Dwarven Rager

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At second level, the swashbuckler has two sets of feats that I feel are somewhat redundant: Buckler Expertise and Dizzying Parry, two feats which increase the AC bonus from Parry weapon and bucklers respectively to +2, bringing them to parity with 'full' shields.

Then at 12th level, each style gets a feat granting them stances guaranteeing uptime on this defense, Buckler Dance and Storm of Parries (which are both great names!)

Each tier of these feats have the same level at which they become avaliable, the same mechanical effect and similar themes in off-handed defence.

Wouldn't it be economical to reduce these feat pairs to two, one for the AC bump, one for the stance? These four feats very much seem to be two ways to achieve the same goal. Maybe include duelling cloaks as well!

Merging them would save page space (I am not in layout I'll admit, but I think you'd save space on headers and formatting), allow for a more diversified feat selection, and allow characters to switch between bucklers and main-gauche/clan dagger etc as gear is acquired and lost, or as the situation demands (perhaps you're fighting a Rakshasa and your Buckler has a shield boss and not spikes).

In terms of comparative advantages between Parry weapons and bucklers:
Bucklers: Shield bashes are neither finesse nor agile, but you can hold wands in the same hand and have a higher damage die with bosses and spikes, and at very high level the reflecting shield is quite nice, and theoretically you can block some damage but bucklers are the most fragile of shields.
Parry weapons: tend to have versatile damage types, can use Dex to hit, can deliver precise strike damage


Is it me, or are the rules for stripping persistent damage incredibly rough?

You get clipped by, say, acid arrow, and start taking 1d6 acid damage/round. If you want to get rid of this, it's a flat DC 20 check. so you could reasonably expect to each 10d6 damage off of that one spell over time.

That said, you can reduce that flat check to.... DC15. That's still a really hard check, and consequently a lot of damage.

Does this seem...problematic, to anyone else?


In Pathfinder, the taking 10/20 rules had language that allowed for taking 10/20 on ability checks, but I can't find an equivalent clause in Starfinder. Am I missing it or has it not carried over?


So, I've been contemplating a character who enters Devoted Muse through Rostland Bravo, due to the latter's access to swift action feints.

I've also been giving some strong consideration to taking Sirian's Masterstroke on Rostland Bravo because, well, it synergises well with Rostland bravo.

However I'm not sure whether Sirian's Masterstroke plays well with the Devoted Muse's Harmonius Strike-Deadly Strike. Is it insufficiently different to not work, or does the die-size scaling, panache spending requirement, and activation requirement make it a thing of it's own kind?


So, there is a webcomic called Kill Six Billion Demons, which I personally think is fantastic, and has inspired me to write this archetype.

The intention is to create a weapon-using unchained monk archetype, which I feel is a specific open design space. I'd appreciate any feedback any of your might have on this archetype.

Sword Saint
The sword saint is an ascetic who walks a path to perfection which is soaked in blood.

"I will tell you precisely what Royalty is,” said Intra, “It is a continuous cutting motion.”

Soul's Sword (Ex)
At 1st level, the sword saint selects a specific, individual piercing or slashing weapon as his Soul's Sword (such as the longspear inherited from their mother). The sword saint becomes proficient with than weapon, henceforth referred to as their Soul's Sword. If they are already proficient with this weapon, they instead gain a bonus feat which requires the choice of a specific weapon (such as weapon focus) and must select their Soul's Sword with this feat. 4th level, and every 4th level thereafter, the sword saint gains a bonus feat which requires the selection of a specific type of weapon (Such as Improved Critical or Weapon Focus). The sword saint may select a new weapon as their Soul's Sword, but doing to requires 24 hours of meditation, and incense and oils worth 200gp per sword saint level. If they do so, all feats gained from this class feature apply to the sword saint's new Soul's Sword.

Additionally, from 5th level onward, the sword saint gains Weapon Training as a fighter of his level, but only with his Soul's Sword.

The sword saint treats his level as fighter levels for qualifying for feats, and from 8th level may select Advanced Weapon Trainings in place of their bonus feats.

This ability replaces the monk's unarmed strike ability and bonus feats.

Royal Blade (Ex)
At 1st level, a monk gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A sword saint may only use Perfect strike with his Soul's Sword, and may do so even if this is not one of the weapons usually useable with Perfect Strike.
At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll. This ability replaces the monk's stunning fist

Slice Space (Su)
At 3rd level, the sword saint's connection to his blade allows him to flense the fabric of the universe as he cuts his enemy. This functions as the bladed dash spell, except the circumstance bonus is equal to your wisdom modifer. Using this ability is a standard action which consumes 2 ki points. This ability modifies the Monk's ki pool, replacing their ability to spend ki to make an extra attack when using flurry of blows.

At 6th level, the monk may use this ability as a swift action at the cost of 4 ki points.

Hunting for the Deathblow (Ex)
At 6th level, as a full round action, the monk may make a single devastating attack with his soul's sword. When he does this, he makes an attack against a single target, but makes as many attack rolls a full attack would allow him to make based on his base attack bonus. He makes attack rolls in order from highest bonus to lowest, as if he were making a full attack. If any of the attack rolls hit the target, the monk's single attack is considered to have hit. For each additional successful attack roll beyond the first, the monk deals his weapons damage dice an additional time.
If one or more rolls are critical threats, he confirms the critical once using his highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). Precision damage and additional damage dice from special weapon qualities are added only once per hit. The monk must spend 3 ki points to use this ability.

This ability replaces the Monk's flurry of blows.

