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Issue still a problem as of 9/17/2015, I just downloaded a fresh S&S PG pdf and am using Windows Ultimate x64 and Adobe reader XI 11.0.12 and a Brother HL-5470DW (B&W laser)


I'm moving to LC in July and looking for a game


shortest thread evar?


I think the Skald is probably the best (not necessarily most powerful) class to come out of this playtest so far. It covers all the bases, good combat potential, good (outstanding) party support, good skills, good roleplay potential, decent spellcasting, good survivability.


Do you think allowing PCs to shift features of a class on the fly will be a drag on play time in an actual game? This is a significant issue for the shaman and even more of one for the Brawler. Even as an experienced player with all the pertinent sources accessible on hand, does it have the potential to cause significant game time delays?


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sorry for the wall of posts. I hope this will be of some use and that I haven't violated some board rule by posting full stat blocks, I hope only to advance our, and everyone's knowledge of the playtest. My hope is that this will provide a new form of playtest feedback. Feedback on my character creation methods are also welcome!

Thanks for your consideration.


Cappadonna
Catfolk Swashbuckler 11
CG Medium humanoid (catfolk)
Init +12; Senses low-light vision; Perception +16
--------------------
Defense
--------------------
AC 31, touch 22, flat-footed 21 (+7 armor, +6 Dex, +2 natural, +2 deflection, +4 dodge)
hp 76 (11d10)
Fort +5, Ref +15, Will +5 (+3 vs. fear)
Defensive Abilities bravery +3, deed: evasive, deed: subtle blade, evasion, uncanny dodge
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Offense
--------------------
Speed 30 ft.
Melee +3 adamantine rapier +21/+16/+11 (1d6+5/15-20/×2+11 Precise Strike) and
masterwork cold iron starknife +18/+13/+8 (1d4+2/19-20/×3+11 Precise Strike)
Ranged masterwork composite longbow +18/+13/+8 (1d8/×3)
Special Attacks deed: bleeding wound, deed: menacing swordplay, deed: opportune parry, deed: pommel swipe, deed: precise strike, deed: riposte, deed: targeted strike, panache
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Statistics
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Str 11, Dex 23, Con 10, Int 10, Wis 10, Cha 18
Base Atk +11; CMB +17; CMD 33 (33 vs. disarm, 33 vs. steal, 33 vs. sunder)
Feats Agile Maneuvers, Black Cat, Bleeding Critical, Critical Focus, Dodge, Improved Initiative, Mobility, Quick Draw, Spring Attack, Weapon Focus (rapier)
Traits charming, fencer
Skills Acrobatics +20, Bluff +18 (+19 vs. characters who could be attracted to you), Climb +4, Diplomacy +8 (+9 vs. characters who could be attracted to you), Escape Artist +10, Intimidate +12, Perception +16, Ride +10, Sense Motive +14, Sleight of Hand +10, Stealth +8, Survival +2, Swim +4; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival, deed: derring-do
Languages Catfolk, Common
SQ cat's luck, deed: recovery, deed: swashbuckler initiative, deed: swift feint, sprinter, swashbuckler finesse
Other Gear +3 Mithral Chain shirt, +3 Adamantine Rapier, Masterwork Cold Iron Starknife, Masterwork Composite longbow (Str +0), Amulet of natural armor +2, Belt of incredible dexterity +4, Boots of speed (10 rounds/day), Cloak of resistance +2, Handy haversack (1 @ 5.64 lbs), Ring of protection +2, 282 GP
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Black Cat (1/day) Once per day, make enemy reroll an attack vs you with a -4 penalty.
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Boots of speed (10 rounds/day) Affected by haste
Bravery +3 (Ex) +3 to Will save vs. Fear
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Critical Focus +4 to confirm critical hits.
Deed: Bleeding Wound (Ex) Spend 1 panache as free action to do bleed damage to creature struck.
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Deed: Evasive (Ex) While have 1 panache, gain evasion, uncanny dodge, improved uncanny dodge.
Deed: Menacing Swordplay (Ex) While have 1 panache, demoralize struck opponent as swift action.
Deed: Opportune Parry (Ex) Spend 1 panache and 1 AoO to attempt to parry a melee attack.
Deed: Pommel Swipe (Ex) Spend 1 panache to make attack with pommel of weapon for 1d6/1d4 damage.
Deed: Precise Strike +11 (Ex) While have 1 panache, bonus to ak/dmg w/ light/one-hand piercing weaps.
Deed: Recovery (Ex) When attacked, spend 1 panache to step 5 ft. and gain +2 AC vs attack.
Deed: Riposte (Ex) When parrying, spend 1 panache and AoO to atttack your attacker.
Deed: Subtle Blade (Ex) While have 1 panache, immune to disarm, steal, sunder on your swashbuckler weapons.
Deed: Swashbuckler Initiative (Ex) While have Panache, can use a free hand to draw a light or one-handed piercing weapon as part of the initiative check.
Deed: Swift Feint (Ex) While have 1 panache, as standard action, deny creature Dex AC bonus until start of our next turn.
Deed: Targeted Strike (Ex) Spend 1 panache as full-round action to make one attack targeting part of foe's body.
Evasion (when Panache left) (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fencer +1 to hit with dagger or sword AoOs.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Swashbuckler Finesse At 2nd level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, as well as gains a +4 bonus to her CMD on disarm, steal, and sunder attempts made against these weapons.
Uncanny Dodge (Panache left) (Ex) Retain Dex bonus to AC when flat-footed.

