Goblin

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Organized Play Member. 31 posts (75 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 4 aliases.




I have been kicking around this concept for the past couple of days. The class would gain a progressively wider array of spell-like abilities as it gains levels and would be Str-, Dex-, or Con-based (one of these or maybe the player would have a choice among these at 1st level).

Initially, I thought that it should also be full BAB but that does not necessarily need to be the case. Also leaning toward divine spells but also could be something more focused, like fire, mentalism, mobility, etc. Since basing spells off these stats is pretty unusual for the game (I think a couple monsters use Con and maybe a class from the upcoming Occult book), I also considered psychic magic as the source.

Feel free to share your thoughts.


The goal with this is to give players more options for playing shapeshifters aside from druids and the skinwalker. It was inspired by the Trickster books by Tamora Pierce and hoping to get a few more eyes on it for rules balance and clarity. Also not entirely sure on the name, since it applies more to humans able to change into animals than the other way around (see flavor text).

Race Flavor Text:
Therianthropes, or simply therians, are humans born from animals and are capable of changing between human and animal form. Despite the bizarre circumstances of their birth, therians mature quickly and most successfully blend into human communities by concealing their dualistic nature. Although their mysterious origins are unknown, some tales tell of the witch Baba Yaga changing animals into humans to serve as her servants.
Physical Description: Therians are human with subtle hints of their animal nature, such as large eyes and pronounced incisors belonging to someone who can change into a cat. Although born in their animal form, they quickly master their ability to shapechange and dress according to local custom. It is difficult to discern a therian from a normal animal of its kind by means other than magic. However, they are at times betrayed by acting unusually while in animal form and find difficulty suppressing their intelligence.
Society: Therians have no attachment to their “birth parents,” as most are abandoned or cast out of the litter as soon as they are weaned. They therefore go to live near or among humans as wild children and orphans. With a curious nature and a lifespan not much greater than the animals they are born from, therians are often on the move and try to take in as many experiences as they can.
Relations: They get along best with other humans but learn early on the importance of keeping their identities a secret, as most react with fear out of misplaced hostility towards lycanthropes. Elves and gnomes are often fascinated by their magical nature and their wandering ways often brings them close with halflings.
Alignment and Religion: Therians are fiercely independent, strongly leaning toward chaos and equal pulled by the forces of good and evil. Good therians will often perform small deeds in their animal form while evil therians feel cheated by fate and prey upon the weak. Therians are more interested in the magic that worship brings than prayer itself and tend not to recognize no one deity as their patron.
Adventurers: Most see their traveling companions as their only real family, and are fiercely loyal when their trust is earned. Many therians also have “live fast, die young” mentality that lends itself well to the adventuring.
Names: Fuzzy, Lucky, Mange, Paws, Scamp, Shadow, Sniffer, Whiskers.

Random Starting Age
Adulthood: 2 years
Intuitive: 1d2 (3-4 years)
Self-Taught: 1d4 (3-7 years)
Trained: 2d4 (4-10 years)

Random Height and Weight
As human.

Therianthrope
Quirk or curse, you are able to change between human and animal form.
Requirements: Must be taken at 1st level, human
Benefit: As a standard action, you can take the form of a Tiny non-flying animal of your choice at-will. This is supernatural ability similar to a polymorph spell.
You gain a +4 size bonus to Dexterity but suffer a –2 size penalty to Strength while in animal form. You gain a +2 size bonus to AC and attack rolls, +8 size bonus on Stealth checks, and a –2 size penalty on CMB and CMD. You gain the movement modes (climb, swim, or burrow) of your animal form and gain a +10 bonus on Disguise checks to pass as a normal animal of your type.
All gear merges into your animal form. Constant bonuses (except those affected by changing size) remain but activation items can't be activated. Material components are not accessible while merged into your animal form and you are unable to speak or cast spells with verbal components.
Lastly, you gain the shapechanger subtype and are immune to lycanthropy.


Recently, I played a game of 3.5 with a group whose only experience was with 4E. We had all met during Encounters and they wanted to try something different. We rolled up characters and decided to play without a battle map or minis. It ended up being very short but very heavy roleplaying session, with there being a very clear disconnect for the new players but they adjusted. Overall, everyone had a good time.

4E definitely lends itself to a particular style of play. Maybe "modular" isn't the word, but I found that most turns involve very sequential action; you move, you attack, you roll dice. It can tremendously satisfying when a well-orchestrated set of maneuvers is executed well. Similarly, this was difficult for me to pick up on coming from 3.5 and Pathfinder. Needless to say, I made a lot of happy accidents in the beginning.

I found that it is my preferred playstyle for a casual two hour game. Most often times though, I prefer something with a little more narrative. I run a regular bi-weekly Pathfinder game that has been going on for over a year. It is very hack-n-slash and the players do a great job at describing their actions in combat. Some times though, especially for longer combats, it has a tendency to degenerate into sequential actions and begins to feel a lot like something else.

I guess after all of that I would like to know is do you have a preferred style of play? Do you like it when the players tell where exactly they're going to swing their axe? Do you prefer minis and a battle map? Have you found that you go between the two?


Hi, this is my first post on this part of the messageboards but it has been something I have been thinking about a lot lately. I am contemplating the idea of not including the typical small player races in the campaign setting I am writing, prompted by Peter Dinklage's comments:

"I try not to read too much into it, but there's a bit of a bias, where you're thought of as a mystical creature, which is a bit absurd... I have a great sense of humor -- and a dark sense of humor -- about everything, but it is a bit narrow-minded sometimes, where if they have a dwarf character, the shoes have to curl up at the end, he has this inherent wisdom, he isn't sexual, all of that. You look at something like 'Snow White,' and each of the dwarves is just one thing -- this one sneezes, this one is angry, this one is tired. And that's sometimes still true for modern-day stories..."

It is not my intention to get people angry, hurt, or offended. I have a lot of respect for the Paizo community and its fans. I just want to hear peoples' opinions on this.


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Admittedly, there are a lot of brawler, wrestler, and unarmed archetypes floating around out there. I wanted to see a western version of the monk, given a similar treatment that Ultimate Combat presented us with the samurai and ninja. I really liked the sort of scoring mechanic of the gunslinger and felt it appropriately mimicked the feel of someone who gets by on a combination of toughness, skill and luck.

