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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.


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).

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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.