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I am basing this partially on The Court of Owls from a recent Batman comic run. So possible spoilers if you read Batman and haven't finished the Court of Owls story line.

The assassins are called Talons and they are trained from a very young age and once they pass the trials to become a Talon they undergo a procedure that turns them undead. They feel no pain, all of their wounds heal. Even a head will reattach to its body if left near by. The only way to stop them is to freeze them, but as soon as they thaw they will start to regenerate.

Their weapon of choice are throwing knives which are all poisoned with a paralyzing agent. In fights they usually end up stabbing upwards of 10 into their victim during the fight.

I basically want to recreate them in pathfinder as opponents for my party which is currently APL 4. I can scale them up later but 2 should be a tough fight with 4 or 5 being a "We need to run" situation. I was thinking of just building them as NPC with 3 Rogue class levels. Taking TWF, Quick Draw, and Weapon Focus (dagger). I'm unsure as to how to handle the regeneration, maybe Fast Healing/3ish. Or what poison to use, I want the players to be able to be poisoned and feel like their character is getting weaker. But I want to make sure it doesn't feel like Save or Die.

Any advice or thoughts would be great.


I am having trouble with designing this class. I don't like the Gunslinger class, but I want my players to be able to have a class that uses the firearms in my game. In which they are incredibly rare and the sale of black powder is strictly regulated. I wanted the feeling of the classical musketeer, ala The Three Musketeers. Here is my work in progress.

Musketeer:
Musketeer

Alignment: Any
Hit Die: d10
Starting Wealth: 5d6 x 10gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less, and the Musketeer begins with her starting firearm.

Class Skills:
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (local), Knowledge (nobility), Knowledge (Religion), Profession (Wis), Survival (Wis), and Swim (Str)

BAB is Full.
Reflex is a good progession. Fort and Will are poor.

1st - Musketeer Gear, Diplomatic Training
2nd - Bonus Feat
3rd - Musketeer Style Choice
4th -
5th - Bonus Feat
6th - Musketeer Style
7th -
8th - Bonus Feat
9th - Musketeer Style
10th -

Musketeer gear
At 1st level, a Musketeer gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the brokencondition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold).

Diplomatic Training:
The Musketeer is trained in matters of diplomacy and intimidation. They add half their level to all Diplomacy and Intimidate checks.
Bonus Feat List:
Deadly Aim, Far Shot, Point Blank Shot, Precise Shot, Rapid Reload, Weapon Focus, Weapon Specialization, Weapon Finesse, Power Attack, Improved Disarm, Combat Expertise, Cleave, Quick draw

Musketeer Style: At 3rd level the Musketeer must choose a style to pursue

Melee Syle:
3rd - Cape Flourish - As a full round action the musketeer can feint with a flourish of her cape and then attack with her melee weapon.

6th - Disarming Flash - As a full round action. With a single twirl of her weapon the Musketeer makes a disarm attempt and slashes with her weapon. This does not provoke an attack of opportunity and causes a -2 to the attack roll.

Ranged Style:
3rd - Ready, Fire! If the Musketeer readies an action to fire on a target, they gain +2 to the attack roll. This bonus increase by 1 for every 3 levels after 3rd.

6th - Smoke cloud - The musketeer loads his weapon in such a way to produce extra smoke providing concealment. As a full round action the musketeer fires a shot and gains concealment until the beginning of his next turn.

This is my first try at creating a homebrew class and I feel a bit in over my head. Any advice or critiques are helpful. I realize I don't have much yet, but I think some direction or discussion could help. Is anything way off balance already? Ideas for fun abilities? Thanks in advance.


I've reached a point in my game in which two dragons that were wronged by the party have finally caught up with them and want their revenge. These dragons went to the trouble of paying someone to ressurect the players so they could have the joy of killing them, since they were robbed of it the first time.

The party will be departing on a ship accross the sea that is captained by a man that has been hired by the dragons. He is going to get them stranded on a small island in the middle of the sea.

So here it is:
-The party is made up of a Cleric, Barbarian, Rogue, and Wizard. All level 8
-They are stranded on an island approx. 2 miles accross, (it has thick jungle like vegetation and caves)
-The dragons are a green dragon and a fang dragon. Fang dragons are from forgotten realms, they have no breath weapon but their melee attacks do one size category larger damage and their bite attack has 1d4 con damage.

The dragons have not been statted out yet because I'm really unsure how to handle it. I've always been bad at determining how difficult a fight with a dragon is going to be. Any help will be appreciated, help statting out the dragons, help with fun ways to mess with the party, ideas of making interesting fight involving two dragons at once. This fight has been a very long time coming so I want it to be very interesting.


I've always seemed to have trouble reaching the proper balance for level appropriate gear. I'm about to start a new game with all the players starting at level 8. (I am resurrecting the player's favorite characters that all died over a year ago in an accident with a dragon and a cowardly rogue.) What magical weapons would be appropriate. I can look at their approx. wealth by level for how much money I have to spend. And the book says that you should not spend more than 1/3 of your total gold on any one item. Is that an important rule to follow?

Basically it comes down to what level of enchantment is okay for a level 8 barbarian to have on his greataxe? ie, +1/+2/+3/+4?