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After posting an attempted update for the hexblade, I began thinking "You know, in a few days time, with the number of new topics that are being made, no one is going to be able to see this or any of the other posts made in response".

I then began thinking about other fixes I've seen but struggle to find here as well.

Would it be possible to create a section purely for material like this? Having it's own section would make finding such "fixes" more easily. If not, how about somthing like a "sticked" post which is simply updated, similer to Gleemax's "PEACH Market"?


Hello all

For a while now I've been looking to up the power of the hexblade class. In terms of fluff, I absolutely love it, but as someone who has both seen and played one IG, I feel it's power is somewhat lacking.

And with my group now playing PFRPG, the gap in power is widened a little more, so here is my new version of the class. Please evaluate and critque honestly.

Hit Die: D10
Alignment: Any Non-Good

Class Skills
The hexblade’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int) and Use Magic Device (Cha)
Skill Points: 2 + Int modifier

Level | Ability
1st |Hexblade's Curse, Hex Points
2nd |Arcane Resistance
3rd |Mettle
4th |Dark Bond
5th |Bonus Feat, Hexblade's Curse (2 Known)
6th |Armoured Mage (Medium)
7th |Advanced Learning
8th |Aura of Unluck 1/Day (10%)
9th |Hexblade's Curse (3 Known)
10th |Bonus Feat, Hexing Magic +1
11th |Advanced Learning
12th |Aura of Unluck 2/Day (20%)
13th |Hexblade's Curse (4 Known)
14th |Hexing Magic +2
15th |Advanced Learning, Bonus Feat
16th |Aura of Unluck 3/Day (30%)
17th |Hexblade's Curse (5 Known)
18th |Hexing Magic +3
19th |Advanced Learning
20th |Bonus Feat, Aura of Unluck 4/Day (40%)

Class Features
All the following are class features of the hexblade.

Weapon and Armour Proficiency: Unchanged

Hexblade’s Curse (Su): A hexblade is able to bestow on his/her foes a powerful hex to hinder them. At 1st level and every 4 levels thereafter, the hexblade learns a single “Hex” from the Hex list (to a maximum of 5 hexes at 17th level).

Using any hex is a swift action and can affect 1 foe within 30ft of the hexblade. With every 4 hexblade levels, the hexblade can affect one more foe and the range of the hex increases by +5ft, to a maximum of 6 foes within 55ft at 20th level. Foes within range are entitled to a will saving throw (DC 10 + the hexblade’s level + the hexblade’s charisma modifier) to resist the effect. Opponents subject to a hex become immune to that particular hex from that particular hexblade for 24 hours, regardless of whether or not they pass their saving throw to resist its effects. Opponents with bonuses against curse effects gain them as a bonus to the saving throw made to resist a hexblade curse.

[]bHex Points:[/b] A hexblade gains a number of “Hex” points usable to determine the power/effect of many of the hexblade abilities. A hexblade starts off with a number of Hex points equal to 4 + the hexblade’s charisma modifier. The hexblade gains an additional 2 points for every hexblade level beyond level 1.

Arcane Resistance: Unchanged

Mettle: Unchanged

Spells: Unchanged

Dark Bond (Su): At 4th level the hexblade is able to bind his or her soul to an animal, object, or creature born from darkness. The hexblade must first choose one of 3 forms to tie this bond to. The first form may be an object, and the second a familiar, in which case this bond functions exactly as the wizards Arcane Bond. The third option provides the hexblade with a dark companion. This dark companion acts as the hexblade’s shadow. All foes next to the shadow suffer a -2 penalty to armour class and saving throws. By default, this shadow creature remains as the hexblade’s shadow (and thus only affecting foes within 5ft of the hexblade), but the hexblade can command it to move up to 30ft a round as a swift action, allowing the hexblade to bestow these penalties to foes not adjacent to the hexblade (though whilst doing so the hexblade cannot bestow the penalties to foes that are next to him/her).

Bonus Feat: At 5th level, and again at 10th, 15th and 20th level, the hexblade gains a bonus feat chosen from the following list. The hexblade must meet all prerequisites as normal.

Feats (Player’s Handbook): Combat Casting, Greater Spell Focus (Enchantment, Necromancy or Transmutation only), Greater Spell Penetration, Improved Unarmed Strike, Spell Focus (Enchantment, Necromancy or Transmutation only), Spell Penetration.

Feats (Monster Manual): Ability Focus (Hexblade’s Curse (Note, the benefits of this feat can only apply to a single curse chosen form the list))

Feats (Complete Mage): Fearsome Necromancy, Fey Heritage, Fey Legacy, Fey Power, Fey Presence, Fey Skin, Fiendish Heritage, Fiendish Legacy, Fiendish Presence, Fiendish Resistance, Somatic Weaponry, Toughening Transmutation, Unsettling Enchantment

Armoured Mage: At 6th level the hexblade is able to cast spells in medium armour without fear of arcane spell failure. In addition, the hexblade also gains the feat Medium Armour proficiency for free.

Advanced Learning: At 7th level and every 4 levels thereafter (at 11th, 15th and 19th level) the hexblade gains 1 additional spell known of his or her choosing. This spell cannot be higher level than the hexblade is capable of casting (i.e at 7th level a hexblade can only select a 1st level spell using this ability, at 11th level the hexblade can choose a 1st, 2nd or 3rd level spell etc). This spell can be from any arcane spell list, but it must be either an enchantment, necromancy or transmutation spell.