Hit Dice: 1d8
Alignment: Any nonlawful

Skill Points per Level: 4 + Int

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

Base Attack Bonus: 3/4 class level
Saves: Good Fortitude, Good Reflex, Good Will
Monk Ability Progression: Unarmed Strike, Fast Movement

Class Abilities
1. Exploits, grit, ki strike +1, unarmed strike, Toughness
2. Evasion
3. Exploits, fast movement, maneuver training
4. Ki strike +2 (magic)
5. Fearless
6. Unrelenting +1
7. Exploits, ki strike (cold iron/silver)
8. Ki strike +2
9. Improved evasion
10. Ki strike (chaotic), unrelenting +2
11. Exploits, unrelenting +3
12. Ki strike +3
13. Damage reduction 1/—
14. Unrelenting +4
15. Exploits
16. Damage reduction 2/—, ki strike (adamantine)
17. Ki strike +4
18. Unrelenting +5
19. Damage reduction 3/—, exploits
20. Ferocious grit, unrelenting +6

Weapon and Armor Proficiency: Bruisers are proficient with all simple weapons, plus the garrote, handaxe, kukri, sap, spiked armor, short sword, throwing axe, and close weapons. They are proficient with light armor, but not with shields. When medium or heavy wearing armor, using a shield, or carrying a medium or heavy load, a bruiser loses fast movement, ki strikes, and unrelenting abilities.

Grit (Ex): Bruisers possess remarkable reserves of willpower and grit. Grit is a fluctuating measure of a bruiser’s ability to perform amazing actions in combat. At the start of each day, a bruiser gains a number of grit points equal to his Wisdom modifier (minimum 1). His grit goes up or down throughout the day, but usually cannot go higher than his Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A bruiser spends grit to accomplish exploits (see below), and regains grit in the following ways.

Critical Hit with a Close Weapon or Unarmed Strike: Each time the bruiser confirms a critical hit with a close weapon or unarmed attack while in the heat of combat, he regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the bruiser’s character level does not restore grit.

Killing Blow with a Close Weapon or Unarmed Strike: When the bruiser reduces a creature to 0 or fewer hit points with a close weapon or unarmed attack while in the heat of combat, he regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the bruiser’s character level to 0 or fewer hit points does not restore any grit.

Exploits: Bruisers spend grit points to accomplish exploits. Most exploits grant the bruiser some momentary bonus or effect, but there are some that provide longer-lasting effects. Some exploits stay in effect as long as the bruiser has at least 1 grit point. The following is the list of base bruiser exploits. A bruiser can only perform exploits of his level or lower. Unless otherwise noted, an exploit can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the exploit.

Flurry of Blows (Ex): At 1st level, a bruiser can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of close weapons or unarmed attacks as if using the Two-Weapon Fighting feat (even if the bruiser does not meet the prerequisites for the feat). For the purpose of these attacks, the bruiser's base attack bonus from his bruiser class levels is equal to his bruiser level. For all other purposes, such as qualifying for a feat or a prestige class, the bruiser uses his normal base attack bonus.

A bruiser applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A bruiser may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A bruiser cannot use any weapon other than a close weapon or unarmed strike as part of a flurry of blows. A bruiser with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks. Performing this exploit costs 1 grit point.

Improvised Weapons: Broken bottles, chairs, a sack of potatoes—all are more than suitable weapons for a bruiser. At 1st level, a bruiser can wield improvised weapons as if using the Catch Off-Guard and Throw Anything feats. Regardless of the object’s shape and size, a bruiser deals 1d6 damage with an improvised weapon. This damage is bludgeoning, piercing, or slashing depending on the object. An improvised weapon scores a threat on a natural roll of 20 and deals triple damage on a critical hit. An improvised weapon is destroyed and becomes useless on a natural roll of 1. The bruiser must have at least 1 grit point to perform this exploit.

Shrug Off (Ex): At 1st level, a bruiser gains incredible toughness and is able to forestall the effects of taking damage. A bruiser can ignore points of damage equal to his bruiser level + his Constitution modifier until the end of his next turn. This ability does not delay any other effects of an attack other than damage, such as poison or stunned. Performing this exploit costs 1 grit point.

Clear Headed (Ex): At 3rd level, the bruiser can spend 1 grit point to remove daze, staggered, or stunned conditions.

Knockdown (Ex): At 3rd level, after hitting with a close weapon or unarmed attack, the bruiser can send opponents off their feet. A bruiser using this exploit gains the trip special attack. He can trip creatures his own size or one size category larger. The bruiser must have at least 1 grit point to perform this exploit. Alternatively, if the bruiser spends 1 grit point to perform this exploit, he can use this ability against larger creatures.

Smashing Blow (Ex): At 3rd level, a bruiser ignores 1 point of hardness when striking an item or object. A bruiser can ignore additional points of hardness equal to half his bruiser level (maximum 10 points at 20th level). Performing this exploit costs 1 grit point.

Bone Breaker (Ex): At 7th level, as a full-round action, the bruiser can make a single attack with a close weapon or unarmed attack and choose part of the body to target. He gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This exploit costs 1 grit point to perform no matter which part of the creature he targets. Creatures that are immune to sneak attacks are immune to these effects.
Arms: On a hit, the target takes no damage from the hit but drops one carried item of the bruiser’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 19–20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

Sure Grip (Ex): At 7th level, the bruiser gains the grab special attack when using unarmed strikes, and can use this ability against creatures his own size or smaller by spending 1 grit point, or against larger creatures by spending 2 grit points.

Wholeness of Body (Ex): At 7th level, a bruiser can spend 1 grit point to heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his bruiser level.

Knock-Out (Ex): At 11th level, whenever the bruiser makes an attack roll that threatens a critical hit with a close weapon or unarmed attack, he can spend 1 grit point to potentially knock an opponent unconscious. Rather than rolling to confirm a critical hit, he rolls 1d6 per bruiser level and if the result is equal to or greater than creature’s current hit points, the opponent becomes unconscious. If the result is lower than the creature’s current hit points, then the attack is treated as a normal hit. Creatures that are immune to sneak attacks are also immune to this ability.

Stand Your Ground (Ex): At 11th level, an opponent attempting to bull rush, overrun, reposition or trip a bruiser must roll twice. The bruiser must have at least 1 grit point to perform this exploit.

Improved Flurry of Blows (Ex): At 11th level, the bruiser can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the bruiser does not meet the prerequisites for the feat). Performing this exploit costs 1 grit point.

Defensive Roll (Ex): At 15th level, when the bruiser has at least 1 grit point, the bruiser can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the bruiser can attempt to roll with the damage. To use this ability, the bruiser must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the bruiser's evasion ability does not apply to the defensive roll.

Greater Flurry of Blows (Ex): At 15th level, the bruiser can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the bruiser does not meet the prerequisites for the feat). Performing this exploit costs 1 grit point.

Crushing Grip (Ex): At 15th level, the bruiser can use the constrict special attack, inflicting his unarmed strike damage on any successful grapple check. The bruiser must have at least 1 grit point to perform this exploit.

Cheat Death (Ex): At 19th level, whenever the bruiser is reduced to 0 or fewer hit points, he can spend all of his remaining grit points (minimum 1) to instead be reduced to 1 hit point.

Deadly Blow (Ex): At 19th level, when the bruiser scores a critical hit with a close weapon or unarmed attack, he can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the bruiser’s level + the bruiser’s Wisdom modifier. On a failed saving throw, the target dies. This is a death attack. Performing this exploit does not allow the bruiser to regain grit from confirming a critical hit or making a killing blow.

