Mordenkainen

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Having just acquired the Ultimate Combat PDF, I'm a bit stoked. Between the rules for firearms and vehicles, I'm hoping that Paizo can "look to the stars" in one of their upcoming Adventure Paths and give us a planet-hopping set of adventures reminiscent of Spelljammer, Tale of the Comet, The Illithiad series (primarily Dawn of the Overmind) and Expedition to the Barrier Peaks.

I mean, there's been mention of spaceship-like things falling to Golarion, and it would be fun to see an AP that sends the characters on a mission to investigate just where these artifacts came from. Not in spaceships, but in star-faring, magic-powered galleons and the like.

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Personally, I'd like to see the AP start with the investigation of an ancient crash (ala Expedition to the Barrier Peaks), with the characters being transported to another world (ala Barsoom Mars).

At the end of that adventure, the characters acquire a starfaring vessel and learn that the crashed ship was a scout for an alien race of great power - and now the characters have the homeworld's co-ordinates.

However, when the group travels to the alien homeworld, they discover that the planet has been decimated in a distant and now ancient war and its inhabitants scattered. It's a graveyard replete with aged "technological" loot. While the world is virtually dead, the victors in the war have left behind slumbering guardians who await the defeated race's possible resurgence. Unfortunately, the characters awaken them and they begin the mobilization of an even deadlier race than the ones they were intending to face (a Cthulhu-like or zerg-like race would, of course, be a perfect foe).

Finally, the characters become embroiled in seeking out the remnants of the defeated race and those they conquered to assemble them into an alliance to face down the ancient terror they have awakened. The art of star travel has now been lost to these once-powerful ancients, and the characters will need to undertake a quest to a lost and hidden world to recover a mothballed fleet to oppose this new enemy. (This would be a good place for a traitor amid the character's ranks, or "dark lord" to pursue the characters seeking to prevent the characters from succeeding - or both!)

Once the fleet is recovered, re-outfitted and the many races made to put aside their ancient hatreds, the fight can be taken to the enemy. As always seems to happen, as the forces wage war in the heavens above (think of the battle over the 2nd Death Star in Return of the Jedi), the PCs are called upon to make a surgical strike against the leaders of the opposition.

Of course, in the end, the high technology of the ancient race must turn out to be toxic in some way, so that it cannot easily be taken back to Golarion and usurp the fantasy mileniu. However, magic-based space travel might still be possible, though difficult and somewhat rare - allowing those who want to continue their exploration of Golarion's heavens ripe for future storytelling.


Hey folks, just got my Pathfinder copy (hooray!) and while skimming over it, I was looking to see what was done for the fighter.

One of the things I had been somewhat disappointed about the 3.5 rules was that the majority of feats stopped having (worthy) requirements beyond about 8th level. Just glancing over PF, doesn't look like things have changed.

Have I missed feats that only really come into play (for any class/race) above 8th level or do none still exist?

Assuming the latter, I'd really like to see feats that are both reasonable and have requirements that can't be reached until 8th level or greater. Somewhat like the spell system, I personally believe there should be feats that scale upwards, available at 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th & 18th level - preferably chains extending the existing feats into higher tiers. If you can suggest any - existing or homebrewed, I'd like to hear them.

And before someone suggests it, I want nothing to do with the psuedo 4E Tome of Battle. The content of that book takes my game in a direction I do not wish to go.


ProsSteve wrote:


The issue that I find difficult to live with is that any character who takes a fighter level suddenly is trained in every single weapon know to man( something that should probably take years) and every suite of armour known( likewise, years of training required).

I find myself agreeing with this for the most part. Perhaps Weapon and Armor feats should be only granted at 1st level. If you start out as a fighter at 1st level, you get all weapon and armor feats. If you start out as a wizard and multiclass to fighter, you're still only skilled with wizard weapons and no armor - you'd have to spend the feats to pick up extra weapons to use or spend feats to use armor.

If this were done however, I think the weapon skills should probably be changed to weapon groups, rather than Martial Weapon proficiency gives you one weapon at a time.


One of the few things I do like about 4E is the fact that you can do all these special moves and still deal damage to your opponent. In 3E, that's rarely the case.

The character who trips an opponent (with Improved Trip), gets to attack the opponent he fells.

The character who disarms an opponent (with Improved Disarm), doesn't. Why?

The character who bull rushes an opponent across the room (with Improved Bull Rush) doesn't do anything but move his foe - maybe only 5 feet. Why doesn't he get to do any damage?

The character who grapples an opponent (with Improved Grapple) has to wait a round (or hope he's got multiple attacks) before he can attempt to start wailing on a foe he's got a hold of. Why can't he deal damage (like most creatures with Improved Grab) as he grabs his opponent?

And so on...

Why aren't we rewarding those characters who have taken these tricks - and are sacrificing dealing much needed damage - why aren't they getting these stunts as "in addition to dealing damage" rather than "instead of dealing damage" abilities?

Many wizards spells combine damage with special effects (ex. Evard's Black Tentacles), why can't the melee characters have any fun?

4Eer's complain that all 3E is a full-attack fest, when it really isn't. The option to do all the cool moves that have been packaged into 4E powers are already present in 3E, but they've been made inferior options to just straight up attacking and dealing damage. If we start letting the melee characters do their special maneuvers and still get their damage in, 3E then vastly one-ups 4E in the area of cool things to do.

And really, all 4E seems to have over 3E is a "cooler combat system", IMHO.


Having been doing some work on my own update to 3.5, this is a serious question for me. Will the new pathfinder game be able to fit in a single book, or is Paizo planning to do some trimming and/or release this as two books?

If Pathfinder is supposed to be a complete game that you don't need the original books to play, either some sections will have to be trimmed from the SRD, seriously condensed or sections will be left out. Do we have any word which way this will go? I'm fairly certain monsters won't be in the book, but will anything else in the base SRD be hucked?


Here's an odd idea for a fighter ability - instead of the normal attack progression up to +20/+15/+10/+5, a fighter gets to use his full base attack for all his attacks, thus at 20th he would have +20/+20/+20/+20.

To keep this from being a 1-level dip into fighter, word it thusly:

Enhanced Attack: At 6th level, when making a full attack, a fighter's second attack equals his base attack bonus instead of being 5 points lower than his primary attack.

Improved Enhanced Attack: At 11th level, when making a full attack, a fighter's third attack equals his base attack bonus instead of being 10 points lower than his primary attack.

Greater Enhanced Attack: At 16th level, when making a full attack, a fighter's fourth attack equals his base attack bonus instead of being 15 points lower than his primary attack.

I know this doesn't come close to completely fixing the problems with the fighter, but I think it gives him considerable oomph to compete with the specialized abilities of the barbarian and paladin.

(Not that I'd really want to, but I guess this ability could be made a feat that *could* be taken by other classes, based on having a minimum BAB of +6, +11 and +16 respectively; the fighter would get these feats for free)


We all know that PFRPG is being designed with a high degree of backwards compatibility. But for each of us, there is a point that the system can be modified before it "breaks" and it's no longer "backwards compatible" for your own use. So, I'm wondering - what areas do you feel can be tweaked without breaking backwards compatibility, and is there a point where you draw the line that its gone too far?

For me, the limitations are:

- Spells should remain the same level, though their components can be tweaked making them stronger or weaker. I can handle the renaming of a spell or two, as long I have a table or reference of what the name change is (For example, if Sleep was renamed Slumber). When I look at an NPC or monster's spell list, I don't want to be rewriting the spell block.

- Skills should remain approximately the same. I can handle combining rolling skills together, but I don't want to spend time reallocating or recomputing NPC skill blocks. I can handle PCs rebuilding their skills to be more advantageous, but NPC skill blocks should be usable as-is.

- No core class, race or monster should be lost in the upgrade.

- Hit points should remain relatively the same, say within about no more than 2-4 extra HP per level.

- Class abilities should add, not take away. I should be able to recreate or use an NPC as built, though PCs can configure themselves slightly differently. I don't mind adding an ability or two to a class to bring it up to snuff, but a total re-envisioning of the class and its abilities is a no-no.

I guess my real break point is compatibility with modules. If I have to spend a lot of time revising NPCs/monsters/encounters (PCs can rebuild all they want - that's their time) for adventures, PFRPG would be a turn-off to me.

I haven't seen anything that hits the breaking point for me yet, though there are, of course, a few points that stretch me close to such a point. The polymorph/shapechange changes come the closest, I would have to say.

What are others seeing as bending/break points for their game?


Back in another thread, I saw a suggestion for a "Cure Mortal Wounds", with an unusual side effect - the caster could give up the d8's of healing to revive a recently deceased character (back to 1 hp, I think).

It got me thinking about cure xxx wounds spells, and how in many ways, they're rather underpowered. For being available to dedicated healers, they have a serious lack of scaling - look at how burning hands and fireball scale in comparison - 1d6/level (to some max) vs. fixed d8's + 1 point/level. It really shows when you compare Cure Critical Wounds 4d8 + 1/level to Heal's 10 hp/level! Also, the mass cure spells start a level after the most potent basic cure spell. With an "average" party of 4, you're only healing 4d8 + X damage, and that's spread out to 1d8 per person - pretty paltry if you ask me (and the channeling of positive energy only makes the mass spells even worse).

Now, I can see where the game designers don't want healing to scale at the same level as damage spells (though, by the time you get to Heal, that concept gets broken) because it's no fun to fight an enemy that can heal as quick as you can dish out damage - that just leads to a stalemate until one size or the other runs out of ability to deal damage or the ability to heal.

Still, I'd like to see some minor changes to the cure spells. One option might be d4's of healing per level - progressing slower that spell attack damage (and keeping in mind what could be done with inflict spells). Another option, based off the Cure Mortal Wounds spell, is to add the ability to remove status conditions via cure spells instead of healing HP damage. This would have to be balanced very carefully against existing spells - I'd say that the ability to remove a condition in this case would be best delayed at least one level (for example, Cure Critical Wounds might be able to double as a Remove Blindness/Deafness spell).

As for the mass spells, I'm not sure what could be done to "fix" them, short of dropping them a level or two. Right now, they really feel too costly. I know that I have never picked the mass spells for any NPC clerics I've made, and after one use, tops, I've never seen one of my players pick a mass cure spell.

What say you all?


Working on a "social encounter" system for my ruleset, thought I'd post the condensed version here:

Primary Stats:

Resolve Points: A character or creature's resolve points represent its ability to resist persuasion. For ease of generating, a creature's resolve points equal its total hit points. Resolve points are tracked seperately from hit points.

Influence DC
The DC to "break" an opponent's resolve is equal to 15 + Will save modifier. A creature's attitude towards the target modifies the Influence DC as follows:

Animosity: +20
Hostile: +15
Unfriendly: +10
Indifferent: +5
Friendly: +0
Helpful: -5
Fanatic: -10

Resolving A Social Challenge

Basically, characters act in initiative order, "attacking" the opponent's resolve. You can use any persuasion skill you wish to attempt to influence the opponent (Diplomancy, Intimidate, Gather Information, Seduce, Torture, Bluff). If your Persuade roll beats the opponent's Influence DC, you deal 1d6 damage + Cha modifier to the opponent's resolve. For every 5 ranks you have in the persuasion skill you used, you increase the damage by +1d6.

If you wear an opponent down to 0 resolve or less, they agree to your request or are persuaded by your arguments. An opponent who has no agenda can simply choose to refuse any requests or persuasion if they reduce the opposing side to 0 hp or less.

After being defeated in a social encounter, a creature or character gains back 1/2 it's total resolve points.

If you fail to influence a creature in a social encounter, you cannot attempt to persuade it again for 24 hours.

In some encounters (especially against generic NPC crowds), you may wish to treat the entire opposing side as a single entity, rather than as individuals.

---------Fleshing out the system--------------
Everything from here on down is "advanced rules"

Modifiers to DC based on Persuasion Request

Trivial request; involves no risk, money and takes less than a minute to complete: –10

Minor request; involves no risk, little or no money and a short amount of time, usually less than 5 minutes to complete: –5

Moderate request; involves no risk, little money (up to 1 gp) and/or a moderate amount of time, usually less than an hour to complete: +0

Major request; involves some risk, money (up to 10 gp) and/or siginificant time to complete, up to 1 week +5

Serious request(1); involves risk to life or limb, lots of money (100 gp or more) and/or significant time to complete, up to 1 year: +10

Grandoise request(2); involves major risk to life or limb, large sums of money (1,000 gp or more) and/or significant time to complete, up to 10 years or more: +20
Life–altering request(3); will likely result in the demise and/or bankrupty of an individual or a lifetime dedication of time to complete: +30

1: Reduce modifier to +5 for Helpful and Fanatical targets
2: Reduce modifier to +5 for Fanatical targets and to +15 for Helpful targets
3: Reduce modifier to +10 for Fanatical targets and to +20 for Helpful targets

------------Standard Actions------------

Aid another’s Persuasion
You make a DC 10 Persuasion check. If successful, you add +2 to another being’s Persuasion check.

Avoid Confrontation
The being takes an active defense against being persuaded. It gains a +2 bonus to the Influence DC to be persuaded. This modifier lasts until the being’s next action.

Bluff
You use a lie to attempt to persuade a being to do as you ask. Make a Deception (Bluff) check against the Influence DC as normal. If you succeed, your deal 1d6 +1d6 resolve damage per 5 ranks of Deception (Bluff) you possess, plus your Charisma modifier.
Bluffing during Torture: As a special action, if you are being tortured, you can attempt to Bluff your torturer with false information. You deal damage as normal for a Bluff check. If you succeed in reducing your opponent to 0 resolve or less, you have managed to convince them that your false information is true. Until the torturer is able to otherwise ascertain that you have lied to him, he cannot attempt to torture you for the same information.

Harden Resolve
As a standard action, a creature may make a DC 15 Will save to attempt to regain resolve points. If successful, 1d6 resolves points are regained per 5 ranks of Perception (Sense Motive) the creature has.
You may only attempt to Harden Resolve once per social encounter.

Persuade
With this action, a character or creature attempts to persuade the opposing person or side to perform a task of the persuader’s choice. You can attempt to persuade up to one being per point of Charsima modifier you possess at one time.
If you make a successful Persuade attempt, you deal damage to the being’s resolve. A successful Persuade check normally deals 1d6 resolve damage + 1d6 resolve damage/5 points in the associated skill, plus your Charisma modifier.
Diplomacy: Using a form of friendly persuasion, you attempt to rally a being to your cause. You use perform to convince a creature to willingly perform a service for you. You cannot convince a creature to perform actions that oppose its basic nature or alignment.
Gather Information: You attempt to bait a being through trickery, compliments or other means to reveal information. You cannot use Persuade (Gather Information) to force a creature to reveal information that would be harmful to itself or its well–being.
Intimidate: Using strong–arm tactics or threats, you attempt to coerse a being to to do as you command. You use intimidate to force a creature to act as you command. You cannot command a creature to perform suicidal orders.
Seduce: You attempt to lure an individual through promises of favors or an emotional response to reveal information or perform a favor for you. You cannot convince a creature to willingly perform an action that would be harmful to itself or its well-being.
Torture: This skill can only be used on an opponent that cannot otherwise escape being tortured. By utilizing methods that cause physical pain to the subject, you attempt to extract information from your foe. Unlike other forms of persuasion, you can force an individual to reveal information that even it would normally not reveal due to its alignment or that may prove harmful to itself or others.
Unlike other forms of persuasion, torture deals physical damage as well as resolve damage. The amount of damage dealt is based on the implement used to torture the individual. If no implement is specificed, it is assumed the torturer is using an unarmed attack to torture the victim.
A creature being tortured can usually only respond with the Resist Torture or Bluff action.

Resist Torture
Normally, a creature being tortured can only perform this action, or respond to Torture with the Bluff action.
By resisting torture, you attempt to frustrate your opponent’s efforts to effectively torture you. You make a Will save DC 20. If you succeed, you deal 1d6 resolve damage to your torturer, plus an additional +1d6 resolve damage per +3 base Will save you have.
If you reduce the Torturer to 0 resolve, you have frustrated his attempts to extract information from you. You cannot be effectively tortured by the same opponent for 24 hours. Further torture by this individual within this time span can still inflict physical damage to you, but not resolve damage.

Sense Motive
You use Perception (Sense Motive) to attempt to determine a weak point in a being’s resolve, or to determine if you have been bluffed.
If you make a successful Perception (Sense Motive) skill check against the being’s Persuasion DC, you gain a +1 insight bonus to your Persuade checks per 5 ranks of Perception (Sense Motive) you possess.
Further if the opponent just bluffed you on his last action, you automatically regain +1d6 resolve points per 5 ranks of Perception (Sense Motive) you possess.

