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Pretty much the thread title. I did some digging around and couldn't find anything like a 'roadmap' for plans about what would be reprinting in pocket form when/if. Thanks kindly for the intel.


Product's listed as unavailable?


Thematically this class looks interesting. :3 I would like to see a Desire for 'Entropy' to fulfill the equal-opposite to Dominion.


Plenty of time then. XD Thanks~.


How much time is left to put down a pre-order? Kinda trying to wait til closer to Friday just in case a random bill comes out of no where.


Did have a thought that might provide compromise for the whole Undead/Construct monsters and PCs interaction issue regarding Incarna classes.

What about just inserting a small sub-rule for those special cases?

I.E:

-Undead and Construct creatures with Incarna Class Levels are treated as though they have a Constitution Modifier of +1 per base 2 (or 3) CR (base value +1).

-Undead and Construct PC races with Incarna Class Levels are treated as though they have a Constitution Modifier of +1 per 4 Class Levels (base value +1).

This would allow PCs to at least have some form of scaling (+1 at start, +2 at 4, +3 at 8, +4 at 12, +5 at 16, +6 at 20; maybe allow Mythic Ranks to count as double levels to help Mythic Characters).

And also allow creatures to have decent modifiers to go along with whatever class levels have been splashed in.


Ssalarn wrote:


A) Incarna is supposed to be life energy mixed with magic and a Con requirement does reflect that well

Just a bit of side thinking from the peanut gallery here.

-Why life energy as opposed to the classic 'power of the soul'?

Aside from my own personal bias of thinking soul > life energy on the own-opinion 'coolness' scale. It causes problems for rare fringe situations to list that as life energy. Undead-Incarnate interactions are an example of this. Mechanically you run into the problem on Undead not having a Constitution score. Thematically/lore-wise it makes having Undead-Incarnate interactions impossible because once you're dead you don't really have any more life energy.

Old MoI allowed for such things by the whole theme of soul orientation; a power source that circumvents life/death because the soul is immortal (and also created awesome things such as the Vivicarnum, the Lost, and Necrocarnum Zombies).

Additionally this creates potential fringe problems with Construct-race interaction. Constructs can be argued to have a soul because of ye-olden 'ghost in the machine' fictional elements. Life energy however they typically really don't have. Instead it's usually raw arcane/elemental/what-have-you magic giving them motion/sentience; hence why Anti Magic Fields tend to screw heavily with them.

Races aside soul-energy I feel allows for better interaction with Construct monster creation and interaction (such as the Midnight Constructs and the Incarnum Golems from MoI). Life Energy in Golem form...not really sure how that works because you already have Flesh and Blood golems to reflect 'life elements', in a stretched matter of speaking.
_________

I'm quite interested in knowing where this lore concept comes from and how it's going to apply to the flavor of your Incarnum system.


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Holy crap this news just made my year. Don't really have any way to proactively test things so I almost wish this was a Kickstarter. I would be quite tempted to throw some spare change bi-weekly at a DP Pathfinder Incarnum system. Really hope this gets the Psionics treatment with a pinch of new races and monsters added to the class material. Would also love to see some Psionics/Incarnum interaction since the Mind/Soul aesthetic blends extremely well.

Bookmarking this to keep track of updates. <3


Thanks for the feedback. I'll see what I can do about modifying it. ^_^


*sigh* Not even a single bit of structure feedback? I'm starting to miss the 3.5 days where people would scream at you for doing something wrong because at least you learned what 'not' to do. XP


Bumping out of oblivion for feedback. (Apologies if duplicated; this forum's format is making it impossible to tell if this went through.)


Bumping out of oblivion for feedback.


Bumping out of oblivion for feedback.


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Just my two coppers; and I admit in most RPGs systems I'm usually in the minority here.

But I too am disappointed; bit more in the contest than the entries. 'Organizations' hardly seems like a 'Superstar' thing to have to provide. In short, my complaint is mechanically they're so niche that outside of a particular setting they're rather worthless to have on hand. Unless you're throwing together a game piece-meal at the last second and need something to give your world the illusion of depth without any forethought.

Good organizations are very story-specific; tailored exactly to suit the needs of the plot and world it occupies. As such judging them in a vacuum takes a lot of 'bite' out of them. You can technically circumvent this by trying to make them applicable to an already existing company setting but if pre-gen settings are not your cup of tea (as a novelist it completely hits my pet peeve to use someone else's world rather than generate my own) then you're pretty well and good screwed either way.

Also, from the 'judges' view, if they don't like that pre-gen setting for whatever reason that will be an unconscious knock against your entry regardless of final product quality.

Again, only my opinion but they really do not seem worthy of a test for a good designer due to the aforementioned problems inherent to them.


I still don't entirely understand the difference but I can recognize what you're trying to say. XD If I re-enter I'll probably just avoid using anything with any sort of attack feature as to me a physical object using any form of explicit 'attack roll' is a weapon, regardless.

Thanks for the clarification; it's much appreciated. ^_^


I would like some clarification on my item whenever possible.

-Most importantly, can someone show me how to properly price it?
-Which game terms were mistakenly capitalized?

I have a third question. But I would like to preface it by stating that when I say the following, I have no anger or venom behind it; simply asking out of pure curiosity.

In the feedback notes on Hair Bangles of the Scorpion the following notation was made in criticism of my item: "And, it's essentially a weapon masquerading as a wondrous item..."

May I direct your attention to the Sticky Pugfoot; which was selected as a Top 32 item. And this line: "The cord allows the foot to be thrown as a ranged touch attack..."

This is clearly a double standard. You call out one item for 'weapon masquerading' when you obviously have no problem with something that is a weapon. Neil's notation on the Pugfoot only indicates he is aware of it's weaponization but makes no context to indicate it as a penalty; as was notated against the Hair Bangles of the Scorpion.

So this leads into my third question:

-Wondrous items; can you please clarify whether or not a weaponization effect will be penalized in future Super Stars?

At present there is no way to tell due to the aforementioned double standard.


A bit of a forward before you read ahead:

I GM almost exclusive for 'rookie' groups. People who have virtually no exposure to Pathfinder and generally don't really care too much about how realistic or tactical the game is so long as they have fun. Below are two things where are campaign centric for the current game. I'm looking for feedback on each of them to work out any potential bugs in advance; I will note specifically what my concerns are with each item.
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Special Weapon Material, 'Toy'

It takes the harvesting of ten Gelatinous Cubes to obtain enough of this unique rubbery material in order to create a 'Toy' weapon. During the forging process the rubber is mixed in with the metal; creating a violent, frothing mass which has injured many an unwary smith. A weapon created in this manner is far lighter and easier to handle than any ordinary weapon of its type. However the new material is not very durable and problematic to deal with once broken.

Toy weapons are treated as being one size category smaller for purposes of wielding, keeping their original damage values. (I.E: A Toy Rapier (M) is treated as a small weapon dealing 1d6 damage.) Toy weapons cannot be repaired once broken and melt into an unusable mush when exposed to 30 points of Fire damage. Damage obtained from Fire sources cannot be mended.

Item Cost Modifier: +100 GP
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The purpose behind this material is two fold.

First and foremost; is I'm trying to please a player without being a 'every day is Christmas' GM. I have a halfling Fighter with the 'Cad' archetype; basically he wants to play a 'Three Musketeer' genre of character (with his own spins on it). The first game I accidentally gave him the M sized Rapier instead of the S sized (I'm doing everyone's sheets since they don't want to fiddle with all the number crunching.)

Next game I had fixed and semi-optimized everyone's characters. He noticed his character had a lower damage die and teasingly joked about wanting his old damage die back. We have a Human Ninja in the party who can pretty much throw out 1d8 + 1d6 on her sneaks. So really I see no harm in bending the rules a bit to allow him to have a 1d6 Rapier.

However this is where point two comes into play. I have two main antagonists in this early section of the game. One of them is known only to the players as the 'Toymaker'. I was thinking of using this homebrew weapon quality on a Rapier as a 'gift' to the player as an incentive to become 'friendly' with the Toymaker faction.

So rather than just saying "Here's your old damage back." I'm trying to tie it into the story. Is there anything about the above weapon quality that would be immediately bad long term? Too cheap? Downside too harsh? Ect.

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Sphere of Creation
Aura strong conjuration CL 20th
Slot none Weight -

A sphere of creation is a globe of brilliant green and purple light 2 feet in diameter. Any living creature that willingly comes into contact with it has their very memory and life essence stored away by the sphere. If the creature dies at any point after having touched a sphere of creation, every trace of it is immediately pulled into the sphere so long as the creature died on the same plane the sphere exists on.

One hour after the creature has died, the sphere will attempt to bring it back to life in the exact manner it existed the last time it touched a sphere of creation (including things such as XP). I.E If a Orc Fighter 2, at 3000 XP, touches a sphere of creation and dies as a Orc Fighter 2, at 3100 XP; the Orc will be revived at his 3000 XP state. Optionally, any creature may cast any spell that brings a dead target back to life (so long as they know the name of who they wish to revive); bypassing the prior result and bringing the creature to life exactly as the chosen spell details.

Using a sphere of creation requires a cost of 50 XP, per Character Level, per use.

Depending on how many XP have been invested into the sphere, a number of side effects may happen at the time of resurrection.

When a creature, who has spent 2000 XP using a sphere of creation, is brought back to life by the sphere; a clone of the creature is created at a different sphere in the same plane. The cloned creature is always Evil and has the overwhelming desire to kill and replace the original creature, believing itself to be the original.

