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I homebrewed a Fighter archetype and wished to have opinions about it. It's focused on granting teamwork feats to allies: i know there's already the Tactician archetype, but I wanted to expand the concept allowing the class the exploit the massive amount of feats Fighter gets. I called this archetype "The Strategist" and based it on the Tactician archetype, by transforming her Tactician ability into this:

Strategist (Ex)

As a standard action, the strategist can grant any of his teamwork feats to a single ally within 30 feet who can see and hear it. This ally retains the use of this bonus feat for 3 rounds + 1 round for every two fighter levels possessed. The ally does not need to meet the prerequisites for this bonus feat. The fighter can use this ability once per day at 1st level, plus one additional time per day at 5th level and every 5 levels thereafter.

At 3rd level, the strategist can grant the same teamwork feat to a second ally, who is within 9 m and can hear and see it; for every 2 levels after 3rd he can influence one more ally.

At 5th level, the strategist can choose to use this ability to grant a different talent to each of the allies he's able to affect at the same time.

At 9th level, when the strategist uses this ability to grant a feat to a single ally or the same feat to multiple allies, he can do so as a swift action.

At 11th level, when the strategist uses this ability, he can affect all of his allies at the same time.

At 13th level, this ability allows the strategist to grant two feats at a time to each of his allies; these feats can be different from each other and different for each ally.

At 17th level, the strategist can use this ability at will.
This ability replaces Weapon Training 1, 2, 3, and 4.

The other feature are straight up copied from the Tactician archetype:

Weapon and Armor Proficiency

A strategist is not proficient with heavy armor or tower shields.

Bonus Feats
A strategist may choose Skill Focus or any teamwork feat, in addition to Combat Feats, as bonus feats.

Tactical Awareness (Ex)
At 2nd level, a strategist gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level).

Cooperative Combatant (Ex)
At 11th level, when a strategist uses the aid another special attack, he may affect one additional ally per point of Intelligence bonus. For each ally that a strategist aids, he can pick whether to grant that ally the +2 bonus on its next attack against the opponent or the +2 bonus to AC against the opponent’s next attack on that ally, and can grant different allies different bonuses.
This ability replaces armor training 3.

Battle Insight (Ex)
At 15th level, as a swift action, a strategist can grant his Intelligence modifier as an insight bonus on the attack rolls made by a single ally within line of sight that can both see and hear the strategist. That ally gains the bonus until the end of the strategist’s next turn. The strategist can use this ability a number of times per day equal to 3 + his Intelligence modifier.
This ability replaces armor training 4.

What do you think? Do you like it? Do you think it's balanced? Feel free to comment


I homebrewed a Fighter archetype and wished to have opinions about it. It's focused on granting teamwork feats to allies: i know there's already the Tactician archetype, but I wanted to expand the concept allowing the class the exploit the massive amount of feats Fighter gets. I called this archetype "The Strategist" and based it on the Tactician archetype, by transforming her Tactician ability into this:

[b]Strategist (Ex)[b]

[i]As a standard action, the strategist can grant any of his teamwork feats to a single ally within 30 feet who can see and hear it. This ally retains the use of this bonus feat for 3 rounds + 1 round for every two fighter levels possessed. The ally does not need to meet the prerequisites for this bonus feat. The fighter can use this ability once per day at 1st level, plus one additional time per day at 5th level and every 5 levels thereafter.

At 3rd level, the strategist can grant the same teamwork feat to a second ally, who is within 9 m and can hear and see it; for every 2 levels after 3rd he can influence one more ally.

At 5th level, the strategist can choose to use this ability to grant a different talent to each of the allies he's able to affect at the same time.

At 9th level, when the strategist uses this ability to grant a feat to a single ally or the same feat to multiple allies, he can do so as a swift action.

At 11th level, when the strategist uses this ability, he can affect all of his allies at the same time.

At 13th level, this ability allows the strategist to grant two feats at a time to each of his allies; these feats can be different from each other and different for each ally.