-----------Full Round Actions----------

Change Alignment
This is an attempt to change a being’s alignment to match your own. You cannot change a being’s alignment more than two steps in a given week. You can only attempt to change the alignment of a being who has an attitude of Friendly or better towards you.
Changing alignment is a Persuade (Seduce) check against the Influence DC. Opponents who have an alignment restriction to their class (such as Barbarians, Bards, Druids, Monks, and Paladins) gain a +10 bonus to their Influence DC if the alignment change would prevent them advancing in their class.
If you succeed, you deal damage as normal, 1d6 resolve points + 1d6 resolve points per 5 ranks of Persuade (Diplomacy), plus Charisma modifier.
If you reduce the being to 0 resolve or less, its alignment shifts one step towards yours (Law/Chaos axis first, then Good/Evil). If your opponent reduces you to 0 resolve or less, its attitude toward you degrades one grade and it retains its alignment.

Change Attitude
This is an attempt to change a being’s attitude towards the persuader to a more favorable condition. You cannot better a being’s attitutude towards you by more than two steps in a given week.
Changing attitudes is a Persuade (Diplomacy) check against the Influence DC. If you succeed, you deal damage as normal, 1d6 resolve points + 1d6 resolve points per 5 ranks of Persuade (Diplomacy), plus Charisma modifier.
If you reduce the being to 0 resolve or less, its attitude toward you improves one grade. If your opponent reduces you to 0 resolve or less, its attitude toward you degrades one grade.

Verbal Assault
This is a special form of persuasion used to attempt to overwhelm a being through non–stop talking. You make a Persuade check as normal. If you succeed, you deal an extra +1d6 resolve damage to your opponent. However, you suffer a –2 penalty to your own Resolve DC until your next turn.
You cannot use verbal assault with a Persuade (Torture) check.

-----------Free Actions----------

Capitulate to Persuasion
At any time during a social encounter, one side or the other may willingly agree to the opposing side’s attempt to Persuasion. Usually only beings whom are friendly, helpful or fanatical towards you will capitulate.
Capitulating to Torture: When a creature is reduced to ¼ of its hit points or less when tortured, it must make a Will save DC 20 to resist capitulating to the torture. A being who capitulates to Torture must truthfully answer its torturer’s questions.

-----------------FINAL NOTES---------------
The social encounter rules presented here can be used as effectively against characters as by PCs against NPCs. To a degree, that takes some of the player’s control of his character away, in that he or she can be influenced to perform actions that otherwise the player might not take – such as betraying the party or submitting to torture and revealing the party’s plan of attack against an enemy.
This is no different, however, than a combat encounter. Players don’t get to decide whether a blow hits or misses, or if it drops a foe or not (unless they use Hero Points to influence the outcome). The social encounter rules allow for the same thing – where a PC sitting at a game table munching chips might non-chalantly tell the orc warlord torturing him to buzz off or the player of the Paladin would never willingly submit to the temptations of a GM-run sultry succubus, these rules can help provide a more appropriate in-game response from the characters.
The social system still has limits – it isn’t very likely that the character in the above example would betray his party or that the Paladin would submit to the succubus, but the option does become more possible through mechanics where before it may have been likely handled purely by fiat.


It looks like my 1st attempt to post this got eaten.

Skill Challenges
Skill challenges are activities that occur out of combat to decide the success or failure of group actions. Skill challenges are often used as a method to move from one area to another through a series of obstacles in the group’s way.
For example, a group of adventurers may be looking for a way to enter a city undetected. By using a skill challenge, each character makes a series of skill checks to determine if they are successful or not.

Setting Up a Skill Challenge
A skill challenge requires multiple Skill checks, normally six checks in number, though the GM make extend or shorten the number of checks required. Generally speaking, it is best to use a minimum of 3 diferrent skills for a skill challenge.
The standard DC for a skill challenge is equal to

10 + CR of Skill Challenge

Once the skill challenge DC is set, the GM decides what skill or skills are used for each step of the skill challenge. This is similar to setting up an encounter, but a single failed skill check should never result in a social or combat encounter. The DM should also set what the consequences for failure are, as well as setting up results for varying degrees of success of the skill challenge. The example skill challenges give a list of several sample skill challenges for setting up your own skill challenges.

Performing A Skill Challenge
At the start of a skill challenge, all the involved parties roll initiate. Each character, in turn, performs their skill check. Successes and failures are noted. Play then continues to proceed, starting from the highest initative and working to the lowest.

Describing the Skill Challenge
Simply having characters make a series of skill checks and then reading off the results is very boring and bland. Whenever possible, the GM should give a short description of why the PCs or NPCs are making each skill check. For example, in an obstacle race, when the characters make the Acrobatics (Balance) check, it could represent the characters crossing a log across a muddy bog, or leaping a low stone wall in the way.

Results of a Skill Challenge
Generally speaking, characters must succeed at 50% or more of the skill challenge checks to successfully overcome the skill challenge. For a standard skill challenge, that means the character must succeed at 3 of the 6 Skill check rolls.
If a character gains no successes at all for the skill check (and at least 6 skill checks were required), the character suffers a fumble. A fumble is otherwise a failure. Some skill challenges may have a special result for a fumble.
If a character is unsuccessful, the GM should arrange an encounter at the end of the skill challenge. This can be a combat encounter, trap or other encounter that generally has negative consequences on the character. Failing a skill challenge should never result in outright death, though damage (such as a fall from an open-faced staircase that winds up a tall platuea) is possible.
If the character succeeds at the Skill Challenge, he normally succeeds in whatever task he is attempting to accomplish. If the character exceeds 75% of the skill checks (4 of the 6 skill checks in a standard Skill Challenge), he normally achieves a superior result. If the character succeeds 100% of the Skill Challenge checks, it normally results in a fantastic result with bonus benefits.

Example Skill Challenge

Weather Challenge
Rainstorm CR 1 Skill Challenge DC 11; 6 Survival (Wilderness) checks; Failure: All gear soaked, -2 to all checks until dried; Success: Find safe shelter from storm; Superior Result (4 skill successes): as success in a inn or other populated place; Perfect Result (6 successes): As superior result and storm ends early.

Thunderstorm CR 3 Skill Challenge DC 13; 6 Survival (Wilderness) checks; Fumble: Struck by lightning for 3d6 damage; Failure: All gear soaked, -2 to all checks until dried; Success: Find safe shelter from storm; Superior Result (4 skill successes): as success in a inn or other populated place; Perfect Result (6 successes): As superior result and storm ends early.

Blizzard CR 5 Skill Challenge DC 15; 6 Survival (Wilderness) checks; Fumble: Suffer 5d6 frostbite damage; Failure: All gear soaked, -2 to all checks until dried, locate feeble natural shelter from storm; Success: Find safe shelter from storm; Superior Result (4 skill successes): as success in a inn or other populated place; Perfect Result (6 successes): As superior result and storm ends early.

Hurricaine CR 10 Skill Challenge DC 20; 6 Survival (Wilderness) checks; Fumble: Suffer 10d6 damage from flying debris; Failure: All gear soaked, -2 to all checks until dried, suffer 3d6 damage from debris strikes; Success: Find safe shelter from storm, though it is damaged by the storm; Superior Result (4 skill successes): as success in fortified building or other populated place; Perfect Result (6 successes): As superior result and no storm damage.

Climbing Challenges
Steep staircase up cliff (50 ft. high) CR 1 Skill Challenge DC 11; 6 Acrobatics (Balance) checks;Failure: Slide down stairs for 1d6 damage; Success: Reach top of stairs unharmed at ½ normal movement rate; Superior Result (4 skill successes): Reach top of stairs unharmed at normal movement rate; Perfect Result (6 successes): Reach top of stairs unharmed at double movement rate.

Trap-laden staircase up cliff (50 ft. high) CR 3 Skill Challenge DC 13; 3 Perception (Spot) checks, 6 Acrobatic (Balance) checks; Fumble: Fall off side for 5d6 damage; Failure: Encounter CR 3 trap on stairs half way up, if survived, reach top of stairs at ¼ normal movement rate; Success: Reach top of stairs unharmed at ½ normal movement rate; Superior Result (4 skill successes): Reach top of stairs unharmed at normal movement rate; Perfect Result (6 successes): Reach top of stairs unharmed at double movement rate.

Climb up crumbling rock face (50 ft. high) CR 5 Skill Challenge DC 15; 3 Athletics (Climb) checks, 3 Perception (Spot) checks; Fumble: Pummeled by falling rocks and fall for 5d6 damage; Failure: Fall for 2d6 damage; Success: Reach top of rock face at ¼ normal movement rate; Superior Result (4 skill successes): Reach top of rock face at 1/3 normal movement rate; Perfect Result (6 skill successes): Reach top of rock face at ½ normal movement rate.

Chase Challenges
Open, empty street footchase - CR 1 Skill Challenge DC 11; 3 Athletics (Run) checks, 3 Acrobatics (Balance) checks; Failure: Loose track of opponent; Success: Corner opponent (combat encounter); Superior Result (4 skill successes): Catch opponent (combat encounter, opponent starts grappled); Perfect Result (6 successes): Capture opponent (bypass combat encounter). Combat Encounter: human Rogue 1.

Open, light traffic street footchase CR 3 Skill Challenge DC 13; 3 Athletics (Run) checks, 3 Acrobatics (Balance) checks; Failure: Loose track of opponent; Success: Corner opponent (combat encounter); Superior Result (4 skill successes): Catch opponent (combat encounter, opponent starts grappled); Perfect Result (6 successes): Capture opponent (bypass combat encounter). Combat Encounter: CR 3 opponent.

Evade City Guard CR 4 Skill Challenge DC 14; 3 Athletics (Run) checks, 3 Acrobatics (Balance) checks; Fumble: Captured by city guard without a fight; Failure: Confront city guard, escape if defeat city guard or move 90 ft. or more away from city guard; Success: Evade city guard; Superior Result (4 skill successes): Evade city guard and find disguise to avoid notice; Perfect Result (6 successes): Evade city guard and steal a city guard’s uniform in the process City Guard: Warrior 4

Crowded city footchase - CR 5 Skill Challenge DC 15; 3 Athletics (Run) checks, 3 Acrobatics (Balance) checks; Fumble: Detained by city guard for disrupting city streets and loose track of opponent; Failure: Loose track of opponent; Success: Corner opponent (combat encounter); Superior Result (4 skill successes): Catch opponent (combat encounter, opponent starts grappled); Perfect Result (6 successes): Capture opponent (bypass combat encounter). City Guard: 1d4+2 human Warrior 4; Combat Encounter: CR 10 opponent.

City rooftop footchase - CR 10 Skill Challenge DC 20; 2 Athletics (Run) checks, 2 Athletics (Jump) checks, 2 Acrobatics (Balance) checks; Fumble: Fall for 5d6 damage and loose opponent; Failure: Loose opponent; Success: Corner opponent (combat encounter); Superior Result (4 skill successes): Catch opponent (combat encounter, opponent starts grappled); Perfect Result (6 successes): Capture opponent (bypass combat encounter). Combat Encounter: CR 10 opponent.

Race Challenges
Competative Foot Race – CR 1 Skill Challenge DC 11; 6 Athletics (Run) Checks; Failure: Fall 1 step behind opponent(s); Success (3 skill successes): Keep pace in race; Superior Success (4 skill successes): Move 1 step ahead of opponent(s); Perfect Result (6 successes): Move 2 steps ahead of opponents(s). Winner is the character furthest ahead in race.

Competative Obstacle Race – CR 2 Skill Challenge DC 12; 3 Acrobatics (Tumble) checks, 3 Athletics (Run) checks; Failure: Fall 1 step behind opponent(s); Success (3 skill successes): Keep pace in race; Superior Success (4 skill successes): Move 1 step ahead of opponent(s); Perfect Result (6 successes): Move 2 steps ahead of opponents(s). Winner is the character furthest ahead in race.

Outrun crumbling floor – CR 5 Skill Challenge DC 15; 3 Athletic (Jump) checks, 3 Athletics (Run) Checks; Failure: Fall into yawning pit for 5d6 damage; Success (3 skill successes): Outrun crumbling floor, but hanging onto edge; Superior Success (4 skill successes): Outrun crumbling floor but prone on solid surface; Perfect Result (6 successes): Outrun crumbling floor and standing on solid surface.

Outrun floor dissolving into magma – CR 10 Skill Challenge DC 20; 2 Acrobatic (Balance) checks, 2 Athletic (Jump) checks, 2 Athletics (Run) Checks; Fumble: Fall in lava for 20d6 damage; Failure: Singed by lava for 10d6 damage, but prone on solid surface; Success (3 skill successes): singed for 2d6 heat damage, outrun dissolving floor but prone on solid surface; Superior Success (4 skill successes): Outrun dissolving floor unharmed but prone on solid surface; Perfect Result (6 successes): Outrun dissolving floor unharmed and standing on solid surface.

Infiltration Challenges
Sneak into abandoned building – CR 1 Skill Challenge DC 11; 3 Stealth (Hide) checks, 3 Stealth (Move Silently) checks; Fumble: Fail to get inside and stopped by city guard; Failure: Fail to enter building; Success (3 successes): Enter building but seen by locals entering; Superior Success (4 successes): Enter building but passer-bys will may spot entry (Perception (Spot) DC 20 to notice); Perfect Success (6 successes): Enter building undetected and leave no trace of entry. City Guards: 1d4+2 human Warrior 4.

Bluff way into occupied commoner building – CR 2 Skill Challenge DC 13; 2 Deception (Bluff) checks, 2 Deception (Disguise) checks, 2 Persuade (Diplomacy) checks, Fumble: Fail to get inside and approached by city guard; Failure: Fail to enter building; Success (3 successes): Enter building but occupants are suspicious of character; Superior Success (4 successes): Enter building and occupants are not wise to the character; Perfect Success (6 successes): Enter building and occupants treat characters as guest of honor. City Guards: 1d4+2 human Warrior 4.

Sneak into occupied commoner building – CR 2 Skill Challenge DC 13; 2 Disable Device (Open Locks) checks [DC 20], 2 Stealth (Hide) checks, 2 Stealth (Move Silently) checks; Fumble: Fail to get inside and stopped by city guard; Failure: Fail to enter building; Success (3 successes): Enter building but seen by locals entering; Superior Success (4 successes): Enter building but passer-bys will may spot entry (Perception (Spot) DC 20 to notice); Perfect Success (6 successes): Enter building undetected and leave no trace of entry. City Guards: 1d4+2 human Warrior 4.

Sneak into fortified building – CR 4 Skill Challenge DC 14; 2 Disable Device (Open Locks) [DC 25], 2 Stealth (Hide) checks, 2 Stealth (Move Silently) checks; Fumble: Fail to get inside and stopped by city guard; Failure: Fail to enter building; Success (3 successes): Enter building but seen by locals entering (who most likely alert city guard); Superior Success (4 successes): Enter building but passer-bys will may spot entry (Perception (Spot) DC 20 to notice); Perfect Success (6 successes): Enter building undetected and leave no trace of entry. City Guards: 1d4+2 human Warrior 4.

Escape/Enter city walls– CR 5 Skill Challenge DC 15; 2 Stealth (Hide) checks, 2 Stealth (Move Silently) checks, 2 Survival (Streetwise) checks; Fumble: Fail to escape/enter and arrested by city guard without a fight; Failure: Fail to enter/exit city walls and confronted by city guards; Success (3 successes): Exit/enter city walls but presence is noted (and likely city guards dispatched); Superior Success (4 successes): Enter/exit city walls but nearby city guard may spot entry (Perception (Spot) DC 20 to notice); Perfect Success (6 successes): Enter/exit city walls undetected and leave no trace of passage. City Guards: 1d4+2 human Warrior 4.

Penetrate wizard’s sanctum – CR 10 Skill Challenge DC 20; 2 Disable Device (Disable Device)[DC 28], 2 Stealth (Hide) checks, 2 Stealth (Move Silently) checks; Fumble: Fail to get inside and struck by explosive runes spell (CL 9); Failure: Fail to enter building and seen by city guard; Success (3 successes): Enter building but seen by owning wizard; Superior Success (4 successes): Enter building but passer-bys will may spot entry (Perception (Spot) DC 20 to notice); Perfect Success (6 successes): Enter building undetected and leave no trace of entry. City Guards: 1d4+2 human Warrior 4. Wizard: human Wizard 9.

Manuever Challenges
Navigate Hedge Maze – CR 1 Skill Challenge DC 11; 2 Survival (Wilderness Lore) checks, 2 Perception (Spot) checks, 2 Knowledge (Architechure & Engineering) checks; Fumble: Dead end (start over); Failure: Lost in maze (repeat until 1 more success); Success (3 successes): Locate exit after 4d10x10 minutes; Superior Success (4 successes): Locate exit after 2d10x10 minutes; Perfect Success (6 successes): Locate exit after 1d10x10 minutes.

Navigate Dungeon Maze – CR 2 Skill Challenge DC 12; 2 Survival (Wilderness Lore) checks, 2 Knowledge (Dungeoneering) checks, 2 Knowledge (Architechure & Engineering) checks; Fumble: Dead end (start over); Failure: Lost in maze (repeat until 1 more success); Success (3 successes): Locate exit after 4d10x10 minutes; Superior Success (4 successes): Locate exit after 2d10x10 minutes; Perfect Success (6 successes): Locate exit after 1d10x10 minutes.