Aura of Unluck (Su): At 8th level the hexblade is able to emit an aura which impedes his or her foes further. Activating this ability is a swift action and lasts for a number of rounds equal to 1 + the hexblade’s charisma modifier and can only be used once per day. Whilst under the effects of this ability, attacks against the hexblade suffer a 10% miss chance. At 12th level the hexblade gains an additional use per day of this ability and the miss chance increases to 20%. At 16th level the hexblade can use this ability 3 times per day and the miss chance increases to 30%. At 20th level the hexblade can use this ability 4 times per day and the miss chance increases to 40%.

Hexing Magic (Ex): At 10th level, the hexblade is able to compensate more easily for his/her lesser magical powers. The hexblade’s caster level for the purposes of hexblade spells increases by +1 (so that a hexblades caster level is now equal to his/her hexblade level -2. At 14th level this bonus increases to +2, and at 18th level this bonus increases to +3.

HEXES
The following is a list of the hexblade’s hexes. Each hex can only be chosen once. Normal hexes can be taken freely as appropriate to the number of hexes a hexblade can learn. Greater hexes can only be learned after 9th level on the other hand, and Dark hexes can only be learned at 17th level.

Hex of Armour Breaking: The targets of this effect suffer a -2 penalty to armour class. This hex lasts for 24 hours on a failed saving throw and costs 1 hex point to use.
Hex of Poisoning: The targets of this effect suffer double the normal ability damage bestowed by any poison or disease which deals ability damage or ability drain. This hex lasts for 72 hours on a failed saving throw and costs 1 hex point to use.
Hex of Slowness: The targets of this effect must reduce their speed by half. This includes any fly, swim or burrow speeds as well as their base land speed. This hex lasts for 1 hour on a failed saving throw and costs 1 hex point to use.
Hex of Spell Failure: The targets of this effect must reduce the DC and caster level of any spells used by them by 1 point. This hex lasts for 24 hours on a failed saving throw and costs 1 hex point to use.
Hex of Vulnerability: The targets of this effect suffer a -2 penalty to their saving throws. This hex lasts for 24 hours on a failed saving throw and costs 1 hex point to use.
Hex of Weakness: The targets of this effect suffer a -2 penalty to attack rolls and skill checks. This hex lasts for 24 hours on a failed saving throw and costs 1 hex point to use.

Greater Hex of Armour Breaking: The targets of this effect suffer a -4 penalty to armour class. This hex lasts for 24 hours on a failed saving throw and costs 2 hex points to use.
Greater Hex of Lost Hope: The targets of this effect automatically lose any morale-based benefits and cannot gain the benefits of any others. This hex lasts for 1 minute on a failed saving throw and costs 2 hex points to use.
Greater Hex of Pain: The targets of this effect cannot receive the benefits of any positive-based healing, such as that of a Cure spell. Other means of regaining hit points (such as by resting) still function as do any non-magical means of healing. This hex lasts for 1 minute on a failed saving throw and costs 2 hex points to use.
Greater Hex of Spell Failure: The targets of this effect must reduce the DC and caster level of any spells used by them by 2 points. This hex lasts for 24 hours on a failed saving throw and costs 2 hex points to use.
Greater Hex of Vulnerability: The targets of this effect suffer a -4 penalty to their saving throws. This hex lasts for 24 hours on a failed saving throw and costs 2 hex points to use.
Greater Hex of Weakness: The targets of this effect suffer a -4 penalty to attack rolls and skill checks. This hex lasts for 24 hours on a failed saving throw and costs 2 hex points to use.

Dark Hex of Armour Breaking: The targets of this effect suffer a -6 penalty to armour class. This hex lasts for 24 hours on a failed saving throw and costs 3 hex points to use.
Dark Hex of Soul Destroying: Targets of this effect suffer a -2 penalty to all saving throws against death effects. In addition, should the target die, his/her/it’s soul becomes bound to the hexblade; preventing resurrection of any type (including true resurrection) until the hexblade him/herself is killed. This hex lasts for 24 hours on a failed saving throw and costs 3 hex points to use.
Dark Hex of Spell Failure: The targets of this effect must reduce the DC and caster level of any spells used by them by 3 points. This hex lasts for 24 hours on a failed saving throw and costs 3 hex points to use.
Dark Hex of Weakness: The targets of this effect suffer a -6 penalty to attack rolls and skill checks. This hex lasts for 24 hours on a failed saving throw and costs 3 hex points to use.
Dark Hex of Vulnerability: The targets of this effect suffer a -6 penalty to their saving throws. This hex lasts for 24 hours on a failed saving throw and costs 3 hex points to use.


Sorry if this is in the wrong part of the forums (wasn't sure were abouts to put this topic).
I've been a big fan of the psionic supplements for a while now, and since my group is now using the paizo rules I'm attempting to boost the power of the classes a little so that they're on par with the new rules.
Could any please let me know if theres any obvious loopholes, obscure powers or abilities which might make these changes overpowered? (Or not do anything to boost the power level at all). Here are the changes.

PSION
The Psion gains a "Psionic Bond" ability, functioning just as the wizards Arcane Bond ability (The Psion may choose an item or gain a Psycrystal using this). I also gave the Psion "spectialist school powers", which again, act just as the wizards with different names.

Clairsentience gains the same abilities as a specialist diviner (always goes first during a surprise round, eventually becomes aware of all scrying and remote viewing attempts etc).