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Masta Killa
Half-Orc Bloodrager 11
CG Large humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +14
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Defense
--------------------
AC 21, touch 10, flat-footed 20 (+9 armor, +1 Dex, -1 size, +2 natural, +2 deflection)
hp 152 (11d10+77)
Fort +17, Ref +7, Will +9; +1 trait bonus vs. divine spells
Defensive Abilities uncanny dodge, orc ferocity; DR 2/—; Resist acid 5, cold 5, fire 5, demonic resistances
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Offense
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Speed 30 ft.
Melee +2 keen adamantine falchion +19/+14/+9 (2d6+24/15-20/×2) and
2 claws +11 (2d6+7/×2)
Ranged +1 composite longbow +12/+7/+2 (1d8+6/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks bloodrage, claws
Bloodrager Spells Known (CL 8th; concentration +11):
3rd (2/day)—haste, displacement, fly
2nd (2/day)—bull's strength, mirror image, invisibility, glitterdust (DC 15), animal aspect
1st (3/day)—shield, true strike, cause fear (DC 14), grease (DC 14), feather fall (DC 14), mount
--------------------
Statistics
--------------------
Str 29, Dex 12, Con 24, Int 10, Wis 10, Cha 16
Base Atk +11; CMB +18; CMD 32
Feats Bleeding Critical, Critical Focus, Dazing Assault, Eschew Materials, Intimidating Prowess, Lunge, Power Attack, Raging Vitality, Weapon Focus (falchion)
Traits history of heresy, reactionary
Skills Acrobatics +12, Climb +13, Handle Animal +7, Intimidate +28, Knowledge (arcana) +9, Perception +14, Ride +2, Spellcraft +14, Survival +4, Swim +10; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ blood casting, bloodlines (abyssal), demonic bulk, fast movement
Other Gear +3 Agile breastplate, +1 Composite longbow (Str +5), +2 Keen Adamantine Falchion, Amulet of natural armor +2, Belt of physical perfection +2, Cloak of resistance +3, Handy haversack (2 @ 45.32 lbs), Headband of aerial agility (Cha +2), Ring of protection +2, Barbarian's kit, 966 GP
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Special Abilities
--------------------
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Bloodrage (27 rounds/day) (Su) +6 Str, +8 Con, +3 to Will saves, -2 to AC when enraged.
Critical Focus +4 to confirm critical hits.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazing Assault (DC 21) -5 to all attacks and maneuvers but struck foes are dazed 1 rd (Fort neg).
Demonic Bulk (Su) You can increase your size by one category when raging.
Demonic Resistances (Ex) Gain resistance to acid, cold & fire when raging.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flaming Claws (Su) 2 Magic Claw attacks deal 1d8 damage + 1d6 fire
Headband of aerial agility (Cha +2) +1 CL for spells/extracts that grant flight.
History of Heresy +1 save vs, divine spells
Improved Uncanny Dodge (Lv >=15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.

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Rza
Male Human (Ulfen) Skald 11
CG Medium humanoid (human)
Init +3; Senses Perception +15
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Defense
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AC 24, touch 15, flat-footed 21 (+8 armor, +3 Dex, +1 natural, +2 deflection)
hp 91 (11d8+28)
Fort +11, Ref +8, Will +11; +4 vs. bardic performance, sonic, and language-dependant effects
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Offense
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Speed 20 ft.
Melee +2 keen adamantine greatsword +13/+8 (2d6+6/17-20/×2)
Ranged +1 seeking living steel composite longbow +12/+7 (1d8+4/×3)
Special Attacks dirge of doom
Skald Spells Known (CL 11th; concentration +17):
4th (3/day)—dimension door, modify memory (DC 20), dance of a hundred cuts
3rd (5/day)—haste, slow (DC 19), displacement, dispel magic
2nd (6/day)—cure moderate wounds, heroism, mirror image, invisibility, glitterdust (DC 18)
1st (7/day)—liberating command, identify, alarm, comprehend languages, feather fall (DC 17), feather step (DC 17)
0 (at will)—detect magic, light, message, read magic, prestidigitation (DC 16), ghost sound (DC 16)
--------------------
Statistics
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Str 16, Dex 16, Con 14, Int 11, Wis 12, Cha 22
Base Atk +8; CMB +11; CMD 26
Feats Arcane Strike, Deadly Aim, Eldritch Heritage, Point-Blank Shot, Power Attack, Precise Shot, Scribe Scroll, Skill Focus (Perform (oratory))
Traits indomitable faith, poverty-stricken
Skills Acrobatics +14 (+10 jump), Bluff +10, Climb +7, Diplomacy +10, Escape Artist +4, Handle Animal +10, Intimidate +10, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +13, Linguistics +4, Perception +15, Perform (oratory) +26, Ride +4, Spellcraft +4, Stealth +4, Survival +6 (+8 to get along in the wild), Use Magic Device +10; Racial Modifiers student of humanity
Languages Common, Skald, Tien
SQ bardic knowledge, lore master, rage powers, rage powers (reckless abandon [+/-3], strength surge +11 [1/rage], surprise accuracy +3 [1/rage]), raging song, spell kenning, well versed
Other Gear +2 Agile breastplate, +1 Seeking Living Steel Composite longbow (Str +3), +2 Keen Adamantine Greatsword, Cold Iron Arrows (50), Silver Arrows (50), Amulet of natural armor +1, Belt of physical perfection +2, Cloak of resistance +2, Headband of alluring charisma +4, Ring of protection +2, Custom Container, Oldlaw whiskey (per bottle) (2), Survival kit, masterwork, 1002 GP, 5 SP
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +5 (Ex) Add +5 to all knowledge skill checks.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dirge of Doom (Su) Enemies within 30 ft. are shaken while you perform.
Imperious +Spell level to intimidate creatures adversely affected by your spells.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rage Powers (Ex) At 3rd level, a skald learns a rage power (see pages 32-34 in the Pathfinder RPG Core Rulebook) which affects the skald and any allies under the inf luence of his raging song. This cannot be a rage power that requiring the creature to spend a
Raging Song (move action) (19 rounds/day) (Su) A skald is trained to use the Perform skill to inspire allies (including himself, if so desired) to feats of strength and ferocity. He can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. At each level after 1st, a
Reckless Abandon (+/-3) (Ex) Trade AC penalty for to hit bonus while raging.
Spell Kenning (2/day) (Su) Spend 2 spell slots to duplicate cleric or wizard spell of that level.
Strength Surge +11 (1/rage) (Ex) Once per rage, add the listed bonus to a STR check, CMB or CMD.
Student of Humanity +6 (Ex) Bonus to learn, study, or gather information about humans.
Surprise Accuracy +3 (1/rage) (Ex) One attack per rage gets listed bonus to hit.
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.