Navigate Monstrous Maze – CR 4 Skill Challenge DC 14; 2 Survival (Wilderness Lore) checks, 2 Perception (Spot) checks, 2 Knowledge (Architechure & Engineering) checks; Fumble: Ambushed by minotaur in dead end; Failure: Encounter minotaur; Success (3 successes): Reach exit blocked by minotaur; Superior Success (4 successes): Reach exit with minotaur trailing (30 ft. behind); Perfect Success (6 successes): Reach exit and avoid minotaur; Maze encounter: CR 4 minotaur

Navigate Invisible (Wall of Force) Maze – CR 6 Skill Challenge DC 16; 2 Survival (Wilderness Lore) checks, 2 Perception (Spot) checks, 2 Spellcraft (Arcane) checks; Fumble: Ambushed by phantom fungus in dead end; Failure: Encounter phantom fungus; Success (3 successes): Reach exit blocked by phantom fungus; Superior Success (4 successes): Reach exit with phantom fungus trailing (30 ft. behind); Perfect Success (6 successes): Reach exit and avoid phantom fungus; Maze encounter: 2 CR 3 phantom fungus

Thinking Challenges
Easy Puzzle Lock – CR 1 Skill Challenge DC 11; 3 Disable Device (Open Locks) checks, 3 Perception (Touch) checks; Failure: Lock does not open; Success (3 successes): Lock opens after 1d10 minutes; Superior Success (4 successes): Lock opens after 1d6 minutes; Perfect Success (6 successes): Lock opens after 1 minute.

Travel Challenges (This could replace the old "1-in-6 chance of a random encounter. Instead, the characters roll a skill challenge to avoid a hostile encounter in the wilderness)
Average Road trek – CR 1 Skill Challenge DC 11; 6 Wilderness (Survival) checks; Fumble: Ambushed by bandits; Failure: Travelling encounter; Success (3 successes): Reach next community (or checkpoint) at normal travel rate; Superior Success (4 successes): Encounter indifferent merchant on way to next community, reach next community (or checkpoint) at normal travel rate; Perfect Success (6 successes): Encounter friendly merchant on way to next community, reach next community (or checkpoint) at normal travel rate. Bandits: 1d4+2 Rogue 1; Travelling Encounter: CR 1; Merchant: Expert 2, GP limit 200 gp.

Wilderness trek – CR 2 Skill Challenge DC 11; 6 Wilderness (Survival) checks; Fumble: Ambushed by bandits; Failure: Travelling encounter; Success (3 successes): Reach next community (or checkpoint) at ½ travel rate; Superior Success (4 successes): Reach next community (or checkpoint) at 3/4 travel rate; Perfect Success (6 successes): Reach next community (or checkpoint) at normal travel rate. Bandits: 1d4+2 Rogue 2; Travelling Encounter: CR 2

Borderlands wilderness trek – CR 3 Skill Challenge DC 13; 3 Perception (Spot) checks 3 Wilderness (Survival) checks; Fumble: Lost; Failure: CR 3 Travelling encounter; Success (3 successes): Reach next community (or checkpoint) at ½ travel rate; Superior Success (4 successes): Reach next community (or checkpoint) at 2/3 travel rate; Perfect Success (6 successes): Reach next community (or checkpoint) at normal travel rate.

Bandit-infested road trek – CR 4 Skill Challenge DC 14; 3 Perception (Spot) checks 3 Wilderness (Survival) checks; Fumble: Ambushed by bandits; Failure: Confronted by bandits; Success (3 successes): Reach next community (or checkpoint) at normal travel rate; Superior Success (4 successes): Encounter indifferent merchant on way to next community, reach next community (or checkpoint) at normal travel rate; Perfect Success (6 successes): Encounter friendly merchant on way to next community, reach next community (or checkpoint) at normal travel rate. Bandits: 1d4+2 Rogue 4; Merchant: Expert 2, GP limit 200 gp.

Evil-controlled lands trek – CR 10 Skill Challenge DC 20; 3 Perception (Spot) checks, 3 Wilderness (Survival) checks; Fumble: Ambushed by bandits; Failure: Travelling encounter; Success (3 successes): Reach next community (or checkpoint) at ½ travel rate; Superior Success (4 successes): Reach next community (or checkpoint) at 3/4 travel rate; Perfect Success (6 successes): Reach next community (or checkpoint) at normal travel rate. Bandits: 1d4+2 Warrior 5/Rogue 4; Travelling Encounter: CR 10 encounter.


After mulling over the monk on several threads, this is what I put together. Hopefully, there are some nuggets in here worth stealing for the PFRPG.

This is a "little from menu A, a little from menu B" style monk like the PFRPG monk. Those who want a "d10" HD monk with Full BAB could make one by sacrificing an ability or two from the standard monk design. Also, you can build whole "schools" of monks who each have their own unique feel and flavor, rather than a lock-step monk progression.

Monk

Alignment: Any lawful
Hit Die: 1d8
BAB: 3/4 (as cleric)
Saves: All good (1/2 level + 2)
Class Skills: Acrobatics (Dex), Athletics (Str), Craft (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Perception (Wis), Perform (Cha), Persuade (Cha), Profession (Wis), and Stealth (Dex). (Note these use the skill groups in my game, not the PFRPG skills)

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

Bonus Feat: At 1st, 3rd and 5th feat, the monk gains a bonus feat from the list of monk feats available.

Weapon Skill: At 2nd level, monks train with the use of weapons to augment their unarmed attacks. While generally striking more devastating blows with unarmed attacks, the monk’s armed attacks are generally more accurate. When attacking with a weapon a monk is proficient in, he uses a fighter’s Base Attack Bonus. This also affects the monk flurry of blows attack bonus when using monk’s weapons, as shown on the table below. A monk uses his normal BAB, not his weapon BAB to determine qualification for a prestige class or feat.

Monk Talent: At every odd level, a monk gains a special talent from the list below. Some monk talents have special requirements before they may be taken.

Abundant Step (Su): You must have 12 monk levels to take this ability.
A monk with this ability can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one–half her monk level (rounded down).

Charm Strike (Su): You must have the Diamond Body ability to take Charm Strike.
Declare you are using the charm strike before you make an attack roll. If you hit with a unarmed strike you do not deal damage but instead the victim must make a Will DC 10 + 1/2 monk level + Wis modifier save or fall under the effects of a Charm Person spell that lasts 1 minute/level. You can only attempt a charm strike on an individual once per day.

Cobra Fang (Su): You must have 15 monk levels and the Flurry of Blows ability to take Cobra Fang.
As a full–attack action, you can make a single unarmed strike that poisons the target. Cobra Fang (Touch; Fort DC 10 + ½ monk levels + Wis modifier; Init: 1d10 Con; Sec: 1d10 Con).
This ability may be used once per day.

Damage Reduction (Ex): You must have a base Fort save of +4 or higher.
The monk gains DR 1/–. This increases by 1 every 5 levels.

Defensive Stance (Ex): You must have a Base Attack Bonus of +1 or higher and the Stability ability to take Defensive Stance.
When a monk adopts a defensive stance, she gains phenomenal strength and durability, but he cannot move from the spot she is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require her to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A monk may end her defensive stance voluntarily prior to this limit. At the end of the defensive stance, the monk is winded and takes a –2 penalty to Strength for the duration of that encounter. A monk can only use his defensive stance once a day. For every 4 monk levels, and never more than once in a given encounter. Using the defensive stance takes no time itself, but a monk can only do so during her action.

Devotion: You must have a Will save of +4 or better and the Still Mind Ability.
The monk can cast a handful of divine spells, as shown on the table below. To cast a spell, a monk must have a Wisdom of 10 + Spell level. The spells are chosen from the Sun, Travel, Law and Protection domains. The monk’s caster level is equal to ½ his monk level.

<insert Paladin spell progression chart here>

Diamond Body (Su): You must have the Purity of Body ability to take Diamond Body and have a base Fortitude save of +7.
The monk gains immunity to poisons of all kinds.

Diamond Soul (Su): You must have the Diamond Body ability and the Still Mind ability to take Diamond Soul.
A monk with this ability gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.

Dragon Punch (Su): You must have the Ki Strike, Focus Ki and a BAB of +6 or better to take Dragon Punch.
As a full attack action, you make a single unarmed attack at your highest BAB. If you hit, you deal your normal unarmed attack damage plus +1d4 elemental damage (acid, cold, fire or sonic) per 2 monk levels you possess. This ability can be used once per day per 5 levels of monk you possess.

Elemental Affinty (Su): You must have a base Fortitude save of +5.
The monk gains energy resistance acid, cold, fire or sonic 5. The choice of resistance must be decided when this ability is taken and cannot be changed. This ability may be taken multiple times, each for a different resistance type.

Elemental Granduer (Su): You must have the Elemental Affinty ability, the Elemental Temperance ability and a base Fortitude save of +11.
One of the resistance you have with Elemental Temperance is upgraded to energy resistance 15. You may select this ability multiple times, once for each Elemental Temperance you have.

Elemental Temperance (Su): You must have the Elemental Temperance ability and a base Fortitude save of +8.
One of the resistance you have with Elemental Affinity is upgraded to energy resistance 10. You may select this ability multiple times, once for each Elemental Affinity you have.

Empty Body (Su): You must have the Diamond Soul ability to take this ability.
A monk with this ability can assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.

Essence of the Wind (Su): You must have the Diamond Soul ability to take Essence of the Wind.
A monk with this ability can blink as per the spell, once per day.

Evasion (Ex): You must have a base Reflex save of +3 to take this ability.
If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Focus Ki (Su): You must have the Ki strike ability.
By taking a full–round action to focus your “inner breath”, you gain a +2 competence bonus to any one ability score, skill roll, saving throw or to your Base attack bonus. The bonus lasts for one minute. Once you have chosen which attribute will gain the bonus, you cannot change it for the remainder of the enhancement. You may use this ability once per day per 5 levels.

Fast Movement (Ex): You must have at least 3 levels of monk to take this ability. At every level divisable by 3, the fast movement bonus increases by +10 feet. (Thus, you gain +10 at 3rd, +20 ft. at 6th, +30 ft. at 9th, +40 ft. at 12th, +50 ft. at 15th and +60 ft. at 18th)

Flow Like Water (Su): You must have the Still Mind, Slow Fall and Flurry of Blows ability to take Flow Like Water.
Once per day, for up to 1 round/2 levels, you act as if under a Haste spell. This is a haste effect.

Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy.
When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1–1/2 or x 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

<insert flurry of blows chart and unarmed damage chart here>

Improved Evasion (Ex): The monk must have the Evasion ability and a Reflex base save of +6. The monks evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Improved Uncanny Dodge (Ex): You must have the Uncanny Dodge ability to take Improved Uncanny Dodge.
With this ability, the monk can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has monk levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Iron Body (Su): Once per day, you can use the wizard spell Iron Body as a supernatural ability.

Ki Strike (Adamantine): You must have the Ki Strike (magic), Ki Strike (Lawful) and a base Fortitude save of +10 or better to take this ability.
The monk’s unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Ki Strike (Cold Iron): You must have the Ki strike (magic) ability to take Ki Strike (Cold Iron).
The monk’s unarmed attacks are treated as cold iron weapons for the purpose of dealing damage to creatures with damage reduction.

Ki Strike (Energy): You must have the Ki strike (magic) ability and a base Fortitude save of +10 to take this ability.
Half of the monk’s unarmed damage from attacks are treated as a form of energy (acid, cold, fire or sonic). The energy type must be selected when this ability is taken and cannot be changed.

Ki Strike (Magic): The monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. You may only have one Ki strike active at a time. At 15th level, you may have up to two Ki strike abilities active at one time.

Ki Strike (Lawful): You must have the Ki strike (magic) ability to take Ki Strike (Lawful).
The monk’s unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction.

Ki Strike (Silver): You must have the Ki strike (magic) ability to take Ki Strike (Silver).
The monk’s unarmed attacks are also treated as silver weapons for the purpose of dealing damage to creatures with damage reduction.

Natural Avoidance (Ex): You gain a dodge bonus to AC of +1. This increases by +1 every 4 levels thereafter.
Rend: You must have a Base Attack Bonus of +6 or more to take this ability.
A monk with this ability who hits with two or more unarmed strikes on a single opponent rends that opponent, dealing additional damage to twice her unarmed damage plus 1 ½ her Strength bonus.
This ability cannot be used in a round in which the monk flurries.

Repel the Earth (Su): You must have the Diamond Soul ability to take this ability.
Once per day, the monk can use overland flight on himself and his gear as a supernatural ability.

Purity of Body (Su): You must have a base Fortitude saving throw of +4 to take this ability.
A monk with this ability gains immunity to all diseases except for supernatural and magical diseases

Quivering Palm (Su): You must have 15 monk levels and the Flurry of Blows ability to take Quivering Palm.
With this ability, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a day, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of hours equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

Timeless Body (Ex): You must have the Diamond Body ability to take Timeless Body.
With this ability, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place.
Bonuses still accrue, and the monk still dies of old age when her time is up.

Tongue of the Sun and Moon (Ex): You must have Linguistics as a trained skill and have at least 10 ranks in the skill.
A monk with this ability can speak with any living creature that knows a language.

Slow Fall (Ex): You must be trained in the Acrobatics (Tumble) skill to take this ability and have a base Reflex save of +4 or better.
If the monk is within arm’s reach of a wall can use it to slow her descent.
When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves by 10 feet with every other monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Stability: The monk gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Stamina: You gain +2 hit points each level

Still Mind: The monk gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Uncanny Dodge (Ex): You must have a Will save of +3 or better to take Uncanny Dodge.
A monk with this ability retains her Dexterity bonus to AC (if any) even if he is caught flat–footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a monk already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Undetectable (Su): You must have the Still Mind ability a base Will save of +10 or better.
The monk acts as if under a constant nondetection spell with a caster level equal to his monk level.

Wallwalking (Su): You must have the Fast Movement ability and Focus Ki ability.
As part of a move action, you can run up a vertical surface. If you do not reach a horizontal surface at the end of your movement, you fall.

Waterwalking (Su): You must have the Fast Movement ability, Focus Ki ability and Wallwalking ability.
As part of a move action, you can walk on the surface of water at up to ½ your normal movement rate. If you end your movement while still on the surface of water, you fall in and cannot use this ability again until you leave the water’s confines.

Walk Unseen (Su): You must have the Diamond Soul ability to take Walk Unseen.
Once per day, the monk can make himself invisible. This otherwise acts like an improved invisibility spell cast at the monk’s level.
Warrior’s Heart (Ex): This ability must be taken at 1st level.
The monk’s base attack bonus advances as a fighter (+1 each level) instead of the normal progression.

Wholeness of Body (Su): You must have the Wholeness of Body ability to take this ability.
A monk with this ability can heal her own wounds. She can heal 1d4 hit points per monk level to herself each day, and she can spread this healing out among several uses.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off–hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’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.
A monk’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.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Perfect Self: At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.


I've been going through the SRD spell list for my own game, and these are spells that I feel are less-than-optimal and deserve some sort of boost in the game to make them useful.

Flaming Sphere: With a movement rate of 30 ft. and Reflex negates on damage, this spell is easy to outrun/outmanuever and avoid damage. It should probably move at least 50 ft. a round and have a save of Reflex half.

Helping Hand: As written, I'd rather just use the 1st level spell, Message and tell someone how to find me. The "time to locate" table should be scrapped - this is a magic spell, the hand should just magically manifest at the location of the spell's target. It would also be nice if the spell compels the target to follow the hand if they fail a Will save - but restrict the hand to directing the target along the safest route to the caster, and if the intention is to ambush/attack the target it automatically fails (no sending it to the hideout of the BBEG and forcing him to come to you).

That's all I have for now. Any other "pathetic" spells in the SRD that need some help?


I was discussing D&D 3.5 with one of my players late last night, and in the midst of the conversation, we started discussing rogue "autosuccess" strategies to getting in sneak attacks. While discussing such tactics, a couple of spells came up for discussion, that I think it might be worth considering a change/"nerf" to.

Silence: A possible change from 100% sound negation to a +20 to Perception DC's to hear sound in or passing through the area of effect and Sonic resistance 20. Attempting to cast a verbal spell in the area of silence adds +20 to a Spellcraft/Concentration check (I forget which PF is using). Silent Metamagic mitigates the need for a check.

Invisibility: (I think this has already been addressed) grants a +20 to Perception DC's to spot the character*. Those that don't make the perception check suffer the 50% miss chance.

Blindness/Deafness: The victim suffers a +20 penalty to Perception (Spot) checks OR a +20 penalty to Perception (Listen) checks. A caster who can't hear himself chanting a spell (Perception [Listen] DC 10 [+20 mod already added in]) blows his spell (removing the 20% chance).

(oddly, this works out to a +10 bonus per spell level...coincidence?)

I know we discussed other spells, but it was pretty late, and I don't remember any of the other spells that would be put up on this chopping block, but it's safe to say it would be any spell against which there is normally no counter.