Psychoportaion gains the same abilities as a specialist transmutater

Metacreativity gains a mix of various school powers, gaining a +2 armour bonus to armour class as per the specialist abjurer as the initial discipline bonus, the ability to conjure a dart (1D6 sonic damage +1 every two levels) at 1st level, dimension door 30ft per manifester level at 8th level, and the ability to extend the during of any power which creates an astral construct to 1 day (as per the specialist conjurer ability)

Psychokinesis gains the same abilities as a specialist evocer

Psychometablism gains the same abilities as a specialist abjurer

Telepathy gains the same abilities as a specialist enchanter.

I decided to use these abilities because they seemed pretty balanced compared to each other and translated well to the psionic abilities of the psion as well. In line the with the hit dice streamlining I also boosted the hit dice to D6.

PSYCHIC WARRIOR
The Psychic warrior pretty much stays the same except for these three bonuses.

Armour Training (Ex): At 4th level the psychic warrior becomes more adapt whilst fighting in armour. The psychic warrior gains a +1 armour bonus to her armour class whilst wearing armour of any kind. In addition, the psychic warrior may also reduce the armour check penalty of such armour by 1 point. At 10th level, this increases to a +2 armour bonus with the amour check penalty reduced by 2 points. At 14th level, this increases to a +3 armour bonus with the armour check penalty reduced by 3 points.
Weapon Training (Ex): At 7th level the psychic warrior may select a group of weapons. Whilst wielding weapons from this group the psychic warrior gains a +1 bonus to attack and damage rolls. This bonus increases to +2 at 13th level and to +3 at 19th level. The weapon groups for the psychic warrior are the same as listed in the Fighter entry.
Augments: A psychic warrior can augment herself for a first time as soon as he reaches 3rd level, and can do so again every three levels afterwards. The augmentations can affect different portions of his flesh and are grouped accordingly, but the psychic warrior needs not focus on a single group – she can mix and match those abilities as she likes. More powerful alterations usually require weaker ones from the same group. Each augmentation costs several power points – the more powerful upgrade the costlier the expense. When a psychic warrior decides to take any augmentation she forever loses a certain number of power points. Taking augmentation is not compulsory. Whenever a psychic warrior augments herself, she cannot choose augmentation that costs more power points than her current psychic warrior level. For example, at 9th level, psychic warrior can take any augmentation that costs 9 or less power points. A creature without a Constitution score can be psychic warrior but cannot take any augmentations.
Ears Augmentations
Aural Shielding (Ex): The warrior gains +4 bonus on saving throws against deafening spells and effects. This augmentation costs 1 power point.
Echolocation (Ex): The warrior’s hearing greatly improves. She gains blindsight ability with range of 30 feet. This augmentation costs 15 power points and requires improved tympanum to be taken.
Greater Aural Shielding (Ex): The warrior becomes immune to deafening spells and effects. This augmentation costs 3 power points and requires aural shielding to be taken.
Improved Tympanum (Ex):The warrior’s ear gains abilities of the bat. She gains blindsense ability with range of 30 feet. This augmentation costs 11 power points and requires sonic amplification to be taken.
Eyes Augmentations
Bionic Eyeballs (Ex): The warrior’s vision becomes sharper. She gains +3 bonus on perception checks. This bonus does not apply to any perception checks which do not rely on sight. This augmentation costs 3 power points.
Light Amplification (Ex): The warrior’s eyes become pale. She gains low-light vision equal to that of an elf. This augmentation costs 5 power points and requires bionic eyeballs to be taken.
Full Spectrum Vision (Ex): The warrior’s eyes become completely white. She gains darkvision with range of 60 feet. This augmentation costs 7 power points and requires light amplification to be taken. This ability can be taken more than once, each time increasing range of darkvision by 60 feet.
Ocular Shielding (Ex): The warrior’s eyes become covered with thin pearly goo. She gains +4 bonus on saving throws against blinding spells and effects and gaze attacks. This augmentation costs 3 power points.
Lungs and Throat Augmentations
Improved Respiration (Ex): The warrior has powerful lungs. She can hold breath for a number of minutes equal to his Constitution score. This augmentation costs 1 power point.
Pressurized Exhaust (Ex): The warrior can blow with uncanny force if she only has enough air. Once per minute she can duplicate effect of gust of wind spell by blowing in chosen direction. This effect is completely non-magical and requires full-round action to use. This augmentation costs 5 power points.
Submariner (Ex): The warrior can breathe water as easily as air (if the psychic warrior is aquatic creature, she can breathe air instead). This augmentation costs 7 power points and requires improved respiration to be taken.
Trachea Filter (Ex): The warrior’s lungs become resistant to inhaled substances. She gains +4 bonus on saving throws against inhaled poison and other spells and effects that require inhalation. This augmentation costs 3 power points.
Nervous System Augmentations
Cerebral Grid (Ex): The warrior’s nervous system is less susceptible to shutdown. The warrior gains +4 bonus on saving throws against stunning and sleep spells and effects. This augmentation costs 5 power points.
Emotional Bunker (Ex): Psychic warrior can control her emotions. She gains +4 bonus against fear spells and effects. This augmentation costs 3 power points.
Emotional Lockdown (Ex): The warrior can control her emotions even better. She becomes immune to fear spells and effects. This augmentation costs 5 power points and requires emotional bunker to be taken.
Mental Dam (Ex): The warrior makes it harder for others to take control of her body. She gains +2 bonus on Will saves against compulsion spells and effects. This augmentation costs 3 power points.
Neural Current (Ex): The warrior’s body is constantly treated with intangible electric shocks from within, so it becomes resistant to similar shocks from without. She gains electricity resistance 10. This augmentation can be taken up to three times, each time increasing electricity resistance by 10 points. It costs 7 power points each time it’s taken. Electricity resistance granted by this ability does not stack with any other electricity resistance.
Skeleton Augmentations
Cervical Durability (Ex): The warrior’s neck bones are very strong. She is immune to vorpal ability of magic weapons and creatures. This augmentation costs 1 power point.
Exospikes (Ex): A psychic warrior can grow bone spikes from his body on command. As a move action, she grows finger-sized spikes on all bare body parts except the face. Those spikes grant her +2 bonus to unarmed damage, and he deals 2 points of damage per round to any creature she grapples. Hiding spikes is move action and lost spikes re-grow with no effort. This augmentation costs 5 power points.
Structural Integrity (Ex): The warrior’s skeleton is resistant to breaks. She ignores first 20 points of falling damage and damage from falling objects larger than psychic warrior. This augmentation costs 5 power points.
Vibrobones (Ex): The warrior’s skeleton can set itself on vibrations making psychic warrior attuned to vibrations coming from outside. She gains sonic resistance 10. This augmentation can be taken up to three times, each time increasing sonic resistance by 10 points. It costs 5 power points each time it’s taken. Sonic resistance granted by this ability does not stack with any other sonic resistance.
Skin Augmentations
Caustic Sudor (Ex): The warrior’s skin is resistant to acids and bases. She gains acid resistance 10. This augmentation can be taken up to three times, each time increasing acid resistance by 10 points. It costs 5 power points each time it’s taken. Acid resistance granted by this ability does not stack with any other acid resistance.
Cryodermis (Ex): The warrior’s skin is resistant to low temperatures. She gains cold resistance 10. This augmentation can be taken up to three times, each time increasing cold resistance by 10 points. It costs 7 power points each time it’s taken. Cold resistance granted by this ability does not stack with any other cold resistance.
Pyrodermis (Ex): The warrior’s skin is resistant to heat. She gains fire resistance 10. This augmentation can be taken up to three times, each time increasing fire resistance by 10 points. It costs 9 power points each time it’s taken. Fire resistance granted by this ability does not stack with any other
fire resistance.
Subdermal Wiring (Ex): The warrior’s deeper skin layer is laces with wire-like fibers. She gains damage reduction 2/-. This augmentation can be taken up to three times, each time increasing damage reduction by 2/-. It costs 11 power points each time it’s taken. Damage reduction granted by this ability only stacks with damage reduction granted by other classes.