When a creature, who has spent 5000 xp using a sphere of creation, is brought back to life by the sphere; a sphere of annhilation is immediately created 1 ft. away from the sphere of creation. The new sphere of annhilation orbits around the sphere of creation and has an additional 10 added to any DC to control it.
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Alright, I know exactly what you thought as soon as you read what it does. Yes, it is a 'save point'. Again, this is for 'rookie groups who aren't all ye olden D&D fantasy purists'. No one is playing a designated healer and personally I've never been a big fan of the 'cleric side quest' every time someone dies. As you can see from the side effects the Sphere of Creation is intended to have little 'down sides' happen if relied upon as a crutch without being a complete whack over the head to the party for doing so.

The Sphere of Creation is not really intended to be brought everywhere; I'm thinking of having it pretty much anchored in every Goddess Temple the world has (which won't be as easy to access as it sounds; the Goddess vanished centuries ago and the world is apathetic towards the temples at best; hostile at worst since the Antagonists forbid anyone from entering them).

The questions I have regarding this are as follows:

-Is the XP value for usage too high or too low?
-Is the XP value for the downsides to kick in too high or too low?
-What other side effects can I add onto this thing? I know it will probably be used long-term by the group so I need more than two. Preferably some lower value ones that aren't quite as shocking as a 'clone character' and some a bit harsher than the Sphere of Annhilations.


Hello, originally I posted a variant of the Gravity Warrior x9ss presented in his own thread quite some time ago. I was hoping to use it as a starting point for figuring out how classes are balanced and get my hands dirty making homebrew material for Pathfinder.

Unfortunately, no comments were made by either the OP or the other posters regarding this class; so I'm making my own thread in hopes I can get some feedback on the mechanical balance of this class (so that I can fix the flaws for use in my own game and have a better understanding of the class system).

___________________

The 'balance' concept here is that with the higher hit die and mostly pre-selected feats the Gravity Warrior gives up a lot of offensive utility of the typical Fighter (from which it was based) in exchange for its defensive and manipulative abilities. Certain things I'm not entirely happy with. I know that Anti-Gravity Aura probably needs more utility and Black-Hole Core isn't perfect. But I think this should work for a basic layout to see what need tuned up, what needs toned down, ect.

Gravity Warrior

Alignment: Any.

Hit Die: d12

BAB: Full

Good Saves: Fortitude

Class Skills: Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str)

Skill Points per Level: 2 + Int modifier

Weapon and Armor Proficiency: A Gravity Warrior is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Abilities by Level:
1st: Bonus Feat, Gravity/Anti Aura 1
2nd: Bonus Feat
3rd: Repulsion/Attraction Focus 1
4th: Gravity Cancellation 1, Gravity Toned Body 1
5th: Gravity/Anti Aura 2
6th: Repulsion/Attraction Focus 2
7th: Black-Hole Core, Self, Gravity Toned Body 2
8th: Gravity Cancellation 2
9th: Repulsion/Attraction Focus 3
10th: Gravity/Anti Aura 3, Gravity Toned Body 3
11th: Bonus Feat
12th: Gravity Cancellation 3, Repulsion/Attraction Focus 4
13th: Gravity Toned Body 4
14th: Black-Hole Effect, Other
15th: Gravity/Anti Aura +, Repulsion/Attraction Focus 5
16th: Gravity Toned Body 5
17th: Bonus Feat
18th: Repulsion/Attraction Focus 6
19th: Gravity Toned Body 6
20th: Gravity/Anti Aura 5

Bonus Feats: At 1st level the Gravity Warrior gains Toughness as a Bonus Feat. At 2nd level they gain Great Fortitude as a Bonus Feat. At 11th level they gain Bolstered Resilience (Ultimate Combat- p.90) as a Bonus Feat. And at level 17 they gain any Bonus Feat they meet the prerequisites for. Additionally, when choosing a Feat as normal; Gravity Warriors count as 'Fighter' for meeting feat prerequisites.

Gravity and Anti Gravity Aura (Su): Starting at 1st level the Gravity Warrior gains the ability to project an aura which manipulates the forces of gravity around them. Activating an aura is a Swift Action; only one aura may be active at any given time. Aura are centered on the Gravity Warrior and extend outwards in a 10 ft. radius.

Gravity Aura: When the Gravity Aura is active anyone within the radius takes a -5 penalty to all Strength and Dexterity based skills. All movement speeds within the radius are reduced by 10ft. (to a minimum of 10ft.) and all item weights are increased by 50% (this may cause individuals within the aura to incur penalties for carrying more than their load limitations). The Gravity Warrior is immune from the effects of this aura.

Anti-Gravity Aura: When the Anti-Gravity Aura is active anyone within the radius gains a +5 bonus to all Strength and Dexterity based skills. All movement speeds within the radius are increased by 5ft. and all item weights are decreased by 25%. The Gravity Warrior is not immune from the effects of this aura.

At 5th level the radius for the auras extends to 15ft. and the following changes are made to the individual auras.

Gravity Aura: The penalty for Strength and Dexterity skills is increased to -10. Movement speed through the aura is now reduced by 15ft. (to a minimum of 10ft.) and item weights are increased by 75%. Additionally anyone who has their speed reduced to 10ft. within the Gravity Aura must make a Fortitude Save (DC 10 + 1/2 GW Level + Charisma Modifier). If they fail the save they immediately fall Prone. Individuals cannot be effected by a this penalty more than once in an encounter, even if the Gravity Aura is canceled then restored across multiple turns.

Anti-Gravity Aura: The bonuses to Strength and Dexterity skills is increased by +10. All movement speeds within the radius are increased by 10ft. and all item weights are decreased by 50%.

At 10th level the radius for the auras extends to 20ft. and the following changes are made to the individual auras.

Gravity Aura: Movement speed through the aura is now reduced by 20ft. (to a minimum of 10ft.) and the item weights are increased by 100%. Additionally anyone, including the Gravity Warrior, within this aura gains a bonus equal to half the Gravity Warrior's level to their CMD.

Anti-Gravity: All movement speeds within the radius are increased by 15ft. and all item weights are decreased by 75%. Additionally all CMDs within the aura are reduced by an amount equal to half the Gravity Warrior's level.

At 15th level the radius for the auras extends to 25ft. and the following changes are made to the individual auras.

Gravity Aura: Movement speed through the aura is now reduced by 25ft. (to a minimum of 10ft.) and the item weights are increased by 125%. Additionally any non-magical ranged attacks targeting anything within the Gravity aura incur a -10 attack penalty.

Anti-Gravity Aura: All movement speeds within the radius are increased by 20ft. and all item weights are decreased by 100%. Additionally anyone making any non-magical ranged attack within this aura has their maximum range increased by 50ft.

At 20th level the radius for the auras extends to 30ft and the following changes are made to the individual auras.

Gravity Aura: Movement speed through the aura is now reduced by 30ft. (to a minimum of 10ft.) and the item weights are increased by 150%. The penalty for non-magical ranged attacks is increased to -15.

Anti-Gravity Aura: All movement speeds within the radius are increased by 25ft. and all item weights are decreased by 125%. The bonus to non-magical ranged attack radius are increased to 75ft.

Repulsion/Attraction Focus (Su): At their 3rd level the Gravity Warrior can focus their powers of gravity manipulation upon a single target as a full round action. By doing so they can force their target to either be thrust upwards into the sky or be pulled back down to the waiting earth. The Gravity Warrior may target any enemy with 10ft./Gravity Warrior level. The selected target must make a Fortitude save (DC 10 + 1/2 GW level + Cha modifier). If the save is failed the target is flung either 20ft. straight up or down. (This ability cannot force a target through solid matter. If a foe capable of climbing a ceiling is thrust upwards or a foe already on the ground thrust downwards it incurs the penalty for being within a Gravity Aura for one full round.)

If a creature cannot fly it incurs falling damage upon returning after an upwards thrust. If a flying creature or target in the middle of climbing is targeting with a downward thrust; it incurs falling damage if it strikes solid ground within the distance traveled or cannot regain control of its decent after the distance has been covered.

As the Gravity Warrior grows in power the total distance he can fling a foe in either direction increases; 30ft. at 6th level, 40ft. at 9th level, 50ft. at 12th level, 60ft. at 15th level, and 70ft. at 18th level.

Gravity Cancellation (Su): Starting at 4th level the Gravity Warrior gains the ability to influence gravity's hold on his own body with the utmost precision; eventually breaking free of it's bonds entirely. He gains the Slow Fall ability, taking all falling damage as though the total distance were 30ft. shorter than it actually is. At 8th level the Gravity Warrior gains the ability to use Levitate on himself as a (Sp) effect at will. Finally at 12th level the Gravity Warrior gains flight at his total base speed as an at will ability.

Gravity Toned Body (Ex): The rigors of training under heavy gravity conditions allow the Gravity Warrior to build up a resistance to damage rivaling that of the finest armors. At 4th level the Gravity Warrior may add his Charisma modifier to his AC as a natural armor bonus and all Armor Check Penalties are reduced by 1. Additionally he gains DR 1/- .

At 7th the ACP reduction and the DR are increased to 2. At 10th this becomes 3. At 13th this becomes 4. At 16th this becomes 5. At 19th this becomes 6.