At 17th level, the strategist can use this ability at will.
This ability replaces Weapon Training 1, 2, 3, and 4.[i]

The other feature are straight up copied from the Tactician archetype:

[b]Weapon and Armor Proficiency[b]

[i]A strategist is not proficient with heavy armor or tower shields.[i]

[b]Bonus Feats[b]
[i]A strategist may choose Skill Focus or any teamwork feat, in addition to Combat Feats, as bonus feats.[i]

[b]Tactical Awareness (Ex)[b]
[i]At 2nd level, a strategist gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level).[i]

[b]Cooperative Combatant (Ex)[b]
[i]At 11th level, when a strategist uses the aid another special attack, he may affect one additional ally per point of Intelligence bonus. For each ally that a strategist aids, he can pick whether to grant that ally the +2 bonus on its next attack against the opponent or the +2 bonus to AC against the opponent’s next attack on that ally, and can grant different allies different bonuses.
This ability replaces armor training 3.[i]

[b]Battle Insight (Ex)[b]
[i]At 15th level, as a swift action, a strategist can grant his Intelligence modifier as an insight bonus on the attack rolls made by a single ally within line of sight that can both see and hear the strategist. That ally gains the bonus until the end of the strategist’s next turn. The strategist can use this ability a number of times per day equal to 3 + his Intelligence modifier.
This ability replaces armor training 4.[i]

What do you think? Do you like it? Do you think it's balanced? Feel free to comment


Sorry for necro, but definitely yes, because that's analogous to Paladins taking Channelling Feats: Paladin's "Channel Positive Energy" isn't exactly the same as Cleric's "Channel Energy", but apart from some details it's the same feature both for concept and mechanics; and by RAW Paladins can take Channelling Feats. So IMHO Adaptive Shifter (and other archetypes mimicking other classes' features) should be able to take Wild Shape feats.


In this thread I want to show my Revised Trapper archetype for the Ranger class. The Trapper Ranger is well-known to be far weaker than the vanilla Ranger, simply because traps are too weak and situational to replace spells; I believe, though, that the amazing concept behind this archetype can be saved with a few but radical changes:
• a Revised Trapper gains Disable Device as a Class Skill and Trapfinding just like the originale Trapper, but she lose Wild Empathy;
Trap: The Revised Trapper gains this class feature like the original trapper, but with the following additions:
•• When the revised trapper builds a trap in one of her Favored Terrains, the DC of all checks to avoid it or halve the damage increases by 2;
•• If the revised trapper builds a trap to purposefully hit one of her Favored Enemies, the damage dice of the trap are increased by 1, the penalties by 2, and the duration of any effect is doubled;
•• At 11th level, if the revised trapper builds a trap to purposefully hit her quarry, the DC of all checks to notice or avoid the trap increases by 2;
•• At 19th level, if the revised trapper builds a trap to purposefully hit her quarry, the DC of all checks to notice or avoid the trap increases by 4;
•• Extraordinary Traps have the same DC as Supernatural Traps;
•• The DC of any check against the trap doesn't decrease with time;
•• Building a Supernatural Trap consumes a spell slot of the same level as the spell mimicked by the trap.

This ability replaces Endurance.
Cunning Trigger: At 6th level, the Revised Trapper gains the benefits of the Rogue Talent Cunning Trigger:. This ability replaces the 6th level Combat Style Feat.
Combat Traps: At 14th level, the Revised Trapper can build traps without provoking AoO. This ability replaces the 14th level Combat Style Feat.
[/list]

What do you think? As always, comments and advices are more than welcome.


What are some features you think would be cool as Reactive Aspects for the Adaptive Shifter archetype? I wrote this one and I'd like your opinion about it:

Undercover Form*: "The adaptive shifter can change her own appearance to resemble any type of creature, as if she was the subject of a Veil spell, (DC 10 + 1/2 the shifter’s level + the shifter’s Wis modifier), but she can't duplicate the appearance of a specific individual. This ability does not concede any of the emulated creature's abilities. This is an Illusion (glamer) effect. The shifter must be at least at 5th level to take this reactive form.

If she is at least 10th level, she can alter her aura to deceive spells that detect specific types or subtypes of creatures (such as Detect Undead); this ability has no effect in regard to other types of spells or effects targeting specific types or subtypes of creatures.

If she is at least 15th level, she can duplicate the appearance of a specific individual, as if she was the subject of a Veil spell.

The adaptive shifter can assume this form only as a swift action. This is a lasting form."

In addition to this, I'd give the Adaptive Shifter A Thousand Faces at 13th level, like a Druid. I'd add these features yo give the shifter more utility abilities, making them more versatile and giving them the chance to overcome Druids in masking their appearances. The ability may seem a bit too powerful, but overall it's fairly situational. What do you think? And do you have other ideas for homebrew reactive forms?

