and ideas that come out of this board.


So this is an idea that I talked to my DM about since my current character hasn't been doing all that well in the current game, and I would like to replace them. Being a fan of fighting games and monks I wanted to build something similar to the Shoto-style characters and in particular my favorite, Akuma.

For those who aren't super familiar the shotos are the one who practically invented the whole Fireball + rising uppercut + spinning kick move set.

Because I want to try something new and I like odd builds I want to use the spheres of power system to make this guy so that I can use the Destruction sphere to replicate the fireballs and similar (maybe make some other moves with spell crafting) however I've hit a pretty bad snag in my own mental space...I can't decide which class to make him.

I'm torn between making him a Mageknight (using the fantastic Mystic Combat abilities to augment his physical prowess with free size bonuses, swift action maneuvers, and the Herculean Scion archetype that gives full class level for the enhancement sphere on yourself) and the Entropic Sage Hedgewitch.

The latter gets MUCH more monk-like stuff including unarmed strikes of 1/2 class level of a monk, casting modifier to AC when unarmored, and easier access to Energy Blade to add Destructive blast damage to unarmed attacks. However it loses out on the mystic combat and Stalwart (Evasion but for Fort and Will) abilities of the former.

Currently stats are:
Strength: 18
Dexterity: 14
Constitution: 14
Intelligence: 8
Wisdom: 16
Charisma: 8

He uses the automatic bonus progression from Unchained, and in Roleplay refuses to fight with anything but his fists, and forsakes armor. I mostly want to ask for thoughts on which is a better choice since I have never uses either yet and just think they both have things to offer if I sacrifice roleplay elements (like the armor thing).


So lately my group has been just doing one shot games to actually test out classes we've never gotten around to trying, but I keep running into the problem that when I do find a class that I really want to try out and it uses magic (not usually my preference unless it's an inquisitor or alchemist)...it's prepared casting.

I have difficulty expressing just how much I dislike the very notion of prepared casting because I'm the kind of person that would just end up preparing the exact same spells (ones that are good all the time forever anyway) every day, but of course that's not the POINT of prepared. It just feels so tedious and lackluster when I've tried it, and actively made me dread every new day in game when I was trying out the Magus.

My question is if there is some tricks or possibly some simple mental work that fans of prepared casting have to make it less busywork and tedium, or if there is a simple way to make any prepared caster into a regular spontaneous one.


3 people marked this as a favorite.

So a while ago I posted a concept for a fighter fix that I thought would be a lot better than it really did turn out to be in some ways. I got feed back from the boards and settled that yeah, my concept was pretty flawed in the end and that I should take a step back to decide what I wanted the fighter to actually represent with all of the additional material that's out there now. Unfortunately what I did come back with after looking through is that Stamina, Advanced Weapon Training, and Advanced Armor Training don't really fix much. Stamina in particular seems to be a bit to hyper specific with what it's wanting to do, which is to make certain feats that were already "meh" into less "meh" options for instead a pretty difficult to recharge resource. Admittedly it's cool that it recharges at all unlike many other resources, but I realized we already have something like that: Grit.

After discovering the Myrmidon Fighter archetype from path of war it really just felt like what the fighter wanted to be in the first place. However I know that several members of my group are a little leery of maneuvers since they have never used the system, so I dusted off my old design concept and attempted to port a lot of the Myrmidon's grit based systems (almost all of them really) while adapting and adjusting a few of my existing ones. Sadly I don't have a lot of the time to devote to these things I once did, and would really appreciate it if the boards could help me point out where I've messed up royally (I'm sure I've forgotten to edit some of the Prowess abilities, but need more time to look them over so extra eyes are wonderful) before jumping it into play testing with my group.

Class goals attempting to meet:
-Make the fighter more engaging to play both in action economy and narrative scale.

-Make the fighter less reliant on feat chains that prevent the idea of a "does it all" warrior.

-Allow the fighter to contribute outside of combat, even if it is in a marginal manner.

-Make the class a very Multiclass friendly choice, further enhancing it's "been there, done that" feel and theme.

-Fit the concept of "Soldier/Warrior who uses training and raw determination to accomplish things that seem to defy the odds against them".