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Raekwon
Human (Tian-Shu) Brawler 11
CN Medium humanoid (human)
Init +9; Senses Perception +15
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Defense
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AC 26, touch 19, flat-footed 20 (+7 armor, +3 Dex, +2 deflection, +3 dodge, +1 untyped)
hp 99 (11d10+29)
Fort +9, Ref +10, Will +6
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Offense
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Speed 30 ft.
Melee unarmed strike +21/+16/+11 (4d8+10/19-20/×2)
Special Attacks brawler's flurry, stunning fist (12/day, DC 16)
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Statistics
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Str 21, Dex 17, Con 14, Int 10, Wis 13, Cha 10
Base Atk +11; CMB +16 (+17 disarm, +21 grapple, +18 trip); CMD 35 (36 vs. disarm, 38 vs. grapple, 37 vs. trip)
Feats Dazing Assault, Deadly Aim, Dodge, Improved Critical (unarmed strike), Improved Initiative, Improved Iron Will, Improved Unarmed Strike, Iron Will, Power Attack, Scorpion Style, Stunning Fist, Weapon Focus (unarmed strike)
Traits mizu ki hikari rebel, reactionary
Skills Acrobatics +16, Climb +18, Escape Artist +16, Handle Animal +4, Intimidate +4, Perception +15, Ride +6, Sense Motive +15, Swim +8
Languages Common, Tien
SQ ac bonus, brawler strike (cold iron/silver), brawler strike (magic), brawling, martial maneuvers, unarmed strike
Combat Gear Potion of bear's endurance, Potion of cure light wounds (3), Potion of cure moderate wounds; Other Gear BRAWLIN shirt, Amulet of mighty fists +2, Belt of physical perfection +2, Boots of speed (10 rounds/day), Monk's robe, Ring of protection +2, Monk's kit, Mug/tankard, 141 GP, 9 SP, 8 CP
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Special Abilities
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AC Bonus +2 (Ex) When a brawler wears light or no armor, she gains a dodge bonus to AC and CMD.
Boots of speed (10 rounds/day) Affected by haste
Brawler Strike (Cold Iron/Silver) (Su) Your unarmed strikes are treated as cold iron & silver for the purpose of overcoming DR.
Brawler Strike (Magic) (Su) Your unarmed strikes are treated as magic for the purpose of overcoming DR.
Brawler's Flurry (Ex) Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler is treated as having the Two-Weapon Fighting feat when attacking with unarmed strikes or weapons with the "monk" special feature. She does
Brawling Unarmed strikes count as magic for bypassing DR.
Dazing Assault (DC 21) -5 to all attacks and maneuvers but struck foes are dazed 1 rd (Fort neg).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Maneuvers (move action) () (Ex) Spend a move action to gain the benefit of a combat feat for 1 minute.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Scorpion Style (DC 16) As a standard action, unarmed strike reduces foe's land speed to 5 ft for 1 rds (Fort neg).
Stunning Fist (12/day) (DC 16) You can stun an opponent with an unarmed attack.
Unarmed Strike (1d10) The Monk does lethal damage with his unarmed strikes.

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Icelene Jones
Tiger
N Large animal
Init +4; Senses low-light vision, scent; Perception +7
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Defense
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AC 27, touch 13, flat-footed 23 (+5 armor, +4 Dex, -1 size, +9 natural)
hp 86 (+36)
Fort +10, Ref +10, Will +7 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 40 ft.
Melee bite +13 (1d8+7/×2 plus grab) and
2 claws +13 (1d6+7/×2 plus grab) and
2 rakes +12 (1d6+7/×2)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, 2 rakes
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Statistics
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Str 25, Dex 18, Con 18, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +14 (+18 grapple); CMD 28 (32 vs. trip)
Feats Armor Proficiency (Light), Combat Reflexes, Iron Will, Multiattack, Weapon Focus (bite), Weapon Focus (claw)
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Seek [Trick], Stay [Trick], Track [Trick]
Skills Acrobatics +8 (+12 jump), Climb +10, Perception +7, Stealth +5 (+9 in Undergrowth), Swim +10; Racial Modifiers +4 Stealth in Undergrowth
SQ combat riding, devotion, fetch, multiattack / extra attack, seek, stay, track
Other Gear +1 Chain shirt, Bit and bridle, Military saddle, exotic, Saddlebags (empty), Tent, small, Veterinarian's kit (10 uses)
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Special Abilities
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Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.

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Arcane Familiar
Rat
N Tiny magical beast (animal)
Init +4; Senses low-light vision, scent; Perception +13
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Defense
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AC 20, touch 14, flat-footed 18 (+2 Dex, +2 size, +6 natural)
hp 37 (1d8)
Fort +3, Ref +5, Will +8
SR 16
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Offense
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Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +12 (1d3-4/×2)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 2, Dex 15, Con 11, Int 11, Wis 13, Cha 2
Base Atk +8; CMB +8; CMD 14 (18 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Diplomacy +7, Fly +20, Handle Animal -3, Heal +12, Perception +13, Ride +3, Spellcraft +11, Stealth +22, Swim +10; Racial Modifiers +4 Stealth
SQ improved evasion
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Special Abilities
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Climbing (15 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spell Resistance (16) You have Spell Resistance.
Swimming (15 feet) You have a Swim speed.

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Ol' Dirty Bastard
Human (Mwangi) Hunter 11
N Medium humanoid (human)
Init +5; Senses Perception +17
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Defense
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AC 27, touch 17, flat-footed 22 (+9 armor, +5 Dex, +1 natural, +2 deflection)
hp 90 (11d8+27)
Fort +11, Ref +14, Will +8
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Offense
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Speed 30 ft.
Melee +1 adamantine earth breaker +12/+7 (2d6+5/×3) and
masterwork shortsword +12/+7 (1d6+3/19-20/×2)
Ranged +2 seeking darkwood composite longbow +15/+10 (1d8+5/×3)
Hunter Spells Prepared (CL 11th; concentration +14):
4th (2/day)—air walk, atavism (DC 17)
3rd (5/day)—sleet storm, stone shape, cure moderate wounds (x2), mass feather step
2nd (5/day)—delay poison, lesser restoration, resist energy, reduce animal, eagle eye
1st (6/day)—liberating command, aspect of the falcon, endure elements, cure light wounds (x2), faerie fire
0 (at will)—detect magic, create water, detect poison, light, light
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Statistics
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Str 17, Dex 20, Con 15, Int 10, Wis 16, Cha 10
Base Atk +8; CMB +11; CMD 28
Feats Coordinated Defense, Deadly Aim, Enfilading Fire, Mounted Archery, Mounted Combat, Point-Blank Shot, Precise Shot, Rapid Shot, Stealth Synergy, Trick Riding
Skills Acrobatics +9, Climb +7, Handle Animal +14, Heal +7, Knowledge (geography) +4, Knowledge (nature) +5, Perception +17, Ride +18, Stealth +23, Survival +17 (+22 to track), Swim +6
Languages Common, Polyglot
SQ hunter tactics, animal focus, seeking, swift tracker, teamwork feat, track, wild empathy, woodland stride
Other Gear +3 Shadow Mithral Agile breastplate, +1 Adamantine Earth breaker, +2 Seeking Darkwood Composite longbow (Str +3), Cold Iron Arrows (50), Masterwork Shortsword, Silver Arrows (50), Amulet of natural armor +1, Belt of physical perfection +2, Boots of elvenkind, Cloak of resistance +2, Handy haversack (16 @ 49.8 lbs), Headband of inspired wisdom +2, Ring of protection +2, Coffee (per cup) (11), Coffee pot, Custom Container, Fetters, masterwork, Holy symbol, wooden (The Green Faith), Manacles, masterwork, Ranger's kit, 403 GP, 3 SP, 9 CP
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Coordinated Defense +2 to CMD if adj ally with same feat. More if foe is larger.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Enfilading Fire +2 to ranged att vs a foe flanked by an ally with this feat.
Hunter Tactics At 3rd level, the hunter's animal companion is treated as if it possessed the same teamwork feats as the hunter for the purpose of determining whether the hunter or the companion receives a bonus from her teamwork feats. The hunter's and companion's
Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4.
Mounted Combat (2/round) Once per round you can attempt to negate a hit to your mount in combat.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Second Animal Focus (4/day) (Su) At 1st level, a hunter can take on the aspect of an animal as a swift action, gaining a bonus or special ability based on the type of animal emulated (her animal companion also gains this benefit). Once activated, this ability lasts 1 minute.