Black-Hole Core (Su): At 7th level the Gravity Warrior can increase the draw of his own personal gravity such a rate that things are drawn in irresistibly towards him; the Gravity Warrior may do this selectively, drawing in neither allies or his environment if he so chooses. As a swift action the Gravity Warrior may trigger this effect. All enemies within 50ft. + 10ft./GW level make a Fortitude Save (DC 10 + 1/2 GW level + Cha modifier). Upon failing the save for the next 5 rounds their movements must all be made along the quickest path towards the Gravity Warrior. Once they are within appropriate radius of the Gravity/Anti Aura (even if neither aura is active at the moment) they may then move as normal within that radius; but cannot move outside of that radius until the 5 rounds have passed.

At 14th level the Gravity Warrior can center this effect on any target within line of sight, still using the Gravity/Anti Aura's radius for determining normal movement range.


In hindsight it was probably a 'meh' idea. But still, I don't think I did 'too' badly considering I had only a day and a half to learn all the game rules and make a submission. XD The major problem I ran into during design was I could not locate anything that listed what an Attack of Opportunity would 'cost' as an effect. So instead I simply priced the secondary effect as though it were a weapon.
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Hair Bangles of the Scorpion

Aura moderate transmutation; CL 9th
Slot head; Price 7325 gp; Weight 6 lbs.

Description
Glowing crimson runes are grafted into the entire circumference of these six, large, golden bangles. When a character holds a bangle up to their hair, the hair grows several inches in length and the bangle contracts around it. After all six bangles are in place the character's hair length is the total height of the creature, minus 2 inches, and grants them a +2 enhancement bonus to Charisma.

Additionally while in this state the character may, as an Immediate action during an Attack of Opportunity, command the base of their hair to twist into a spiral and attack with it. This attack uses the character's highest Base Attack Bonus, dealing 2d4 damage; treating the hair as Masterwork and Adamantine during this attack.

Construction
Requirements Craft Wondrous Item, polymorph; Cost 3325 gp


Devil's Advocate wrote:

Apparently, the joke in my last post was more subtle than I thought it was. I thought "knights with glowing swords" was a dead giveaway that my "straight-up medieval fantasy" was actually...

** spoiler omitted **

No, I don't think subtlety was the problem. *sigh* I think it had to do more with me being too hot-headed to read it properly. Apologies. >//<;

Now I remember why I try not to 'gut' post.


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Devil's Advocate wrote:
darth_borehd wrote:
Psionics would be fine for a science fiction campaign (like the Force in Star Wars) but not for the sword-swinging fantasy.

Preach it, brother! When I play D&D, I don't want Star Wars. I want straight-up medieval fantasy:

Star Wars Force powers have no place in that sort of setting.

*sigh* I try not to let this hit my hot button but this sort of baseless barking is too painful not to publicly chastise. ~.~

Mage Hand + + Clenched Fist + Chain Lightning + Charm Person = Star Wars.

Glad to see you don't want those aforementioned Sorcerers in your game.

Ahh, better ban Goblins while you're at it. Don't want little wrinkly green men to live in swamps practicing that magic too. :-P

I honestly don't mind if someone doesn't like Psionics but they really need to have either a legitimate reason or to not just truthfully say "I just don't like them." rather than cultivating these falsehood-misconceptions.


Personally if it were just my idea purely I wouldn't even bother with the Coin Toss mechanic at all. However 'pulling out a coin, psionically imbuing it with kinetic energy, and throwing it' is a bit less ridiculous than 'pulling out fire out of nothing and 'throwing' it'. See 'Gambit (X-Men)'.

They're both pretty silly at the end of the day but if you allow basic magic then this shouldn't be any more of a stretch.

Edit: Especially if you add in this 'in game' explanation- Metals of higher value have greater kinetic potential; and thus deal more damage when thrown in this manner.

As such, the lower value coins deal less damage than the higher ones. Still keeping with the basic concept of 'the more money you throw the better' since 1 PP is 'more money' than 1 GP.


Richard Leonhart wrote:


No, I'm sorry, there is no believeble way for this...

You're talking about a system where a Vorpal butter knife can and will instantly sever the head of a 10,000 lbs fire-ice-lightning breathing dragon. Believe harder. :-P ^_~

____________
I think what the OP really wants is doable; just far more complex than anyone here probably could hope to answer in a night.

In order to have a 'coin operated class' (if you'll pardon the phrasing) you're basically going to have to pretty much combine a Fighter with the Vow of Poverty; albeit I think this is better as a skirmisher concept so more of a Rogue or Monk.

Because this classes uses coins their power source it pretty much means their share of the treasure is never going to be spent on magic items or gear beyond the basics; if even that if you allow the money to literally be used as the weapon.

This means figuring out bonuses and abilities based on a 'per capital' value. Like for an un-calculated example a Coin Warrior with 10,000 gp worth of coins treats their attacks (going of the coin toss thing I would suggest using arrows or slings as an analog for a damage base) as +1 with their choice of Flaming, Shocking, ect.

Actually now that I think about it this is more or less a Soul Knife from Psionics except its power depends on the current value of coins carried rather than just 'getting it because you're X level'.

I'd say it's highly doable just so long as the Coin Warrior uses common sense and upgrades coin types as his treasure trove grows. (Carrying around a few Platinum Coins rather than trying to lug around thousands of coppers.)

I might take a crack at it later. It would be fun to reverse engineer the Soul Knife but I make no promises as I'm in a 'bleh' mindset lately.


Since I don't know where to ask; what's the ETA for all this new material being print-ready? Just roughly. I ask since I'd love to use the Aegis stuff from what I've heard but PDF's and basically any form of digital text hurts my eyes to read for any extended time period. So buying it digitally isn't really an option. XP


There's a very glaring hole in the argument "Psionics are more powerful because you can cast X, X times per day due to PP".

Power Points are far more easily lost than spell slots.

PP can be easily suck away by items, other powers, or monster effects; unlike Spell Slots. In fact I'm hard pressed to name a single item, even a cursed item, that says "You lose a X level Spell Slot every round you touch and/or are near this item".

Psions need more PP because any GM worth their salt will take advantage of this and threaten the power pool with any given encounter at higher levels.


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I really fail to see how anyone can justify Psionics as being 'not the right feel' for Pathfinder when Pazio's main site clearly advertises this already exists in its universe.


Amazed no one called me out on this. I thought about what I said way too late after the fact but I'd like to pre-emptively apologize for my previous wording choice. "Having no business" was a poor way of phrasing it, even if I do feel that way. ^^;


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I've said it before in another thread but a book like this needs at least one new class in order to really be worth spending money on. 1-2 classes per every other book (not counting Bestiaries) would not create a flood of options by any standards.

Also count me as no to the 'Courtship' rules as well.

If the players are so 'awkward' that they need to roll dice for long term social interactions then the GM has no business running a social-scenario with this group.

If the GM is unable to flesh out a character with their own tastes, desires, and understand how said character will react to any potential suitors without looking at a % chart then they have no business trying to emulate a romance.

It's one of those things better suited for Homebrew than wasting official page space because of how little it would be used by the majority of your typical players and GM combinations. If you want a 'scripted' style Romance I suggest you go read a visual novel or two and take a leaf out of their book by using the 'multiple choice' route and a 'reputation' system rather than just rolling percentile or d20's.

That would be far more interactive and bypass any of the aforementioned issues I mentioned.


*sigh* Normally I haven't had to pull out this soap box in a while but since this forum tends to lean more towards proving itself to be a decent ground for semi-civil discussions I think it's time to do this again.

There is a fundamental problem with the topic as a whole right now. People are (in all honesty, most likely unintentionally) being ignorant of the medium of Japanese animation.

Asking for an 'anime' anything is about as ridiculous as asking for a 'movie' anything. Or a 'book' anything.

Mediums have genres. Genres have conventions and standards. These conventions and standards can vary quite greatly depending on the genre you are speaking of.

For example, a shōnen genre anime will likely involve characters with powers often of supernatural source that will vary greatly in intensity dependent upon what the plot requires. Where as a fantasy anime may or may not use supernatural powers and may or may not follow a set power curve depending on how much shōnen is injected into it while it also may or may not curve to other fantasy standards depending on if it is playing itself straight or being a parody.

You really can't have a 'generic anime' game with rulesets anymore than you can have a 'generic movie' or 'generic book' game.

Now with that in mind. Pick your genre type and then we can discuss how to best emulate it. ^_~


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Personally I think denying something from Pathfinder because it's 'silly' is a very poor criteria for denying something from the game.

You're talking about a system that allows for the Jolly Green Giant (Half Orc) to charge into a fight against Giant Cockroaches while commanding his pet Velociraptor to circle around and flank them also while a little green haired pink skinned midget (Gnome) sits on his shoulders and they all somehow do magically better because the Gnome is humming a jolly little tune.

Normally I wouldn't bother to argue something so subject but really, dual shields is 'silly'? Pathfinder's one good snowman construct away from going into full on Calvin and Hobbes territory. Like any good fantasy game should be. :-P


There's an old RPG for the PS2 called Ephemeral Fantasia which had a bard, literally, as the main character. He used a guitar with a sword being embedded into it lengthwise, drawing the hilt out from the part with all the adjustment knobs whenever combat started. I'd say that would make a fairly good weapon/instrument combo without delving too much into cheese territory. (Not that that's a bad thing. XD )


I'd have to read Wish to confirm but at the moment I'm willing to take your word for it.