* Yes, this means the character MIGHT see something if he's lucky or has a high spot, but it's going to be kinda like Han's observation from RotJ "My sight must be getting better, instead a large dark blur, I see a big bright blur."


This worked a bit clunky in my own game, but I hope it can be somewhat inspiring. I'd really like to see counterspelling be more useful to allow for the likes of wizard duels without having to interject special rules that only are in effect for such contests (Forgotten Realms, I'm looking at you).

Counterspelling
A counterspell is an attempt by a spellcaster to prevent an enemy caster from successfully bringing a spell into effect. A caster can attempt to disrupt the spell energy of an enemy spellcaster by counter–casting, thereby disrupting the accumilation of magical energy to form a spell.
Counterspell: A wizard or sorcerer gains a number of counterspells per day equal to 3 + spellcasting modifier. A counterspell is not an actual spell – it is in effect knowledge of magic on how to effictively "shut down" a spell in progress. To use a counterspell, a spellcaster must know what spell he/she is attempting to counterspell and must be within 30 feet of the enemy spellcaster to effectively disrupt their ability to manipulate magical energies.
Normal counterspelling is an Attack of Opportunity. Thus, you may counterspell only once per round, unless you have Combat Reflexes. Even if you have Combat Reflexes, you may only attempt to counterspell one spell from an enemy, even if they use Quicken spell or other methods to unleash more than one spell a round.

Counterspelling provokes Attacks of Opportunity, the same as if you were casting a spell. You may attempt to defensively counterspell and prevent opponents from gaining an attack of opportunity by making a successful DC 12 + enemy spell level Will save. If you are struck for any damage while attempting to counterspell, your attempt to counterspell automatically fails.

A counterspell requires verbal and somatic components, but not material. If you have the Silent metamagic feat, you may counterspell without requiring a verbal component. If you have the Still metamagic feat, you may counterspell without requiring a somatic component. Counterspelling is affected the same way as spellcasting when the counterspeller is deafened or grappled.

To counterspell, a caster must first identify the enemy spell that is being cast. As a free action, a spellcaster may attempt once per spell to identify an enemy spell being cast in line of sight within 30 feet of their person with a successful DC 15 + (2 x enemy’s spell level) Spellcraft check. Arcane casters attempting to identify a divine spell add +4 to the DC to identify, and vice–versa.

If you successfully identify the spell being cast, you may attempt to perform a counterspell. You must be able to cast spells of the same level as the spell you are countering. Once you have identified the enemy spell, you expend one of your counterspells and make a level check (1d20 + your level) against a DC of 10 + enemy spellcaster's level. If you have the Improved Counterspelling feat, you add +2 to your level check. If you equal or exceed the DC of the level check, you counter the enemy spell and it is lost from memory. If you fail the level check, the enemy spell works normally.

You may also use the ready action to counterspell an enemy spell, using the normal rules below or using your counterspell ability from above. This allows you to possibly shut down an enemy spellcaster who attempts to cast more than one spell a round by countering one spell with your readied action and countering the second with an Attack of Opportunity counterspell.

Ready A Counterspell: As a ready action, you can prepare a counterspell. You may prepare a counterspell as above or burn one of your own spells to attempt to counter an enemy spell.

You must be within 30 feet of the enemy to attempt to counterspell when the enemy begins casting. Readying a counterspell provokes attacks of opportunity, unless defensively performed (as per a normal counterspell). If you intend to burn one of your own spells to counter an enemy’s spell, you make a Level check (adding your spellcasting modifier) opposed by the enemy’s Will save. If you fail the check, the enemy’s spell is cast as normal. If you succeed the check, you subtract twice the level of the spell you expend from the enemy’s caster level. If you have the Improved Countering feat, add +2 to your result. If you reduce the enemy’s caster level to 0 or less, their spell fails. Otherwise, the enemy’s spell is cast at the reduced level. If you happen to burn the same exact spell as the enemy was casting, you automatically counter the enemy’s spell.

Instead of burning a spell slot, you may use one of your counterspells to counter a spell, using the normal counterspelling rules.

Clerics and Paladins do not automatically gain counterspells. However, they may expend one of their Turn/Rebuke attempts to counter, following the counterspell rules from above.

Bards do not automatically gain counterspells. However, they may expend one of their Bardic Music uses to attempt to counter, following the counterspell rules from above.

Druids and Rangers gain no innate ability to counterspell. A druid may burn a Wild Shape use to counterspell. Rangers must burn spells using the readying counterspell rules from above.


I don't think I've ever seen a character with Simulacrum or Clone in their stat block, and since both of these are really permanently created constructs, I feel they should be moved from a spell to becoming Templates, and then created via the Craft Golem item creation feat.

Clone Subtype: A clone is a copy of a living creature. While a construct, it does not gain Construct resistances and immunities. The cloned creature uses the BAB, HD type and saves for a Construct. It otherwise gains all the abilities and weaknesses of the creature type it is cloned from. Natural constructs (such as an Iron Golem or a Cloned creature) cannot be cloned.

Simulacrum Template: Move rules from the spell to this template. This creature is a Construct (Shadow, Cloned <Creature Type>)

Clone Template: Move rules from clone to this template. This creature is a Construct (Cloned <Creature Type>). Add the following note: "When the original dies, the Clone changes to the creature type it was cloned from and loses the Clone subtype. Modify the creatures BAB, HD type and saves to match the creature type it becomes."

The same could be done with created undead. Create Undead could be moved from being a spell to an item item creation feat - Create Undead. The costs and such could simply be moved from the spell description to the feat and perhaps allow for other undead to be created (I find it odd you can't create Vampires or Vampire spawn, for example). While it would not be possible to list non-OGL undead that could be created with the feat, a table or a sidebar suggestion could be presented for guidelines on fixing the cost of creating non-standard undead. The current "Animate Dead" or "Create Undead" spells could be replaced with "Summon Undead" spells* or something similiar.

*I'd actually like to see Undead added to the Summon Monster list. Necromancers and the like who have "Animate Dead" or "Create Undead" could be given "Summon Monster (Undead Only)" spell access. Necromancers would also gain the Create Undead spell for free (and perhaps Conjurers could get Craft Construct for free.


While I'm not all that fond of PC's making spells permanent on themselves, there's all kinds of fun you can have with NPC's, traps and the like that have had permanency placed on them.

Therefore, I present my modified version of the permanency spell. I know XP costs are being done away with, so Jason can modify the "XP cost" to whatever system he wants to replace XP costs.

Also, you may notice that I've expanded the permanency spell to all full caster classes. Also, I've reduced the spell duration of all spells so NO spell has a duration greater than 24 hours, making permanency a *much more* useful spell.

Permanency (X)
Universal
Level: Brd 5, Clr 5, Drd 5, Sor/Wiz 5
Components: V, S, XP
Casting Time: 1 swift action (see below)
Range: See text
Target, Effect, or Area: See text
Duration: Permanent; see text
Saving Throw: None
Spell Resistance: No
This spell makes certain other spells permanent.
Depending on the spell, you must be of a minimum caster level and must expend a number of XP. You cast this spell in conjunction with the spell you wish to make permanent. When you make a spell permanent, you fix the caster level on the target. The spell’s caster level does not increase even if you later gain levels without recasting permanency at a higher level and repaying the XP cost.
You can make the following spells permanent in regard to yourself.

Spell Min Caster Lvl XP Cost
Air Walk2 13th 3,000 XP
Arcane Sight1 11th 1,500 XP
Barkskin3 11th 1,500 XP
Comprehend languages 9th 500 XP
Darkvision 10th 1,000 XP
Deathwatch 9th 500 XP
Detect Animals or Plants1 9th 500 XP
Detect Chaos1 10th 500 XP
Detect Evil1 10th 500 XP
Detect Linguistics (Forgery)1 10th 500 XP
Detect Good1 10th 500 XP
Detect Law1 10th 500 XP
Detect Magic1 9th 500 XP
Detect Poison1 9th 500 XP
Detect Scrying1 12th 2,000 XP
Detect Secret Doors1 10th 500 XP
Detect Snares and Pits1 10th 500 XP
Detect Thoughts1 11th 1,500 XP
Detect Undead1 10th 500 XP
Discern Lies1 12th 2,000 XP
Disguise Self 9th 1,000 XP
Displacement3 12th 2,000 XP
Dragon Armor3 11th 1,500 XP
Expedious Retreat2 10th 1,000 XP
Floating Disc 10th 500 XP
Fly2 11th 2,000 XP
Glibness 12th 1,500 XP
Greater Invisibility3 13th 2,500 XP
Know Direction2 9th 250 XP
Know Value1 9th 250 XP
Levitate2 10th 1,000 XP
Mage Armor3 10th 1,000 XP
Master Skill 14th 2,500 XP
Mind Blank3 17th 4,500 XP
Neutralize Poison 13th 2,000 XP
Protection from Arrows3 11th 1,500 XP
Read Magic 9th 500 XP
See Invisibility1 10th 1,000 XP
Speak with Plants 12th 2,000 XP
Spider Athletics (Climb)2 11th 1,000 XP
Stoneskin3 13th 2,000 XP
Tongues 11th 1,500 XP
Tree Shape3 11th 1,000 XP
True Seeing1 15th 3,000 XP
Water Walk2 11th 1,500 XP
1 You cannot have more than one detect spell made permanent at a time.
2 You cannot have more than one movement based spell made permanent at a time.
3 You cannot have more than protective spell made permanent on you at a time

You cast the desired spell in conjunction with the permanency spell. You cannot cast these spells on other creatures. This application of permanency can be dispelled only by a caster of higher level than you were when you cast the spell.
In addition to personal use, permanency can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate). When cast on an unwilling creature, the target gains a Will save to prevent the effect from becoming permanent (even if the associated spell allows no save). If the permanency fails, the caster loses no XP.

Spell Min Caster Level XP Cost
Bane 10th 500 XP
Bear’s Endurance 15th 1,500 XP
Bestow Curse 13th 2,000 XP
Bestowment of Etiquette 10th 1,000 XP
Blight 9th 500 XP
Blindness/Deafness 11th 1,500 XP
Bull’s Strength 15th 1,500 XP
Cat’s Grace 15th 1,500 XP
Changestaff 15th 3,500 XP
Charm Animal1 9th 500 XP
Charm Person1 9th 500 XP
Charm Monster1 12th 2,000 XP
Competance 9th 500 XP
Confusion 12th 2,000 XP
Crimson Stains 9th 250 XP
Create Undead 14th 2,500 XP
Create Greater Undead 16th 3,500 XP
Create Least Undead 10th 250 XP
Create Lesser Undead 12th 1,000 XP
Curse of Lycanthropy 13th 2,500 XP
Death Ward 14th 3,000 XP
Deflection 11th 1,000 XP
Dimensional Lock 15th 3,500 XP
Dodge 11th 1,000 XP
Dominate Animal2 12th 1,500 XP
Dominate Monster2 17th 4,500 XP
Dominate Person2 14th 2,500 XP
Endure Elements 10th 250 XP
Enlarge Monster 13th 2,000 XP
Enlarge Person 9th 500 XP
Entrapment 16th 3,500 XP
Faerie Fire 10th 500 XP
Feather Fall 10th 500 XP
Fox’s Cunning 15th 1,000 XP
Freedom of Movement 13th 2,000 XP
Gentle Repose 11th 1,000 XP
Hardening 14th 3,000 XP
Insight 10th 1,000 XP
Jump 9th 500 XP
Longstrider 9th 1,000 XP
Mage’s Faithful Hound 14th 2,500 XP
Mage’s Magnificient Mansion 14th 2,500 XP
Mage’s Private Sanctum 14th 2,500 XP
Magic Aura 9th 500 XP
Magic Circle against Chaos/Evil/Good/Law 12th 1,500 XP
Magic fang, greater 11th 1,500 XP
Magic Mouth 11th 250 XP
Mount 10th 500 XP
Nondetection 12th 2,000 XP
Owl’s Wisdom 15th 1,500 XP
Pass Without Trace4 9th 500 XP
Phantom Steed 11th 1,500 XP
Polymorph 13th 2,000 XP
Polymorph Any Object 18th 4,500 XP
Prestidigitation 9th 250 XP
Reduce Animal 11th 1,000 XP
Reduce Monster 13th 2,000 XP
Reduce Person 9th 500 XP
Resist Energy 11th 1,500 XP
Resilient Sphere 13th 2,000 XP
Resistance 9th 500 XP
Sculpt Sound 12th 1,500 XP
Seeming 14th 2,500 XP
Sequester 16th 3,500 XP
Spell Immunity 13th 2,500 XP
Spell Resistance 13th 2,500 XP
Status3 11th 1,000 XP
Trap the Soul 16th 4,000 XP
Telepathic Bond3 13th 2,500 XP
Temporal Statis 16th 4,000 XP
Undetectable Alignment 11th 1,000 XP
Water Breathing 11th 1,500 XP
1 You cannot permanently charm more than one creature at a time.
2 You cannot permanently dominate more than one creature at a time.
3 Only bonds two creatures per casting of permanency
4 Only affects one person at a time.

Additionally, the following spells can be cast upon objects or areas only and rendered permanent.

Spell Min Caster Level XP Cost
Alarm 9th 500 XP
Arcane Lock 11th 1,500 XP
Animate objects 14th 3,000 XP
Antipathy 16th 4,000 XP
Black Tentacles 13th 3,000 XP
Blade Barrier 15th 3,500 XP
Calm Emotion 10th 1,000 XP
Calm Wind 10th 1,000 XP
Continual Flame 10th 500 XP
Concentrate 12th 2,000 XP
Control Water 12th 2,000 XP
Control Weather 15th 3,500 XP
Control Winds 14th 2,500 XP
Dancing lights 9th 500 XP
Darkness 10th 1,000 XP
Deeppockets 9th 500 XP
Desecrate 12th 2,000 XP
Dimensional Lock 16th 4,000 XP
Distance Distortion 14th 2,500 XP
Entrapment 14th 3,000 XP
Faerie Fire 10th 500 XP
False Vision 12th 2,000 XP
Forbiddance 14th 3,000 XP
Ghost sound 9th 500 XP
Giant Vermin 13th 2,000 XP
Globe of Invulnerability, Lesser 12th 2,000 XP
Glyph of Warding 12th 1,500 XP
Glyph of Warding, Greater 15th 3,000 XP
Grease 10th 500 XP
Guards and Wards 15th 3,000 XP
Gust of wind 11th 1,500 XP
Illusory Script 12th 1,500 XP
Illusory Wall 13th 2,000 XP
Invisibility 10th 1,000 XP
Invisiblity Purge 11th 1,500 XP
Invisiblity Sphere 12th 1,500 XP
Ironwood 12th 2,000 XP
Hallow 13th 2,500 XP
Hallucinatory Terrain 13th 2,000 XP
Mage’s private sanctum 13th 2,500 XP
Magic mouth 10th 1,000 XP
Obscure Object 10th 1,000 XP
Passwall 14th 3,000 XP
Permanent Image 15th 3,000 XP
Phantom Trap 10th 1,000 XP
Phase door 15th 3,500 XP
Prismatic sphere 17th 4,500 XP
Prismatic wall 16th 4,000 XP
Reverse Gravity 15th 3,500 XP
Screen 16th 4,000 XP
Sculpt Sound 12th 1,500 XP
Secret Chest 14th 2,500 XP
Secret Page 13th 1,500 XP
Secure Shelter 12th 2,000 XP
Sequester 16th 3,500 XP
Shrink item 11th 1,500 XP
Silence 9th 500 XP
Solid fog 12th 2,000 XP
Spike Stones 13th 2,000 XP
Stinking cloud 11th 1,500 XP
Symbol of death 16th 4,000 XP
Symbol of fear 14th 3,000 XP
Symbol of insanity 16th 4,000 XP
Symbol of pain 13th 2,500 XP
Symbol of persuasion 14th 3,000 XP
Symbol of sleep 16th 4,000 XP
Symbol of stunning 15th 3,500 XP
Symbol of weakness 15th 3,500 XP
Sympathy 17th 4,000 XP
Teleportation circle 17th 4,500 XP
Tiny Hut 12th 1,500 XP
Unhollow 13th 2,500 XP
Unseen Servant 10th 500 XP
Wall of Fire 12th 2,000 XP
Wall of Force 13th 2,500 XP
Wall of Ice 12th 2,000 XP
Wall of Iron 12th 2,000 XP
Wall of Sound 14th 2,500 XP
Wall of Stone 12th 2,000 XP
Wall of Thorns 13th 2,500 XP
Web 10th 1,000 XP
Wind Wall 12th 1,500 XP
Zone of Fire Supression 11th 1,000 XP
Zone of Silence 12th 2,000 XP
Zone of Truth 11th 1,500 XP

Spells cast on other creatures, objects, or locations (not on you) are vulnerable to dispel magic as normal.
XP Cost: See tables above.


Just an extra thought on this, though it's probably overkill - the entire component line could be moved to a superscript notation in the spell title for quick review when picking which spells work with certain metamagics or have special needs.