At 1
Seeking Ignores miss chances, but must be aimed at the correct square.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Teamwork Feat At 3rd level, and every three levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus feat.

As a standard action, the hunter ca
Track +5 Add the listed bonus to survival checks made to track.
Trick Riding No penalty for riding bareback, and in light armor no Ride checks needed for DC 15 or less.
Wild Empathy +11 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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Method Man
Aasimar Shaman 11
CG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +18
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Defense
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AC 21, touch 13, flat-footed 20 (+6 armor, +1 Dex, +2 natural, +2 deflection)
hp 74 (11d8+11)
Fort +8, Ref +8, Will +18; +2 trait bonus vs. fear effects
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Special Attacks channel energy
Spell-Like Abilities
1/day—daylight
Shaman Spells Prepared (CL 11th; concentration +18):
6th (2/day)—greater dispel magic, heal
5th (3/day)—breath of life (DC 22) (DC 22), teleport, teleport, true seeing
4th (4/day)—cure critical wounds, freedom of movement, restoration, air walk
3rd (6/day)—magic vestment, haste, haste, cure serious wounds, dispel magic, daylight, sacred bond (DC 20)
2nd (6/day)—lesser restoration, resist energy, cure moderate wounds (x2), align weapon, communal protection from evil
1st (6/day)—moment of greatness, liberating command, protection from evil, cure light wounds, cure light wounds, detect evil
0 (at will)—detect magic, mending, create water, read magic
Shaman Spells Known (CL 11th; concentration +18):
6th (1/day)—mass owl's wisdom, heal
5th (1/day)—contact other plane, breath of life
4th (1/day)—legend lore, restoration
3rd (1/day)—locate object, neutralize poison
2nd (1/day)—lesser restoration, tongues
1st (1/day)—identify, detect undead
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Statistics
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Str 11, Dex 12, Con 12, Int 16, Wis 25, Cha 15
Base Atk +8; CMB +8; CMD 21
Feats Divine Interference, Empower Spell, Extend Spell, Greater Spell Penetration, Improved Initiative, Spell Penetration
Traits reactionary, sky spirit worshipper
Skills Diplomacy +18, Fly +12, Handle Animal +6, Heal +21, Knowledge (nature) +17, Knowledge (planes) +17, Knowledge (religion) +17, Perception +18, Ride +2, Spellcraft +17; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ automatic writing, hexes (arcane enlightenment, confusion curse), spirits (lore), wandering hexes (enhanced cures [level 11]), wandering spirits (life)
Other Gear Masterwork Mountain pattern armor, Amulet of natural armor +2, Cloak of resistance +4, Handy haversack (1 @ 62 lbs), Headband of inspired wisdom +6, Ring of force shield, Ring of protection +2, 3100 GP
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Special Abilities
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Arcane Enlightenment (Su) The shaman’s native intelligence grants her the ability to tap into arcane lore. The shaman can add to her spell list a number of arcane spells from the sorcerer/wizard spell list equal to her Charisma modifier, using the sorcerer/wizard level of the
Automatic Writing (1/day) (Su) Meditate for 1 hr, creating writings which function as commune (no material cost).
Confusion Curse (Ex) As a standard action, intelligent foe in 30 ft is confused 2 rds (Will neg).
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enhanced Cures (level 11) (Su) For cure spells, any level caps in the spell become your oracle level
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Ring of force shield An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.

Note: In order to get the AC bonus from this, it must be equipped and then activated on the in-play tab.

Construction
Requirements: Forge Ring, wall of force; Cost 4,250 gp
Shaman Channel Positive Energy 6d6 (3/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sky Spirit Worshipper +2 trait bonus to saves vs fear.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Inspectah Deck
Elf Investigator 11
NG Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +17
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Defense
--------------------
AC 24, touch 16, flat-footed 19 (+7 armor, +5 Dex, +1 natural, +1 deflection)
hp 74 (11d8+11)
Fort +8, Ref +13 (+3 bonus vs. traps), Will +9; +2 vs. enchantments, +2 trait bonus vs. illusion
Defensive Abilities trap sense; Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen adamantine rapier +14/+9 (1d6+3/15-20/×2)
Ranged +2 seeking living steel composite longbow +15/+10 (1d8+3/×3)
Special Attacks sneak attack +4d6
Investigator Spells Prepared (CL 11th; concentration +17):
4th (3/day)—stoneskin, greater invisibility, cure critical wounds
3rd (5/day)—haste, cure serious wounds (x2), heroism, fly
2nd (6/day)—resist energy, cure moderate wounds, see invisibility, invisibility, alter self, acute senses (DC 18)
1st (7/day)—reduce person (DC 17), shield (x2), true strike, cure light wounds, enlarge person (DC 17), comprehend languages
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Statistics
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Str 14, Dex 20, Con 12, Int 22, Wis 12, Cha 10
Base Atk +8; CMB +10; CMD 26
Feats Brew Potion, Great Fortitude, Improved Initiative, Point-Blank Shot, Precise Shot, Weapon Finesse
Traits resilient, skeptic
Skills Acrobatics +19, Appraise +10, Bluff +4, Climb +6, Craft (alchemy) +20 (+31 to create alchemical items), Diplomacy +4, Disable Device +26, Disguise +8, Escape Artist +9, Fly +16, Heal +5, Intimidate +4, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +12, Perception +17 (+22 to locate traps), Profession (herbalist) +5, Ride +6, Sense Motive +15, Sleight of Hand +9, Spellcraft +20 (+22 to determine the properties of a magic item), Stealth +19, Swim +13, Use Magic Device +14; Racial Modifiers +2 Perception, alchemy
Languages Celestial, Common, Draconic, Dwarven, Elven, Goblin, Orc, Sylvan, Other Language, Undercommon, Varisian
SQ elven magic, inspiration, investigator talents (combat inspiration, eidetic recollection, expanded inspiration, infusion, intelligence inspiration), poison use, swift alchemy, trapfinding +5
Combat Gear Potion of cure light wounds (3); Other Gear +3 Mithral Chain shirt, +1 Keen Adamantine Rapier, +2 Seeking Living Steel Composite longbow (Str +1), Cold Iron Arrows (50), Silver Arrows (50), Amulet of natural armor +1, Belt of physical perfection +2, Cloak of resistance +1, Handy haversack (6 @ 76.7 lbs), Headband of vast intelligence +4 (Swim, Fly), Ring of protection +1, Ring of sustenance, - Custom container - (empty), Alchemist's kit, Alchemist's lab, Chronicler's kit, Silk rope, Thieves' tools, masterwork, 60 GP
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Special Abilities
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Alchemy +11 (Su) +11 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Eidetic Recollection (Su) Can always take 10 on Knowledge checks, use 1 inspiration to take 20.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Expanded Inspiration (Ex) Use Inspiration with Diplomacy, Perception, Profession, Sense Motive at no cost (if trained).
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Inspiration (+1d6) (11/day) (Ex) Use 1 point, +1d6 to skill or ability check. Use 2 points, to add to attack or save.
Intelligence Inspiration (Ex) Use Inspiration with Knowledge, Linguistics, Spellcraft at no cost.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Skeptic +2 save vs. illusion.
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