Sorry for my English adn thank you


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I wrote my homebrew versions of the drake archetypes and I wished to share them with the community, to help other players and receive insights. Moreover, I've designed new drake archetypes for Hunter, Cleric and Inquisitor.

Official drake archetypes from "Legacy of Dragons" are infamous in the fandom and I agree, because they give up most of class features for a companion which isn't so much stronger than the average animal companion; for this reason, I first rewrote the drake, then I adjusted the archetypes with the intent to minimize the cost in terms of removed class features.

My drake companion is quite similar to the original one, but has three differences:
1) it begins the game at Small size, instead of Tiny; this way it's roughly as strong as a Small animal companion (let's say a boar) and it keeps up by becoming Medium sized at 5th level and Large sized at 9th level, roughly when the average animal companion becomes Medium and Large too;
2) it never becomes Huge and so it never becomes WAY stronger than, let's say, a T-Rex companion; I kept the other size increments at 5th and 9th level, though, in order to give the Small or Medium typical charges the chance to ride it at a reasonable level;
3) it gains a drake power at 9th level and doens't gain one at 15th level; again, I did this change because, according to my calculations (which I can detail if so asked), the drake was weaker than the average animal companion at middle levels and excessively stronger at high ones.

Here's the complete table for my Revised Drake Companion:

Drake Companion:

Level HD BAB Saves Skills Feats Special
1st 1 +1 +2 3 1 Darkvision, low-light vision,
immunities, subtype
2nd 2 +2 +3 6 1 -
3rd 3 +3 +3 9 2 Drake power, Natural armor
4th 3 +3 +3 12 2 -
5th 4 +4 +4 15 2 Ability score increase, size
increase
6th 5 +5 +4 18 3 Natural armor
7th 6 +6 +5 21 3 Drake power
8th 6 +6 +5 24 3 -
9th 7 +7 +5 27 4 Drake power, Natural armor,
size increase
10th 8 +8 +6 30 4 Ability score increase
11th 9 +9 +6 33 5 Drake power
12th 9 +9 +6 36 5 Natural armor
13th 10 +10 +7 39 5 -
14th 11 +11 +7 42 6 -
15th 12 +12 +8 45 6 Ability score increase, natural
armor, Drake power
16th 12 +12 +8 48 6 -
17th 13 +13 +8 51 7 -
18th 14 +14 +9 54 7 Natural armor
19th 15 +15 +9 57 8 Drake power
20th 15 +15 +9 60 8 Ability score increase

Starting Statics:
Size: Small
Alignment: any
Speed: 20 ft.
Attack: bite (1d4)
Ability Scores: Str 12, Dex 15, Con 13, Int 4, Wis 10, Cha 7
Natural Armor: +2
Languages: Draconic.

Everything I haven't mentioned stays the same as in "Legacy of Dragons".

Now for the archetypes!

Draconic Druid:

Drake Companion: A draconic druid gains a drake companion instead of an animal companion. Since the drake is sentient, it cannot learn tricks as animal companions do and the druid can’t use Handle Animals on it. This ability replaces nature bond and woodland stride.

Dragon Tongue: A draconic druid’s bonus language options include Draconic instead of Sylvan. This choice is in addition to the bonus languages available to the character because of her race. A draconic druid still knows Druidic like any other druid. This ability modifies Bonus Languages.

Dragon Sense: A draconic druid studies dragons and their history. She gains a +2 bonus on Knowledge (arcana) and Knowledge (history) checks. This ability replaces nature sense.

Resist Dragon’s Might: A draconic druid gains a +4 bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of dragons. This ability replaces resist nature’s lure.

Dragon Shape: A draconic druid can’t use wild shape to change into any of the usual forms available to a druid. Instead, at 4th level, she can use wild shape to change into a dragon-scaled version of herself with long fangs, gaining a +2 natural armor bonus to her AC and a bite attack appropriate for her size (1d6 +3 plus trip for a Medium druid) but otherwise retaining her usual form.
At 6th level, her bite grows of one size (2d6 + 6 più Sbilanciare points of damage for a Medium druid).
At 8th level, she can use wild shape to transform into a Medium dragon as per form of the dragon I
At 10th level, she can use it to change into a Large dragon as per form of the dragon II. Each time that a draconic druid uses wild shape counts as a separate casting of the spell for the purpose of refreshing her uses of her breath weapon.