If nothing else, even after all of this; this doesn't prove that PP is a bad system. It just means DS made the mistake of giving the Psion too many PP to work with. The system itself has always worked just fine whenever I've played it or when I've let others play with Psionics. If people don't want there to be as many powers per day then cut down on the total number gained per level. (Personally I always found a number between the 3.5 Psion and Wilder as a middle ground did the trick just fine.)

Augmentation has always been a far more stable system than Caster Level scaling, at least in my experience anyway.


Well I have the PDF open in front of me and have been flipping through the spell list for a while. I wouldn't say there are many game breakers but there are a few that make me raise an eyebrow without anything to compare it to.

Energy Wave: 7th level (13 PP per cast), 13d6 (+1 per die if Fire or Cold) in a 120ft. cone. Increase by one damage die per point of augmentation.

Shadow Body: 8th level (15 PP per cast), lose physical form to be a shadow but can still use powers. DR 10/magic, Darkvision 60ft., immune to extra damage from crits, drowning, disease, poison. Half damage from acid, electric, and fire. +15 to stealth to go unnoticed.

Timeless Body: 9th level (17 PP per cast), pretty much immune to everything until the end of your next turn (due to requiring a standard action to cast I assume it means you pretty much only get to cast again on your next turn without quickening something else; the spell itself can't be quickened).

Off the top of my head those really strike me as the only ones I'd worry about seeing repeated castings.


Maybe when I have proper lighting I can drag my book out again, but going off memory this is where I would apply the following argument:

In this case it is balanced if the Psion can cast far more often at higher levels than the Traditional Casters; because high level Psionic powers are no where near as powerful as high level magic.

At highest level I can easily point to things like Gate and Wish as the big offenders. 6th to 7th level, no idea. I don't have a Core Rulebook PDF so I can't pull it open to study.


@DH: The elemental selection is not a Meta effect, it is written into how the power works based upon which element you selected for yourself at level 1 if you choose the Psychokinetic discipline.
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-If Energy Ball uses anything but Cold or Fire it loses the bonus damage dice. Additionally that flexibility is why it is a higher level than Fireball.

-Energy Resistance I would argue is just as common as 'Mindless' or things with Mind-Affecting defenses.

-The saves are not that different. Both Psionics and Magic uses 10+SL+Stat. Energy Ball only has a difference in the save DC of 3. 1 from a higher SL and 2 from augmentation.

-I highly doubt there are very many caster types who do not use Empower, Maximize, and Extend. This is not a mountain of feats; it is three. All three of which are 'staples' for the caster classes who focus on dealing damage.
_______

It's the same damage output. You're asking a Psion to burn all their PP; thus the Sorcerer must burn all available Spell Slots. To do it any other way is hypocrisy in the comparison.

Edit: I realize now that I only used slots 3rd-6th in my calculations; forgetting to do 7th level via Quicken. So the damage gap should be wider in favor of the Sorcerer. I put my books away for the night otherwise I'd re-tally it all up again.


Alright, I've taken time to look at the powers list and here's my primary counter arguement. Using your rules of Level 14 and 25 in a stat and applying this is in a sheer numerical vacuum.

Spells: Fireball vs Energy Ball

Why?: Same range scaling, same area, same saves. Basically it's the same spell flavored differently. (The primary difference being Fireball scales with Caster level up to 10d6 while Energy Ball is a static 7d6 which requires augmentation to improve and a small damage bonus if you make it Cold or Fire).

Sorcerer: 14th level gives it access to 7th level spells. Fireball is a 3rd level spell, dealing 10d6 normally at that level. Maximize Spell makes use 6th level slots. Which at that stat number means the Sorcerer can cast it 6 times a day. So that's 60 x 6 for 360 damage.

However this does not invalidate his Level 3 slots, which can then be used for 8 normal Fireballs for 10d6, which must be rolled randomly. Making that a total of (10 x 3 average) x 8 for 240 damage.
Leading to a total of 600.

But now that leaves the Sorcerer with his 5th level slots, also not invalidated by the previous level 6 and 3 spams. He can use Empower Spell on the Fireball to make it Level 5. With that state bonus he has 7 of these. Making this spell 15d6. So (15 x 3) x 7 for a total of 315 damage. Bringing the total up to 915.

Ah, but now there are still those 7 4th level Spell slots to use. Extend Spell, Fireball is now 4th level. (10 x 3) x 7 for 210 damage. Since there are no ways I know of to reduce a spell level the Sorcerer has now used every slot possible for a grand total of 1135 damage.

Psion: Energy Ball is a 4th level spell for a Psion, costing 7 PP. Psions do have a Maximize power but numerically it is inferior to Empower (math below), multiplying the dice by 1.5 times but increasing the PP by 2. This leaves only 5 PP left for augmenting. Leaving the base damage at 12d6 going up to 18d6 after Empowering. For pure damage you can either go Cold or Fire, making it 18d6 +1 per dice.

However unlike Maximize these dice must be rolled randomly. Making it, on average: (3 x 18) + 18 for 72 damage per casting. This can only be casted 15 times with the Psion's total PP at that level and stat. Now making it 72 x 15 for a total of 1080.

With 9 PP left they can cast one final Empowered Energy Ball, unaugmented for 10d6 (or 11d6, I forget which way rounding goes; let's say 11d6 for the sake of arguement). That's 11 x 3 for 33 damage. Making it a grand total of 1113 damage once the Psion has used every last drop of PP.
_____________________

Both Sorcerer and Psion have cast pretty much the exact same spell, each one using all of their available slots/PP for it.

Sorcerer Damage: 1135
Psion Damage: 1113

Looks like about the only difference between the two is the Psion is a lot less paper work as at the end of the day the damage outputs are too similar to split hairs over.

Edit: For comparison, a Maximized Energy Ball is 11 PP, leaving only 3 for augmentation. That makes it 10d6 (60) + 10 (per die) for a static 70 damage. 70 x 15 = 1050 + 33 from the final Empowered Energy Ball for 1083 damage. Less than just Empowering all of them and still not surpassing the Sorcerer's fireballs.


Just got back from dinner and skimmed over the posts. I really don't think the Fireball vs Ultrablast arguement holds up too well.

If we're talking about pure numbers in a vacuum, then yes; Ultrablasting Psions far out nova Fireballers.

But that will never, never happen; ever. A delayed casting of 5 Fireballs is possible considering that at 14th level you can cast that from up to 960ft. away.

Ultrablast can only be centered on you and has a 15ft. radius. It's never getting cast more than twice unless your DM is running a dumb as bricks monster. Where as, in an ambush situation from the 900ft. range (which would be how you would handle most enemies powerful enough to require than kind of orbital nuking to deal with); it would be quite possible to get off all the castings, especially considering none of them are appearing until the final one has been put into place due to the delaying effect.

When arguing damage output you cannot just look at the sheer damage numbers; especially if said ability has no believable way to be cast multiple times without the target decimating the caster due to short range. (Not even getting into the fact that anything large enough to have reach and a higher movement speed then the Psion would pretty much never be hit by Ultrablast, where Fireballs have no such restriction. Also, Ultrablast is Mind-Affecting. Which makes it worthless against Undead, Constructs, some Plants, just to name a few.)


Fair enough. XD I hate some of that old 3.5 anger boil up from the old Psionics/Traditionalists arguments that used to go on at WOTC all the time. >//>; It's burnt out now.


Darkwing Duck wrote:
Sakuri wrote:
Darkwing Duck wrote:
Sakuri wrote:

Limit of 9 total points spent on any power, including amplifications on top of the original casting cost.

..

You can't just go "Okay, I blow 90 PP and kill everything in the room this one fight." 'That' would be nova-ing.

An 18th level character casting a 9th level spell over and over and over again throughout the combat until you've killed everything that moves is nova-ing.

So basically...what's your point? A Psion can cast it's power powerful powers each round at 18th level, dealing a singular source of attack per round.

Where your Sorcerer/Wizard can Gate in an outsider of equal CR to match whatever BBEG the DM has on the table, Summon Monster IX 5 dinosaurs to deal with the minions, which independently deal their own damage sources while the traditional spell caster can toss out his own direct damage spells or battle field control.

And you're complaining that the Psion can project a single damage source per round...why?

You're comparing the Psion's ability to be completely invulnerable to everything (which one of his 9th level powers grants him) to a Sorcerer/Wizard's ability to cast Gate (which is almost always risky and expensive to the Sorcerer/Wizard)?

No, what I'm getting at is PP systems do not allow for 'nova' moments. Nova is when you have the ability to blow every single power you have for one massive attack (or round there of). Psions are not built to do this. The PP system is not built to do this.

Traditional spell casting, especially my aforementioned example, is more designed to create nova scenarios. Your core complaints is that somehow putting a numerical value on Powers is some how more 'nova' then an individual spell slot system.

So for the sake of arguement let's just say, 20th level, 26-28 in the casting stat.

For a Psion: That's 423 PP. If he wants to blow every single power he has in a single combat that's 20 uses. 21 technically since he can burn the last 3 on something small. A Psion can only manifest one source of damage at a time.

For a Sorcerer/Wizard: Factoring out the Level 0's, that's 54 individual spells; before bonus spells for the Sorceror. 36 for the Wizard. A Sorceror/Wizard can manifest multiple sources of damage at a time through Gating and Summon Monster spells.