Spell notations:

V = has a verbal component (qualifies for Silent Metamagic)
C = has a cheap component cost (qualifies for Eschew Materials (1))
M = has an expensive component cost
F = has an expensive focus
L = long casting time (greater than 1 round)
D = requires a divine focus (holy symbol)
S = has a somatic component (if arcane, affected by Arcane Spell failure and qualifies for Still Metamagic)
Q = Swift/Immediate spell
P = can be made permanent or has a permanent effect(2)

Examples ("^" Indicates superscript characters):

Identify ^VSMDL^ - Identify properties of magical item
Detect Magic ^VSFP^ - Detects spells and magic items within 60 ft.

(1) I'd like to see Eschew Materials classified as a Metamagic feat, as it does actually alter the spell in the same way Silent Metamagic and Still Metamagic does

(2) In my opinion, any spell that is innately permanent (such as Continual Flame) is a poor spell. It is likely to be used once, then never used again. Changing the spell to have some sort of ending duration (I'd suggest no more than 24 hours) encourages it to be reused and worth adding to one's repertoire of spells.


This was how I was planning to fix the "polymorph problem" in my own game:

Polymorph School: Polymorph spells change one thing into another. While natural shapechangers can be affected, those with the Shapechanger creature subtype can always choose to revert back to their own form once it is their action.
Many polymorph spells have a limitation to change into another creature equal to HD + LA (Level Adjustment). If a creature does not have a listed LA, you can use the table below to estimate the LA of a given creature. The GM has final say in the LA of any creature.

Ability LA
Natural flight +1
Natural armor +1
Greater than 5 ft. reach +1
Unbalanced ability scores(1) +1
Special Attack (per 2 abilities) +1
Special Qualities (per 3 abilities) +1
Racial skill bonus +1
Animal type -1
Size small or smaller -1
(1) “Unbalanced” means that the total ability modifiers add up to greater than +0. Add in a +1 LA for every +1 ability modifier (i.e. +2 to attributes) total above the creature’s HD.

(Note: this was just me free-form guessing based on the chapter in Savage Species. I'm sure the design team would have a much better grip on what would constitute an LA adjustment for the table above)

Alter Self
Transmutation (Polymorph)
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size.
Upon gaining this spell, the spellcaster gain 2 forms they can assume with the spell, plus an additional form for each additional level they obtain (Assume the caster can take 20 on the Knowledge check when determining what forms he may choose). These forms cannot exceed the ECL of the caster (HD + Class Levels + LA). The total ECL cannot exceed 10. At each level, the caster may change one of his prior chosen form to a new form. If the caster wishes to make an impromptu change to a creature not on their list of forms, they must make an appropriate Knowledge check to make the change. The Knowledge check is based on the type of creature whose form is to be assumed (i.e., Knowledge [Arcana] check to assume the form of a draconic creature)

Action Knowledge DC
Assume an impromptu form not on character's polymorph list. 20
character is familiar with form (has studied physiology of a "living" specimen for at least 1 hour or more) –5
character has a similiar creature in his form list (such as becoming a lion if you can change into a tiger) –5
character has no visual reference of new form* +5
Character has never encountered creature in–game +5
creature is rare, reclusive, singular (such as the tarrasque) or extraplanar in nature (+2 for each that applies) +2
* Having seen the creature in a book, painting or other 2D depiction does not count as having a visual reference.

You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell–like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).
You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.
If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.
You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two–weapon attacks) than normal.
You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low–light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.
You do not gain any supernatural special attacks, special qualities, or spell–like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn’t change the creature type or subtype.
You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Deception (Disguise) check.
When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

Polymorph(P)
Transmutation (Polymorph)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin.
Upon gaining this spell, the spellcaster gain 2 forms they can assume with the spell, plus an additional form for each additional level they obtain (Assume the caster can take 20 on the Knowledge check when determining what forms he may choose). These forms cannot exceed the ECL of the caster (HD + Class Levels + LA). The total ECL cannot exceed 15. At each level, the caster may change one of his prior chosen form to a new form.

***Optional Rule***
If the caster wishes to make an impromptu change to a creature not on their list of forms, they must make an appropriate Knowledge check to make the change. The Knowledge check is based on the type of creature whose form is to be assumed (i.e., Knowledge [Arcana] check to assume the form of a draconic creature)

Table: Knowledge check to Polymorph
Action Knowledge DC
Assume an impromptu form not on character's polymorph list. 20
character is familiar with form (has studied physiology of a "living" specimen for at least 1 hour or more) –5
character has a similiar creature in his form list (such as becoming a lion if you can change into a tiger) –5
character has no visual reference of new form* +5
Character has never encountered creature in–game +5
creature is rare, reclusive, singular (such as the tarrasque) or extraplanar in nature (+2 for each that applies) +2

* Having seen the creature in a book, painting or other 2D depiction does not count as having a visual reference.

***End Optional Section***

You can’t cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject’s creature type and subtype (if any) change to match the new form.
Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.
The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell–like abilities.
Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.
Polymorph can be made permanent by a permanency spell, which locks the target in its new form.
Material Component: A bit of fur, scales or other bodily tissue from the creature to become.


Okay, so I think its a good thing Incendiary Cloud does more to targets. However, in increasing the damage per round, I think the duration of the spell should have been reduced to 1 round/3 levels. Otherwise, creatures that you have managed to impede movement (Hold, Black Tentacle, Forcecage, Entangled, locked in a room, etc.) are in a LOT of trouble in a short time. Reducing the duration should keep the overall damage about the same, but the increased per round allows you to dish it out quicker and more effectively.


Why not consolidate these two feats into in a single feat called "Domain Turning"

Domain Turning
You can turn or rebuke creatures associated with your domain
Prerequisites: Ability to use domains
Benefits: Choose a domain you have access to; You gain the supernatural ability to turn or rebuke creatures according to the domain you selected. You can turn/rebuke a number of times equal to 3 + Charisma modifier.

Table - Turning by Domain
Domain-Turn- Rebuke
Air -Earth creatures -Air creatures
Animal -Plant creatures -Animal
Artifice -Summoned creatures -Constructs
Chaos -Lawful outsiders -Chaotic outsiders
Earth -Air creatures -Earth creatures
Evil -Good outsiders -Evil outsiders
Fire -Water creatures -Fire creatures
Good -Evil outsiders -Good outsiders
Law -Chaotic outsiders -Lawful outsiders
Plant -Animal -Plant creatures
Water -Fire creatures -Water creatures
Creation -Constructs -Summoned creatures
Scalykind -(none) -Animal (reptilian and snakes only)

Domains not listed here cannot be chosen with this feat.

Special: You may take this feat multiple times, each time for a different domain.
If you have the feat Extra Turning, you must select which turn/rebuke ability the Extra Turning applies to.


Minor nitpick. Since the Form spells aren't directly tied to spell level (like the Summon spells), can we change the name from like Beast Form I, II, III to Minor Beast Form, Beast Form and Greater Beast Form? Also, Mass versions of the spells would be nice (there is already the druid's Animal Shapes spell, it would be easy to change this to Mass Beast Form, I think.


Spells with sliding DC's I think are a great idea for 3E. But I've come to wonder if the current system is really the best. Right now, the formula for a spell DC is:

DC 10 + Spell level + spellcasting modifier.

This tends to make casters reach for their biggest spells first and work their way down the line to less effective spells. I've even seen casters who've worked their way down two or three levels of spells try and get the party to stop and rest as if they are out of spells, even if they still have a half-dozen lower level spells left. I'd kind of like to see this change. Each spell has its own built-in limits, so perhaps to encourage more uses of a spellcaster's lower level spells the formula could change to:

DC 10 + 1/2 caster level + spellcasting modifier.

Now if the 8th level wizard casts Charm Person or Charm Monster, both spells would have a DC 14 + Int modifier and the big difference would be what creatures the two spells can affect.

About the only glaring problem I see is that Bards get a bit of a boost on their spell DC's, but I'm not sure this is a bad thing. Both rangers and paladins have a caster level equal to half their class level, so a 20th level Paladin still has a spell DC of 15 + spellcasting modifier - one higher than current. I don't think that would be gamebreaking in itself.

Thoughts? Better or worse idea?


I'd like to get people thinking about the prestige classes in the core rules. We've all been concentrating on the the core classes, but I think we should be voicing our concerns about prestige classes. While we can't do a whole lot about the closed-content prestige classes, we can definitely voice our opinions about the ones that show up in Pathfinder.

I'm going to break this into two parts: My thoughts about existing prestige classes (only the ones I have a comment about), and prestige classes we could use to bridge some gaps in the existing core rules.

Arcane Archer, Archmage, Loremaster, Mystic Theurge: My problem with these prestige classes is that they give full caster progression PLUS additional abilities. I really think that at least one level of spellcasting should be sacrificed for each of these prestige classes.

Archmage: Open up Arcane Fire to be any type of energy. I wouldn't mind if an Archmage could be made to vanish by rolling some of the abilities directly into the Wizard (or Sorcerer) class.

Duelist: Kill the prestige class and roll Canny Defense, Grace, Acrobatic Charge and Elaborate Parry into Combat Maneuvers, giving some teeth to a Fighter who wants to be a Dex fighter (or a Rogue who chooses Combat Maneuver as his Rogue Talent).

Hierophant: The divine equivalent of Archmage, which doesn't get automatic spell progression, which I think should be remedied.

Horizon Walker: Fire this prestige class, or give it some reason for Rangers to consider it. Right now, it's pretty weaksauce.

Loremaster: Kill loremaster secret #6 & #7. Move Secret #8,9 & 10 up to starting at #6. Make #9 a metamagic secret, allowing you to reduce the level requirement of one metamagic feat you know by one (minimum 0 level modifier). I'd like to sea #10 add +2 to Int or Cha.

Shadowdancer Rangers have to wait until 17th level to get Hide in Plain sight and Shadowdancers get it at 1st level? Yeah, that's fair.

Thaumaturgist Planar Cohort should act like a special mount or animal companion. It should NOT restrict the character from having a cohort from the Leadership feat (though it should still cause a minus to the leadership score, as animal companions, familiars and such do).

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New/modified prestige classes:

Brute: A party friendly Frenzied Beserker. Something for the barbarian to look forward to.

I'd also like to see a cleric/rogue prestige class, something along the lines of how the Arcane Trickster helps Wizard/Rogues.

I'd also like to see a monk prestige class - they seem fairly rare other than Drunk Monk - which I'm tired of seeing popping up in just about every game with a Monk in it that I've run. Maybe something that makes an interesting Rogue/Monk or Fighter/Monk combination.

A True Necromancer-type prestige class would also be appreciated. Something that works well as a Cleric/Necromancer combination without being outrageous.

A pure melee master class. We've got Theurge for Wizard/Cleric mixes, Arcane Trickster for Wizard/Rogue mixes and Archmage which intensifies the wizard (and Hierophant which "intensifies" Cleric/Druids). I'd like to see one that allows mixing of Fighter/Rogue as an effectively deadly mix, and one that intensifies the Fighter/Barbarian/Paladin/Ranger's combat ability.

Arcane Blade: What the Arcane Archer Archer does for ranged attacks, this should do for melee attacks - also letting fighters get a little "magical" without having to become full-out spellcasters. Please don't give it to elves only

Racial prestige classes - Dwarves have dwarven defender and elves have Arcane Archer. I'd like to see a decent Gnome prestige class (something to give them a reason to be illusionists, perhaps?) and one for Halflings (not a mimic of halfling outrider, please - maybe "Burglar" that's a mix of lucky ol' Bilbo Baggins and quest-driven Frodo & crew). Half-orcs could use one and I think it'd be interesting to come up with one for Half-elves. Above all, there should be one that is HUMAN only.


This is probably a more complex write-up than it needs to be, but this is the social encounter system I am planning to test in my own campaign. Thought I'd put it here for the designers to mull over if they're interested.

Social Encounters
Social encounters are sitituations where two or more parties interact in a non-violent manner. This may be as simple as haggling with a merchant to something as complex as attempting to convince a dragon to hand over the maiden it is holding captive.

Social Statistics
Social encounters are driven by skills, namely the Persuasion skill. The target’s Will save is the DC for a given Persuasion skill to succeed. A single success does not automatically guarantee that an individual influences the opposing side, but instead allows the character to beat down the opposition’s will to agree to the demands of the other side.

Persuasion Bonus
Your ability to persuade others depends on the skill you use to persuade the opposition. You use either the Persuade (Diplomacy), Persuade (Intimidate) or Persuade (Gather Information) to persuade other beings.

Damage
When you make a successful Persuasion check, you deal damage to the character’s resolve. The amount of damage dealt is 1d6 resolve points, +1d6 resolve points per 5 ranks you have in the associated Persuasion skill, plus your Charisma modifier.
Minimum Damage:

Resolve DC
Your ability to resist being persuaded is equal to 15 + Will save modifier. The DC is further modified as follows, based on the target’s initial attitude towards the persuader and what is being asked of the target.

The grades of attitudes are as follows:
Animosity: The target will go out of its way to harm you. They may attack, lie, berate, torture or otherwise attempt to slay the character. If outclassed, the target will likely remain to cause the character as much harm as possible before expiring.
Hostile: The target will take risks to hurt you. They may attack, berate, or interfere with the character. If outclassed, the target will likely flee.
Unfriendly: The target wishes you ill. They may mislead, gossip, avoid, watch suspiciously, or insult the character. If outclassed, the target will likely withdraw or simply be unhelpful.
Indifferent: The target doesn’t much care. They will react appropriately to the social situation they are put in. If outclassed, the target will likely leave for greener pastures.
Friendly: The target wishes you well. They will often chat, advise, offer limited help or advocate in the characters behalf, so long as such help does not put them at great risk. If outclassed, the target will side with the characters, but may back out if the risk is too great.
Helpful: The target will take risks to help you. They will protect, back up, heal aid or otherwise assist the character. The target will assist the character to the best of their ability, and may even lay down their life to assist the character.
Fanatic: The target will die for you. They will protect, intercede, heal and do anything the character asks. They will lay down their life to aid the character with no questions asked.

Attitude DC modifier
Animosity(1) +20
Hostile(2) +15
Unfriendly +10
Indifferent +5
Friendly +0
Helpful -5
Fanatic -10
(1) You can only attempt to improve the attitude at this level and cannot ask for a service or favor until the attitude is improved.
(2) You can only attempt to request a service or favor that directly benefits the opposition and has generally no risk or saves the opposition's life

Action or Favor - Target’s Persuade (Diplomacy) modifier
Trivial request; involves no risk, money and takes less than a minute to complete (-10)
Minor request; involves no risk, little or no money and a short amount of time, usually less than 5 minutes to complete (-5)
Moderate request; involves no risk, little money (up to 1 gp) and/or a moderate amount of time, usually less than an hour to complete (+0)
Major request; involves some risk, money (up to 10 gp) and/or siginificant time to complete, up to 1 week (+5)
Serious request(1); involves risk to life or limb, lots of money (100 gp or more) and/or significant time to complete, up to 1 year (+10)
Grandoise request(2); involves major risk to life or limb, large sums of money (1,000 gp or more) and/or significant time to complete, up to 10 years or more (+20)
Life-altering request(3); will likely result in the demise and/or bankrupty of an individual or a lifetime dedication of time to complete +30
1: Reduce modifier to +5 for Helpful and Fanatical targets
2: Reduce modifier to +5 for Fanatical targets and to +15 for Helpful targets
3: Reduce modifier to +10 for Fanatical targets and to +20 for Helpful targets

Resolve Points
When you reach 0 resolve points, the opposing side has successfully persuaded you. If the opposing side was not attempting to persuade you towards a particular action, your persuasion attempt simply fails. A failed persuasion attempt cannot be retried for 24 hours. Aftera social encounter ends, you instantly gain back ½ your total resolve points.

Actions in A Social Encounter

The Social Round
Each round represents 6 seconds in the game world. A round presents an opportunity for each character to provide an argument to persuade another.
Each round’s activity begins with the character with the highest initiative result and then proceeds, in order, from there. Each round of a combat uses the same initiative order. When a character’s turn comes up in the initiative sequence
Action Types
An action’s type essentially tells you how long the action takes to perform (within the framework of the 6-second social round) and how movement is treated. There are four types of actions: standard actions, move actions, full-round actions, and free actions.
In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one or more free actions. You can always take a move action in place of a standard action.
In some situations (such as in a surprise round), you may be limited to taking only a single move action or standard action.
Standard Action: A standard action allows you to do something, most commonly make an attack or cast a spell. See Table: Actions in Combat for other standard actions.
Move Action: A move action allows you to move your speed or perform an action that takes a similar amount of time. See Table: Actions in Combat.
You can take a move action in place of a standard action. If you move no actual distance in a round (commonly because you have swapped your move for one or more equivalent actions), you can take one 5-foot step either before, during, or after the action.
Full-Round Action: A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions (see below).
Some full-round actions do not allow you to take a 5-foot step.
Some full-round actions can be taken as standard actions, but only in situations when you are limited to performing only a standard action during your round. The descriptions of specific actions, below, detail which actions allow this option.
Free Action: Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free.
Not an Action: Some activities are so minor that they are not even considered free actions. They literally don’t take any time at all to do and are considered an inherent part of doing something else.
Restricted Activity: In some situations, you may be unable to take a full round’s worth of actions. In such cases, you are restricted to taking only a single standard action or a single move action (plus free actions as normal). You can’t take a full-round action (though you can start or complete a full-round action by using a standard action; see below).