GZA
Male Human (Tian-Shu) Arcanist 11
N Medium humanoid (human)
Init +7; Senses Perception +12
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Defense
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AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 deflection)
hp 52 (11d6+11)
Fort +10, Ref +7, Will +11
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Offense
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Speed 30 ft.
Arcanist Spells Prepared (CL 11th; concentration +18):
5th (4/day)—teleport, empow fireball (DC 22)
4th (5/day)—stoneskin, greater invisibility, empow scorching ray
3rd (6/day)—haste, lightning bolt (DC 22), dispel magic, fly
2nd (6/day)—resist energy, mirror image, see invisibility, bear's endurance, bear's endurance
1st (6/day)—liberating command, magic missile, protection from evil, shield, mage armor
0 (at will)—open/close (DC 17), detect magic, mending, detect poison, light, arcane mark, read magic, prestidigitation (DC 17), dancing lights
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Statistics
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Str 11, Dex 12, Con 12, Int 25, Wis 12, Cha 10
Base Atk +5; CMB +5; CMD 24
Feats Defensive Combat Training, Destructive Dispel, Empower Spell, Great Fortitude, Greater Spell Focus (evocation), Improved Initiative, Spell Focus (evocation), Spell Penetration
Traits heart of clay, reactionary
Skills Appraise +11, Fly +15, Knowledge (arcana) +21, Knowledge (dungeoneering) +21, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +21, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +21, Knowledge (religion) +21, Linguistics +15, Perception +12, Sense Motive +12, Spellcraft +21, Use Magic Device +14
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Dtang, Elven, Infernal, Minatan, Minkaian, Nagaji, Tien, Undercommon, Wayang
SQ arcane reservoir, arcanist exploits (counter drain, counterspell, dimensional slide [110'], metamagic knowledge, potent magic, spell tinkerer [±50% duration or suppress 1 rds] [), consume spells
Combat Gear Elemental metamagic rod (acid) (3/day); Other Gear Amulet of natural armor +2, Cloak of resistance +3, Handy haversack (1 @ 40 lbs), Headband of aerial agility (Int +4) (Perception, S, Ring of protection +2, 2000 GP
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Special Abilities
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Arcane Reservoir +2 DC or CL (33/day) (Su) An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold an amount of magical energy equal to three times the arcanist’s level. Each day whe
Consume Spells (Su) The arcanist can spend a standard action to expend an available arcanist spell slot, making it unavailable for the rest of the day just as if she had used it to cast a spell. In doing so, she adds a number of points to her arcane reservoir equal to t
Counter Drain (Su) Whenever the arcanist successfully counterspells a spell, the arcanist regains points to her arcane reservoir depending on the level of the spell countered. Spells of 2nd-level or lower do not restore any points. Spells of 3rd, 4th, and 5th level res
Counterspell (Su) By expending one point from her arcane reservoir to attempt to counterspell a spell as it is being cast. The arcanist must identify the spell being cast as normal. If the check is successful, the arcanist can then use an immediate action and expend a
Destructive Dispel Upon successful dispel, opponent must save or is stunned
Dimensional Slide (110') (Su) The arcanist can expend one point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action, allowing her to move up to 10 feet per arcanist level to any
Elemental metamagic rod (acid) (3/day) Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod’s energy type instead of the spell’s normal damage type, as though using the Elemental Spell feat. For example, an elemental metamagic rod (cold) always makes spells deal cold damage.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Elemental Spell; Cost 5,500 gp
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Headband of aerial agility (Int +4) (Perception, Sense Motive) +1 CL for spells/extracts that grant flight.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Tinkerer (±50% duration or suppress 1 rds) (DC 15) (Su) The arcanist can alter an existing spell effect by expending one point from her arcane reservoir. She must be adjacent to the spell effect (or the effect’s target) and be aware of the effect to use this ability. She can choose to increase or decrease

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Human (Tian-Shu) Slayer 11
CG Medium humanoid (human)
Init +7; Senses Perception +15
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Defense
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AC 24, touch 16, flat-footed 19 (+8 armor, +5 Dex, +1 deflection)
hp 107 (11d10+22)
Fort +12, Ref +14, Will +6
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee masterwork cold iron shortsword +16/+11/+6 (1d6+4/19-20/×2)
Ranged +2 seeking darkwood composite longbow +18/+13/+8 (1d8+13/19-20/×3)
Special Attacks favored target, sneak attack +3d6
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Statistics
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Str 18, Dex 20, Con 15, Int 10, Wis 12, Cha 10
Base Atk +11; CMB +15; CMD 31
Feats Deadly Aim, Improved Critical (longbow), Improved Precise Shot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits heart of clay, reactionary
Skills Acrobatics +18, Climb +12, Disguise +9, Heal +5, Intimidate +4, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (local) +4, Perception +15, Ride +8, Sense Motive +5, Stealth +23, Survival +15 (+20 to track), Swim +10
Languages Common, Tien
SQ seeking, slayer talents (evasion, fast stealth, snap shot, sniper's eye, stealthy sniper), swift tracker, track
Combat Gear Daredevil boots (10 rounds/day); Other Gear +2 Shadow Mithral Agile breastplate, +2 Seeking Darkwood Composite longbow (Str +4), Masterwork Cold Iron Shortsword, Belt of physical perfection +2, Bracers of archery, greater, Cloak of resistance +2, Handy haversack (2 @ 33.82 lbs), Ring of protection +1, Ranger's kit, 291 GP
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Special Abilities
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Daredevil boots (10 rounds/day) +5 Acrobatics to avoid AoO moving in threatened squares. If successful, +1 attack vs that enemy.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Favored Target (+3, 3 at a time, Swift) (Ex) Study foe as a Swift action, gain +3 to att/dam & some skills vs. them.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Seeking Ignores miss chances, but must be aimed at the correct square.
Snap Shot (Ex) On surprise rd treat init as if roll 20, but must make a ranged att, then roll normally.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Sniper's Eye (Ex) Can use ranged sneak attack vs. targets with concealment.
Stealthy Sniper (Ex) Sniping is only a -10 penalty, rather than -20.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +5 Add the listed bonus to survival checks made to track.