THE WILDER
The Wilder remains the same with a few minor changes, 1 being that the have the increased hit dice for their BAB. The wilder also has a Psionic Bond just like the Psion. Outwith that I gave the Wilder two bonuses.

Passion (Su): At 2nd level, the wilder may choose an emotion from the following list; Anger, Excitement, Hope, Love and Sorrow. Whenever a wilder uses her Wild Surge ability, she gains a bonus depending on which emotion she uses for a number of rounds equal to the intensity of her wild surge (i.e. for 2 rounds if the wilder uses her Wild Surge ability to increase her manifester level by +2). Wilders who suffer Psychic Enervation do not gain these bonuses. The bonuses are as follows
Anger: Filled with rage, the wilder stretches her powers to cause as much harm as possible. The Wilder gains a +1 morale bonus to overcome power resistance. At 6th level, this bonus increases to +2, and increases by another +1 points every 4 levels (to a maximum of +5 at level 18).
Excitement: Filled with adrenaline, the wilder starts to become energetic. The Wilder gains a +1 dodge bonus to her armour class. At 6th level, this bonus increases to +2, and increases by another +1 points every 4 levels (to a maximum of +5 at level 18).
Hope: With a firm belief of success, the wilder becomes more able to accomplish hard tasks. The Wilder gains 5 temporary hit points. This bonus increases by an addition +5 temporary hit points per +1 bonus the wilder gains for her passion ability i.e. at 6th level the wilder gains +10 temporary hit points when she uses her wild surge ability, at 10th level she gains +15 temporary hit points, at 14th level she gains +20 temporary hit points and at 18th level she gains +25 temporary hit points.
Love: Being overwhelmed with love and adoration, the wilder is better able to defend her allies. The Wilder grants a +1 deflection bonus to amour class to all her allies within 10ft. She does not grant this bonus to herself. At 6th level, this bonus increases to +2, and increases by another +1 points every 4 levels (to a maximum of +5 at level 18).
Sorrow: Suffering from intense despair, the wilder steadily becomes immune to pain. She gains damage reduction 1/-. The level of damage reduction increases by +1 point at 6th level (granting the wilder damage reduction 2/-) and increase by another +1 point for every 4 levels thereafter (to a maximum of damage reduction 5/- at 18th level).

And a bonus feat (just like the Psion's bonus feat) at 8th and 16th level to remove those dead levels. (Well..you know, dead outwith the psionic power increase).

THE SOULKNIFE
The Soulknife has a few changes. Firstly, it's BAB was increased (I did this for three reasons, 1 - It goes with the standardized hit dice as a soulknife has D10 hit dice, 2 - It grants a decent boost which was the main goal of this, 3 - It just never made sense to me that a class like this had moderate BAB, it's a class whose class features revolve around a single thing, a weapon.)