Standard Action
Activate Magic Item
Aid another’s Persuasion
Avoid Confrontation
Bluff
Cast a Spell(1,2)
Concentrate to maintain an active spell(1,2)
Dismiss a spell
Drink a potion or apply an oil
Harden Resolve
Make a dying friend stable (see Survival (Heal) skill)
Persuade (Diplomacy)
Persuade (Gather Information)
Persuade (Intimidate)
Read a scroll(1,2)
Sense Motive
Standard Combat Action(2)
Use a skill that takes 1 action
Use extraordinary ability(1,2)
Use spell-like ability(1,2)
Use supernatural ability(1,2)
(1) If this action negatively affects the opposing side, it is considered hostile and has a negative penalty to Persuasion attempts (-2 circumstance penalty unless otherwise noted).
(2) Attacking an enemy instantly brings a Social encounter to an end

Move Action
Move
Control a frightened mount
Direct or redirect an active spell
Draw a weapon(1)
Load a hand crossbow or light crossbow(1)
Open or close a door
Mount a horse or dismount
Move a heavy object
Pick up an item
Sense Motive
Sheathe a weapon
Stand up from prone
Ready or loose a shield(1)
Retrieve a stored item
(1) These actions are generally considered hostile and have a negative penalty to Persuasion attempts. (-2 circumstance penalty unless otherwise noted).

Full-Round Action
Change Attitude
Escape from a net
Extinguish flames
Full-round attack action(2)
Light a torch
Load a heavy or repeating crossbow(1)
Prepare to throw splash weapon(1)
Run
Use skill that takes 1 round
Use touch spell on up to six friends(2,3)
Verbal Assault(1)
Withdraw
(1) These actions are generally considered hostile and have a negative penalty to Persuasion attempts (-2 circumstance penalty unless otherwise noted).
(2) If this action negatively affects the opposing side, it is considered hostile and has a negative penalty to Persuasion attempts
(3) Attacking an enemy instantly brings a Social encounter to an end

Free Action
Capitulate to Persuasion
Cast a quickened spell1
Cease concentration on a spell
Drop an item
Drop to the floor
Prepare spell components to cast a spell(1)
Make an announcement
(1) If this action negatively affects the opposing side, it is considered hostile and has a negative penalty to Persuasion attempts (-2 circumstance penalty unless otherwise noted).

Standard Actions

Activate Magic Item
Many magic items don’t need to be activated. However, certain magic items need to be activated, especially potions, scrolls, wands, rods, and staffs. Activating a magic item is a standard action (unless the item description indicates otherwise).
Spell Completion Items: Activating a spell completion item is the equivalent of casting a spell. It requires concentration and provokes attacks of opportunity. You lose the spell if your concentration is broken, and you can attempt to activate the item while on the defensive, as with casting a spell.
Spell Trigger, Command Word, or Use-Activated Items: Activating any of these kinds of items does not require concentration and does not provoke attacks of opportunity.
If you activate a magic item that has a negative effect on the opposing side (such as Charm Person or Dominate), you apply a –5 modifier to Persuade checks.
If you use a magic item that has a harmful effect on the opposing side (such as a wand of magic bolt), the social encounter ends immediately and combat begins.

Aid another’s Persuasion
You make a DC 10 Persuasion check. If successful, you add +2 to another being’s Persuasion check.

Avoid Confrontation
The being takes an active defense against being persuaded. It gains a +2 bonus to the Persuasion DC to be persuaded. This modifier lasts until the being’s next action.

Bluff
You use a lie to attempt to persuade a being to do as you ask. Make a Deception (Bluff) check against the Persuasion DC as normal. If you succeed, your deal 1d6 +1d6 resolve damage per 5 ranks ofDeception (Bluff) you possess.

Cast a Spell
Most spells require 1 standard action to cast. You can cast such a spell either before or after you take a move action.
All of the standard rules from the combat chapter apply to casting a spell.
If you cast a spell that has a negative effect on the opposing side (such as Charm Person or Dominate), you apply a –5 modifier to Persuade checks.
If you cast a harmful spell on the opposing side (such as magic bolt), the social encounter ends immediately and combat begins.

Harden Resolve
As a standard action, a creature may make a DC 15 Will save to attempt to regain resolve points. If successful, 1d6 resolves points are regained per 5 ranks of Perception (Sense Motive) the creature has.

Persuade
With this action, a character or creature attempts to persuade the opposing person or side to perform a task of the persuader’s choice. You can attempt to persuade up to one being per point of Charsima modifier you possess at one time.
If you make a successful Persuade attempt, you deal damage to the being’s resolve. A successful Persuade check normally deals 1d6 resolve damage + 1d6 resolve damage/5 points in the associated skill, plus your Charisma modifier.
Diplomacy: Using a form of friendly persuasion, you attempt to rally a being to your cause. You use perform to convince a creature to willingly perform a service for you. You cannot convince a creature to perform actions that oppose its basic nature or alignment.
Intimidate: Using strong-arm tactics or threats, you attempt to coerse a being to to do as you command. You use intimidate to force a creature to act as you command. You cannot command a creature to perform suicidal orders.
Gather Information: You attempt to bait a being through trickery, compliments or other means to reveal information. You cannot use Persuade (Gather Information) to force a creature to reveal information that would be harmful to itself or its well-being.

Use Special Ability
Using a special ability is usually a standard action, but whether it is a standard action, a full-round action, or not an action at all is defined by the ability.
Spell-Like Abilities: Using a spell-like ability works like casting a spell in that it requires concentration and provokes attacks of opportunity. Spell-like abilities can be disrupted. If your concentration is broken, the attempt to use the ability fails, but the attempt counts as if you had used the ability. The casting time of a spell-like ability is 1 standard action, unless the ability description notes otherwise.
Supernatural Abilities: Using a supernatural ability is usually a standard action (unless defined otherwise by the ability’s description). Extraordinary Abilities: Using an extraordinary ability is usually not an action because most extraordinary abilities automatically happen in a reactive fashion. Those extraordinary abilities that are actions are usually standard actions that cannot be disrupted, and do not require concentration.
If you use an ability that has a negative effect on the opposing side (such as Charm Person or Dominate), you apply a –5 modifier to Persuade checks.
If you use a harmful ability on the opposing side (such as magic bolt), the social encounter ends immediately and combat begins.

Move Actions

Move
The simplest move action is moving your speed. If you take this kind of move action during your turn, you can’t also take a 5-foot step.
Many nonstandard modes of movement are covered under this category, including climbing (up to one-quarter of your speed) and swimming (up to one-quarter of your speed).
Accelerated Climbing: You can climb one-half your speed as a move action by accepting a –5 penalty on yourAthletics (Climb)check.
Crawling: You can crawl 5 feet as a move action. Crawling incurs attacks of opportunity from any attackers who threaten you at any point of your crawl.

Draw or Sheathe a Weapon
Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.
If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.
Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action.
Drawing a weapon is consider a hostile action, and invokes a –2 penalty to Persuade checks for as long as the weapon is unsheathed. Drawing more than one weapon does not increase the penalty to Persuade.

Ready or Loose a Shield
Strapping a shield to your arm to gain its shield bonus to your AC, or unstrapping and dropping a shield so you can use your shield hand for another purpose, requires a move action. If you have a base attack bonus of +1 or higher, you can ready or loose a shield as a free action combined with a regular move.
Dropping a carried (but not worn) shield is a free action.
Readying or having a readied shield is considered a hostile act, and invokes a –2 circumstance penalty to Persuade checks.

Manipulate an Item
In most cases, moving or manipulating an item is a move action.
This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, and opening a door. Examples of this kind of action are given in Table:Actions in Social Encounters.

Direct or Redirect a Spell
Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell requires a move action and does not provoke attacks of opportunity or require concentration.
If you cast a spell that has a negative effect on the opposing side (such as Charm Person or Dominate), you apply a –5 modifier to Persuade checks.
If you cast a harmful spell on the opposing side (such as magic bolt), the social encounter ends immediately and combat begins.

Sense Motive
You use Perception (Sense Motive) to attempt to determine a weak point in a being’s resolve, or to determine if you have been bluffed.
If you make a successful Perception (Sense Motive) skill check against the being’s Persuasion DC, you gain a +1 insight bonus to your Persuade checks per 5 ranks of Perception (Sense Motive) you possess.
Further if the opponent just bluffed you on his last action, you automatically regain +1d6 resolve points per 5 ranks of Perception (Sense Motive) you possess.

Stand Up
Standing up from a prone position requires a move action and provokes attacks of opportunity.

Mount/Dismount a Steed
Mounting or dismounting from a steed requires a move action.
Fast Mount or Dismount: You can mount or dismount as a free action with a DC 20 Handle Animal (Ride) check (your armor check penalty, if any, applies to this check). If you fail the check, mounting or dismounting is a move action instead. (You can’t attempt a fast mount or fast dismount unless you can perform the mount or dismount as a move action in the current round.)

Full-Round Actions
A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

Change Attitude
This is an attempt to change a being’s attitude towards the persuader to a more favorable condition. You cannot better a being’s attitutude towards you by more than two steps in a given week.
Changing attitudes is a Persuade (Diplomacy) check against the Persuasion DC. If you succeed, you deal damage as normal, 1d6 resolve points + 1d6 resolve points per 5 ranks of Persuade (Diplomacy), plus Charisma modifier.
If you reduce the being to 0 resolve or less, its attitude toward you improves one grade. If your opponent reduces you to 0 resolve or less, its attitude toward you degrades one grade.

Cast a Spell
A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.
A spell that takes 1 minute to cast comes into effect just before your turn 1 minute later (and for each of those 10 rounds, you are casting a spell as a full-round action). These actions must be consecutive and uninterrupted, or the spell automatically fails.
When you begin a spell that takes 1 round or longer to cast, you must continue the invocations, gestures, and concentration from one round to just before your turn in the next round (at least). If you lose concentration after starting the spell and before it is complete, you lose the spell.
You only provoke attacks of opportunity when you begin casting a spell, even though you might continue casting for at least one full round. While casting a spell, you don’t threaten any squares around you.
This action is otherwise identical to the cast a spell action described under Standard Actions.
Casting a Metamagic Spell: Sorcerers and bards must take more time to cast a metamagic spell (one enhanced by a metamagic feat) than a regular spell. If a spell’s normal casting time is 1 standard action, casting a metamagic version of the spell is a full-round action for a sorcerer or bard. Note that this isn’t the same as a spell with a 1-round casting time—the spell takes effect in the same round that you begin casting, and you aren’t required to continue the invocations, gestures, and concentration until your next turn. For spells with a longer casting time, it takes an extra full-round action to cast the metamagic spell.
Clerics must take more time to spontaneously cast a metamagic version of a cure or inflict spell.
Spontaneously casting a metamagic version of a spell with a casting time of 1 standard action is a full-round action, and spells with longer casting times take an extra full-round action to cast.
If you cast a spell that has a negative effect on the opposing side (such as Charm Person or Dominate), you apply a –5 modifier to Persuade checks.
If you cast a harmful spell on the opposing side (such as magic bolt), the social encounter ends immediately and combat begins.

Use Special Ability
Using a special ability is usually a standard action, but some may be full-round actions, as defined by the ability.
If you use an ability that has a negative effect on the opposing side (such as Charm Person or Dominate), you apply a –5 modifier to Persuade checks.
If you use an ability that has harmful effects on the opposing side (such as magic bolt), the social encounter ends immediately and combat begins.

Verbal Assault
This is a special form of persuasion used to attempt to overwhelm a being through non-stop talking. You make a Persuade check as normal. If you succeed, you deal an extra +1d6 resolve damage to your opponent. However, you suffer a –2 penalty to your own Resolve DC until your next turn.

Withdraw
Withdrawing from a social encounter is a full-round action. When you withdraw, you can move up to double your speed.
You may not withdraw using a form of movement for which you don’t have a listed speed.
Note that despite the name of this action, you don’t actually have to leave the social encounter entirely.
Restricted Withdraw: If you are limited to taking only a standard action each round you can withdraw as a standard action. In this case, you may move up to your speed (rather than up to double your speed).

Run
You can run as a full-round action. (If you do, you do not also get a 5-foot step.) When you run, you can move up to four times your speed in a straight line (or three times your speed if you’re in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running.
A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.
You can’t run across difficult terrain or if you can’t see where you’re going.
A run represents a speed of about 12 miles per hour for an unencumbered human.

Move 5 Feet through Difficult Terrain
In some situations, your movement may be so hampered that you don’t have sufficient speed even to move 5 feet (a single square). In such a case, you may spend a full-round action to move 5 feet (1 square) in any direction, even diagonally. Even though this looks like a 5-foot step, it’s not.

Free Actions
Free actions don’t take any time at all, though there may be limits to the number of free actions you can perform in a turn. Free actions rarely incur attacks of opportunity. Some common free actions are described below.

Capitulate to Persuasion
At any time during a social encounter, one side or the other may willinging agree to the opposing side’s attempt to Persuasion. Opposition that is Friendly, Helpful or Fanatic will often capitulate to your requests if there is no harm in performing the service or request you ask.

Drop an Item
Dropping an item in your space or into an adjacent square is a free action.

Drop Prone
Dropping to a prone position in your space is a free action.

Cease Concentrating on Spell
You can stop concentrating on an active spell as a free action.

Cast a Quickened Spell
You can cast a quickened spell (see the Quicken Spell feat) or any spell whose casting time is designated as a free action as a free action. Only one such spell can be cast in any round, and such spells don’t count toward your normal limit of one spell per round.
If you cast a spell that has a negative effect on the opposing side (such as Charm Person or Dominate), you apply a –5 modifier to Persuade checks.
If you cast a harmful spell on the opposing side (such as magic bolt), the social encounter ends immediately and combat begins.

Courtly Intrigue
The machinations of nations coil and twist within the many courts of a hundred nations. Power flows and ebbs as alliances are formed and secret pacts are entered into. This is the realm of courtly intrigue, and in many ways it is far more deadly than the battlefields of any combat. This is a war not for the mere survival of one – but for the future of hundreds.

It is entirely possible to run the intrigues of court as pure roleplaying. Players who are as charismatic as their character (or capable of being as crude as their characters) may well enjoy approaching this aspect from a purely roleplaying standpoint – and that is fine.

These rules, however, are for those DMs who wish to skim over some of the finer details and/or want the character’s skills and attributes to factor into the results. After all, few players have the ability to properly be as charming and influential as their 21 Charisma Bard.

Holding Court Basics
While most rulers are involved in some aspect of ruling every day of their career, these rules assume that a ruler “holding court” does so approximately once a month, and that such an occasion is attended by the majority of the nobility.

At least once a year, any person of the Upper class MUST attend court to swear an oath of fealty to the country’s ruler or rulers. This special court function can take many forms, but requires the presence of the ruling aristocracy. It is not uncommon for kingdoms of large size to hold this affair at different times for small groups of nobles, both to accommodate the schedules of large groups of people and to reduce the chance of schemes and plots from affecting a large number of the aristocracy at once.

Game Rules
An appearance at court is generally an extended social encounter, with multiple scenes. The Resolve DC can be modified as shown below.

Table 1: Condition DC Mod
Low intrigue -2
High intrigue +2
Foreigner +2
Not noble born +2
Poor country -2
Out of favor +4

Low Intrigue: There are little or no secret plots among the courtiers. Courtiers tend to be frank and speak their mind. Most courtiers have about equal power and rarely polarize into groups or cliques.

Average Intrigue: This is the standard assumption for most courts. There are plays for political and social power and the courtiers tend to lump themselves in loose cliques. Certain courtiers hold more influence or power than others, though the overall difference tends to be slight.

High Intrigue: There are visible power blocs among the courtiers. Likewise, there is rampant plotting for power and spies are often employed among courtiers to assess the plans and motivations of others. Groups tend to polarize for who they support or oppose, and a shift in allegiance can cause enormous political upheaval or strife.

Foreigner: The character is not a native to the country in question or is not of the same race as the majority of the courtiers.
Not noble born: The character is not part of the nobility or aristocracy.

Poor country: The country has little political power or influence.
Out of Favor: The character has been exiled, excommunicated or is otherwise disliked at court.

Making Impressions
When a character first enters a court encounter, they should make a Persuade (Diplomacy) check, with a base DC of 15, modified by the Courtly Intrigue table.

If the character exceeds the court DC by 5 or more, they have made a positive impression in court, and have earned a friend or favor from someone at court. You may use the table below as a guideline for the final result.