Here is my next attempt at a 'fix', or at least a 'change for the better' to The Fighter


2 people marked this as a favorite.

So this is an idea that originally sprung up from an older homebrewed martial discipline that someone made for dnd 3.5 that was based around the manipulation of nuclear energy. While I really liked the concept of that it felt pretty clunky as a martial discipline, with some odd functions independent of the class using it that made for a lot of interesting (or confusing) interactions. Many years later I revisited the idea and thought it would be fun to try and design a class that revolved around the concept of using nuclear fusion/fission as their prime power source. I did however borrow several of the initial creations abilities since they fit very well, and attempted to integrate them into the pathfinder system more as a primary class ability.

While I am aware that pathfinder has some rules about radiation and such I didn't focus primarily on those since they seemed to be mainly surrounding prolonged exposure to radiation rather than the rapid application. I hope to get some thoughts and opinions of the class before putting it into primary play testing, so without further ado here is:

The Atomic Vessel


As a little preface to the question, in this new game the DM asked each of us to name a type of race that isn't represented much in the game that we've always been interested in playing since we've been curious about trying out the Race Builder rule set for a while. He would then create a race befitting (more or less) that sort of description, though in more general terms to avoid just perfect race/class combinations.

When it came around to me I personally have always enjoyed the idea of an ooze based race, stretchy, possibly shape shifting sorta stuff, and in general I prefer weird than typical. What he came up with...I'm not so thrilled with to be honest, but I don't want to be the bad guy and tell him he didn't put effort into something. He seemed genuinely pleased with the race and so while I don't agree with the design and power level I want to give it a shot and try to be more open minded. The issue I'm having is that I cannot for the life of me think of a decent class for it beyond Barbarian or another 'dumb' style bruiser. Part of it is general problems with indecision, so I was hoping I could get some other voices to help me settle on something to play that might be fun.

Creation Rules: 20 point buy. All classes open from Paizo and Dreamscarred press (Primarily Psionics and Path of War). Cannot be evil.

Custom Race's Stats


Alright so this was a concept I had a while ago that I was toying around with after a player of ours found the Wolf Shifter class and wanted to play a type of werewolf character for it...however we both felt the Wolf Shifter to be kinda without a lot of oomph in the flare department. So I set about trying to make a class to better pull off the "You're a werewolf. No not that kind of werewolf" with a few special gimmicks and different offensive/defensive direction.

I don't entirely think I succeeded, and wonder if the class is really balanced in some areas, so I'd like some advice on how it looks and if certain things should be toned up or down.

Also for the record I didn't use rage powers mostly because at the time I was attempting to have their abilities be slightly more passive in turn for getting the animal companions.

So here is the current draft of the Moontouched Ascendant.


Alright so I wasn't sure what to name this thread, but here goes.

Recently I was invited to play in a game of Rise of the Runelords in a new group with one of my existing friends, who mainly wanted me to join as I've played through most of the first parts of the AP and knew what to help him with. However things reached a snag when we got there and it
was explained during character creation that it was 15 point buy.

Now I've used point buy, but I almost can't imagine anything lower than 25. I asked the DM why he'd settled on that and politely explained that the game might not be for me. This launched into a discussion among all the other players (besides my friend) about why this was silly and made me really sound like some sort of power gamer. I wanted to come and share my own opinion on the matter as the topic was rather interesting to me, and I'd like to hear the thoughts of others on the topic in hopes of maybe coming around to the idea of playing in the game since despite the outcome, they did express hope I would reconsider.

Now I won't deny a certain preference for powerful characters, but it is less to do with power gaming and just what I'm coming to find from other forum posts is a vastly different mindset about the game. To me 15 point buy represents "unheroic" characters, average, normal, everyday people who happen to be thrust into a fantastic adventure. They usually have some manner of negative modifier or two, something that has always been a big deterrent to me, and some people seem to very much enjoy roleplaying these types of characters.

I however just never understood the appeal, after all the game is about fantasy and heroes aren't average people most of the time. 15 point buy feels...strange. The massive weaknesses in the character feel less like 'flaws' and more like plain old hindrances on the game. I don't often have any stat below a 12, mainly because I always imagined the heroes of the story are all just better then the rest in everyday aspects.