As I felt this was a good boost, I decided to use the "more options" rather than "more power" approach. I replaced the standard Psychic Strike ability with this

Psychic Infusion (Su): By focusing on her inner weapon, a soulknife can bolster one of its functions with dischargeable property. Using this ability is a move action that does not provoke attacks of opportunity. A soulknife can use this ability as many times as she wishes, but after each use the infusion is gone and the inner weapon must be charged again. Once a soulknife has infused her inner weapon, it holds the extra energy until it is used. For example, even if the mentalist drops her mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it. The soulknife knows one type of infusion of her choice at 3rd level, and at 7th, 11th, 15th, and 19th levels she learns one additional type. Even once the soulknife knows more than one infusion, she can only have her inner weapon powered with one infusion at a time.
Electric Saturation: A soulknife drenches her inner weapon in her bioelectrical energy which can cause spasm and jacitation. This ability works the same way as psychic strike, but instead of adding +1D8 points of damage, it causes a -1 penalty to attack rolls per step in this ability for their next turn. For example, a 19th level soulknife would cause –5 penalty on attack rolls.
Mind Wound: A soulknife can imbue her inner weapon with energy that disrupts minds of psionic creatures. This ability works the same way as psychic strike, but instead of adding +1D8 points of damage, it drains extra 1D6 power points per step of this ability to the target. For example, a 19th level soulknife would drain 5D6 power points.
Pseeker: A soulknife infuses her inner weapon with her own thought patterns so it can think for itself to a limited degree and thus find mentalist’s enemies easier. A mentalist can decide to use the infusion before she makes any attack roll with her inner weapon. If she does, she gains +2 bonus per step of this ability on the attack roll and than the infusion is discharged. For example, a 19th level soulknife would add +10 on her
attack roll.
Psychic Strike: A soulknife can infuse her inner weapon with destructive mental force, which deals extra 1D8 points of damage per step of this ability. For example, a 19th level soulknife would add +5D8 on his next attack roll.
Soul Wound: A soulknife can imbue her inner weapon with energy that disrupts souls of other creatures. When she infuses her inner weapon, a soulknife chooses either Intelligence, Wisdom, or Charisma. This ability works the same way as psychic strike, but instead of adding +1D8 points of damage, it deals extra one point of chosen ability damage per step of this ability to the target. For example, a 19th level soulknife would add +5 points of Wisdom damage. Damage caused by soul wound cannot reduce ability scores below one.

I replaced the feat gained at 6th level with bonus feats, and provided a feat at 12th and 18th level
Feats (Player’s Handbook): Armour proficiency (medium), Blind-Fight, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Greater Two-Weapon Fighting, Improved Critical (with appropriate inner weapon), Improved Disarm, Improved Feint, Improved Initiative, Improved Precise Shot, Improved Trip, Improved Two-Weapon Fighting, Mobility, Point Blank Shot, Precise Shot, Spring Attack, Two-Weapon Defence, Two-Weapon Fighting, Weapon Finesse, Whirlwind Attack.
Feats (Expanded Psionics Handbook): Deep Impact, Fell Shot, Ghost Attack, Greater Psionic Fist, Greater Psionic Weapon, Greater Psionic Shot, Psionic Charge, Psionic Dodge, Psionic Fist, Psionic Shot, Psionic Weapon, Sidestep Charge, Speed of Thought, Unavoidable Strike, Up the Wall, Wounding Attack.

And lastly, to take into account an ability already gained by Psychic Infusion, I altered Knife to the Soul
Knife to the Soul (Su): When a soulknife makes use of her Psychic infusion ability, she may combine any two abilities she knows onto a single discharge. A 19th level soulknife could, for instance, discharge her soulknife to deal +3D8 damage and two points of wisdom damage. The soulknife must still know the abilities combined in order to use them, a soulknife could not, for instance, discharge to deal +3D8 damage and a point of intelligence damage if she does not know the Soulwound Psychic Infusion.

Thanks for reading (I know this is one lenghy post). Please tell me what you think.


How does multiclassing work in regards to skills in PFRPG? Does a single level in rogue merit a +3 bonus to several class skills permanatly or is there somthing I've overlooked?


A lot of you probably do not know me, since I rarely post on this forum, but for the past few weeks I have been playing using the Pathfinder RPG rules. While there is a few changes I like with the classes, a fair portion of the changes I have a strong dislike for. Constant debates with my DM has also unintentionally shown me several other aspects I dislike as well.
As much as I don’t like the Pathfinder RPG however, I’m stuck. I’m with a gamming group I like, but it doesn’t seem likely that I will be playing anything out with the Pathfinder RPG now.
So, I’m attempting a mature approach. Rather than whine like a child, I’m instead going to outline what I dislike about the Pathfinder RPG. I honestly don’t expect to really alter much of what may be happening, but at least I will have a chance to explain what I would change if it were me designing this. If you all agree with what I say here, that’s great, but I’m not going to complain if no-one does, we all have our different styles of play after all.
I understand that trying to design a game is hard, but improving an existing one can be harder at times as well, and so to that end I have also listed how I feel improvements can be made.

And so…here goes. I know a lot of you won’t agree with much said (in fact, I don’t think many of you will agree with anything I say here really) but here goes anyway.

The Races – I have little problems with the individual races, but I do have one main concern regarding all of them. The ability increases. Firstly, I feel this make races less special. Before, a race with a mental ability bonus was rare, and playing as one did make a good difference on the party. Now, every race has a +2 bonus to two abilities, this makes existing abilities a little less special. That +2 to Charisma Spellscale’s receive to represent their innate sorcerer powers….pointless now as gnomes now possess the exact same amount of power. My second dislike of this is the +2 bonuses that humans and half-elves get. I feel this makes the races even less different than before. Without even trying now, a human can match the grace of an elf or the strength of a half-orc. If a human cleric (who places his +2 bonus on Wisdom) worships the god of elves, said human will actually be better than an elf who worships the same god.