Deadly Grip (Ex): At 19th level, if a bruiser maintains a pin for more than 3 rounds, he can spend 2 grit points and chooses one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the bruiser's level + the bruiser's Strength modifier. Once a creature has been the targeted by this ability, regardless of whether or not the save is made, that creature is immune for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Ki Strike (Su): A bruiser’s unarmed attacks are empowered with ki energy. At 1st level, a bruiser gains a +1 insight bonus on attack and damage rolls with close weapons and unarmed attacks. This bonus increases by +1 for every four levels.
At 4th level, his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. A bruiser loses all these benefits while wearing medium armor or using a shield.

Unarmed Strike: At 1st level, a bruiser gains Improved Unarmed Strike as a bonus feat. A bruiser’s attacks may be with fist, elbows, knees, and feet. This means that a bruiser may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a bruiser striking unarmed. A bruiser may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a bruiser’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A bruiser’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A bruiser also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: bruiser. The unarmed damage values listed on Table: monk is for Medium bruisers. A Small bruiser deals less damage than the amount given there with his unarmed attacks, while a Large bruiser deals more damage; see Table: Small or Large bruiser Unarmed Damage.

Toughness: At 1st level, a bruiser gains Toughness as a bonus feat.

Evasion (Ex): At 2nd level or higher, a bruiser can avoid damage from many area-effect attacks. If a bruiser makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a bruiser is wearing light armor or no armor. A helpless bruiser does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a bruiser gains an enhancement bonus to his land speed, as shown on Table: bruiser. A bruiser in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex): At 3rd level, a bruiser uses his bruiser level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Unrelenting (Ex): At 3rd level, a bruiser gains a +1 bonus to his Armor Class while charging and against rolls to confirm critical hits. This bonus increases to +2 when the bruiser reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Fearless (Ex): At 5th level, a bruiser becomes immune to fear effects.

Damage Reduction (Ex): At 7th level, a bruiser gains damage reduction. Subtract 1 from the damage the bruiser takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three bruiser levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Improved Evasion: At 9th level, a bruiser's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless bruiser does not gain the benefit of improved evasion.

Ferocious Grit (Ex): At 20th level, after a bruiser spends a grit point his next attack with a close weapon or unarmed attack deals the maximum amount of damage.


I was hoping I could get a few critiques regarding mechanics and balance for this race. I am not concerned with the 'shadow meld' ability, I think that no bonus to a second stat and the availability of magic items at higher level that do things that are much better, make up for it. I also playtested it, and although useful it is not game breaking. What I am concerned about is the 'see in darkness' ability, as this remains a little to viable at later levels. More information about shades can be found at my blog.

If I were to get rid of 'see in darkness', I would likely replace it with darkvision and tone light blindness down to light sensitivity.

Shade Racial Traits

+2 Intelligence, –2 Wisdom: Shades are cunning but impatient.
Medium: Shades are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Shades have a base speed of 30 feet.
See in Darkness: A shade can see perfectly in darkness of any kind, including that created by deeper darkness.
Shade Magic: Shades add +1 to the DC of any saving throws against necromancy and shadow spells that they cast.
Shadow Meld: In any condition of illumination other than full daylight, a shade can disappear into the shadows as a full-round action, gaining total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, does. A shade becomes visible when attacking, casting spells with a somatic component, and moving.
Keen Senses: Shades receive a +2 racial bonus on Perception checks.
Light Blindness: Abrupt exposure to bright light blinds shades for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Languages: Shades begin play speaking Common and Dark Folk. Shades can choose bonus languages from the following: Abyssal, Aklo, Draconic, Elven, Giant, Infernal, and Undercommon.


I wanted to see if anyone had tried something like this before. My goal is to simplify things at my table (at times I have 7 players with most playing their first higher level character, the group average is 11th level), by more or less getting rid of iterative attacks and having no roll to confirm critical hits in order to keep things moving without drastically altering the balance of the game.

Base Attack Bonus: This is added as normal, but a character doesn't benefit from additional attacks, unless he or she has an alternate mode of attack (such as a bite attack) or a class feature or feat that allows the character to do so (such as the Two-Weapon Fighting feat or Flurry of Blows).

Rolling a Natural 20: The attack is a critical hit any time a player rolls a natural 20 on an attack roll.

Threatening a Critical Hit: A player that threatens a critical hit with a die roll lower than a natural 20, such as a wielding a rapier or having the Improved Critical feat, must still roll high enough to hit the target. If the attack hits, it's a critical hit.

This obviously doesn't address feats or class features that affect confirmation rolls, but I'm willing to deal with those on a case by case basis. Thanks for your input!


An alchemist archetype that focuses on bomb-making. I'm mostly looking for input on game balance and cleaning up the wording.

Evasion (Ex): At 2nd level and higher, an artillerist can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the artillerist is wearing light armor or no armor. A helpless artillerist does not gain the benefit of evasion.

This ability replaces poison resistance.

Artillery Expert (Ex): At 3rd level, an artillerist does not provoke an attack of opportunity while creating and throwing bombs. In addition, an artillerist can attach and fire a crossbow bolt with an alchemical payload as a standard action. The bomb detonates following the attack, regardless of a hit or miss.

This ability replaces swift alchemy.

Improved Evasion (Ex): At 10th level, an artillerist’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless artillerist does not gain the benefit of improved evasion.

This ability replaces poison immunity.

Artillery Bombardment (Ex): At 18th level, an artillerist can unleash an alchemic barrage. When making a full attack action, an artillerist’s base attack bonus increases to equal to his artillerist’s level and can create and use an equal number of bombs during the round. An artillerist can use this ability an equal number of times to his Intelligence modifier.

This ability replaces instant alchemy.


A feat-based approach to playing a lizardfolk in lieu of monster class levels and Pathfinder doing away with level adjustments.

Lizardfolk Racial Traits
+2 Constitution, –2 Intelligence: Lizardfolk are sturdy and simple.
Medium: Lizardfolk are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Lizardfolk have a base speed of 30 feet.
Swimming: Lizardfolk have a swim speed of 15 feet. A lizardfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A lizardfolk can always choose to take 10 on a Swim check, even if distracted or endangered. A lizardfolk can use the run action while swimming, provided he swims in a straight line.
Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Natural Weapons: Lizardfolk possess two claw natural attacks that inflicts 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the lizardfolk wields a manufactured weapon.
Well-Balanced: Lizardfolk receive a +4 racial bonus on Acrobatics checks.
Languages: Lizardfolk begin play speaking Draconic. Lizardfolk with high Intelligence can choose bonus languages from the following: Aklo, Aquan, Common, Giant, Goblin, or Orc.

Ferocious Bite
Prerequisite: Character level 5th, lizardfolk.
Benefit: You gain a bite natural attack that inflicts 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if you wield a manufactured weapon. Your bite attack damage is multiplied by 3 on a critical hit.

Hardened Scales
Prerequisite: Character level 1st, lizardfolk.
Benefit: You gain a +2 natural armor bonus to your Armor Class.