Hopefully I can bring myself to give it a try and not feel so discouraged by it all, but I know that hearing out some supporters for 15 point buy (other than a select few people) would be a good idea before I give it a go. Conversely they also said they may be open to giving a higher point buy an attempt if I chose to DM the game instead since I have more experience with 'higher power' games. So if anyone has similar thoughts to my own or just good explanations in support of higher point buys I would love to hear them as well! I know I can have a pretty hard time actually talking to new groups so points to remember are good to have.


This probably is a whole lot simpler than I'm making it out to be and I was having trouble looking up similar questions.

Currently I'm running a level 20 campaign with my group and am introducing an NPC that will travel with them for a short time who is meant to be on par with their characters, but for thematic reasons I didn't want to just up the monsters HD and instead replace them with pure class levels. The monster in question is a Seraptis Demon which is normally 15 HD. If I wanted to replace these 15 Demon HD with Inquisitor class levels does the monsters CR remain the same?

I'm mostly asking because I'm rebuilding the monster as though it was a character, and thus rolling stats with the racial modifiers to them and all that which has improved the base stats of the monster which has left me a little unsure of how to handle it's total CR.


1 person marked this as a favorite.

As always is among people who make homebrew material it's time for my Fighter ideas. Like my Monk rework I balanced upwards, trying to look at what iconic 'fighters' of fiction and reality are like. COmbining aspects of the old 3.5 Tome Fighter by Frank and K (the intro is straight up lifted from them and some of the abilities are copied from it) and aspects from other fighter fixes that I'd compiled. I admit I don't even remember all of the people who inspired abilities that are on it now, and if you happen to please give a word and I'll put some respectful credits on it!

A lot of the abilities are also from Frank and K's feats, rearranged to fit into a different format. I will say that I think this version of the fighter is actually a little too strong in some regards, but in our play testing they haven't really over performed tier 2 classes like sorcerers, but are distinctly above poorly built tier 3s. I'd love some feedback on if it does need toned down, if it's got something going for it, or if it's just one in a million reworks. All thoughts are progress!

The Fighter


A while ago a good friend of mine wanted to play a poison based ratfolk with a crossbow after his favorite character in League of Legends, Twitch. We went about making different ideas for builds, but one never really clicked with it so I decided to see if I could just make a kind of archetype for the alchemist that would work kinda how this originally pretty narrow concept was desired. a couple days later I came up with the Toxicant, and while it is a bit narrow in some ways I feel like it has good enough flavor and differences to be worth the time put into it.

Of course if that was it I wouldn't be here, so I wanted to hear what you forum goer's thought. If it needs improvement, toned down, or in general maybe back to the drawing board. Hopefully it goes over well!

The Toxicant


Alright a little backstory on this one, I've shown this class here a couple years ago and got a lot of really great feedback on it, but having never actually gotten to test it or really get an idea of what it's numbers should be even now, I'm hoping to just take the brunt of criticism and finally get it settled.

The main point of the class was to be a non-magical necromancer for our groups custom world, and has a pool of HD to summon skeletons from while empowering them passively and acting as a unit commander of their own summoned forces. This is what I've got down right now since at the time we really wanted to stay away from the use of spells like animate dead mostly.

I'm openly willing to hear if this project should be abandoned after so long, but I'm really hoping I'm on the right track.

Reaver Initiate class


Hey there everyone, our group has been playing through the low level modules and since I didn't actually possess down of the scarlet sun yet we ran one I made earlier, and since my players expressed the desire to play a higher powered game, their end module reward was a wish for greater power (free template that fits their character).

This is all well and good but life has put some obstacles in my way and I don't have a whole lot of time to sit and study the module and raise things up to power, so I'm hoping for some suggestions that I could look at for help in deciding what to do with it. Any possible help is much appreciated!

The characters are all level 5 with Challenge rating 7, with a Caster, monk, fighter, and cleric as the team.


I made this class a good while ago and got some good feedback from several people and have gotten this final draft playtested a little bit, but unfortunately most of the current players are having life issues and the game days are coming slowly. I'm hoping for a few more people to playtest the class in their own games or on their own because I have rarely found the time to do much more than play or test things once a week if that.