Drake Rider (Cavalier Archetype):

Drake Mount: A drake rider gains a drake companion instead of a mount. When the drake companion grows up to be at least one size larger than the drake rider and if it’s willing to be mounted, it gains the mount drake power as a bonus power. A drake rider does not take an armor check penalty on Ride checks while riding his drake.
A Small drake rider gains cavalier’s charge at 5th level instead of 3rd, while a Medium drake rider gains it at 9th. This ability replaces mount and expert trainer and alters cavalier’s charge.

Approved Order: A drake rider can join only an order approved by its mount. Suitable orders may include order of the beast, order of the cockatrice, and order of the dragon, as well as other fitting orders at the GM’s discretion.

Drake Warden (Ranger Archetype):

Young Drake: At 4th level, a drake warden gains a drake companion instead of an animal companion, but his effective charge’s level is equal to his ranger level – 3. The drake companion shares drake warden’s favored enemy and favored terrain bonuses. Since the drake is sentient, it cannot learn tricks as animal companions do and the draconer can’t use Handle Animals on it.
The young drake increases in size only when its charge reaches 5th level, not 9th. This ability replaces hunter’s bond and endurance.

Silver Champion (Paladin Archetype):

Deity: A silver champion must worship Apsu.

Voices of the Dragons: At 2nd level, a silver champion is enlightened by a sparkle of True Dragons immortal knowledge: they learn to speak and read Draconic, if they could not already.

Drake Bond: At 5th level, a silver champion gains a drake companion. If the drake companion is at least one size larger than the silver champion and is willing to be mounted, it gains the mount drake power as a bonus power. This ability replaces Divine Bond.

Diminished Spellcasting: A Silver Champion gains the ability to cast spells at 11th level, instead of 4th; at 11th level and higher, her caster level is equal to her paladin level – 3, meaning she has the same availability of spells as a standard paladin of the same level. Through 10th, she has no caster level. Otherwise, her spellcasting functions exactly like standard paladin’s one. This ability alters paladin’s spellcasting.

And now here's the two archetypes I've invented ex novo!

Dragon Worshiper (Cleric/Inquisitor Archetype):

Domain: A dragon worshiper must select the dragon subdomain as one of his domains (or as his only domain if he can only choose one);

Dragon Tongue: A cleric with this archetype adds Draconic to the list of his bonus languages; she must replace one of the three cleric bonus languages (Celestial, Infernal and Abyssal) with Draconic. This choice is in addition to the bonus languages available to the character because of her race. This ability modifies cleric’s Bonus Languages.

Drake Companion (Ex): At 4th level, a dragon worshiper gains the service of a drake companion, but his effective charge’s level is equal to his cleric level – 2. This ability replaces the Dragonbreath and Venomous Stare domain powers.

Draconer (Hunter archetype):

Drake Companion: A draconer gains a drake companion instead of an animal companion. Since the drake is sentient, it cannot learn tricks as animal companions do and the draconer can’t use Handle Animals on it. Still, the drake can learn Hunter’s Tricks from the Skirmisher Ranger archetype, provided it can reasonably use them, and the draconer can teach them with one week of work and a successful Profession (Teacher) check (DC 20).
This ability replaces animal companion and one with the wild.

Shared Strength (Su): At 1st level, the connection the draconer has with her drake companion allows them to draw upon one another’s strength. The draconer can activate this ability as a swift action, and she can use it for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The effect ends immediately if the drake companion is ever more than 100 feet away from the draconer.
While the shared strength ability is active, the draconer manifests one aspect of her drake companion drawn from the following list:
• low-light vision;
• darkvision;
• +1 bonus to natural armor;
• Bite (1d4, primary attack);
• Tail (1d4, secondary attack);
• Any of the drake powers her drake companion has got, except for Breath Weapon and Mount ones;
At 8th level, the draconer manifests two aspects of her drake companion, and she adds the following to her list of available aspects: increased size (as enlarge person).
At 15th level, the damage dealt by any natural attacks granted by this ability increases by two die steps.
A draconer’s drake companion also benefits from the shared strength ability, and gains Scent as a bonus drake power. In addition, while Shared Strenght is active, the drake understands the draconer’s known languages. At 8th level, the drake companion gains a +1 bonus on saving throws and a +2 bonus on checks with each skill in which it has at least 1 rank. At 15th level, the drake companion’s bonuses on saving throws and skill checks increase to +2 and +4 respectively.
This ability replaces the hunter’s animal focus class feature.