Monstrous Strength
Prerequisite: Character level 7th, lizardfolk.
Benefit: You gain a +2 racial bonus to your Strength score.


Rather than shying away from it, a class that makes use of the grapple mechanic. The name is tentative. Other names I am considering are Mauler, Dreadnought, and Juggernaut. I can see where delay damage may be overpowered, I have not play tested it, and have thought of adding abilities that a brawler gets access to only while delaying damage. For example, spitting blood into someone's face while delaying damage in order to blind an opponent.

Hit Dice: 1d10
Alignment: Any

Skill Points per Level: 6 + Int
Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).
Base Attack Bonus: Equal to HD (as fighter)
Good Save: Fortitude
Poor Saves: Will and Reflex

1. Grappling, improvised weapons, wild fighting +1d6
2. Bonus feat, uncanny dodge
3. Improved demoralize
4. Delay damage (10 damage), grit
5. Improved uncanny dodge, wild fighting +2d6
6. Bonus feat, greater grappling
7. Mass demoralize, natural armor +1
8. Delay damage (15 damage), grabbing attack
9. Wild fighting +3d6
10. Bonus feat
11. Natural armor +2
12. Delay damage (20 damage), greater demoralize
13. Wild fighting +4d6
14. Bonus feat
15. Natural armor +3
16. Delay damage (25 damage)
17. Wild fighting +5d6
18. Bonus feat
19. Natural armor +4
20. Delay damage (30 damage), master grappling

Weapon and Armor Proficiency: Brawlers are proficient with all simple weapons, plus the handaxe, kukri, sap, spiked armor, short sword, and throwing axe. They are proficient with light armor, but not with shields.

Grappling: At 1st level, a brawler gains Improved Grapple as a bonus feat, even if she does not meet the prerequisites. A brawler can make a grapple check without penalty as long as she has at least one hand free. When pinning an opponent, a brawler does not lose her Dexterity bonus to Armor Class. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load.

Improvised Weapons (Ex): Mugs, bottles, broken chair legs, bar stools—all are more than suitable weapons to a brawler. Starting at 1st level, a brawler can use improvised weapons without penalty. Regardless of the object’s shape and size, a brawler deals 1d6 damage with an improvised weapon. This damage is bludgeoning, piercing, or slashing according to the object. An improvised weapon scores a threat on a natural roll of 20 and deals triple damage on a critical hit. An improvised weapon is destroyed and becomes useless on a natural roll of 1.

Wild Fighting (Ex): Brawlers are especially fierce when locked with an opponent, pummeling with unrelenting blows. Any time a brawler deals damage against a grappled creature, she deals an additional 1d6 damage. Usually a brawler’s wild fighting deals lethal damage, but she can also choose to deal nonlethal damage.

This extra damage increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 13th level, and 5d6 at 17th level.

Bonus Feat: At 2nd level, and every 4 levels thereafter, a brawler may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Dodge, Improved Unarmed Strike, Throw Anything, and Toughness. At 6th level, the following feats are added to the list: Cleave, Diehard, Improved Bull Rush, Improved Trip, Mobility, and Vital Strike. At 10th level, the following feats are added to the list: Improved Critical, Shatter Defenses, Spring Attack, and Strike Back. A brawler need not have any of the prerequisites normally required for these feats to select them.

Uncanny Dodge (Ex): At 2nd level, a brawler gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A brawler with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.

If a brawler already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Demoralize (Ex): At 3rd level, a brawler can make an Intimidate check to demoralize an opponent as a move action.

Delay Damage (Ex): Starting at 4th level, a brawler gains incredible toughness and is able to forestall the effects of taking damage. When a brawler is dealt damage, she can attempt a Fortitude saving throw (DC 10 + 1/2 damage dealt). If successful, she can ignore up to 10 points of damage until the end of her next turn. This ability does not delay any other effects of an attack other than damage, such as poison or energy drain.

At 8th level, a brawler can delay up to 15 points of damage, 20 damage at 12th level, 25 damage at 16th level, and 30 damage at 20th level.

Grit (Ex): At 4th level, if a brawler is delaying at least 1 point of damage, she gains a +2 morale bonus on her Will saves.

Improved Uncanny Dodge (Ex): At 5th level and higher, a brawler can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Greater Grappling: At 6th level, a brawler gains Greater Grapple as a bonus feat, even if she does not meet the prerequisites. A brawler gains a size bonus to her Combat Maneuver Bonus and Combat Maneuver Defense as if she were one size category larger for the purposes of a grapple. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load.

Mass Demoralize (Ex): At 7th level, a brawler can make an Intimidate check to demoralize all opponents within 30 feet.

Natural Armor (Ex): At 7th level, a brawler gains +1 natural armor bonus to her Armor Class. This bonus increases to +2 at 11th level, +3 at 15th level, and +4 at 19th level.

Grabbing Attack (Ex): Starting at 8th level, if a brawler hits with a melee attack and has at least one hand free, she can start a grapple as a free action without provoking an attack of opportunity.

Greater Demoralize (Ex): At 12th level, an opponent remains shaken for 1d4 rounds, plus 1 round for every 5 by which a brawler's Intimidate check exceeds her opponent’s DC. If a brawler exceed the check by 15 or more, the opponent is frightened.

Master Grappling (Ex): Upon reaching 20th level, a brawler's grapple becomes exceedingly dangerous. If brawler maintains a pin for more than 3 rounds, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the brawler's level + the brawler's Strength modifier. Once a creature has been the targeted by this ability, regardless of whether or not the save is made, that creature is immune for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.


I did some work on the races back in beta and thought I would get some input on the classes. I am aware of the work being done by Dreamscarred Press. Like some of you though, I think that psionics work well enough and only need a few minor changes to conform to the power level and mechanics in Pathfinder.

Psion

Mostly unchanged from what is printed in Expanded Psionics. The list of bonus feats is expanded according to discipline. Mantras are 0-level powers, and are useable while psionically focus or 1 power point if not. Each discipline has one exclusive mantra that a psion knows at 1st level.

Quote:


Hit Die: d6
Disciplines
Spoiler:

Clairsentience (Seer)
Class Skills: Diplomacy, Perception, and Sense Motive.
Bonus Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative, and Iron Will.
Discipline Mantra: Prescience: You can touch a creature as a standard action, giving it a +1 insight bonus on attack rolls, skill checks, and ability checks for 1 round + 1/2 your psion level.

Metacreativity (Shaper)
Class Skills: Bluff, Disguise, and Use Magic Device.
Bonus Feats: Light Armor Proficiency, Psionic Affinity*, Simple Weapon Proficiency, Skill Focus (Use Magic Device), and Throw Anything.
Discipline Mantra: Explosive Orb: As a standard action, you can create a semi-solid explosive orb that acts as a grenade weapon. The orb deals 1d3 points of damage. This orb deals either acid, cold, electricity, or fire damage, decided when you create the orb. The orb lasts a number of rounds equal to your psion level or until thrown.