The fact that a Sorceror/Wizard cannot use every single spell slot for a 9th level ability is moot. 9th level spells aren't always the answer to everything. (Although if you wanted to open that can of worms the S/W's 9th levels are far more powerful than anything Psionics has to offer, justifying the Psion's easier recastings while the Sorcerer could do it at 6/day with that stat value).

It's quite simply undenyable that the traditional casters can burn more spells, for longer, while generating more sources of damage per round. That is the definition of nova. As such, if you still think PP is a bad system for the 'nova' factor then you also think the present magic system for Pathfinder is bad for being 'nova'.


Darkwing Duck wrote:
Sakuri wrote:

Limit of 9 total points spent on any power, including amplifications on top of the original casting cost.

..

You can't just go "Okay, I blow 90 PP and kill everything in the room this one fight." 'That' would be nova-ing.

An 18th level character casting a 9th level spell over and over and over again throughout the combat until you've killed everything that moves is nova-ing.

So basically...what's your point? A Psion can cast it's more powerful powers each round at 18th level, dealing a singular source of attack per round.

Where your Sorcerer/Wizard can Gate in an outsider of equal CR to match whatever BBEG the DM has on the table, Summon Monster IX 5 dinosaurs to deal with the minions, which independently deal their own damage sources while the traditional spell caster can toss out his own direct damage spells or battle field control.

And you're complaining that the Psion can project a single damage source per round...why?

Edit: Additionally aside from a single power in a single discipline the Psion has no 9th level powers that deal damage. It has none at 8 that are sources of direct damage either. The only thing Psions can universally do for direct damage in repeated rounds is a set of 7th level Powers. So there is no 9th level spell spam.


Darkwing Duck wrote:
Power points are just entirely a bad game mechanic which promotes nova-ing.

Except it doesn't. Two words: Manifestor Level.

Assuming Dreamscarred kept with the old 3.5 rules, (I have the PDF, waiting for my hard copy because reading digital text for extended time periods messes with my eyes) Manifestor Level keeps you from spending more Power Points than your ML, which scales like a Caster Level.

9th Level Psion = Manifestor Level 9 = Limit of 9 total points spent on any power, including amplifications on top of the original casting cost.

With a 18 in your casting stat that's about 90 PP for 10 castings a day max, hardly 'nova' style when you factor in using lesser powers for utility and the fact that not every power is going to have an augmentation that aligns perfectly with its base cost to equal 9 every single time.

You can't just go "Okay, I blow 90 PP and kill everything in the room this one fight." 'That' would be nova-ing.

Edit: Just checked, they did include the Manifester Level rule. Ergo nova does not exist in the Psioncs PP system.


Better question. In a game universe with non-humans as the norm why do you assume all clothing items are build with only a singular race in mind? ^_~

Kitsune shaped boots for Kitsune, Human shaped ones for humans, ect. would be how I'd see it.


Since I usually run for people who really aren't used to the whole PF theme and come from more LARPing grounds where death is more easily avoidable unless you go looking for trouble (in PF pretty much anything and everything can kill you) I have found the following three variants preferable for offering PC restoration in place of a 'lemming respawn ala new character'.

1: If you have a PC who eventually can/will gain some form of resurrection spell I typically include a wand/scroll/whatever with said spell, with very limited charges, and allow the PCs access to it early on and bend the rules to allow them to use it. This typically encourages said PC to take the spell later on; usually more for groups that at least have their feet wet a bit with the system and won't entirely burn through the wand in a game or two.

2: If there are no PCs who will never gain the aforementioned spell, are mildly experienced enough to where death isn't common, and are attached to their characters; I often invoke the 'quest' system. Rather than forking over straight up cash for a Cleric-for-higher I usually tie it into a story plot involving the Cleric's faction. A quid-pro-quo scenario.

Doesn't always have to be a Cleric either. It can be altered depending on the story theme and how often you need to keep it fresh. Could be a LE NPC who'll expect the quo before the quid. Or a magical artifact that embeds itself into said PC to do the reviving but now everyone and their dog wants a piece of that PC to get at said relic.

3: My personal favorite, great for rookie groups and those who have learned not to take the game world all that 'seriously'. In 3.5 I invented an Artifact based off the Sphere of Annihilation called the Sphere of Creation. To cut right to the point it is the D&D/PF version of a 'save point'.

In short said Spheres are scattered across the world, usually in taverns or other safe havens (never mid-dungeon or anything like that). In order to use it I charge a percentage of XP based on the level, something small yet reasonably scaling like...50XP/Level Per Use. Using the sphere automatically restores the PC to life in the event of untimely demise.

But it's not a pure crutch to be used every single moment you have a tiny bit of XP to burn. I always attach hidden side effects to these Spheres. For example say a PC spends 1000XP (cumulative over time) at a Sphere of Creation. Upon the spending of that 1000th XP a clone of the PC is created at another sphere somewhere in the world and exists for the pure purpose of killing the original PC to take it's place.

Things like that often tie into a grander story and morality question of the world as more and more negative side effects are uncovered at higher levels. Leading to the question if the Sphere of Creation should eventually be destroyed or not. As I said, not for 'uber serious' groups who bicker about physics behind a bull charge and what not; but a decent way to provide player's a chance to keep their characters if they wish without completely handing them free revives on a stick.


To be bluntly honest; to me any supplement book that does not at least include one new class (I give exceptions to Beastiaries and will give a free pass to the upcoming Race book since that will have a myriad of player races to make up for it) is completely worthless, both as a GM and a player.

Considering how long it takes between books adding in new classes, even if only at the rate of one per book goes a long way towards keeping the game fresh. You can throw as many 'variants' as you want but at the end of the day a Fighter is a Fighter, a Monk is a Monk. Sometimes you want to play something different.

Yes, there are always the class-brimming 3.5 books. Yes, there is always homebrew. Yes, there is always 3rd party material. But for every "Yes, there is a -----" there is always a "No, I do not allow non-official material GM". People underestimate the sheer number of GMs that actually prefer to never even consider 3rd party material, homebrew is even considered a dirtier word in my experience. Not so sure what the general sentiment is on the backwards compatibility aspect of the game though as that's rather unique to PF-3.5 in my area.

So again, even if it's just one 'official' class per book; it goes a long way towards helping convince me to shell out the money to buy it.


Alright, so it's probably neither 'balanced' nor quite what you had in mind for your original concept. This is both my first crack at designing a Pathfinder class and my own interpretation of a 'Gravity Warrior' concept. When I think of a person dealing with gravity I think of two things: Being tough as nails (as being exposed to higher gravity environments puts quite a strain on a body) and battlefield control ala gravity manipulation. Your gravity fighter seems to be more of a frontline fighter where I've made something of a tank/crowd control hybrid. Just mentioning that so there's no confusion. XD

The 'balance' concept here is that with the higher hit die and mostly pre-selected feats the Gravity Warrior gives up a lot of offensive utility of the typical Fighter in exchange for its defensive and manipulative abilities. Certain things I'm not entirely happy with. I know that Anti-Gravity Aura probably needs more utility and Black-Hole Core isn't perfect. And most importantly it's missing that uber-20th level ability all classes normally have. But I think this should work for a basic layout to see what need tuned up, what needs toned down, ect.

Gravity Warrior

Alignment: Any.

Hit Die: d12

BAB: Full

Good Saves: Fortitude

Class Skills: Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str)

Skill Points per Level: 2 + Int modifier

Weapon and Armor Proficiency: A Gravity Warrior is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Abilities by Level:
1st: Bonus Feat, Gravity/Anti Aura 1
2nd: Bonus Feat
3rd: Repulsion/Attraction Focus 1
4th: Gravity Cancellation 1, Gravity Toned Body 1
5th: Gravity/Anti Aura 2
6th: Repulsion/Attraction Focus 2
7th: Black-Hole Core, Self, Gravity Toned Body 2
8th: Gravity Cancellation 2
9th: Repulsion/Attraction Focus 3
10th: Gravity/Anti Aura 3, Gravity Toned Body 3
11th: Bonus Feat
12th: Gravity Cancellation 3, Repulsion/Attraction Focus 4
13th: Gravity Toned Body 4
14th: Black-Hole Core, Other
15th: Gravity/Anti Aura 4, Repulsion/Attraction Focus 5
16th: Gravity Toned Body 5
17th: Bonus Feat
18th: Repulsion/Attraction Focus 6
19th: Gravity Toned Body 6
20th: Gravity/Anti Aura 5

Bonus Feats: At 1st level the Gravity Warrior gains Toughness as a Bonus Feat. At 2nd level they gain Great Fortitude as a Bonus Feat. At 11th level they gain Bolstered Resilience (Ultimate Combat- p.90) as a Bonus Feat. And at level 17 they gain any Bonus Feat they meet the prerequisites for. Additionally, when choosing a Feat as normal; Gravity Warriors count as 'Fighter' for meeting feat prerequisites.

Gravity and Anti Gravity Aura (Su): Starting at 1st level the Gravity Warrior gains the ability to project an aura which manipulates the forces of gravity around them. Activating an aura is a Swift Action; only one aura may be active at any given time. Aura are centered on the Gravity Warrior and extend outwards in a 10 ft. radius.

Gravity Aura: When the Gravity Aura is active anyone within the radius takes a -5 penalty to all Strength and Dexterity based skills. All movement speeds within the radius are reduced by 10ft. (to a minimum of 10ft.) and all item weights are increased by 50% (this may cause individuals within the aura to incur penalties for carrying more than their load limitations). The Gravity Warrior is immune from the effects of this aura.