DC exceeded by Result
+5 Make a positive impression; add +2 to next Persuade (Diplomacy) check at court
+10 Small favor from minor noble worth 50 gp
+15 Minor favor from noble worth 100 gp
+20 Large favor from powerful noble worth 150 gp
+25 Favored by royalty; add +2 to next Persuade (Diplomacy) check at court and gain a favor to be granted by the crown worth 200 gp
Each +5 additional Favored by royalty; add +4 to next Persuade (Diplomacy) check at court and gain a favor to be granted by the crown worth 250 gp, +50 gp per 5 points past +30

A character cannot be owed a favor worth more than 50 gp / character level at any one time. Once full up, a character cannot accumulate new favors until olds ones have been used up or the character gains additional levels.

If the character fails the initial DC 15 Persuade (Diplomacy) check by 10 or more, the character has commited a faux pax. The character is considered to be “out of favor” at all future court events. Unless the character’s presence is required at some future court function, the character will not be invited to return to court.
Likewise, the character cannot gain the benefits of a positive impression until they atone for the faux pax or gain the support of another noble (usually by exceeding the Persuade (Diplomacy) check by 10 or more and using the small favor to clear their reputation).

Complex Court Skill Check
There may be occasions where attending court requires more than one Persuade (Diplomacy) check to successfully make one’s way through the halls of power. In areas of high intrigue, the power blocs may be divided into multiple factions, each of which must be addressed individually. Often, many of these power blocs are diametrically opposed, making it almost impossible for the character to appease both sides.

In the case of multiple power blocs, the character makes an intial Persuade (Diplomacy) check for his overall standing, then makes a separate Persuade (Diplomacy) check for each power bloc they approach. As before, the base DC is 15 to successfully address and mingle with members of the power bloc. The DC can be modified by other factors, as shown on Table 1 and below:

Table 3: Condition DC mod
Power bloc is hostile toward another power bloc character has found favor with +10
Power bloc dislikes another power bloc character has found favor with +5
Power bloc is opposed to character’s morals (good vs. evil) +2
Power bloc is opposed to character’s ethos (law vs. chaos) +2
Character is favored by royalty -4

Example
The machavelian politics of Vall Vega are quite convoluted. An individual arriving for court at Vall Vega faces several power blocs – first and foremost Emperor Romulus Bicard 3rd and his entourage; Semotan, the Emperor’s sorcerer and his apprentices; the nobles of Vall Vega (whom oppose Semotan); the Silkna Kingdom ambassador and his entourage (whom oppose the Emperor); the General of the Knights of the South and his entourage (whom oppose the nobles); and the Southern Kingdom ambassador (whom everyone else opposes).

Our hapless young knight 3/noble 1, Theurose, who enters this political scene, has a Charisma of 15 (+2 modifier) and a Persuade (Diplomacy) total of +9. His Persuasion deals 2d6+2 resolve damage. He has 30 resolve points.

With all the Vegan politics, the court DC is 17, DC 19 for non-nobles, and DC 21 for foreign visitors. This is definitely not the place for amateurs. Luckily, our vegan hero has noble blood.
Upon arriving at Vall Vega, our young knight is brought to the Emperor’s hall and announced

Theurose makes his initial Persuade (Diplomacy) check, rolling an 11, making his grand total 18. Thuerose enters the court, and few heads turn to even notice his appearance.

Obviously, the eyes of court are more tuned to watching for the knives behind everyone’s back.

Mingling with the crowd, Theurose finds a group of knights from the Knights of the South nearby discussing combat maneuvers.

As Theurose approaches, he enters a social encounter. He gains intiative and makes his Persuade (Diplomacy) check – rolling a 15, for a total of +26. This exceed the DC 17 by a total of 9 – enough to make a positive impression, but not enough to gain a favor from the knights. Being low-level knights, they only have 10 resolve points each.

Theurose rolls his damage, and rolls max – dealing 14 resolve to two of the knights, allowing him to win the social combat with ease.

As Theurose approaches the young knights, he manages to interject some his own combat knowledge into the conversation. A half hour later, he is regaling the Knights with tales of his combats against the skeletal forces of a necromancer he recently helped destroy.

Several of Semotan’s apprentices happen to be passing by when Theurose is finishing his tale about destroying the necromancer.

Theurose makes another Persuasion (Diplomacy) check to gauge their reaction. Since he is discussing putting a spellcaster to the sword, the DM chooses to increase the DC by +2. Further, unknown to Theurose, the apprentices are evil, which further increases the DC by another +2, for a total of DC 21.

Amazingly, Theurose manages to roll a 16, giving him a grand total of +27. This exceeds the DC by 6, meaning that Theurose manages to, despite his tale, make a good impression with Semotan’s apprentices. Being apprentices, the wizards only have 2 hit points apiece. Theurose does a minimum of 4 resolve damage, so he easily wins the social encounter against them.

The apprentices listen to the tale of the knight. They quietly agree that the necromancer was a foolish Ice Mage, and keep Theurose’s name in mind – he might later be useful to Semotan in rooting out any wizardly opposition that crops up in the future.

Intrigued by the ruckus Theurose is making, the ambassador from Silkna Kingdom moves to greet Theurose.

Since Theurose hasn’t found particular favor with the Emperor, greeting the ambassador does not start with a penalty to his court check. However, the DM rules that since Theurose’s name sounds similar to the ancient lord Thuer, founder of the Silkna Kingdom, he lowers the DC of the check by –2. This puts the final Persuade (Diplomacy) DC at 15.

Making his Persuade (Diplomacy) check, Theurose’s player rolls a 8, with his modifier making it a +17. He succeed the check, but does not roll high enough to even make much of an impression. The ambassador has a hefty 27 resolve points, and Theurose rolls a measly 4 points of resolve damage.

It is now the ambassador’s turn, and he makes a Persuade (Gather Information) check with a +16 modifier. to learn about Theurose’s background. He easily succeeds the roll, and the ambassador’s 8 ranks allows him to deal 2d6+3 resolve damage to Theurose. The ambassador gets a lucky roll that deals 14 points to Theurose’s resolve, leaving him with 16 resolve.

The social encounter continues. Theuorose attempts to Deception (Bluff) the ambassador into thinking he has a distant relation to Theur, but with his measly +2 modifier, he fails the check. In return the ambassador continues his questioning with Persuade (Gather Information) and succeeds, dealing another 10 points to Theurose’s resolve. To add injury to insult, the ambassador uses Deceit (Sense Motive) and discerns Theurose is lying to him, and regains 1d6 resolve – 5 points in this case, putting him back up to full (the extra point is lost).

Trying to recover, Theurose attempts to use Persuade (Diplomacy) again to smooth over the matter. He succeeds, but deals little damage. When it is the ambassor’s turn, a simple Persuade (Gather Information) succeeds, and the last of Theurose’s resolve is lost, with the ambassador winning the social contest. Luckily, with the social encounter over, Theurose gets half his resolve back – in this case, 15 resolve.

The Silkna ambassador makes a quick inquiry about Theurose’s name, but upon learning that he is a simple noble-born knight of Vall Vega, quickly grows disinterested and moves on.

As Theurose finishes up his tale, one of his friends approaches, a young Vegan noble named Beuord, whom he has not seen in the last year or so. Along with him is a young lady attached to his arm – obviously, he is escorting her.

Theurose excuses himself from the Knights to greet Beuord and learn more about his lovely companion.

Luckily, though Theurose made a positive impression among Semotan’s apprentices, he is not favored by them, so he does not take a penalty to his Persuade (Diplomacy) check (since the nobles oppose Semotan). Since Theurose is actually a Vegan noble and knows Beuord, the DM decides to lower the DC by –4, giving a DC of 13. Theurose rolls a 15, managing a total of +26. This exceeds the roll by 13, granting Theurose a small favor. But now, future interactions with the Knights of the South will increase the Persuade (Diplomacy) DC by +10! Theurose rolls his resolve damage, dealing 10 points. Beuord, being Theurose’s friend, decides to capitulate to Theurose, allowing Theurose to automatically win the encounter against him.

Further, the young lady on Beuord’s arm is from the Southern Kingdom. Luckily, while everyone opposes the Southern Kingdom, those from the Southern Kingdom do not oppose any of the power factions at the party, so Theurose’s DC with the young lady is a mere DC 17.

Unfortunately, he rolls a 7, giving him a total of 16. The young lady, in return easily beats Theurose’s Resolve DC and deals 10 points of resolve damage to Theurose.

On the next round, Theurose attempts to Persuade (Gather Information) to learn the lady’s name, but fails to beat the DC 17 Resolve check. On her turn, the young lady once again succeeds her check, dealing another 7 points to Theurose. This exceeds the resolve he had left, so the DM rules he fails to impress the young lady.

As Theurose approaches Beuord, the two greet each other heartily. Beuord is so happy to see Theurose that he promises to hold a party in the knight’s honor after the affairs of court end. Unfortunately, Theurose becomes so caught up in talking with Beuord that he seems to fail to notice the young lady until she loudly clears her throat. Apolgizing, Beuord introduces the young lady to Theurose as Marcessa, from the Southern Kingdom. However, before Theurose can ask any more, Marcessa demands that Beuord take her to eat, and that he may “catch up” with his old friend at a later time. Sheepishly, Beuord assents, and slightly disheartened, Theurose returns to the Knights, whom seem much less interested in Theurose’s tales than earlier. Having had his fill of the court for the night, Theurose decides it is time to leave, and perhaps later he can catch up with Beuord.


I just had an idea up and hit me about the head. I think its so stupidly simple, it might be a good idea...

A "rollover" on power attack. You don't take any kind of minus to hit with power attack. You make your attack rolls as normal. The amount you exceed the opponent's AC by is added to your damage roll. For two-handed weapons, you add double the value you exceed the opponent's AC to damage. The extra damage can't exceed your BAB (or double your BAB for two-handed weapons).

Fighter types would no longer have to fuss and guess over what to reduce their to-hit by to add to damage - the calculation would be automatic. Should go a tad bit faster.


Since we're pondering consolidating other skills, how about merging these two skills?

- Activate blindly. Don't you think a wizard would naturally be better at attempting this?

- Emulate an ability score. This, I assume is so that you can cast spells you don't have the minimum ability score for. Probably should be dropped and just up the DC of activating the item properly.

- Emulate an alignment/class feature/race. Same as emulating an ability score.

- Decipher a written spell: Use spellcraft. If the spell is not on your list increase DC by 5. Note this only allows you to make sense of it ("Oh, it's a scroll of magic missile") - it doesn't allow you to cast it.

- Use a scroll/wand: keep the rules for casting off your list. Would likely be a good idea to add a hefty penalty for crossing lists (say +10) and or the arcane/divine barrier (on the order of +10 or better). That would make a wizard who attempts to use a cleric wand/scroll have a base DC of 40 before adding in the caster level...


Armor Boost
You let your armor soak damage for you
Prerequisite: Fighter 5th level, proficiency with armor, Armor Focus
Benefit: As a swift action, you can convert your armor’s armor bonus to DR X/- on a two-for-one basis. You cannot convert an armor’s enhancement bonus to DR, nor can you convert a shield bonus to DR. Adamantine DR stacks with armor conversion, but not other DR sources (such as Body of Iron or a Barbarian’s DR ability). The change lasts until you choose to change it again.
Useage: -

Armor Enhancement
You use your armor to make connecting a blow more difficult
Prerequisite: Fighter 5th level
Benefit: As an immediate action, you gain a +1 armor enhancement bonus to your AC for every three fighter levels you have (Thus +1 AC at 5th level, +2 AC at 6th-8th level, +3 AC at 9th-11th level, +4 AC at 12th-14th level, +5 AC at 15th-17th level and +6 AC at 18th+ level. This effect lasts for one minute. This ability does not stack with the armor bonus from Heavily Armored.
Usage: 1

Armor Mastery
You are a master with the use of a particular type of armor.
Prerequisites: Armor Specialization, Fighter 8+ Level
Benefit: Choose a type of armor you are specialized in. If you choose a light armor, you gain a +5 foot bonus to your base movement. If you choose a medium armor, your movement rate is not reduced by the armor. If you choose a heavy armor, your movement rate is only reduced by 5 feet. Likewise, the armor check penalty for the chosen armor is reduced by –1 for you. The check penalty cannot be greater than 0.
Note: Shield Mastery is a separate feat.
Usage: -

Armor Specialization
You are comfortable with a specific armor type.
Prerequisite: Armor Proficiency, Armor Focus, Fighter 4+ level
Benefit: Choose an armor type (leather, chain mail, full plate, etc.) when you choose this feat. While you wear the armor you have chosen, you gain a +1 bonus to AC and the armor check penalty is reduced by +1 per 4 levels (Thus at 4th-7th level, you gain +1, at 8th-11th level you gain +2, at 12th – 15th level you gain +3, at 16th-19th level ou gain +4 and at 20th level you gan +5).
Usage: -

Assume Feat
You gain a sudden burst of insight for performing a martial maneuver.
Prerequisite: Fighter 5th level
Benefit: As a swift action, you can endow yourself with one of the following feats, as if you met all the prerequisites for the feat. Combat Reflexes, Power Attack, Combat Expertise, Improved Unarmed Strike, Improved Grapple, Cleave, Mounted Combat, Weapon Finesse, Dodge, Mobility, Spring Attack, Precise Shot, Far Shot, Rapid Shot, Mounted Archery, Shot on the Run, Shield Bash, or Two-weapon Fighting. You retain the use of the chosen feat for one minute. Use of this feat costs one use of your ability pool. At 5th-9th level, you may only assume one feat at a time. At levels 10th-14th, you can assume up to two feats from this list at one time. At 15th-19th level, you can assume up to three feats from this list at one time, and at 20th+ level, you can assume any number of the above feats at once.
Usage: 1 per feat.
Special: You cannot use the feat prerequisites for a feat you gain with this feat unless you actually possess the feat.

Assume Pinnacle Feat
You gain a sudden burst of insight for performing a masterful martial maneuver
Prerequisite: Fighter 10th level, Assume Feat
Benefit: As a swift action, you can endow yourself with one of the following feats, as if you met all the prerequisites for the feat: Tactical Strike, Whirlwind Attack, Improved Critical, Spirited Charge, Multishot or Greater Two-weapon fighting. Use of this feat costs one use of your ability pool. You may use the assumed feat for 1 minute. At 10th-14th level, you may assume one pinnacle feat at a time. At 15th-19th level, you may assume up two pinnacle feats at one. At 20th+ level, you may assume any number of pinnacle feats at once.
Usage: 1 per feat.
Special: You cannot use the feat prerequisites for a feat you gain with this feat unless you actually possess the feat.

Assume Weapon Skill
You gain a sudden burst of insight that allows you to use an exotic weapon proficiently.
Prerequisite: Fighter 1st level
Benefit: As a swift action, you endow yourself with the skill to wield an exotic weapon as if you had the appropriate exotic weapon proficiency. You retain proficiency for one minute. You may endow yourself with skill to utilize more than one exotic weapon at a time, but each different weapon type requires a separate use of this feat.
Usage: 1

Behead
You can behead an opponent with a single stroke.
Prerequisites: Sever Limb, Fighter 15+ level, Str 19+
Benefit: As a full-round action you may make a single strike against an opponent. If the attack is successful, the victim must make a Fort save (DC 10 + ½ character level + Str mod). If the save is successful, the opponent takes normal maximum damage from your attack. Failure to make the save means the opponent is beheaded. For most living creatures, this means instant death. Creatures immune to critical hits are generally unaffected by this special attack, as are creatures without a discernable head.
Usage: 3

Bleeding Wound
You leave your opponent with bleeding wounds
Prerequisite: Fighter 5th level, Combat Expertise
Benefit: As a swift action, you cause all attacks with slashing or piercing weapons to deal 1 point of temporary Constitution damage, in addition to your normal damage. This effect to your attacks lasts until your next action. Constitution damage inflicted with this feat can be negated by a DC 15 Heal check. Increase the DC by 1 for each additional point of Constitution damage inflicted.
Useage: 1

Blinding Strike
You can temporarily blind an opponent with a hit
Prerequisite: Fighter 5th level, Combat Expertise
Benefit: As a swift action, you cause your next attack to blind your opponent on a successful hit, in addition to your normal damage. The victim must succeed a Fort save (DC 10 + ½ Fighter level + Int Mod) or be blinded for 1d4+1 rounds. A Heal DC 15 check can remove this condition. Creatures immune to critical attacks cannot be affected by this ability.
Usage: 1

Blowback
You knock an opponent flying with a hit
Prerequisite: Fighter 5th level, Power Attack
Benefit: As a swift action, you endow yourself with the power to knock an opponent flying with your next attack. If you successfully strike the opponent, they take normal damage and must make a Fort save DC 10 + ½ Fighter level + Str mod or be sent back 5 feet. If the opponent fails the save by 5 or more, they are knocked prone as well. For every additional 5 levels of fighter you have, you can knock the opponent an additional 5 feet away. Thus at 5th-9th level you knock an opponent 5 feet, at 10th-14th level 10 feet, at 15th-19th level 15 feet and at 20th+ level 20 feet.
If an opponent is unable to move the full distance, they suffer 1d6 damage for each 5 feet they are unable to move.
If you knock an opponent into another foe, the initial target of your attack stops in that space (and takes damage) and the second opponent must make a Fort save at the same DC as the initial attack, with a +4 bonus to the save, or be knocked prone.
Usage: 1

Body of Iron
You can ignore some damage to yourself
Prerequisite: Fighter 5th level, Endurance
Benefit: As a swift action, you gain DR 2/- until your next action. Every 3 levels past 5th (8th, 11th, 14th, 17th, 20th) you can increase the DR by 1. Thus you gain DR 2/- at 5th-7th, DR 3/- at 8th-10th, DR 4/- at 11th-13th, DR 5/- at 14th-16th, DR 5/- at 17th-19th and DR 6/- at 20th.
Usage: 1
Special: A barbarian who takes this feat treats his Fighter level as equal to his Barbarian level for determining the DR bonus. The DR from this feat stacks with the Barbarian’s natural DR.