Psychokinesis (Kineticist)
Class Skills: Disable Device, Intimidate, and Sleight of Hand.
Bonus Feats: Defensive Maneuver Training, Deft Hands, Combat Expertise, Quick Draw, and Weapon Focus.
Discipline Mantra: Telekinetic Push: As a standard action, you can unleash a pulse of telekenetic energy to bull rush or trip any foe within 30 feet. When using this ability, your Combat Maneuver Bonus is equal to your psion level and you add your Intelligence instead of your Strength.

Psychometabolism (Egoist)
Class Skills: Acrobatics, Heal, and Perception.
Bonus Feats: Diehard, Endurance, Great Fortitude, Mind Over Body*, and Toughness.
Discipline Mantra: Vigor: You gain 1 temporary hit point + 1/2 your psion level. This stacks with feats, like Toughness, and other effects that raise your maximum number of hit points. These temporary hit points last for 1 round.

Psychoportation (Nomad)
Class Skills: Acrobatics, Climb, Ride, Survival, and Swim.
Bonus Feats: Athletic, Dodge, Fleet, Lightning Reflexes, and Nimble Moves.
Discipline Mantra: Skate: As a standard action, you can float up to 1 foot above a flat surface of any solid or liquid. You can take normal actions and can move at your normal speed, but cannot charge or run and take normal falling damage. This lasts a number of rounds equal to your psion level.

Telepathy (Telepath)
Class Skills: Bluff, Diplomacy, and Sense Motive.
Bonus Feats: Autonomous*, Deceitful, Leadership, Persuasive, and Skill Focus (Sense Motive).
Discipline Mantra: Distract: You can cause a creature to become distracted for 1 round as a melee touch attack. The target has a 50% chance to act normally; otherwise, it takes no action. Once a creature has been affected, it is immune to its effects for 24 hours.


Psychic Warrior

Powers 1-6 and bonus feats more than make up for a lack of class features, maybe even take away heavy armor proficiency (like Clerics).

Quote:


Saves: Good Fort and Will

Wilder

This class has a lot of potential. Retooled Wild Surge to work on saves rather than % and added some nature stuff.

Quote:


Class Skills: Add Handle Animal and Survival

Wild Empathy: At 1st level, as a druid.

Psychic Enervation: When a wilder makes a successful save vs. psionic powers, the manifester loses 1 power point. This number increases to 3 at 5th level, 5 at 9th level, 8 at 13th level, and 13 at 17th level. If the manifester is brought down to 0 power points, he must roll a Fortitude save (DC 10 + half wilder level + Cha mod) or be stunned for 1 round.

Wild Surge

Spoiler:

Wild Surge (Su): A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see below).

A wilder can invokes a wild surge whenever she manifests a power. When she does so, she gains +1 to her caster level with that manifesting of the power. The caster level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge.

This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on).
She cannot use the Overchannel psionic feat and invoke her wild surge at the same time.

At 3rd level, a wilder can choose to boost her caster level by two instead of one. At 7th level, she can boost her caster level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six.

In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder’s power point reserve.

Immediately following each wild surge, a wilder may be overcome by the strain of her effort. A wilder must make a successful Fortitude save. The Difficulty Class for this saving throw is 5 + 2 per round that the wilder sustains a wild surge. A wilder who fails his Fortitude save is dazed until the end of his next turn and loses a number of power points equal to his wilder level.

Wild Bond: At 4th level, gain an animal companion as a ranger OR gain +1 to attack, damage, and saves while using wild surge (as per Surging Eurphoria). Bonuses increase every five wilder levels thereafter.

Tempered Surge: At 12th level, a wilder is no longer dazed on a failed save after using wild surge (but still loses power points).

More to come.


If I am interested in becoming involved with Wayfinder what do I have to do?


People may remember that I worked on this back in Alpha. With the final version of Pathfinder out and after picking up the Bestiary I decided to touch them up. One thing I think is worth noting is that Naturally Psionic has been re-worked to take advantage of how Pathfinder deals with favored classes. Comments are appreciated.

BLUES
Ability adjustments are brought in-line with the core races. I'm considering taking away the bonus on Ride checks.

Spoiler:

+2 Dexterity, +2 Intelligence, –2 Strength: Blues are agile and cunning, but are weak like other goblins.
Goblin Subtype: Blues are humanoids with the goblin subtype. As goblinoids, blues treat Stealth as a class skill.
Small: Blues are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Blues have a base speed of 30 feet.
Darkvision 60 feet: Blues can see in the dark up to 60 feet.
Mild Telepathy: A blue with at least 1 power point can communicate telepathically with any creature within 30 feet.
Naturally Psionic: Blues gain 1 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. In addition, a blue with a favored class that grants power points gains 1 bonus power point per level in that class.
Worg Meat: Blues receive a +4 bonus on Ride and Stealth skill checks.
Languages: Blues begin play speaking Common and Goblin. Blues with high Intelligence scores can choose any of the following: Draconic, Elven, Giant, Gnoll, and Orc.

DROMITES
Ability adjustments brought in-line with core races and Chitin armor is decreased to make them a little more balanced for 1st level. I have also considered taking away Blind-Fight or bonuses to Perception as Scent seems a little too overpowered.
Spoiler:

+2 Dexterity, +2 Charisma, –2 Wisdom: Dromites are energetic, but are often characterized as naïve.
Monstrous Humanoid: Dromites are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Small: Dromites are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Dromites have a base speed of 20 feet.
Darkvision 60 feet: Dromites can see in the dark up to 60 feet.
• [b]Chitin:
A dromite’s skin is hardened, almost like an exoskeleton, and grants the character a +1 natural armor bonus to AC and one of the following kinds of resistance to energy: cold 5, electricity 5, fire 5, or sonic 5. The player chooses what type of energy resistance is gained when the character is created. This natural energy resistance stacks with any future energy resistance gained through other effects.
Keen Senses: Dromites receive a +2 racial bonus on Perception skill checks.
Naturally Psionic: Dromites gain 1 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. In addition, a dromite with a favored class that grants power points gains 1 bonus power point per level in that class.
Psi-Like Ability: Dromites can manifest energy ray once per day, using half their character level as their manifester level (minimum 1st level). A dromite always deals the same kind of energy damage that its chitin has resistance against. This is a Charisma-based ability
Scent: Its antennae give a dromite the scent ability. A dromite can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. Whenever the dromite comes within 5 feet of the source, the dromite pinpoints the source’s location.
Sight Without Seeing: Dromite receive Blind-Fight as a bonus feat at 1st level.
Languages: Dromites begin play speaking Common. Dromites with high Intelligence scores can choose any of the following: Dwarven, Gnome, Goblin, and Terran.