If anyone notices spelling errors, or redundant text I'd be greatful so i can fix any of it that still remains, and if you like it or don't like it feel free to tell me that as well so i can better work on things in the future as I have with this, and I thank you for it.

Ivory Weeper current Final Draft


Hello again all, it's me with another class concept that's mostly (but not entirely) finished. One of our players is going to DM and wants to place it in the world of Bloodborne, particularly the city of Yharnam. He asked me to brainstorm ideas for a class based on the hunters in the game and i thought that the Alchemist would be a good place to start. Now if you don't actually know anything about the game perfectly fine, I would like help just making the class seem more coherent.

I fully admit to having just thrown ideas onto the page and I'm not really happy with how it is, but I'm out of ideas on how to not make it feel like 'eh' so i thought I'd open a can of worms and see what people here think of it and hope for some new ideas. It might honestly not need to exist, but I was asked to give it a shot so I did.

Most of the Discoveries (named Insights here) are ripped from the alchemist but slightly changed to work with the different bomb type, though others i tried to recreate the dashing and or 'magic' items within the game. Key word being tried.

The Hunter of Beasts


Alright so for our next game we're gonna run something inspired by the game Bloodborne, the next line of the 'souls' style of games. What I was hoping to do was maybe create or borrow some ideas for how to make Trick weapons into pathfinder, and what sort of benefits they might have. Honestly the only thing that jumps to mind would be things like Weapon Focus applying to both forms of the trick weapon at the moment.

For those not sure what I'm talking about heres a list of the trick weapons in the game alone.


1 person marked this as a favorite.

Hello again everyone, This time around the class I'm bring to the table is a bit more finished than when I tend to post them, but I'm still not sure if it's completely ready to let my players use as they wish. I've playtested it a bit and it's performed at about 50-60% success rate which I'm happy with, but I'd like to get some thoughts on whether or not some abilities need tuning or to be more clarifying still. So without further rambling heres the Ivory Weeper-

Ivory Weeper Base Class


1 person marked this as a favorite.

Alright I made a thread a while ago asking about good ideas for loot drops and such, and after finishing a long running game I've just sat and talked with my group and like I assumed, they do agree that I'm terrible at loot, primarily because I can't find logical sense in dropping as much as the books apparently do.

I don't know even how to properly think of how much to drop unless it makes sense for whatever they run into to randomly be loaded with money and items when normal people don't carry things that much unless they are also a weirdly prepared adventuring party. The in world logic just doesn't make sense with that sorta thing and I know it's not helping the players.

Any thoughts on how I can logically fit the loot thing into an actual world?


Alright this was another of the requests from a player of mine who wanted to make a character based on the Deadly Dealer feat but thought that the Harrower Prestige was lackluster or just not what they were going for, and asked if I could make a prestige class for that speciality. This is the result of some ideas I had with the concept, but I'm not really satisified in some way. I'd like to maybe incorporate more random chance into it and toy with the idea of drawing specific cards like in a tarot deck.

Part of that idea is from getting the P4 arena Tarot cards, 11 in numbers 0- 10 which are the Fool, the magician, the high priestess, the empress, the emperor, the hierophant, the lovers, the chariot, justice, the hermit, and the wheel of fortune.

I'd love to have an ability thats like "x times per day draw a card" and each one has a special effect, but what they would be and how relevant they might impact the game I'm just not sure on, so I'm wondering is anyone has any thoughts?

Heres the classes as is, if it's bad or needs some tuning please let me know: Harrow Master


1 person marked this as a favorite.

Hello all again, another class concept I've written up mostly just on the challenge that I couldn't make it work. For those that don't know the character Nadia or Ms. Fortune is effectively immortal in a sence, being dismembered but reput back together and able to launch limbs and extend on muscle fibers for all manner of creepypasta. I decided to make a Class for it, then while looking over my Biomancer class (that I've shared on here a good while ago previously) I thought up a prestige for combining the two because hey, they're both body manipulating weirdos.