Minor Nitpick – Half-Orcs. I dislike the fluff regarding how half-orcs come into existence. Unlike the rest of my dislikes about the Pathfinder RPG, I have been vocal about this dislike. I would like to make clear that, although I hate the idea that half-orcs exist purely as a result of “Orc Rape” I’m not asking paizo to change that. I’m simply asking that the fluff be worded so as to at least leave things ambiguous. I hate to break it to most, but if you actually read the Half-Orc entry in the player’s handbook, it says nothing of force. In fact, it even says that the tribes that spawn half-orcs are usually peaceful tribes that trade with each other. As said, I don’t want much changed, just a small block of text that at least leaves things ambiguous, that way players might be more open to playing a half-orc that isn’t spawned by violence.

Barbarians – As it stands, barbarians are too much like a Psion. They spend “points” to perform special attacks and gain special benefits. Not only that, this also removes backwards compatibility. In my current group, we dislike the barbarians rage because we see it too much of a computer game button. You push it to become stronger for the combat. Our group liked the variant as shown in the players handbook 2, though this variant can’t be used with rage points.
Rage Points – Allows the player to adjust what powers he/she receives whilst raging, but expends rage points to do so, potentially limiting how long he/she can rage.
Players Handbook 2 Variant – The character can, in theory, rage for hours on end, provided he/she is still in combat. This takes away the players direct control of rage, but in exchange, they can potentially rage for much longer.
If you do not take into account my first dislike of Rage points, please at least consider point two, since to my knowledge backwards compatibility is something Paizo are trying to emphasise in their design.
Possible Fix – Provide a variant which, whilst keeping the Barbarian at the same level, removes the need for Rage points. This would allow the use of the player’s handbook 2 variant for those with a similar taste as my own gamming group.

Bard – I believe the bard changes to be pretty good, except for one, the capstone ability at 20th level. Firstly, I do not understand why such an ability exists. Paizo have attempted to remove “Save or Death” effects from the game, yet felt the need to add this one. I consider this deadlier than a typical save effect for two reasons
Reason 1 – A player can protect themselves from a normal death effect using spells such as “Death Ward”. A character essentially has to be deaf to avoid this one.
Reason 2 – This isn’t really a “Save or Death” effect, it is a “Suck or Death” effect. Allow me to explain this for those unfamiliar with the term “Save or Suck”. Such an effect, even if it doesn’t kill you, automatically stuns you for X number of rounds. A single, high level bard can now far easily kill a party of just 1 level lower…as long as the bard goes first. What members he/she doesn’t kill will be stunned and possible subject to more spells/effects.
Possible Fix – Alter the 20th level ability. If the ability is something similar to current death effects (I.E Make a save or take X number of damage) it becomes far friendlier.

Cleric – As stated before in some of my posts, I feel that the Channel ability only fortifies the idea of a cleric being a “Healer”. Also, I would like to point out that the standard cleric, while overpowered, is only actually that way if he/she doesn’t use healing spells. Go to any CharOP board, you will see that the most powerful cleric builds don’t rely on healing magic at all. In all honesty, I feel “Codzilla” is far easier to achieve now, since clerics now have far more freedom with their spells. It also provides an unnecessary “nerf” to evil clerics. A good cleric can now heal his party between combats, an evil cleric…actually hurts his/her party when using Rebuke Undead now.
Possible Fix – Remove the “Healing” aspect of channel undead. Make it a domain power given by the healing domain. That way, if players still insist on a “Healer” Cleric, they can still take it, it also makes said domain better at what it should be. Likewise with the aspect which deals damage to living creatures.

Druid – All in all, I don’t really have any problem with the druid. Although it doesn’t look like many changes were made, I agree with which ones that have been put in place.

Fighter – I only really have one problem with the fighter. I feel that with the additional feats added, it only subtracts from what few class features the fighter has. I also still feel that the fighter’s 19th and 20th level abilities are a little out of the blue.
Possible Fix – A build up of sorts to the fighter’s capstone abilities. Give the fighter minor damage reduction (such as DR 1/-) earlier, then build up to the final one. The same applies with Weapon Mastery as well, allow the fighter to avoid being disarmed earlier, for instance, rather than given two powerful abilities during one level.
Another possible Fix – Give the fighter a class feature, which essentially boils down to “Pick an ability on this list, your fighter now has that ability” and make damage reduction, the ability to not be disarmed, or the improved critical modifier one of those abilities. This also provides plenty of room to help make other styles of fighters as well, such as abilities to make dexterity based fighters more viable, or even an ability that reduces arcane spell failure that could work well with a Fighter/Arcane Spellcaster multiclass.
Truthfully, a few friends and I have been working on our own “What we would do to change the fighter” project. Although I honestly don’t expect Paizo to use this, I think I will show what we have done so far to emphasise how flexible the second “fix” could be.

Monk – Like the druid, I agree with what few changes have been made. Though this is only a personal preference, I think the Ki points for the monk works well. Though this is partly due to a previous point made in the barbarian entry. While I feel this makes these classes too much like psions, I feel this is a little more fitting for a monk.
Psion – Character whom channels inner power to (Insert class description)
Monk – Character whom channels inner power to (Insert class description)

Paladin – I feel the paladin becomes too much of a “Minor Buffer” with so many Auras. I do feel it is a little to much to gain simply be being near a paladin. Many of these Aura’s also provide too much of a jump between levels.
“I’m a paladin who reached level 17, suddenly a commoner with a knife can’t physically hurt me. He could before…and it took him a while, but now he can hack at me all day”. Sorry if the previous sentence sounded a little sarcastic or such, but it does show my point.
Possible Fix – Like the fighter fix mentioned earlier, ease into the more dramatic abilities a little more
Possible Fix two – The non-Paizo paladin already has plenty of abilities which scale with level Rather than add a horde of additional class features, simply emphasise the current ones more.