DUERGAR
Not a whole lot of change here.
Spoiler:

+2 Constitution, +2 Wisdom, –4 Charisma: Duergar are resilient and vigilant but are extremely distrustful.
Dwarf Subtype: Duergar are humanoids with the dwarf subtype.
Medium: Duergar are Medium creatures, and have no bonuses or penalties due to their size.
Slow and Steady: Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision 120 feet: Duergar can see in the dark up to 120 feet.
Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. Duergar get a +2 racial saving throw bonus against spells and spell-like effects.
Light Sensitivity: Duergar are dazzled as long as they remain in an area of bright light.
Naturally Psionic: Duergar gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. In addition, a duergar with a favored class that grants power points gains 1 bonus power point per level in that class.
Psi-Like Abilities: Duergar can manifest expansion and psionic invisibility each once per day, using their character level as their manifester level. Both of these psi-like abilities affect the duergar only.
Stability: Duergar receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Duergar receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Languages: Duergar begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence scores can choose any of the following: Draconic, Giant, Goblin, Orc, and Terran.

ELANS
As I had done before during the Alpha release, becoming an elan is a feat. I know other approaches have been to keep them as a race but I like the idea of them being made, not born, and I think that it emphasizes this difference in origin.
Spoiler:

ELAN TRANSFORMATION
Prerequisites: Must be human.
Benefits: You gain the elan template (see below).

Creating an Elan
A character can become an elan only by taking the Elan Transformation feat. An elan has all the base creature’s statistics and special abilities except as noted here.
Size and Type: You gain the aberration type and the psionic subtype. This means you are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Special Qualities: An elan retains all the base creature’s special qualities and gains those described below.
Darkvision 60 feet: Elans can see in the dark up to 60 feet.
Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. In addition, an elan with a favored class that grants power points gains 1 bonus power point per level in that class.
Resistance (Su): As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su): As an immediate action, an elan can reduce the damage she is about to take by 2 hit points for every 1 power point spent.
Repletion (Su): If an elan spends 1 power point, she does not need to eat or drink for 24 hours.
Abilities: You retain your original ability scores but suffer a –2 racial penalty to Charisma.


HALF-GIANTS
The Powerful Build ability was just too powerful for a 1st level PC. I still believe the size penalties do not entirely make up for this and have considered taking away their bonus to Strength (replaced with a bonus to Wisdom). Stomp being Strength-based is not a typo.
Spoiler:

+2 Strength, +2 Constitution, –2 Dexterity: Half-giants are tough and strong, but not too nimble.
Medium: As Medium creatures, half-giants have no special bonuses or penalties due to their size.
Normal Speed: Half-giants have a base speed of 30 feet.
Low-Light Vision: A half-giant can see twice as far as a human in conditions of poor illumination.
Acclimated: Half-giants get a +2 racial saving throw bonus against all cold and fire spells and effects.
Giant Blood: Half-giants count as both giants and humans for any effect related to race.
Naturally Psionic: Half-giants gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. In addition, a half-giant with a favored class that grants power points gains 1 bonus power point per level in that class.
Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger and gain a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a –4 size bonus on Stealth checks.
A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect her. A half-giant can use weapons designed for a creature one size larger without penalty. However, her space and reach remain those of a creature of her actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Psi-Like Ability: Half-giants can manifest stomp once per day, using half their character level as their manifester level (minimum 1st level). This is a Strength-based ability.
Languages: Half-giants begin play speaking Common. Half-giants with high Intelligence scores can choose any of the following: Draconic, Giant, Gnoll, and Ignan.

MAENADS
The Outburst ability got beefed up a little. They still feel like they are missing something.
Spoiler:

+2 Charisma: Maenads possess forceful personalities.
Medium: As Medium creatures, maenads have no special bonuses or penalties due to their size.
Normal Speed: Maenads have a base speed of 30 feet.
Naturally Psionic: Maenads gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. In addition, a maenad with a favored class that grants power points gains 1 bonus power point per level in that class.
Outburst: Once per day, a maenad can spend 2 power points to subjugate her mentality to gain a boost of raw physical power. As an immediate action, she takes a –2 penalty to Intelligence and Wisdom but gains a +2 bonus to Strength for a number of rounds equal to 3 + her Charisma modifier (if any). At 10th level, a maenad can spend 2 additional power points to gain +4 Strength but takes a –4 penalty to Intelligence and Wisdom.
Psi-Like Ability: Maenads can manifest energy ray once per day, using half their character level as their manifester level (minimum 1st level). A maenad can deal only sonic damage with this ability and is accompanied by a tremendous scream of rage. This is a Charisma-based ability.
Languages: Maenads begin play speaking Common and Maenad. Maenads with high Intelligence scores can choose any of the following: Aquan, Draconic, Dwarven, Elven, and Goblin.

XEPHS
Like maenads, their Burst got a little bit of a boost. They also seem to be missing something.
Spoiler:

+2 Dexterity, +2 Wisdom, –2 Strength: Xephs are fast and intuitive, but not as strong as most races their size.
Medium: As Medium creatures, xephs have no special bonuses or penalties due to their size.
Normal Speed: Xephs have a base speed of 30 feet.
Darkvision 60 feet: Xephs can see in the dark up to 60 feet.
Tenacity: Xephs get a +1 racial saving throw bonus against powers, spells, and spell-like effects.
Naturally Psionic: Xephs gain 1 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. In addition, a xeph with a favored class that grants power points gains 1 bonus power point per level in that class.
Burst: Three times per day as a free action, a xeph can put on a burst of speed. Her base speed increases by 10 feet for 3 rounds. For every four character levels, a xeph’s speed increases by an additional 10 feet, to a maximum increase of 30 feet at 8th level. At 10th level, a xeph can spend 1 power point to increase the duration of her burst to 6 rounds.
Languages: Xephs begin play speaking Common and Undercommon. Xephs with high Intelligence scores can choose any of the following: Draconic, Elven, Gnoll, Goblin, Halfling, and Sylvan.


The effectiveness of the ranger is constrained by their favored enemy. Granting rangers favored terrain did little to help this. Not fighting dragons? Too bad. In snow? You're out of luck. I do think quarry was a very good step in the right direction but I think it falls a little short and it's benefits come a little too late.

Here's my suggestion: change the damage bonus granted by favored enemy to 1d6 per + (for example, a 5th level ranger deals a maximum of 4d6 damage to one favored enemy), then make quarry so that a ranger can apply half his/her favored enemy bonuses (which are all multiples of 2, so this would be very easy) to a single target after studying it for 1 round (maybe increase this to 3 rounds to put on par with the assassin, or keep as a standard action if you feel generous). I'd also bump up when the ranger gets quarry to early levels (maybe 2nd or 4th level).

I think that this would really allow rangers to maintain their effectiveness while not being confronted by their favored enemy and emphasize their role as a surgical striker and marksman.


Sorry, please delete.


The group I play with is really into psionics. As the core races get a little bit of a boost, I've begun to write out changes for the psionic races to put them on par with what's in Pathfinder. I thought I'd post some of these changes to get some opinions. Eventually, I hope to write-up a complete psionic companion to Pathfinder. Anyway, check it out, tell me what you think.