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Warpriest

Male Dwarf Warpriest 11
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 27, touch 12, flat-footed 26 (+9 armor, +6 shield, +1 Dex, +1 deflection)
hp 85 (11d8+22)
Fort +10, Ref +5, Will +14; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training; DR 3/—
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Offense
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Speed 20 ft.
Melee heavy shield bash +13/+8 (1d4+5/×2) and
+3 adamantine warhammer +17/+12 (1d8+8/19-20/×3) and
light hammer +13/+8 (1d4+5/×2)
Ranged masterwork heavy crossbow +10/+5 (1d10/19-20/×2)
Special Attacks hatred, channel energy
Warpriest Spells Prepared (CL 11th; concentration +16):
4th (3/day)—divine power, air walk, extend magic vestment
3rd (5/day)—prayer, cure serious wounds, invisibility purge, dispel magic, deadly juggernaut
2nd (5/day)—resist energy, cure moderate wounds, cure moderate wounds, bear's endurance, effortless armor
1st (7/day)—liberating command, protection from evil, cure light wounds, cure light wounds, cure light wounds, gorum's armor, stone shield
0 (at will)—stabilize, detect magic, create water, detect poison, read magic
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Statistics
--------------------
Str 20, Dex 13, Con 14, Int 10, Wis 20, Cha 12
Base Atk +8; CMB +13 (+15 sunder); CMD 25 (25 vs. bull rush, 27 vs. sunder, 25 vs. trip)
Feats Cleave, Cleaving Finish, Extend Spell, Furious Focus, Improved Critical (warhammer), Improved Sunder, Power Attack, Saving Shield, Shield Focus, Steel Soul
Traits armor expert, indomitable faith
Skills Climb +10, Diplomacy +5, Handle Animal +5, Heal +9, Intimidate +9, Sense Motive +13, Spellcraft +14, Survival +9, Swim +4
Languages Common, Dwarven
SQ acid strike (minor), armor of earth (major), aura of protection (major), greed, hardy, increased defense (minor) +3, Sacred Armor +2, Sacred Weapon +2, blessings (earth blessing, protection blessing), slow and steady, spontaneous casting, stability, stonecunning
Other Gear Adamantine Full plate, +3 Adamantine Heavy steel shield, +3 Adamantine Warhammer, Cold Iron Crossbow bolts (50), Crossbow bolts (10), Light hammer (2), Masterwork Heavy crossbow, Belt of giant strength +4, Cloak of resistance +1, Headband of inspired wisdom +4, Ring of protection +1, 106 GP
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Special Abilities
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Acid Strike (minor) (Su) Touched melee weapon deals +1d4 acid dam for 1 min.
Armor Expert -1 Armor check penalty.
Armor of Earth (major) (Su) Touched ally gains DR 1/—, which stacks to DR 3/— for 1 min.
Aura of Protection (major) (+1 AC, Resist 5) (Su) Allies in 30 ft gain +1 deflection bonus to AC & resist 5 vs all elements for 1 min.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Increased Defense (minor) +3 (Su) Gain a +3 bonus to saves and AC for 1 min.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Sacred Armor +2 (11 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers.
Sacred Weapon +2 (11 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally&apos;s AC.
Shield Focus +1 Shield AC
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Warpriest Channel Positive Energy 4d6 (4/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

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I'm prepping a playtest PC of all 9 new classes with expectations of running this in the next month or two

the following is herolab stat block for each class. Please crtitique. I hope this will be useful both for playtesting and for our use. Obviously I will probably only run 4 or 5 PC's but, all are up for grabs.

note: Herolab has not updated with the latest playtest version, but i have made some custom adjustments to try and accomodate. Please bear with me, eagerly awaiting an update!


abyssal bloodline is way too strong, easy to get 50 str by 20th when raging which is disruptively powerful when combined with 4th level spells and other abilities.


http://s14.postimg.org/3t15u35nl/RIBS.png

I knew something was right when a drunken prison captain ran into a green orc's sword.


Add to guide to guides!


Can a regular kindle display. Pdf?


Use a metamagic rod to change your electricity damage to other


I don't like the idea of organized religion, fantasy or not


what about the intern position? I don't see it posted on the job opportunities section now.


what is pathfinder online, like a MMO?


It's powerful but not overwhelmingly so. If anything it shows that other m elee classes ( rogue, Wtf ranger) are not strong enough.

I do think it's disappointing that they decided to allow arcane mark spam for an extra attack per round since at lower levels that ought to be a more limited resource.


Master Trick: Advanced Talent - Hide in Plain Sight is an absolute must have if your campaign's fights mostly take place in a single terrain type.


I think it's intended that the caster could still make an escape artist check


if the AP encounters are too easy, just redesign them to be more difficult, you are the DM


so, trap the soul vs ET

no save vs a will save
16,000 GP cost vs. nothing

you need to make the target agree to accept the object vs just targeting them with the spell

but the target is imprisoned forever vs. just being useless for 16+ rounds

no, i still choose ET overwhelmingly. most situations last less than 16 rounds

if the target is immune to compulsion, of course i wouldn't choose ET. would i probably choose to cast trap the soul instead?


I was not looking for yes men, I was looking for people who would frame the discussion in the frame of comparing the spells to existing spells according to the rules that Paizo has set forth.


Here is my point.

Paizo states on page 128 of their book Ultimate Magic that the "golden rule" is:

"Compare your spell to similar spells. and to other spells of its intended level."

Also page 136 states "Core is King", and says "You should compare it to other spells in the the spells in the Core Rulebook to get a sense of whether the spell is strong or weak for its level. You can compare it to to spells in other books as well, but you should use the Core Rulebook as a baseline. This is because if a spell in another sourcebook pushes the boundaries of what's accepable or balanced, EVEN BY JUST A LITTLE BIT, it's easy to push the boundaries a little more with your new spell, which means that over time, new spells end upmore and more powerful compared to those in the Core Rulebook."

So when I say people are equivocating, I don't mean to invalidate anyone's argument. What I mean to say is that these spells are clearly more powerful than equivalent level spells in the Core Rulebook. That is the baseline for comparison.

Whether casters are more powerful than melee is not a valid comparison. Nor is stating that paladins are meant to beat up Evil. What is valid is comparing these spells to those in the Core Rulebook.

If you would like to argue that these spells are not more powerful than thos in the Core Rulebook, I would be interested to hear your opinion.