Ranger – I feel the favoured terrain is too much. As well as keep tracking of which bonuses you gain whilst fighting opponents XYZ, you now have to keep track of another list. Also, since every monster has a fixed creature type listed in their entry, bonuses against monsters are easier to work out. Terrains are open far more for debate. This also provides problems with settings as well. I have been working on a short campaign in an arctic themed setting. I may as well just say to the ranger “You gain a permanent bonus to stealth, perception, survival skills and initiative, and these increase as you level” since there is no reason to take any other. Different types of monsters in a setting I can always fit, but different terrain can be a struggle in some campaigns.
My second problem with this class would be it’s capstone ability. Again, just like the bard, “Save or Death” effects have been downgraded a bit in Paizo…yet the ranger now gets such an ability at 20th level now. Not only that, it provides a “Save or Death” effect that affects Undead and Constructs as well now.
Possible Fix – Remove favoured terrain. The ranger fills his/her role nicely enough; it won’t under power it at all to remove this. Secondly, remove the capstone ability as well. Giving a ranger huge bonuses to damage his/her favoured enemy is good enough as it is. If you wish ranger favoured enemies to be more viable, consolidating the favoured enemy list could be a better way.

Rogue – I again, dislike the capstone ability, similier to my dislike of the ranger’s and bard’s capstone ability.
Possible Fix – Downgrade the ability. Stunning an opponent, making them flat-footed for another round, or even being able to deal non-lethal damage, all effective abilities that don’t overpower the rogue at all.

Sorcerer – One major thing I dislike is the sorcerer changes. What changes it has does nothing to make it on par with the wizard. There is also a fluff orientated dislike behind these bloodlines.
Bloodlines in General – I honestly feel these should be represented with something like feats. The idea that every sorcerer has to have an unusual heritage I dislike. In fact, up until playing dungeons and dragons, I never even heard of sorcerer heritages before. Even then, it was only implied, these heritages leave little doubt. I like the idea of being able to play an “Elf Sorcerer”, not “And Elf Sorcerer who has his powers because his daddy was a demon/devil/angel/dragon/thing from another planet”.
Aberrant – Aberrations are more likely to produce Psionic off-spring rather than arcane. In fact, aberration heritage feats exist in 3.5, they’re in the book Complete Psionic. I honestly feel this heritage should go.
Abyssal – Again, not likely to produce sorcerers. I know Paizo don’t intend to use non-OGL content, but a fair amount of players still intend to. Abyssal heritage is more likely to produce warlocks, and let’s be honest, the sorcerer doesn’t really lose much if this is taken out.
Arcane, Celestial, Destined, Draconic and Inferno – I have little problem with these heritages, out with the Celestial, Draconic and Inferno, simply because I feel these are too radical. I always feel that something that really personalizes your character should be in the form of feats. Although I dislike most of the unusual heritages, I feel it is important to encourage what I do like about this class, which is the Arcane and Destined abilities. They don’t require unusual creatures doing things to your character’s ancestors and give the sorcerer a much needed boast.
Elemental – Again, I feel this goes to the wrong class. Elemental-based spell casters are more suited to druids.
Fey – See Abyssal above
Undead – Sorry, but I don’t see how non-living creatures can create living off-spring. I don’t think this heritage suits at all. Not to mention that being undead doesn’t provide inherit magical powers, otherwise we’d have zombies throwing magic missiles at adventurers.
Possible Fixes out with heritage alteration – Remove second level. As much as I disagree with Frank Trollmans methods, I believe he was right with this point. There’s little reason for a sorcerer to lag behind spell levels .It doesn’t make the sorcerer broken (at least, no more so than a wizard can be) and it brings it on par with its competitor.

Wizard – I don’t have a problem with the wizard-schools themselves, but how some abilities work I feel need some adjustments.
Necromancy – I feel the powers here need to be altered. Not all necromancers are undead lovers; in fact, some of the more powerful undead hunting spells, such as Undead to Death, a necromantic.
Universal – Being a universal wizard is already too good. Go to any form and discuss the “Batman” wizard, not a single “Batman” build will feature a specialist wizard.
Possible Fixes – Provide a variant for the necromantic one, possibly providing undead hunting powers as well, this at least leaves the option open. And remove the universal wizard powers, this provides far more incentive to specialize, it also leaves the wizard at roughly the same power level, which is still fairly high compared to other classes.

Death Effects – While I agree some effects can be powerful, I dislike the change. They are, essentially, direct damage spells now. There’s little difference between Slay Living and a good old disintegrate spell now.
Possible Fix – Keep Death effects the same as they are, except that instead of dying on a failed save, you are simply put into negatives. This still makes the spells deadly, but doesn’t pre-emptively end an adventurer’s career.

And, as promised earlier, the fighter class feature designed by myself and a few friends. As I said, I honestly don’t expect Paizo to use this, but it simply shows the possibilities regarding one of my fixes listed.