Anti-Gravity Aura: When the Anti-Gravity Aura is active anyone within the radius gains a +5 bonus to all Strength and Dexterity based skills. All movement speeds within the radius are increased by 5ft. and all item weights are decreased by 25%. The Gravity Warrior is not immune from the effects of this aura.

At 5th level the radius for the auras extends to 15ft. and the following changes are made to the individual auras.

Gravity Aura: The penalty for Strength and Dexterity skills is increased to -10. Movement speed through the aura is now reduced by 15ft. (to a minimum of 10ft.) and item weights are increased by 75%. Additionally anyone who has their speed reduced to 10ft. within the Gravity Aura must make a Fortitude Save (DC 10 + 1/2 GW Level + Charisma Modifier). If they fail the save they immediately fall Prone. Individuals cannot be effected by a this penalty more than once in an encounter, even if the Gravity Aura is canceled then restored across multiple turns.

Anti-Gravity Aura: The bonuses to Strength and Dexterity skills is increased by +10. All movement speeds within the radius are increased by 10ft. and all item weights are decreased by 50%.

At 10th level the radius for the auras extends to 20ft. and the following changes are made to the individual auras.

Gravity Aura: Movement speed through the aura is now reduced by 20ft. (to a minimum of 10ft.) and the item weights are increased by 100%. Additionally anyone, including the Gravity Warrior, within this aura gains a bonus equal to half the Gravity Warrior's level to their CMD.

Anti-Gravity: All movement speeds within the radius are increased by 15ft. and all item weights are decreased by 75%. Additionally all CMDs within the aura are reduced by an amount equal to half the Gravity Warrior's level.

At 15th level the radius for the auras extends to 25ft. and the following changes are made to the individual auras.

Gravity Aura: Movement speed through the aura is now reduced by 25ft. (to a minimum of 10ft.) and the item weights are increased by 125%. Additionally any non-magical ranged attacks targeting anything within the Gravity aura incur a -10 attack penalty.

Anti-Gravity Aura: All movement speeds within the radius are increased by 20ft. and all item weights are decreased by 100%. Additionally anyone making any non-magical ranged attack within this aura has their maximum range increased by 50ft.

At 20th level the radius for the auras extends to 30ft and the following changes are made to the individual auras.

Gravity Aura: Movement speed through the aura is now reduced by 30ft. (to a minimum of 10ft.) and the item weights are increased by 150%. The penalty for non-magical ranged attacks is increased to -15.

Anti-Gravity Aura: All movement speeds within the radius are increased by 25ft. and all item weights are decreased by 125%. The bonus to non-magical ranged attack radius are increased to 75ft.

Repulsion/Attraction Focus (Su): At their 3rd level the Gravity Warrior can focus their powers of gravity manipulation upon a single target as a full round action. By doing so they can force their target to either be thrust upwards into the sky or be pulled back down to the waiting earth. The Gravity Warrior may target any enemy with 10ft./Gravity Warrior level. The selected target must make a Fortitude save (DC 10 + 1/2 GW level + Cha modifier). If the save is failed the target is flung either 20ft. straight up or down. (This ability cannot force a target through solid matter. If a foe capable of climbing a ceiling is thrust upwards or a foe already on the ground thrust downwards it incurs the penalty for being within a Gravity Aura for one full round.)

If a creature cannot fly it incurs falling damage upon returning after an upwards thrust. If a flying creature or target in the middle of climbing is targeting with a downward thrust; it incurs falling damage if it strikes solid ground within the distance traveled or cannot regain control of its decent after the distance has been covered.

As the Gravity Warrior grows in power the total distance he can fling a foe in either direction increases; 30ft. at 6th level, 40ft. at 9th level, 50ft. at 12th level, 60ft. at 15th level, and 70ft. at 18th level.

Gravity Cancellation (Su): Starting at 4th level the Gravity Warrior gains the ability to influence gravity's hold on his own body with the utmost precision; eventually breaking free of it's bonds entirely. He gains the Slow Fall ability, taking all falling damage as though the total distance were 30ft. shorter than it actually is. At 8th level the Gravity Warrior gains the ability to use Levitate on himself as a (Sp) effect at will. Finally at 12th level the Gravity Warrior gains flight at his total base speed as an at will ability.

Gravity Toned Body (Ex): The rigors of training under heavy gravity conditions allow the Gravity Warrior to build up a resistance to damage rivaling that of the finest armors. At 4th level the Gravity Warrior may add his Charisma modifier to his AC as a natural armor bonus and all Armor Check Penalties are reduced by 1. Additionally he gains DR 1/-.

At 7th the ACP reduction and the DR are increased to 2. At 10th this becomes 3. At 13th this becomes 4. At 16th this becomes 5. At 19th this becomes 6.

Black-Hole Core (Su): At 7th level the Gravity Warrior can increase the draw of his own personal gravity such a rate that things are drawn in irresistibly towards him; the Gravity Warrior may do this selectively, drawing in neither allies or his environment if he so chooses. As a swift action the Gravity Warrior may trigger this effect. All enemies within 50ft. + 10ft./GW level make a Fortitude Save (DC 10 + 1/2 GW level + Cha modifier). Upon failing the save for the next 5 rounds their movements must all be made along the quickest path towards the Gravity Warrior. Once they are within appropriate radius of the Gravity/Anti Aura (even if neither aura is active at the moment) they may then move as normal within that radius; but cannot move outside of that radius until the 5 rounds have passed.

At 14th level the Gravity Warrior can center this effect on any target within line of sight, still using the Gravity/Anti Aura's radius for determining normal movement range.


Just for some generic wishes I'd love to see at least 3 new Golems and Spiders. Golems just because I feel that, even though there are some amazing ones already; there's a sincere 'lack' in their total numbers. Yeah I know there are technically handfuls of 'construct' type monsters but I'm more of a fan of the true, traditional '"Insert Type Here" Golem'.

Why Spiders? More of a really personal/niche reason. Since the Jorigumo is now a monster as of Bestiary 3 I'd really like a massive selection of Spiders to work with if I wanted to run a Spider-antagonist centric campaign. Although I admit this is a harsher request since, admittedly, there are only so many types of Spider you can make without having to dip into 'Pokemon' territory. (Aka: Throw a new element on it, call it a 'new' creature. XD )


Not really sure what to make of the base concept. At a glance I see what appear to be far too many dead levels for my liking. I really do like the concept of gravity manipulation though. I've been looking for an excuse to try some Pathfinder homebrew after years of making balanced stuff for 3.5; this'll probably what I use as a jumping off point to test the balance waters around here.


I don't know the Pathfinder spell list worth beans but I do have a suggestion for how to replicate the cinematic effect of what you're going for. If nothing else you could always emulate these effects through homebrew.

Here is how I would run such a scenario:

You have three wizards right? Give them all three separate jobs for this encounter.

Wizard #1: The interceptor/field control. He manages the battlefield in order to keep the physical attackers busy, interrupt the casters, ect. Basically buying at least a round or two before anyone can even think about hassling your rear two. For better effect I might even replace this Wizard with a Summoner.

Wizard #2: The telekinetic/thruster. This one is in charge of maintaining one (yes, just one) large great sword. His job is to direct it all across the battlefield and strike down whoever is the largest threat at the time; changing targets on the fly as needed.

Wizard #3: The illusionist. This is the major change to the set up that still gives it the general idea of your attack. Have the illusionist perform a mixture of hiding himself and the thruster, while also providing an illusion that clones the original great sword. Preferable making the clones mobile and mimicking the original's movements, sort of like mirror images. If done right this could theoretically create a 360 degree semi-sphere of clone swords that create a flanking situation around the target (unless they have something that can detect the real sword amongst the illusion swords).

Thus your tactic deals damage with higher accuracy and has the added benefit of potential causing initial confusion amongst the party depending on how well #3 is allowed to do his job. If concealed the party might think it's #1 somehow casting the telekinetic spell while also doing his own magic or they might assume the sword to be animated and/or cursed; attacking him or it instead of #2/#3.

Just some food for thought.


I've got another thing from my old 3.5 work that might be just what you need as a base for your homebrew. It was made more as a 'catch-all' Lancer in order to incorporate not just the FF type but some of the others as well. The 'Aerial' GAM is what you'd probably be looking for.

Not sure how it holds up to Pathfinder standards as this is just a straight C&P job from my 4 year old notes.

________________________________
Brave Lancer

Alignment: Any

Hit Die: d8

Class Skills:
The Brave Lancer's class skills (and key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Knowledge (Local) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Tumble (Dex).

Skill Points at 1st Level
(4 + Int modifier) x 4.