BLUES

Spoiler:

+2 Intelligence, –2 Strength, –2 Charisma: Blues are cunning, but are weak and sullen.
Goblinoid Subtype: Blues are humanoids with the goblinoid subtype.
Small: Blues are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks.
Normal Speed: Blues have abase speed of 30 feet.
Naturally Psionic: Blues gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Shade (Su): As a standard action, an blue can spend 1 power point to gain a +4 racial bonus on Stealth skill checks and becomes invisible to creatures with darkvision as if under the effect of the invisibility power. This effect lasts for 1 minute.
Rider: Blues receive a +4 bonus on Ride skill checks.
Languages: Blues begin play speaking Common and Goblin. Blues with high Intelligence scores can choose any of the following: Draconic, Elven, Giant, Gnoll, and Orc.
Favored Class: The favored class of blues is rogue or psion. This choice must be made at 1st level and cannot be changed.
Level Adjustment: +1.

As githyanki, githzerai, and thri-kreens aren't included in the SRD I thought I'd try to fill the line-up of races with some replacements and blues seemed like a natural choice. I wanted to keep the LA +1 and considered giving them a bonus to Stealth (on top of the bonus they get for being small) but it seemed a little too much. It still seems a little underpowered for having a LA, maybe a bonus to Dex as well? Since the psionic races feel rather underdarky, I've also considered making a write-up for popular race among my playing group, half-drow.

DROMITES

Spoiler:

+2 Dexterity, +2 Charisma, –2 Strength, –2 Wisdom: Dromites are agile and energetic, but are weaker than larger races and sometimes lack sound judgment.
Monstrous Humanoid: Dromites are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Small: Dromites are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks.
Slow Speed: Dromites have a base speed of 20 feet.
Keen Senses: Dromites receive a +2 bonus on sight- and smell-based Perception checks.
Scent: Its antennae give a dromite the scent ability. A dromite can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. Whenever the dromite comes within 5 feet of the source, the dromite pinpoints the source’s location.
Chitin: A dromite’s skin is hardened, almost like an exoskeleton, and grants the character a +3 natural armor bonus to AC and one of the following kinds of resistance to energy: cold 5, electricity 5, fire 5, or sonic 5. The player chooses what type of energy resistance is gained when the character is created. (This choice also dictates which caste the dromite belongs to.) This natural energy resistance stacks with any future energy resistance gained through other effects.
Sight Without Seeing: Dromites receive Blind-Fight, as a bonus feat, at 1st level.
Naturally Psionic: Dromites gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Psi-Like Ability: 1/day—energy ray. A dromite always deals the kind of energy damage that its chitin has resistance to (for example, a dromite who has resistance to cold 5 deals cold damage with its energy ray). Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.
Languages: Dromites begin play speaking Common. Dromites with high Intelligence scores can choose any of the following: Dwarven, Gnome, Goblin, and Terran.
Favored Class: The favored class of dromites is rogue and wilder. This choice must be made at 1 level and cannot be changed.
Level Adjustment: +1.

Bonus to Dex for being small is pretty standard, which I think rebalances them to warrant the LA. I considered taking away the Str penalty, as a reference to ants being surprisingly strong for their size, but it probably doesn't make that much of a difference as their carrying capacity and weapon size is already diminished.

DUERGAR

Spoiler:

+2 Constitution, +2 Wisdom, –4 Charisma: Duergar are resilient and perceptive, but are extremely distrustful.
Medium: Duergar are Medium creatures, and have no bonuses or penalties due to their size.
Slow and Steady: Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision 120 feet: Duergar can see in the dark up to 120 feet.
Light Sensitivity (Ex): Duergar are dazzled in sunlight or within the radius of a daylight spell.
Stonecunning: Dwarves treat any Profession skill related to stone as a class skill. In addition, they receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Keen Senses: Duergar receive a +2 bonus on taste- and touch-based Perception skill checks.
Greed: Duergar treat Appraise as a class skill when attempting to determine the price of nonmagical goods that contain precious metals and gemstones.
Sneaky: Duergar receive a +4 bonus on Stealth skill checks.
Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. Duergar get a +2 racial saving throw bonus against spells and spell-like effects.
Hatred: Duergar receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtypes due to special training against these hated foes.
Stability: Duergar receive a +4 bonus to their combat maneuver bonus when resisting a bull rush or trip attempt while standing on the ground.
Defensive Training: Duergar get a +4 dodge bonus to ACagainst monsters of the giant type.
Psi-Like Abilities: 1/day—expansion, invisibility. These abilities affect only the duergar and whatever he carries. Manifester level is equal to Hit Dice (minimum 3rd).
Naturally Psionic: Duergar gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Languages: Duergar begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence scores can choose any of the following: Draconic, Giant, Goblin, Orc, and Terran.
Favored Class: The favored class of duergar is fighter or psychic warrior. This choice must be made at 1st level and cannot be changed.
Level Adjustment: +1.

Pretty straight forward, just converting all of their dwarf traits to Pathfinder. I noticed that dwarves don't get a bonus to Craft checks in the Beta version, is this a type?

HALF-GIANTS

Spoiler:

• No change

I don't see them as needing any changes. I thought of giving them fire resistance 5, but doesn't seem to be necessary. Maybe make it a racial feat.

MAENADS

Spoiler:

+2 Charisma: Maenads have forceful personality.
Medium: As Medium creatures, maenads have no special bonuses or penalties due to their size.
• Normal Speed: Maenads have a base speed of 30 feet.
Naturally Psionic: Maenads gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Psi-Like Ability: 1/day—energy ray. A maenad can deal only sonic damage with this ability. It is accompanied by a tremendous scream of rage. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.
Outburst (Ex): Once per day, for up to 4 rounds, a maenad can subjugate her mentality to gain a boost of raw physical power. When she does so, she takes a –2 penalty to Intelligence and Wisdom but gains a +2 bonus to Strength.
Languages: Maenads begin play speaking Common and Maenad. Maenads with high Intelligence scores can choose any of the following: Aquan, Draconic, Dwarven, Elven, and Goblin.
Favored Class: The favored class of maenads is sorcerer or wilder. This choice must be made at 1st level and cannot be changed.

Maenads were a little tricky, as they seem pretty human like. However, I see their personalities as being a benefit and a curse, as they may sometimes come off stronger than they need to and struggling to find a balance. I really don't like the idea of sorcerer being one of their favored classes but I really can't think of anything else that fits besides bard, which seems even more out of place.

XEPHS

Spoiler:

+2 Dexterity, +2 Wisdom, –2 Strength: Xephs are agile and intuitive, but not as strong as most races their size.
Medium: As Medium creatures, xephs have no special bonuses or penalties due to their size.
Normal Speed: Xephs have a base speed of 30 feet.
Darkvision 60 feet: Xephs can see in the dark up to 60 feet.
Tenacity: Xephs get a +1 racial saving throw bonus against powers, spells, and spell-like effects.
Naturally Psionic: Xephs gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Burst (Su): Three times per day, a xeph can put on a burst of speed to increase her speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xeph’s base speed. A burst of speed lasts 3 rounds.
Languages: Xephs begin play speaking Common and Xeph. Xephs with high Intelligence scores can choose any of the following: Draconic, Elven, Gnoll, Goblin, Halfling, and Sylvan.
Favored Class: The favored class of xephs is ranger or soulknife. This choice must be made at 1st level and cannot be changed.