COMBAT FOCUS (EX)
At 2nd level, the fighter gains the ability to enter a meditative state in combat. When a fighter makes her first successful attack in combat, she may choose to enter Combat Focus. Combat Focus lasts a number of rounds equal to Half the fighter’s level (rounding down). If the fighter chooses not to enter combat focus, she may choose to do so later, but only after scoring another successful attack. At 2nd level and every four levels thereafter, a fighter must choose an ability from the list below. A fighter may only enter combat focus once per encounter. While in combat focus, they gain the benefits of all abilities chosen by the fighter. Each ability may only be taken once unless stated otherwise.
Able Defense (Ex): While in combat focus, if the fighter chooses to fight in total defense, she gains a +8 bonus to her amour class instead of a +4 bonus.
Armored Mobility (Ex): While in combat focus, a fighter counts as wearing amour one category lighter for the purposes of movement. So a fighter in combat focus and in medium amour would count as wearing light amour for the purposes of movement.
Arrow-Snatcher (Ex): While in combat focus, a fighter grants a +8 bonus to amour (rather than +4) to any allies being shot at with a ranged weapon should the arrow/bolt/thrown weapon etc pass through the fighter’s square.
Defensive Position (Ex): While in combat focus, any area threatened by the fighter counts as difficult terrain. A fighter may choose to apply this ability while enemies pass through his threatened squares, and retract it as allies pass through.
Fencer (Ex): While in combat focus, a fighter may add his intelligence modifier to her amour class and to all melee damage rolls. In addition, the fighter also deals +1D6 Precision damage on every successful attack. The fighter only gains the benefits of this ability if wearing light amour and is wielding a light melee weapon (note, weapons which count as light for the purposes of weapon finesse also count as light for the purposes of this ability).
Hard-Hitter (Ex): While in combat focus and when making a full-attack action, a fighter may sacrifice all iterative attack she would normally gain. For each attack she sacrifices, she deals an additional +4 on all weapon damage rolls for the remainder of that turn.
Mage Amour (Ex): While in combat focus, a fighter’s suffers no arcane spell failure from light amour. Unlike normal combat focus abilities, this ability can be taken more than once. If taken a second time, a fighter may choose to extend it’s effects to medium amour or shields. If taken a third time, it extends to both medium amour and shields.
Perfect Grip (Ex): While in combat focus, a fighter reduces the penalty for wielding two weapons by 2 points. So a fighter wielding a weapon, a light weapon and has the two weapon feat, she has a penalty of -0/-0 on her attack rolls.
Psychic Combatant (Su): While in Combat Focus, a fighter gains a +4 circumstance bonus on any concentration checks to either enter Psionic focus, or remain in it. This ability can only be taken by fighters with a power point reserve.
Precise Shooting (Ex): While in combat focus, a fighter shooting through allies or enemies counts as shooting through one less person than normal. The target, however, still gains her +4 bonus to amour class even if the number of people being fired through is reduced to zero using this ability.
Rapid Attack (Ex): While in combat focus, a fighter gains an additional attack at her highest base attack bonus when making a full-attack action. Note, this ability can be combined with Hard-Hitter, in which case this additional attack counts as an iterative attack and must be sacrificed.
Riposte (Ex): While in combat focus, the fighter may make an attack of opportunity against any foe that makes a melee attack against her. Roll the result of the attack of opportunity before the opponent makes her attack roll. If a fighter has combat reflexes, she may make addition attacks of opportunity against other attacks as well provided she has enough attacks of opportunity remaining.
Role Model (Ex): While in combat focus, the fighter grants all allies within 30ft of her a +1 bonus (Max +5) to damage rolls for every successful hit the fighter makes in combat. However, any attack that the fighter makes which misses removes 1 point of this bonus, to a minimum of +0. Unlike other combat focus abilities, the effects of this ability remain until the end of the encounter, even if the fighter’s combat focus ends.
Shield Ally (Ex): While in combat focus, a fighter using a shield can provide a +2 shield bonus to all allies within 5ft of him. Unlike normal shield bonuses, this ability stacks with any existing shield bonuses the fighter’s allies may have (even if from another shield or another fighter’s Shield Ally ability).
Will of Steel (Ex): While in combat focus, a fighter gains a +4 circumstance bonus on will saves against charms and compulsions.

Well…there we go.


Hello all

During one of our D'n'D games using the crimson throne adventure path, our group ran into a problem. Now, unlike most of our campaigns, there hasn't really been any disagreements between the players and the DM, until we reached the last part of the first book.

WARNING, SPOILERS
At the end of the book, where blackjack saves the girl from excecution. Now, in all honesty, I hated this part of the book, and I got the impression at one or two of the other players where unhappy with it as well. The DM said this scene is what paizo described as a "cinematic".

My question is...does the crimson throne adventure path have any more of these?


Please change half-orcs from their current description in Pathfinder Alpha

In the past, I've seen many posts of players discrediting half-orcs because of how they think half-orcs come into being. Having had a close look at the PHB entry, several ideas for their existance come into play, one being that half-orcs are humans who have evolved to withstand harsh orc enviroments (or orcs softening up to human worlds), another that half-orcs being bred from humans and orcs are consensual (since it states that human and orc tribes actually trade with each other). It doesn't even specificlly say that a half-orc is the result of a human and orc doing somthing that might fetch alot of money on the right internet site.

The entry in Pathfinder Alpha implies that half-orcs come in only one way...

It seems to me that the entry in the players handbook was left vauge and open for a reason; to allow others to decide from themselves the exact reasons behind half-orcs comming into exsistance. Please, change the fluff in the Paizo version or at least leave it as vague as the PHB version so that alternative half-orc ideas aren't so much of a stretch.