Skill Points at Each Additional Level
4 + Int modifier

Starting Gold: 6d4x10 (150GP)

Table: Brave Lancer

Level BAB Fort Reflex Will Special
1st +1 +2 +0 +0 Bonus Feat
2nd +2 +3 +0 +0 Fast Movement +10
3rd +3 +4 +1 +1 Bonus Feat
4th +4 +4 +2 +2 Fast Movement +20
5th +5 +5 +2 +2 Bonus Feat
6th +6/+1 +5 +2 +2 Fast Movement +30
7th +7/+2 +6 +3 +3 Bonus Feat
8th +8/+3 +6 +3 +3 GAM Advancement
9th +9/+4 +7 +3 +3 Explosive Tip (6d6)
10th +10/+5 +7 +4 +4 GAM Advancement
11th +11/+6/+1 +8 +4 +4 Bonus Feat
12th +12/+7/+2 +8 +4 +4 GAM Advancement
13th +13/+8/+3 +9 +4 +4 Explosive Tip (8d6)
14th +14/+9/+4 +9 +5 +5 GAM Advancement
15th +15/+10/+5 +10 +5 +5 Bonus Feat
16th +16/+11/+6/+1 +10 +6 +6 GAM Advancement
17th +17/+12/+7/+2 +11 +6 +6 Explosive Tip (10d6)
18th +18/+13/+8/+3 +11 +6 +6 GAM Advancement
19th +19/+14/+9/+4 +12 +6 +6 Bonus Feat
20th +20/+15/+10/+5 +12 +6 +6 GAM Advancement

Class Features
All the following are class features of the Brave Lancer.

Weapon and Armor Proficiency
Brave Lancers are proficient with their Lances alone. They are also proficient with light armor but not shields.

Bonus Feats (Ex): At 1st level, a Brave Lancer gets a bonus combat-oriented feat like a Fighter in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Brave Lancer gains an additional bonus feat at 3rd level at interval levels thereafter (5th, 7th, 11th, 15th, and 19th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A Brave Lancer must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A Brave Lancer is not limited to the list of fighter bonus feats when choosing these feats.

Fast Movement (Ex)

A Brave Lancer’s land speed is faster than the norm for her race by +10 feet starting at 2nd level. This benefit applies only when she is wearing no armor, or light armor and not carrying a heavy load. Apply this bonus before modifying the Brave Lancer’s speed because of any load carried or armor worn. This bonus increases to +20 at level 4 and +30 at level 6.

GAM Advancement (Ex)

Brave Lancers understand the three fundamental battle uses for the Lance weapon. Ground, Aerial, and Mounted. GAM for short. As a Brave Lancer advances in level she begins to learn specific techniques from the fundamental teaching of her chosing. Using the three lists below, the Brave Lancer starts at the top of the list and learns the first ability from one of the three at level 8. At future levels she may learn the next technique in the list or she may learn the first technique from another list.

Ground Lancer

1: Close Range Combat (Ex)- The Lancer may use her Lance as a double weapon (1d8/1d8) using the blunt end of the Lance as a bludgeoning weapon with a range of 5 ft. The Lance's last half of the 1d8 is the damage counted, due to the range issues the Lance cannot with both the Pointed end and Blunt end in the same attack, hence no Two Handed Weapon feat is needed.

2: Power Charge (Ex)- During a charge, the Lancer may deal double damage with her Lance.

3: Multi-Thrust (Ex)- When on the ground, a Brave Lancer may strike with a multitude of thrusts at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus - 5. A Brave Lancer must use a full attack action to strike with a flurry of blows.

When using Multi-Thrust, a Brave Lancer may attack only with her Lance. The Brave Lancer can’t use any weapon other than her Lance as part of a Multi-Thrust.

4. Improved Critical Damage (Ex)- A Brave Lancer's critical strike damage with her Lance increased by one stage. Assuming there are no other feats or abilities doing so, this increase her Critical Damage from x3 to x4.

5. Improved Critical Range (Ex)- A Brave Lancer's critical range increases by one stage. Assuming there are no other feats or abilities doing so, this increases her Lance's critical range from 20 to 19-20.

6. Defensive Lance (Ex)- A Brave Lancer may add her full Strength ability modifier to her AC in addition to her Dexterity.

7. Whirlwind Lance (Ex)- At the expense of Constitution damage, a Brave Lancer may twice her total attacks in one round during a full attack or Multi-Thrust. These attack may strike any target within her reach instead of one target, however only one individual target may receive five of these blows. Executing a Whirlwind Lance attack deals 1d4+1 Constitution damage to the Brave Lancer. This ability damage can be naturally healed.

Aerial Lancer

1. Aerodynamic Leaper (Ex)- When jumping through the air, a Brave Lancer's airborn movement only counts as half distance when determining how much movement she has spent in a round.

2. Aerial Thrusting (Ex)- As a part of her move action, the Brave Lancer may attack her foe with her lance as she is falling to the ground below. For every 5 ft. above ground level she falls, her Lance's attack deals an additional 1d8 damage. This damage may never exceed 20d8. The Brave Lancer takes falling damage immediately after the Aerial Thrusting damage is calculated. If this damage would kill the Brave Lancer the damage dealt by her Aerial Thrusting is reduced by 50%.

3. Soft Landing (Ex)- The Brave Lancer now takes half damage when determining damage from falling from great heights.

4. Leaps and Bounds (Ex)- Now the Brave Lancer may take 10 on her jump checks even when rushed or threatened. Also she gains a +10 to her jump check as a perfection bonus.

5. Quick Withdraw (Ex)- When making her attack after a jump, the Lancer is treated as having the feat Spring Attack and may retreat from her foe if part of her move action remains. This effect is only avaliable during attack initiated by jumping, and may not be used if the Lancer has attacked from the ground.

6. Softer Landing (Ex)- The Brave Lancer now takes no damage from falling from great heights. This replaces the Soft Landing ability.

7. Multi-Leap (Ex)- As part of her Aerial Thrusting attack, the Brave Lancer may instead chose to leap directly onto the foe and lauch herself at any other foe within 15 ft. if enough of her movement is left. For each new foe she jumps to the bonus damage granted by the original Aerial Thrusting is reduced by -2d8. If the Brave Lancer runs out of movement or the bonus damage drops below 1d8 the Multi-Leap ends immediately.

Mounted Lancer

1. Swift Striker (Ex)- The Brave Lancer may add her Dexterity modifier to her BAB when determining her "to hit" with a Lance.

2. One on Each Arm (Ex)- When riding her mount, the Brave Lancer may wield two Lances as though she had the Two-Weapon Fighting feat, treating the second lance as a light weapon. The moment she is parted from her mount she is no longer able to dual wield her Lances.

3. Quick Jabs (Ex)- While on her mount, the Brave Lancer may make her full attack with the mount is moving at base speed. This ability may not be used on any speed higher than base, including a double move.

4. Riding Prowess (Ex)- The Brave Lancer may take 10 on all of her Ride checks, even if rushed or threatened. She also gains a +5 perfection bonus on her ride checks.

5. Enhanced Riding Trick (Ex)- As a free action, the Brave Lancer can attempt to control a light horse, pony, or heavy horse while in combat. If the Brave Lancer fails, she controls the mount as a move-equivalent action. Use of this action requires a Ride check, with a DC of 20.

6. Enhanced Riding Trick (Ex)- The Brave Lancer can react instantly to drop down and hang alongside her mount, using it as cover. The Brave Lancer can attack while using her mount as cover without penalty. Use of this action requires a Ride check, with a DC of 30. If the Brave Lancer fails, she doesn’t get the cover benefit.

7. Mounted Thrust (Ex)- When charging on her mount, the Brave Lancer deals quadruple the damage she would deal otherwise instead of the standard double damage.

Explosive Tip (Su): Starting at level 9, the Brave Lancer may carve magical glyphs onto her lance head. These glyphs deal 6d6 of force damage when detonated by the Brave Lancer, who mentally controls the rune's explosion at will. However upon detonation, these runes destroy the Lance tip, rendering it useless for any further attacks until it is replaced (10 GP for a normal Lance tip and 1 full round to replace a tip not including time spend obtaining it). Any other creature within 10 ft. of the explosion is entitled to a Reflex save for half damage (DC= 10+1/2 class level+Dex modifier). At level 13 this damage increases by 8d6 and then to 10d6 at level 17.


Back when I was making stuff for 3.5 regularly I worked on the rough concept of D&D converting Sailor Moon. Not sure how much of it would work for Pathfinder without revisions but I can C&P the file text for you to reference at your pleasure.

Pardon any formatting or grammatical errors. I haven't looked at this stuff in over 3 years. Also pardon the uneven table, I'm writing this on the fly and can't figure out how to align everything properly as apparently posts don't register the extra spacing.

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Astral Senshi

"Ever feel like the stars and heavens are against you? Well you're right...and I'm here to deliver their wrath."

Fluff Stuff: To come later.

Alignment: Any

Hit Die: d8

Class Skills: Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Dungeoneering) (Int), Knowledge (History) (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)

Skill Points at 1st Level: (4 + Int modifier) x4.

Skill Points at Each Additional Level: 4 + Int Modifier.

Table: Astral Senshi
Level BAB Fort Reflex Will Unarmed Damage Special
1st +0 +0 +2 +0 1d6 Transformation +1, Unarmed Strike
2nd +1 +0 +3 +0 1d6 Planet Based Attack Lv 1
3rd +2 +1 +3 +1 1d6 Astral Strike (magic)
4th +3 +1 +4 +1 1d8 Transformation +2
5th +3 +1 +4 +1 1d8 Tranformation +Duration
6th +4 +2 +5 +2 1d8 Planet Based Attack Lv 2
7th +5 +2 +5 +2 1d10 Transformation 2/day
8th +6/+1 +2 +6 +2 1d10 Transformation +3
9th +6/+1 +3 +6 +3 1d10 Astral Strike (alignment)
10th +7/+2 +3 +7 +3 1d10 Planet Based Attack Lv 3
11th +8/+3 +3 +7 +3 2d6 Transformation +Duration
12th +9/+4 +4 +8 +4 2d6 Transformation +4
13th +9/+4 +4 +8 +4 2d6 Transformation 3/day
14th +10/+5 +4 +9 +4 2d6 Planet Based Attack Lv 4
15th +11/+6/+1 +5 +9 +5 2d8 Astral Strike (adamantine)
16th +12/+7/+2 +5 +10 +5 2d8 Transformation +5
17th +12/+7/+2 +5 +10 +5 2d8 Transformation +Duration
18th +13/+8/+3 +6 +11 +6 2d8 Planet Based Attack Lv 5
19th +14/+9/+4 +6 +11 +6 2d8 Transformation 4/day
20th +15/+10/+5 +6 +12 +6 2d10 Eternal Astral Senshi

Class Features
The following are class features of the Astral Senshi.