I preface this by saying that the classes balance point is on the high end, my usually design goal is at least scrape the floor of Tier 2 levels of power if possible, this is because of personal preference in power and because this is how our group usually plays. So tell me what you think, what you think is way out of line, doesn't make sense, what you like, what you think might need buffed, all thoughts good or bad are welcome :)

The Life-Gem Goremaster!

The Biomancer!

The Life-Gem Splicer! now with 100% more eww


3 people marked this as a favorite.

While looking through the Pathfinder SRD I came across a bunch of stuff about future technology, and it got me and a friend pretty interested since we've always wanted to do a more sci-fi style game. Then the crazy guy said he would DM one, and said that I should try and make a class based on like a cyborg super soldier, and seeing as I've been playing way to much Revengeance this idea just kinda spat out from my brain lol.

This is the first real draft and I'm preeeetty sure it's got some issues, and while I'm pretty happy with it I know it could be better, hence why I'm putting it here! so if anyones ever wanted to be a cyborg ninja give me a hand :D

Cut what you will.


Hello all so heres the deal, I'm making a campaign setting for my group while we finish up our current game and after playing far too much dark souls and skyrim on the weekends I'm wanting to make the loot and such more of an impact, and that loot includes spells.

What I mean is that I intend to drop things like scrolls, books, and other similar things that detail heroes and such and great magicians that mastered new spells, and so forth, the party could then decide to investigate these legends and go on a short little mini dungeon or whatever to reclaim the items. I know that scrolls and wands exist in the game but my group has expressed a distaste for them as they feel it makes things far too easy for casters, as does the automatic gain of any spell you could want on level, so this is partly a way I thought they would enjoy a different take on magic aquisition.

What I'm wondering is if anyone on here has any ideas on what kind of items could be looked for in these little mini-dungeons as I have few of the actual books, and while I will be making some custom things new ideas from other people are always very welcome since many have different or better ideas than I do. For the physical items including anything from weapons, armor, shields, wonderous items, and anything between, I'm trying for a somewhat artifact like feel to them as they are likely one of a kind, but full on artifacts can be a little much at early levels and I don't want to make just "+X" items the common find as they CAN upgrade their stuff, unless it's maybe a good idea to say certain enhancements are unique and can't just be bought?

Onto spells, what spells do you think should be the "there was one master" of this sorta thing? one that jumps to mind would be a spell like Color Spray, it jumps out at me as a weird and very powerful spell that seems like a good "someone figured it out and took it to the grave, now you can go try to copy it" sorta deal, but I'm not really a knowledge bank of spells.

Any ideas that you feel like sharing? and for reference to begin with we're starting at level 1 and probably going to level 20.


Hello everyone of the forums, it's me once again with a class concept I've cooked up, though with very heavy inspiration from the Metamorph base class by Drejk, who I've already emailed about the idea, and the ideas on that same forum of Sphen86 to improve upon it. I wanted to design a class that at it's core does something that is very undershown in the system- Shapeshifting. Yes the druid does it, yes the Psionic Metamorph does it, but those are very specific existing character types, with very specific ideas of how they work and what you should do with them. My hope with this is to create a valid, functional up front fighter type thats able to change their body for combat and self preservation.

I readily admit that the above two people (Drejk and Sphen86) did most of the groundwork for this and some of the text is copied from their suggestions or words, and this is primarily my take on those abilities with some of my own idea's mixed in, I would love to know how it looks and how it could be tweaked to a better point of balance if it isn't, or if I missed anything important, thank you all that give thoughts for good or ill!

Biomancer class Draft


I'm sure this has actually been discussed but my search-fu is weak today and I couldn't seem to find something on the topic. Alright long story short I came across the Flexarmor spell right here: Flexarmor

Basically I want to make this spell into a special effect able to be bought as an armor ability since my current gaming group has no casters at all sans the paladin and while it's worked out so far it's obvious later in the game they'll need some seriously cool gear to make up for the difference and this spell seemed like a great place to start...problem is I don't really know how to do that since magic item creation has never really come up heavily before and I would just kinda say an armor does "blank" and has "blank", this time though i want to play it by the book as we have been doing that more lately. does anyone know the rules for converting such a thing into a "Round or minute per day" version, and the bigger permanent version?


Sign in to create or edit a product review.