Blade Techniques (Ex) or (Su)
At 5th level, the monk can learn one blade technique. Whenever he uses his Soul's Sword to make a full attack or uses his Hunting the Deathblow, he can use a blade technique. The Blade Technique may be incorporated into one of the attacks he makes or be activated using another action during or after the use of the blade technique. At 9th level and every 4 levels thereafter, a monk learns an additional blade technique. He must choose which style strike to apply before the attack roll is made. At 15th level he can designate up to two attacks with his Soul's Sword as a Blade Technique.

  • Opening the Way: With a carefully placed strike, the monk cuts through his enemies defences. An enemy hit with this style strike is denied their dexterity bonus to AC until the beginning of the monk's next turn.
  • Impale: By driving your place through the enemy, you gain leverage over them. When using this blade technique, the weapon's damage becomes piercing, and if the monk hits he may immediately make a grapple check against the struck enemy An enemy grappled in this way takes an amount of bleed damage equal to the monk's wisdom modifier. When using this ability, the monk does not gain the grappled condition. When the target of this ability loses the grappled condition, he begins to suffer an amount of bleed each round equal to the sword saint's soul's sword damage dice plus the sword saint's wisdom modifier. If the grappled creature succeeds at a disarm combat maneuver, or the sword saint releases their Soul's Sword, the grapple immediately ends without the impaled creature taking any additional damage. In this situation, the soul's sword can be removed as a full-round action and a DC15 heal check without taking bleed damage.
  • The net of steel: By weaving a net of steel, the sword-saint may ward off blows. In any round in which the monk uses this blade technique, he gains a dodge bonus to AC as if he fought defensively, but does not take a penalty to attacks.
  • Impending strike: Sword saints traditionally keep their weapons razor sharp, some to the extent that enemies do not realise they have been cut until their limbs fall away. When making an attack with the Impending Strike blade skill, the sword saint does not make an attack roll, or even appear to land an attack, instead he places an Impending Mark on an enemy within melee reach. These marks last for a number of rounds equal to the sword saint's wisdom modifier. As an immediate action, the sword saint may activate one or more Impending Marks he has placed on enemies, and makes an attack roll against each marked enemy for each mark on them as normal, except that the monk's critical threat range is increased by 1 for each round the Impending Mark had been on the marked enemy. This increase is applied after keen and/or improved critical, and is not multiplied by them. Each mark beyond the first which is activated in one round takes a cumulative -5 to hit. The sword Saint must have his Soul's sword drawn and ready to allocate Impending Marks.
  • Broad Slash: Carving wide arcs with your blade, you may apply an attack made with this blade technique to two enemies within your reach who are adjacent to each other, comparing the same attack roll to each enemy's AC and applying the same damage to each enemy.
  • Ki reaving: When the sword saint scores a critical hit with his soul's sword against an intelligent creature with at least half as many hit die as the sword saint's level they may take a swift action to attempt to steal the targets ki. The creature hit must make a fortitude save with with a DC equal to 10+1/2 level+Wisdom modifier, if the creature fails, the sword saint regains 1 point of ki.
  • Cutting non-cutting: 'A man who finds pleasure in the result of cutting is the most hateful, crawling creature there is. A man who finds pleasure in the act of cutting is an artisan.' A sword saint who chooses to do nonlethal damage with his soul's sword doesn't not take the normal penalty to do so.

This ability replaces the monk's Style Strike ability.

Unceasing violence (Su)
Powerful sword saints are able to maintain their Soul's Sword solely through their commitment to commit violence. At 13th level, so long as the sword saint has at least one point in his ki pool, he ignores the penalties associated with wielding a broken weapon if the damaged weapon is his Soul's Sword. Additionally, if a the sword saint's Soul's Sword would be destroyed, the weapon's destruction is delayed until the sword saint relinquishes the weapon or uses their last point of ki.
This ability replaces tongue of sun and moon.


So, the Sanguine Angel's Hsrdened Heart says to add double their class level tothe DC to intimidate them.

This sounds like you end up adding your Sanguine Angel level to the DC three times total. They base DC for a 15th level character with 10 wisdom would be DC 25. For a 10th level Sanguine Angel with five ranks in whatever, it seems like it would be 45, which would be a dramatic jump. I dont personally think this is broken, but it seems like a spikeon the power curve that Paizo would usually avoid in favor of something like "count hit die twice when determining Demoralize DC"

Have I grabbed the wrong end of the stick here?


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So, Redistributed Might from Adventurer's Guide is a neat looking feat, my only question is regarding the Prerequisites. Con 13 or wis 13, Enhanced Morale, EWP (Aldori Dueling Sword), Iron Will, Base Attack Bonus +4.

....so what is Enhanced Morale? A search in my PDF doesn't turn up any results other than that instance, and it doesn't have a .

Is Enhanced Morale supposed to be a feat? It's capitalized like it is one. Does it refer to the fact that it works by changing the target of enhancement and morale bonuses?

Does anyone have any insight or clarity on this one?


Okay, so Pathfinder's rules allows you to make a standard action to attack, and then to either continuing on to make a full attack or move, etc.

Now, Heritor Knight's level six ability "Mighty Strikes" allows you to apply the effects of improved (or greater) vital strike when you make a melee attack as a standard action.
So you do make your standard action attack, apply vital strike, can you then continue on to make iteratives afterwards?

Similarly, can you make iterarives after using Heritor Knight's Skyreaver (Su)?


Hello! With paths of prestige out recently, my interest in divine PRCs has been rekindled, so I've attempted to design a divine mounted prc themed around a knight which tries to save innocents from hell, and I would like to field some comment and critique.

The class can be found here, and you can comment in the document or in thread.