I don't think that a Wis bonus completely fits with the fluff in XPH, but I like the idea of a really fast race of expert hunters, kind of like the Protoss in the Starcraft games. I'm also rewriting the psionic classes and the way I have it now soulknives gain power points based on Wis.


I'm running two campaigns (thus group #). This group consists of players with 8+ years of experience who've played 3rd and 3.5. We played twice this week, the first time using the Alpha 2 rules and just used Alpha 3 today. The campaign takes place in the Forgotten Realms, near the outskirts of the Green Fields and I'm running the Sunless Citadel adventure. I very rarely use published adventures, and when I do I often have taken the liberty of changing things. The first session consisted of four PCs and one NPC.

The Mage

Spoiler:

Gnome Sorcerer (Infernal Bloodline) 1
HP 15 AC 14
Str 8
Dex 17
Con 20
Int 13
Wis 15
Cha 20
Ranged Attack +4 (1d6 lt. crossbow)
CMB 0
Feats Toughness
Saves Fort +5, Ref +3, Will +5
Skills Appraise +6, Fly +6, Spellcraft +8, Use Magic Device +8
Notable Possessions wand of cure light wounds

The Sneak

Spoiler:

Halfling Rogue 1
HP 11 AC 19
Str 10
Dex 18
Con 14
Int 18
Wis 14
Cha 14
Melee Attack +0 (1d6 small rapier)
Ranged Attack +4 (1d3 hand crossbow)
CMB 0
Feats Careful Targeting
Saves Fort +3, Ref +7, Will +3
Skills Acrobatics +10, Appraise +8, Bluff +6, Climb +6, Diplomacy +6, Disable Device +8, Disguise +6, Escape Artist +8, Linguistics +8, Perception +6, Sleight of Hand +8, Stealth +8
Notable Possessions 3 potions of cure light wounds

The Bruiser

Spoiler:

Human Fighter 1
HP 14 AC 17
Str 20
Dex 14
Con 17
Int 16
Wis 15
Cha 12
Melee Attack +7 (2d6+7 medium greatsword)
CMB 6
Feats Cleave, Improved Initiative*, Power Attack, Weapon Focus (greatsword)
Saves Fort +5, Ref +2, Will +2
Skills Acrobatics +6, Climb +9, Intimidate +5, Perception +0*, Survival +6, Swim +9
Notable Possessions none
* The player took a -4 on all Perception checks in order to gain an additional feat.

The Priest (NPC)

Spoiler:

Half-Drow Cleric 1 (Travel, Trickery)
HP 9 AC 17
Str 13
Dex 15
Con 12
Int 13
Wis 19
Cha 16
Melee Attack +1 (1d6+1 medium short sword)
CMB 1
Feats Shape Energy (ray)*, Skill Focus (perception)
Saves Fort +3, Ref +2, Will +6
Skills Knowledge (religion) +5, Perception +10, Spellcraft +5
Notable Possessions none
* I've adapted an old house rule feat and allows the cleric to alter the shape into either a ray or cone. Also, being half-drow, the Priest has darkvision as opposed to low-light vision.

The party included another rogue similar to the Sneak, but has since changed to a ranger, the only real notable difference is that the player took the Throw Anything feat. Some of the house rules we use include the following:


    Roll 4d6s twelve times, keeping the best six for stats
    Using all books available, but most of the players are excited about the Pathfinder feats
    Max HP for the first 3 levels
    Diagonal movement counts as 5' unless it is adjacent to an enemy or obstruction.
    Initiative is rolled at the beginning of every round.

Encounter in the Fields

Spoiler:

Challenge Rating 2/3

The Bruiser and the Mage were keeping watch. It had been raining for most of the day and there was no wood to build a fire. The Mage had failed a Perception (sight) check but succeeded a Perception (hearing) check. The Mage immediately cast light alerting him to the two twig blights. During the surprise round the PCs used their actions to rouse their allies and the twig blights closed in on the camp. The battle was short, with the Bruiser make short work of one with the Priest and the other rogue (not the Sneak) finished off the other, but not before the Priest was poisoned.

On the Ledge

Spoiler:

Challenge Rating 1

The party made it to the rift by nightfall the next day and decided to rest before pressing on. The party was at full health with all spells. The other rogue climbed the 30' down to the ledge below, followed by the Mage. The Mage cast light and both rolled a Perception (sight) check. They succeeded their checks detected the three dire rats. The Mage and the other rogue held off the dire rats while the Bruiser attempted to climb down the rope to help. He rolled a 1 on his Climb check and fell, the Priest followed closely behind (having also rolled a 1). Albeit a fast way to get down, they both took substantial damage. Normally I have characters roll a Concentration check in order to use a spell-like ability under duress but since its not its skill that can be used untrained I ruled that such abilities couldn't. As such, the Priest wasn't able to save himself from the fall with dimensional hop. The Bruiser and the Priest were able to take the heat off of the Mage while the other rogue was being backed up from the Sneak who was sniping from above (using Careful Targeting). The party was a little worse for wear, but the Priest was able to patch both himself and the Bruiser to the point that the party could continue on.

Inside the Secret Door

Spoiler:

Challenge Rating 1

The party had avoided all but one of the traps, which did only slight damage to the Bruiser. The Priest passed within ten feet of the secret door and rolled a successful Perception check. Pointing it out to the Sneak he preceded to check the door for traps. Detecting nothing out of the ordinary, the Mage cast detect magic and sensed the faint presence of magic on the other side. The Sneak entered the room followed by the Mage. The trio of skeletons rose against them but not before the Sneak had won initiative and dealt a sneak attack (the player was excited to finally be effective against undead). The pair of PCs, who were joined the next round by the other rogue, managed to hold them off with acid splash, rapier, and thrown rocks (dealing next to no damage) until the Bruiser was able to come in and reduce the skeletons to dust.

Overall Reactions
All and all, everyone saw something they liked about the new changes. The Bruiser typically plays fighters and looks forward to the options available due to combat feats. The player that played the Sneak almost plays rogues exclusively, I was almost afraid of losing him as a player as he became so frustrated with being ineffective against monsters that they were typically confronted with at higher levels (namely undead and golems). The Mage usually plays a frontline combatant but seems to genuinely enjoy playing a caster, especially with the increased durability afforded by his class hit die and Toughness.

It took us all a while to figure out the rules and make characters. The whole notion behind trained skills and trained class skills is still kind of confusing for us but we managed to put in some good solid hours of play until we stopped for the night. I will post the next session soon but would like to get some feedback (especially from the designers) as to what type of information would be helpful.