Weapon and Armor Proficiency

Astral Senshi are proficient with all simple weaponry and light armor. They are not proficient with any shields.

Transformation (Ex): Beginning at 1st level, the Astral Tenshi is confered (usually by a deity's familiar) a special amulet. This amulet allows them to undergo a radical transformation, bringing all their latent power and strength to the surface. This power is drawn from one of the 4 closest planets to the Earth, determining her future attacks as well as confering a favored weapon (+1 on attacks made with it). The planets an Astral Senshi may chose from are: Mercury, Venus, Mars, and Jupiter. (refer to the Planet Based Attack table for favored weapons)

Once per day for 5 rounds/Astral Senshi level, as a standard action the Astral Senshi may transform into her enhanced form. She gains a +1 bonus to Strength, Dexterity, and Constitution; a +1 natural armor bonus, a +1 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus is equal to your Astral Senshi level (which may give you multiple attacks).

While in this form you lose your spellcasting ability, including your ability to use spell trigger or spell completion magic items, just as if the spells were no longer on your class list. This does not include the Astral Senshi's supernatural abilities.

At later levels you gain bonuses to your transformed state.

Table: Transformation Bonuses by Level
Code:
4- The numbered bonuses increase to +2.
5- The duration of the transformation increases to 1 Minute/Astral Senshi level.
7- The Transformation may be used 2 times per day.
8- The numbered bonuses increase to +3.
11- The duration of the transformation increases to 3 Minutes/Astral Senshi level.
12- The numbered bonuses increase to +4.
13- The Transformation may be used 3 times per day.
16- The numbered bonuses increase to +5.
17- The duration of the transformation increases to 5 Minutes/Astral Senshi level.
19- The Transformation may be used 4 times per day.

Unarmed Strike (Ex): At 1st level, an Astral Senshi gains Improved Unarmed Strike as a bonus feat. An Astral Senshi’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Astral Senshi may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for an Astral Senshi striking unarmed. An Astral Senshi may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually an Astral Senshi’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

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

An Astral Senshi also deals more damage with her unarmed strikes than a normal person would, refer to the Monk's* unarmed damage table for creatures of small and large size.

*This is not a typo. I don't feel like reformatting and reposting it at the moment. >.<;

Planet Based Attack (Su): Beginning at 2nd level an Astral Senshi can draw special powers from her chosen planet. She gains additional attacks based on her level. These attacks may be used 3 times per encounter and only if the Astral Senshi is in her Transformed state. Planet Based Attacks require a standard action to use. Saves for these abilities are DC 10 + Attack level x 2 + Wisdom.

Table: Planet Based Attack
Code:
Level 1 Attacks

Favored Weapons
Mercury: Dagger
Venus: Spiked Chain
Mars: Battleaxe
Jupiter: Unarmed

Mercury- Bubble Mist: Light bubbles of water form in your hand, you can make
a ranged attack against any square you can see within 100 ft. A bank of fog billows out from
the point you hit. Spreading in a 20-ft. radius, 20 ft. high and lasting for 10 minutes.

The fog obscures all sight, including darkvision, beyond 5 feet. A creature
within 5 feet has concealment (attacks have a 20% miss chance). Creatures
farther away have total concealment (50% miss chance, and the attacker
can’t use sight to locate the target).

A moderate wind (11+ mph) disperses the fog in 4 rounds;
a strong wind (21+ mph) disperses the fog in 1 round.

The ability does not function underwater.

Venus- Heart Charm: This ability functions exactly as the spell
Charm Person.

Mars- Flaming Seal: As a ranged touch attack against any enemy
50 ft. away the Astral Senshi may create 1 special seal/3 Astral Senshi
levels and throw it at an enemy. If it hits the seals burst into flames,
dealing 1d3 fire damage each.

Jupiter- Flurry of Blows: When using this ability, the Astral Senshi
gains the ability to use Flurry of Blows as a monk of equal level. Including
abilities that reduce the to hit penalty.

Level 2 Attacks

Mercury- Ice Storm: This ability functions exactly as the
spell Ice Storm.

Venus- Cresent Beam: As a ranged touch attack the Astral Senshi
may fire a ray of searing light, dealing 1d6/Astral Senshi level (maximum
10d6) to any target up to 150 ft. away.

Mars- Fire Bird Swarm: As part of a ranged attack against any target
75 ft. away, the Astral Senshi may craft up to 2 flames shaped like birds/4
Astral Senshi levels. Every bird that strikes deals 2d4 fire damage.

Jupiter- Thunder Spark: Using this ability allows the Astral Senshi to
form a ball of lightning in her hands. As a ranged attack she may launch this
ball at any enemy within 100 ft. If it hits this attack does 1d6 per Astral
Senshi level (maximum 10d6).

Level 3 Attacks

Mercury- Water Arrow: Using this attack, the Astral Senshi
may fire up to 1 water arrow/4 Astral Senshi levels as a ranged attack.
These arrows deal 2d8 bludgeoning damage per arrow.

Venus- Special Heart Charm: This ability functions as the spells Charm
Person, Animal, and Monster all at once.

Mars- Flaming Wall: This ability functions exactly as the spell Wall of
Fire.

Jupiter- Lightning Bolt: This ability functions exactly as the spell
Lightning Bolt.

Level 4 Attacks

Mercury- Water Vortex: You induce the formation of a
slender vortex of fiercely swirling water in a 30 ft. radius spread. When you
manifest it, a vortex of air visibly and audibly snakes out from your
outstretched hand. If you want to aim the vortex at a specific creature (up
to 200 ft. away), you can make a ranged touch attack to strike the
creature. If you succeed, direct contact with the vortex deals 5d6 points of
damage to the creature (no save).

Regardless of whether your ranged touch attack hits (and even if you forgo
the attack), all creatures in the area (including the one possibly damaged by
direct contact) are picked up and violently dashed about, dealing 14d6 points
of damage to each one. Creatures that make a successful Reflex save take
half damage.

After being dashed about, each creature that was affected finds itself
situated in a new space 1d4 × 10 feet away from its original space in a
random direction. Walls and other barriers can restrict this relocation; in such
a case, the creature ends up adjacent to the barrier.

Venus- Cresent Beam Shower: As per Cresent Beam, however you
may hit up to 1 target/2 Astral Senshi levels that are within 50 ft of you.

Mars- Fiery Spheres: Targeting any creature withing 200 ft. with a
ranged attack, the Astral Senshi can fire up to 1 sphere of fire/2 Astral
Senshi levels (maximum 8). These spheres deal 3d8 damage each with a
reflex save for half damage.

Jupiter- Electo Burst: As part of an unarmed attack, the Astral Tenshi
may use her Electro Burst power. Doing so allows her to add an additional 1d6
lightning damage/Astral Senshi level to her unarmed strike damage. A reflex
save will cut the damage deal in half.

Level 5 Attacks

Mercury- Obvious Weakness: The Astral Senshi may only
use this ability after observing her chosen enemy for one full round. When
using this ability (considered a swift action unlike normal Planet Based
Attacks), the Astral Senshi may strike at her opponent's weakest point.
Attacks this round are considered to be automatic criticals if they hit.
Creatures immune to critical hits are not effected by this ability.

Venus- Heart-binding: This ability functions exactly as the spell
Domination, working on any creature that has a mind.

Mars- Flaming Arrow: Use of this ability allows the Astral Senshi to
make a ranged attack against any enemy she can see, regardless of range. If
the attack hits it deals 1d8 fire damage per Astral Senshi level.

Jupiter- Thunder Dragon: From the palm of her hand the Astral Senshi
can unleash a whirling blast of lightning towards her enemies (up to 300 ft.
away). In a 40 ft. radius spread all enemies take 1d6 per Astral Senshi level
with a reflex save for half damage.

Astral Strike (Su): At 3rd level, an Astral Senshi’s unarmed attacks are empowered with special energy from her chosen planet. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Astral strike improves with the character’s Astral Senshi level. At 9th level, her unarmed attacks are also treated as her alignment (lawful, neutral, chaotic, good, or evil) weapons for the purpose of dealing damage to creatures with damage reduction. At 15th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Eternal Astral Senshi (Ex): Once per day at level 20, the Astral Senshi can draw an even greater power from her chosen planet and obtain an ascended form. This form causes great strain on the Astral Senshi, having a duration of 20 rounds. After 20 rounds the Astral Senshi is treated as having the Exhausted status. While in her Eternal form the Astral Senshi's Planet Based Attacks are all Empowered (all numberical values and variable are increased by 1/2, saving throws and opposed rolls are not effected.) Also she gains Damage Reduction 5/- and a +1 perfection bonus to all abilities effected by the Transformation ability.