Actually some commenters agreed that the spells have issues.

as for why I posted, I would say that's evident. The point of the boards is to have a discussion, but I believe it says the number 1 rule is "don't be a jerk"! I'm attempting to discuss things in a polite manner here, so I'd appreciate it if other posters didn't attempt to dismiss my claims outright but rather tried to discuss them in a relevant manner.

anyway, I guess my continuing argument is that the posters disagreeing with my post have basically equivocated in the following manner:

1) Paladins are good at fighting evil, and are (arguably) already overpowered. Therefore, another 1-2 spells which make them even stronger against evil shouldn't matter because, just like 3.5, casters are (again, arguably) already much stronger at high levels. Therefore it shouldn't matter that this spell is overpowered because paladins should destroy evil opponents, which are the major foe in most campaigns, because there's no harm in making an already too strong class more powerful in most situations.

2) Direct damage as a high level primary caster is sub-optimal, therefore there's no problem with making a spell which is clearly stronger than most similar spells of its level because that type of spell isn't worth taking anyway.

3) An 8th level spell which is clearly much better than other spells available (even 9th level spells) of its level isn't a problem, even though a touch attack is quite easy to land on a variety of opponents at that level and does not allow a save

4) There's no problem with increasing the variety of swift action and "no save" spells available to "partial casters" because such classes are marginalized anyway.

5) A spell has a 1 round duration (a full attack at x2 damage!= encounter over) or has questionable duration which might be dispelled is not unbalanced even though it is still clearly better than other spells of its level.

I didn't mean "one upsmanship" as an attack against anyone. What I mean is that if you're going to reply, you should address the point directly rather than equivocating.


well I'll let this post die, because I think this board basically suffers from a problem of"one-upsmanship" so I'm not going to try to do that because I think I've made my points. I think there is some healthy discussion going on here but also a lot of equivocating and relativism which detracts from the fact that in a real play situation these spells are in a real sense perhaps unbalanced.

For my campaign, we'll probably make a "gentleman's agreement" not to use them. Good gaming!


Paizo has done a good job playtesting stuff mostly so far but there are some balance offenders lurking out there, I'm making this thread to get a discussion going and alert people that these spells are not balanced and can cause problems

if you know of other examples like these post em up

1. Euphoric Tranquility - http://www.d20pfsrd.com/magic/all-spells/e/euphoric-tranquility

So, no save and they can't attack or cast spells for at least 16 rounds, AND they are helpful, so diplomacy is outdated. This one is pretty high level but it's straight up broken, touch required or not...there are a lot opponents at high level which are not hard to touch.

2. Litany of righteousness - http://www.d20pfsrd.com/magic/all-spells/l/litany-of-righteousness

Hey paladins weren't powerful enough smiting evil already, amirite? Swift action no save...didn't the designers learn from 3.5 leap attack etc? Giving stackable damage multipliers is a bad idea. You can make a 20th level paladin archer with this spell deal well over 1000 damage with a single full attack.

Cold Ice Strike - http://www.d20pfsrd.com/magic/all-spells/c/cold-ice-strike

This was apparently nerfed from a 60 foot cone to a 30 foot line but that doesn't really address the problem, dealing 15d6 cold damage in an area at range with a swift action with a 6th level slot is a bit imbalanced if not outright broken. Also, this doesn't fit the general cleric list at all. Compare it to a quickened lightning bolt, that requires another feat and takes a 7th level slot...

3. Litany of Vengeance - http://www.d20pfsrd.com/magic/all-spells/l/litany-of-vengeance

So, +5 damage for everyone that hits, swift action, again no save. That's bad enough, but the duration is "instantaneous", by RAW then, the target takes +5 damage....forever? So as a DM, I hit a pc with this, they take +5 damage on every attack that hits them for the duration of the campaign?


I understand that, actually it's much simpler to simply expose the head to running water or sunlight or move it more than 9 miles away. But what happens if the head and body are reunited? What Bruno suggested would be pretty amusing but is that actually RAW?


hey but what happens when the head and body reach the coffin? Fast healing states specifically "Unless otherwise stated, it does not allow lost body parts to be reattached".


ah ok that makes sense, thanks


I DM a City of the Spider Queen conversion game and I'm seeking some help making a ruling about this. Here is what the SRD says:

Quote:
Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Quote:

Fast Healing (Ex)

A creature with fast healing regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.

So if my players stake a helpless vampire then behead it but don't anoit the head with holy water or otherwise destroy it (with sunlight or running water), then later someone removes the stake, what happens?


Magus can be a very strong tank, think dervish+ac and miss chance buffs, most opponents near your cr can't hit you.


I always try to picture mirror image more like what happens when you shoot at agents in the Matrix


they aren't gimped at all, just need a little fixing up. Charisma is the primary stat for paladins so you should ask your DM if you can swap some stat points out to raise it.

Shield fighting isn't optimal for paladins so as you say, you should ask if you can somehow retrain the feats into power attack and maybe weapon focus (greatsword or falchion)

paladin is arguably one of the most powerful classes in PF once it gets smite evil


Sissyl wrote:
Add the soul protectors from Bastion of broken souls

have you ever run that module? thematically the bastion had some of the coolest monsters ever, i thought "spiritovores" were a pretty interesting idea. They should have build more on that!


Helaman wrote:
Skerek wrote:
Stuff

Dude - you've gone totally the other way. Balance the weapons - not go nuts in making an uber weapon.

A 1st level warrior (NPC) with 14 con would have 7-8 hit points. A light crossbow is capable of killing such, a heavy one more so. Throw in a plus to damage at short or point blank range and its deadly.

Mind you I tend to think in E6 terms where most NPCs never make it beyond 2nd level or outside the NPC classes.

First off, a crossbow should be capable of killing a 1st level warrior with one shot. Second, balance isn't based on e6 or by ability to kill 1st level warriors, a 1st level sorc/wiz can stun (effectively kill) many 1st level warriors with a color spray but you wouldn't consider that broken.

Quote:
The crossbow is portrayed as a hunting weapon on four Pictish stones from early medieval Scotland (6th to 9th centuries): St. Vigeans no. 1, Glenferness, Shandwick, and Meigle.[42] The use of crossbows in European warfare is again evident from the Battle of Hastings until about the year 1500. They almost completely superseded hand bows in many European armies in the twelfth century for a number of reasons. Although a longbow achieves comparable accuracy and faster shooting rate than an average crossbow, crossbows release more kinetic energy and can be used effectively after a week of training, while a comparable single-shot skill with a longbow takes years of strength training to overcome the draw strength of the longbow, as well as years of practice needed to use it with skill.

I completely agree, by the 14th century they had almost completely replaced longbows. The point is that d&d crossbows are not an accurate representation of a 14th century crossbow at all. Rather, d&d characters almost exclusively use composite bows which were never in use in europe, they were only made by asian societies. Unfortunately these societies only built composite shortbows, mostly for horse archery, to be honest the composite longbow is mostly a fantasy weapon.