Bonus Hunter’s Tricks (Ex): At 1st level and every 2 levels thereafter, a hunter’s animal companion learns a bonus hunter’s trick, in addition to any that the draconer might choose to teach it. These bonus hunter’s tricks don’t require any training time or Profession (Teacher) checks. The draconer selects these bonus tricks, and once selected, they can’t be changed.
This ability replaces the hunter’s bonus tricks class feature.

I'm proud of the last archetype, one of my player is playing it and she loves it. Sorry for my English, it's not my first language. I hope you enjoy my work!


Scott Wilhelm wrote:

There is no rule directly against getting Sneak Attack Damage multiple times in a round. It's just that it's hard to achieve.

So,

Precise Strike wrote:
Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack.
Yeah, dip that level in Cavalier to get Tactician and Precise Strike, and Dip that level in Arcanist to get Dimensional Slide. Flank like there's no tomorrow, and savor those D6's between your fingers!

Even easier, be a Hunter and concede all your teamwork feats to your animal compain ;)


If a character gets two natural attacks, and so they can attack two times per round, are they able to add Precise Strike 1d6 bonus to both attacks? The text says "you deal an additional 1d6 points of precision damage with each successful melee attack", so I'd say yes, but I'd like confirmation. Thank you


Can you apply Vital Strike to an attack made using Ki Arrow?
RAW answers if possible, thank you


Hunters and Inquisitors have the class feature to replace the most recent bonus teamwork feat they learned with any other teamwork feat, as a standard action. If they do this when they're threatened by an enemy, do they provoke an attack of opportunity?

RAW answers if possible, thank you


Hi, first of all my group and I absolutely love this class, you did an amazing work and I can't wait to download Tome of Tomes too. I have two question about how the class works:
1. If I have the demon pact (which allows me to add my level to Mystic Blast damage) and the Mystic Arrow/Mystic Blade blast trait, am I able to add my level to the damage of the arrow/blade, in addition to my Mystic Blast damage?
2. If I take Vital Strike feat, am I able to apply it to the attack made with Mystic Arrow/Blade?
Thank you


Warped Savant wrote:

An enemy taking an Attack of Opportunity against you does not usually prevent you from finishing your action.

From HERE:
If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character’s turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character’s turn).

(Unless, of course, the AoO somehow makes it so that you CAN'T complete your turn. EG: You drop below 0 hit points.)

Worth noting that if you're trying to do a Combat Maneuver and you're hit with an AoO you take a negative to your roll to equal to the damage you take.
From HERE:
If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver.

Thank you


1 person marked this as FAQ candidate.

If I provoke an attack of opportunity by performing an action different from movement, such as a combat maneuvre or a ranged attack, and the AOO hits, am I able to finish my action after having being hitted, or is my action wasted?

RAW answers if possible, thank you and sorry for my English


Greetings. How does hunter's extraordinary ability "One with the Wild" works if I choose the Totem-Bonded archetype? The ability says you're respected by animals approximately of the same type as any of the hunter’s current animal foci, but the Totem-Bonded Hunter doesn't gain Animal Focus. Thank you


Yes, druid can use metal weapons. Why? Because historical druids needed sickles to harvest mistletoe and similarly to them fantasy druids can easily need sickles or other metal weapons to harvest plants for their rituals


Riassuming what commenters said, the Pit of Gormuz isn't the only way of exit for the Spawn: this is certain because at least one of them, Xotani, emerged from the Barrier Wall in Garund (https://pathfinderwiki.com/wiki/Xotani#cite_note-2). Sarenrae is not responsable for the emerging of the Spawn and she righteously destroyed Gormuz to teach people not to mess with her. The Pit isn't a negative thing per se, and we have many hypotesis for why she didn't resealed it:

* it's a permanent reminder for mortals to not mess with Sarenrae and not ignore Rovagug's danger;
* giving the Spawn a favourite way of access to the surface means mortals only need to watch this access to stop most of them;
* the Pit is the only place in the Darklands directly hit by sunlight and that could be a good thing;
* she somehow can't reseal it, or she's afraid this could mean playing Rovagug's game.

My favourite one is the first: Sarenrae is an educator-like goddess and she knows mortals have to see with their eyes Rovagug is a thing. She can't eradicate Rovagug and doesn't want to be like a baby-sitter, who prevents the spawning of evil before mortals even know about it: she wants mortals to be free, according to her creator and master Ihys's will, and to do so they need to be aware of the evil so they cand defend Golarion with their own strength. In addition, they will be free to choose the evil and the good and they will be able to demonstrate to be worthy of her grace.