Now you might say "but reis, the chinese were building composite bows in the 3rd century bc, so surely it's appropriate for a medieval technology pathfinder campaign. But consider that the chinese and many Asian societies developed technologies like this far ahead of european counterparts. The Chinese were also building composite crossbows from fairly advanced materials as early as the 3rd century BC.

Now, what's the point? It's that if you're going to assume Pathfinder Golarion cultures are using composite longbows widely, let alone guns, it's just common sense that artisans capable of producing weapons like this should also be easily capable of producing crossbows whose quality easily exceeds those presented in the CRB.


Quote:
It's probably weak because barely anyone actually needs to use it, and that's assuming that you don't have anything else better to do in a round

but that just illustrates the point

It seems pretty clear that actually many people would like there to be more parity between ranged weapons across the board so that there would be more stylistic as well as tactical choice between ranged weapon rather than the current situation where everything except a composite longbow is bad.


Quote:

IIRC, historically, crossbows were originally banned because a peasant shouldn't be able to kill a knight.

As it has been pointed out, crossbows were simple weapons, anyone can use them, but i am fine with them as they are now, just imagine if crossbows were realistic in their damage and to-hit, an entire party could be taken out within a surprise round. Armor piercing? that sounds like a touch attack, we'll be fair (sort), make it within 30ft it's a touch, just enough for sneak attacks anyway, the damage that should do? well just remember that crossbows were if not killing outright, defiantly taking knights down to below 0 (even without sneak).

The problem is the crossbows you're talking about were weapons of professional soldiers in the 15th century in Europe. Also, there would be no need to ban them because a peasant couldn't afford such a weapon.

Gotta read up on the history if that's the argument you're going to make. Plate armor and crossbows that could punch through parts of it weren't used in large scale on the battlefield until well into the renaissance. Also the idea that a longbow could punch through full plate has been proven wrong:

http://en.wikipedia.org/wiki/English_longbow wrote:

However, even heavy draw longbows have trouble penetrating well made steel plate armour, which was used increasingly after 1350. A 2006 test was made by Matheus Bane using a 75 lbf (330 N) draw (at 28") bow, shooting at 10 yards; according to Bane's calculations, this would be approximately equivalent to a 110 lbf (490 N) bow at 250 yards.[28] Measured against a replica of the thinnest contemporary "Jack coat" armour, a 905 grain needle bodkin and a 935 grain curved broadhead penetrated over 3.5 inches (89 mm). ("Jack coat" armour could be up to twice as thick as the coat tested; in Bane's opinion such a thick coat would have stopped bodkin arrows but not the cutting force of broadhead arrows.)

Against "high quality riveted maille", the needle bodkin and curved broadhead penetrated 2.8". Against a coat of plates, the needle bodkin achieved 0.3" penetration. The curved broadhead did not penetrate but caused 0.3" of deformation of the metal. Results against plate armour of "minimum thickness" (1.2mm) were similar to the coat of plates, in that the needle bodkin penetrated a small amount, the other arrows did not penetrate. In Bane's view, the plate armour would have kept out all the arrows if thicker or worn with more padding.


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the problem would seem to be that only relatively primitive medieval crossbows are represented in the rules. Crossbows are a weapon that benefit a great deal from superior engineering, design, and craftsmanship, and a simple +1 to hit from being masterwork doesn't reflect this.

It's worth noting that actually, composite bows were not a medieval european weapon either, in fact, europeans never developed composite bows, although the Chinese and mongols were using them possibly as early as -300 BCE. By this time they were also making composite crossbows which were a pretty advanced design and gained many of the same advantages from being made of a laminate of wood, horn, and sinew. So it seems like the problem is that the game designers have represented a society that can make pretty advanced bows but not applied the same logic to crossbows.

The obvious solution to me would be to create composite crossbows which would be much more expensive and also more effective than a regular crossbow. A common criticism of pathfinder these days is that it allows firearms which represent a relatively high level of technology. In such a society it would be pretty reasonable to assume they could make crossbows that are more advanced as well.

here's the house ruls i'm running in my current game

Quote:

Hand Crossbows now do a base 1d4(small) or 1d6 (medium) points of damage

Light Crossbows do a base 1d10 points (small) or 1d12 (medium)

Heavy Crossbows now do a base 2d6 points of damage (small) or 2d8 (medium)

The Double crossbow no longer causes a penalty to hit with it if you are proficient, its base damage is as a light crossbow of it size.

The Rapid Reload feat now allows you to load a new case of bolts into a repeating crossbow as a move action.

The Crossbow Mastery feat now allows you to load a new case of bolts into a repeating crossbow as a free action. If you have multiple attacks, this means you may make your full number of attacks with a full attack when using this weapon.

Quote:

Double repeating crossbow: This crossbow is a marvel of engineering and is masterwork by default, no lesser design could possibly fire properly. Two arms of precision forged steel cross each other on it's fore section while the back incorporates two clips of bolts and two triggers, the whole of which is encased in a heavy plate of steel guarding the hands and often bearing stylized artwork or heraldry as best suits the individual wielder. Each double repeater is custom made to fit a specific wielder and other creatures take a -2 penalty to hit with one that is not fitted to them (stacking with the nonproficiency penalty). A skilled crafter might be able to resize a double repeater for a new wielder (DM's discretion)

Cost: 1000gp

Base damage: 2d4 (small) or 2d6 (medium)

Benefit:You may make one attack roll as a standard action. If the attack hits, the target takes damage from both bolts. Critical hits, sneak attack damage, and other precision-based damage only apply to the first bolt. Alternatively, you may fire both arms independently as a full round action and make multiple attacks if you normally could. You may choose which case to fire each bolt from as part of a full attack, for example in case you have loaded the bolt cases with different types of ammunition. You can't make full attacks with this weapon that deal damage for 2 bolts as part of a full attack unless you have the manyshot feat, and in that case you can still only fire a single extra bolt as part of a full attack.

Drawback: Due to its size and weight, you take a –8 on attack rolls if you’re not proficient with it.

Load: Each case of bolts holds 10 bolts. Loading one case of bolts is a full round action that provokes attacks of opportunity; the Rapid Reload feat allows you to reload both cases of bolts as a move action. Crossbow Mastery allows you to reload both cases of bolts as a free action.

it's not RAW and possibly the loading isn't realistic but it seems to be fun so far so, hey, who cares what the game designers intended?


Jeraa wrote:
Khrysaor wrote:
Until they alter the x-bow into having a better base ability it will never compare. It needs something like guns resolving at touch AC within a certain distance. Crossbows were created to punch plate armor where bows at the time weren't capable.
Thats somewhat incorrect. Longbows could punch through plate just as well. No one seems to argue that they need similiar mechanics.

Weren't longbows used in this way generally fired en masse at a high arc, therefore deriving much of their power from gravity?

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