Boost, Agility
You make yourself more agile for a short period of time
Prerequisite: Fighter 5th level, Dex 13+
Benefit: As a swift action, you gain a +4 Dexterity enhancement bonus. At 10th level, the bonus increases to +6, and at 15th level, the bonus increases to +8. This bonus lasts for 3 + ½ fighter levels in rounds.
Usage: 1 at 1st-9th level, 2 at 10th-14th level and 3 at 15th level. You may choose to decrease your effective level to gain a bonus that costs fewer uses of your ability pool.

Boost, Constitution
You make yourself more resilient for a short period of time
Prerequisite: Fighter 5th level, Con 13+
Benefit: As a swift action, you gain a +4 Constitution enhancement bonus. This bonus lasts for 3 + ½ fighter level in rounds. Raising your Constitution with this boost does not increase your ability pool. At 10th level, the bonus increases to +6 and at 15th level, the bonus increases to +8.
Usage: 1 at 1st-9th level, 2 at 10th-14th level and 3 at 15th level. You may choose to decrease your effective level to gain a bonus that costs fewer uses of your ability pool.

Boost, Skill
You can perform an astounding skill stunt
Prerequisite: Fighter 5th level
Benefit: As an immediate action, you gain a bonus to your next skill check equal to twice your fighter level. You may only apply this skill bonus to a fighter class skill (Climb, Craft, Handle Animal, Intimidate, Jump, Ride, Swim or skills chosen through Skillmonger).
Usage: 1

Boost, Speed
You move with sudden determination
Prerequisite: Fighter 1st level, Dex 13+
Benefit: As a swift action, you gain +10 feet to your base movement rate. At 10th level, if you are wearing light or medium armor and carrying a light load, you gain +20 feet to your base movement rate. At 15th level, if you are wearing light armor and carrying a light load, you gain +30 feet to your base movement rate.
Usage: 1

Boost, Strength
You can suddenly increase your strength for a short period of time
Prerequisite: Fighter 5th level, Str 13+
Benefit: As a swift action, you gain a +4 Strength enhancement bonus. At 10th level, the bonus increases to +6, and at 15th level, the bonus increases to +8. This bonus lasts for 3 + ½ fighter level in rounds.
Usage: 1 at 1st-9th level, 2 at 10th-14th level and 3 at 15th level. You may choose to decrease your effective level to gain a bonus that costs fewer uses of your ability pool.

Counterstrike
While your opponent is occupied trying to hit you, you strike.
Prerequisites: Fighter 5th level, Combat Reflexes
Benefit: As an immediate action, you can make an attack using your highest BAB against an opponent that has just attempted to strike you in combat and missed. If the opponent has more than one attack, ALL attacks must miss for you to use this ability. This attack does not count against your attacks of opportunity for the round.
Usage: 2

Craft Magic Item
You know the secret craft to create items of magic, without need to cast spells.
Prerequisites: Fighter 5th level, Use Magic Device 4+ ranks, Craft (any one) 5+ ranks
Benefit: Choose a Craft skill you have ranks in. You may create a limited range of magic items by use of your craft skill. You cannot create spell completion items (such as wands, scrolls or staves).
For the purpose of crafting magic items, you treat your caster level as equal to your fighter level. You must pay ½ the normal item cost in materials and 1/25 the item cost in XP. You can fashion up to 1,000 gp of magic items per day. An appropriate Craft check (DC 15 + required Caster Level) must be made for each day’s work.
A sample list of the type of items you can create, based on your Craft skill, is listed below.

Craft Skill Magic Item Type
Craft (Armorsmith)- Magic armor, Bracers, Helmets and Shields
Craft (Blacksmith)- Bottles, Chimes, Cubes, Flasks, Horseshoes, Shackles,
Craft (Bowyer/Fletcher) - Magic bows, arrows and bolts
Craft (Brewing) Potions, Elixers and Oils
Craft (Carpentry)- Wondrous items (composed of wood)
Craft (Jewelry) - Amulets, Beads, Brooches, Circlets, Crowns, Diadems, Earrings, Figurines, Gems, Headbands, Periapt, Phylacteries, Tokens and Rings
Craft (Leatherworking) - Backpacks, Belts, Quivers, Pouches and Ropes
Craft (Musical Instruments)- Drums, Harps, Horns, Lyres, and Pipes
Craft (Tailor)- Bags, Boots, Breeches, Cape, Cloaks, Dresses, Hats, Gloves, Pants, Mantle, Slippers, Shirts, Surcoats and Vests
Craft (Weaponsmith)- Magic weapons (but not bows, arrows or bolts), Scabbards

Certain items have been purposely excluded from the list – for example creating manuals and tomes with Craft (Bookbinding), the ability to create Robes with Craft (Tailor), the ability to create pearls, orbs, ioun stones and crystal balls with Craft (Jewelry). This is intention, as these items tend to be the purvue of spellcasters alone.
Usage: -
Special: You may take this multiple times, each time for a different craft skill.


When the Ranger and Paladin get their write-ups, I'd like to ask that the damage for Favored Enemy and Smite be changed to extra d6's for damage (kind of like Sneak Attack). It will bring the Paladin some needed oomph and bring both abilities more in line with sneak attack and other abilities.

As an aside, I'd also like to see Spirited Charge tweaked so it grants an extra d6 to damage (+2d6 with a lance) rather than the doubling/tripling it does now. Doubling/Tripling damage is just too easy to abuse.


I posted this in another thread, but think it might be worth its own discussion.

A thought has hit me. Several of the skills are being folded together, such as Perception, Stealth and the like. What if we keep the subskills, and have it that if you have one of at least one of the subskills as a class skill, you are treated as being cross-class in all the others?

For example, a rogue could take Acrobatics (Jump) as a class skill. He would be considered cross-classed automatically in Acrobatics (Tumble) and Acrobatics (Balance). If he wanted to, he could take one of the other Acrobatics (say Balance) and tune it up to a class skill.

This would give a benefit to some PCs with the grouping of certain skills, and still retain a high degree of backwards compatability (NPCs, who for example, have lots of ranks of Hide and Move Silently can be considered to have invested in Stealth (Hide) and Stealth (Move Silently)).

This could "incorporate" a type of synergy back into the game that might be far easier to track.

The Knowledges, Crafts, and Professions could be singled out to not have cross-over, or allowed to cross over depending on how sentiment blows. I could see it going either way - perhaps enforcing no automatic crossover for "trained only" skills.

It would also allow us to divide Spellcasting into Spellcasting (Divine) and Spellcasting (Arcane) and still allow some cross-through with the two groups able to somewhat identify each other's spells.


Looking over the Perception skill, there's some things I think might need to be added/tweaked on the perception tables.

Sight
- Shouldn't the DC for "invisible" be listed here?

Sight Modifiers
- Is "shadowy illumination" areas from torches and candles gone? If not, there should be DC modifiers for those areas.

------------------------

Smell
Either the scent ability is going to need to provide a bonus to "smell" checks (+8 racial?) or there should be a limit like "creatures without the scent ability cannot detect smells with a DC higher than X (say 10 or 15)"

Also, does every Ogre stink? What if he washed up? What if that elvin courtier is wearing perfume? What's the smell DC of a sweaty human commoner? What about a flower-laden dryad? Are we going to see smell DCs for every PC/NPC race? I mean, dragons are known for having a strong smell (due to their breath weapons?) - what would be the DC to smell them?

I think it might be better to broaden the categories:

Creature possesses Musk attack/Nauseate aura (skunks, troglodytes, ghasts) - DC -15
Creature possesses a breath weapon (dragons, hell hounds, gorgons) - DC -10
Creature is rancid (ogres, bugbears) - DC -10
Creature is filthy/unkempt (orcs, goblins, kobolds) - DC -5
Creature is average clean (dwarf) - DC +0
Creature is generally clean/tidy (humans, halflings) - DC +5
Creature is impeccably clean (elves) - DC +10
Sweaty - DC -5
Perfumed - DC -5 (though you gotta wonder - what's a perfumed ogre gonna smell like? Since perfume is often used to mask smells, perhaps it should move the DC towards 10 [making hard-to-smell things easier to find, but horrid-smelling things harder to detect])

Also, the "ogre's den" tends to indicate that an area can "pick up" a smell based on its inhabitant (The dragon's lair that smells of sulfur and brimstone, a bear's den, etc.), adding -5 to the DC to detect the "lair" of a particular creature.

Finally, beyond actually smelling something, is there be a way to "identify" a smell (do you just beat the DC, or maybe beat DC by 5, coupled with a Knowledge check?). I think it might be worth making a mention that once something is perceived (by sight,sound,touch or taste) at what point you can identify the source (match DC, exceed DC by X...). I think this has just been taken for granted in the past; I think it might be worth discussing (if not in the book, at least here).


I'm hoping so - I didn't notice any mention of synergies on the new skills, so I am hoping they will be dropped in the pfRPG. While they may be "realistic", they are in truth a pain to remember and track, ending up being one of the things often wrong in NPC stats.

As an aside, will the -6/+4 bonus in Jump due to base movement be lost? That's another annoying obscure rule as well.


Boo!

I don't like Deft Shield. Sword & Board should not fall into the "two-weapon fighting" trap. It should be treated as different style with its own progression that doesn't require you to take another feat chain to be effective.

I would have rather seen:

Shield Bash, Improved
Prerequisite: Shield Proficiency.
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC. You are also treated as if you have the Two-Weapon Fighting feat when making a shield bash for determining the penalties to attack rolls.
Normal: Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn and takes the normal two-weapon fighting penalties for attacking with two weapons.


Really, Paizo is gathering up skills and combining them, and then drops this in our laps.

We don't have a skill for "Walking" and D&D land-based movement is pretty screwy and unrealistic as it is (have you ever seen someone run into a wall or other obstacle or attempt to "walk backwards" with the ground movement rules?). Making a fly skill is really extraneous. If you want to fix how flight works, I say do it as follows:

Moving In Three Dimensions

Tactical Aerial Movement
Once movement becomes three-dimensional and involves turning in midair and maintaining a minimum velocity to stay aloft, it gets more complicated. Most flying creatures have to slow down at least a little to make a turn, and many are limited to fairly wide turns and must maintain a minimum forward speed. Each flying creature has a maneuverability, as shown on Table: Maneuverability. The entries on the table are defined below.
Minimum Forward Speed: If a flying creature fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of falling. If this distance brings it to the ground, it takes falling damage. If the fall doesn’t bring the creature to the ground, it must spend its next turn recovering from the stall. It must succeed on a DC 20 Reflex save to recover. Otherwise it falls another 300 feet. If it hits the ground, it takes falling damage. Otherwise, it has another chance to recover on its next turn.

Maneuverability
There are five levels of maneuverability of flying creatures. The effects of each are listed below.
Perfect: A creature with perfect flying ability is capable of hovering in place and can perform a “run” while flying. The creature can even make one 90 degree turn while “running” in flight. It has no minimum forward speed.
Good: A creature with good flying ability capable of hovering in place and can perform a “run” while flying. Its minimum forward speed is 1/3 its movement rate.
Average: A creature with average flying ability cannot hover, but can perform a “run” while flying. Its minimum forward speed is 1/2 its movement rate.
Poor: A creature with poor flying ability cannot hover and cannot perform a “run” while flying. Its minimum forward speed is 2/3 its movement rate.
Clumsy: A creature with clumsy flying ability cannot hover and cannot perform a “run” while flying. Likewise, its flight is so limited that it can only make one turn of 90 degrees when moving. Its minimum forward speed is 2/3 its movement rate.

Climbing, Diving and Hovering
Flying creatures can trade 20 feet of forward movement to climb 10 feet up while moving 10 feet forward, or can trade 20 feet of forward movement to climb straight up 10 feet.
A flying creature can trade 15 feet of forward movement to dive 10 feet down while moving 10 feet forward, or can trade 5 feet of forward movement to dive straight down 10 feet.
Hovering in place takes 20 feet of flying movement. Creatures wishing to attack other opponents while flying must hover in place while making their attacks, unless they are using Fly-by Attack.


I'm not much of a fan of ToB; the eastern/martial arts feel is not something I'm keen on. However, at the same time, I recognize that the fighter doesn't get nearly the range of options that spells allow for. Yet, I don't want to turn the fighter into a "spellcaster".

This is something I've been developing for my own game; I've been tweaking it with one of the players using a fighter, who made it up to 14th level before the group got bushwacked by a powerful priest and his summoned allies. If it would be considered by Paizo, I would appreciate it.

The idea is it works on the same level that the Barbarian's Rage/day and the Stunning Fist/day abilities work. Rather than having each feat have it's own "uses per day", the fighter pulls the uses/day from a singular "pool" and activates the ability he wants.

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Fighter Pool: At 1st level, 5th level, 10th level, 15th level and 20th level, the fighter gains an Ability Pool ability from the list below. These Ability Pool abilities can also be taken as fighter feats. All Ability Pool abilities are extraordinary abilities. Unlike fighter bonus feats, a fighter must meet the ability requirement restrictions of a Fighter Pool feat to acquire the feat.
Any ability pool feat that allows you to endow a single attack as a swift action can be used to endow up to all of your attacks for the round at an additional cost of one use per additional attack (even if the initial cost is more than one use). For example, a 20th level fighter with 4 attacks can endow all his attacks with +5d6 damage from Devastating Blow for a total cost of 7 uses (4 uses for the initial 5d6 damage, plus 3 uses for the additional 3 attacks in the round). You cannot pay for additional uses with ability pool feats that use an immediate action, nor can you use the swift action single-attack abilities to endow Attacks of Opportunity. However, swift actions that affect all attacks until your next action DO endow your Attacks of Opportunity as well as your normal attacks.
Any Ability Pool ability that allows you to endow your “next attack” with an ability must be used before the next round of combat begins. You cannot “carry a charge” from round to round with an ability use.
The fighter’s Ability Pool has a total number of uses per day equal to 3 + ¼ Fighter level (Thus 4 at 1st-3rd level, 5 at 4th-7th level, 6 at 8th-11th level, 7 at 12th – 15th level, 8 at 16th-19th level and 9 at 20th+ level).

(Note: Rangers, Paladins & Barbarians can "buy into" a fighter pool by taking one or more of these feats, counting 1/2 their Ranger/Barbarian level towards these abilities).

Armor Boost
You let your armor soak damage for you
Prerequisite: Fighter 5th level, proficiency with armor, Armor Focus
Benefit: As a swift action, you can convert your armor’s armor bonus to DR X/- on a two-for-one basis. You cannot convert an armor’s enhancement bonus to DR, nor can you convert a shield bonus to DR. Adamantine DR stacks with armor conversion, but not other DR sources (such as Body of Iron or a Barbarian’s DR ability). The change lasts until you choose to change it again.
Useage: -

Armor Enhancement
You use your armor to make connecting a blow more difficult
Prerequisite: Fighter 5th level
Benefit: As an immediate action, you gain a +1 armor enhancement bonus to your AC for every three fighter levels you have (Thus +1 AC at 5th level, +2 AC at 6th-8th level, +3 AC at 9th-11th level, +4 AC at 12th-14th level, +5 AC at 15th-17th level and +6 AC at 18th+ level. This effect lasts for one minute. The use of this ability costs one use from your ability pool.

Armor Mastery
You are a master with the use of a particular type of armor.
Prerequisites: Armor Specialization, Fighter 8+ Level
Benefit: Choose a type of armor you are specialized in. If you choose a light armor, you gain a +5 foot bonus to your base movement. If you choose a medium armor, your movement rate is not reduced by the armor. If you choose a heavy armor, your movement rate is only reduced by 5 feet. Likewise, the armor check penalty for the chosen armor is reduced by –1 for you. The check penalty cannot be greater than 0.
Note: Shield Mastery is a separate feat.
Usage: -

Armor Specialization
You are comfortable with a specific armor type.
Prerequisite: Armor Proficiency, Armor Focus, Fighter 4+ level
Benefit: Choose an armor type (leather, chain mail, full plate, etc.) when you choose this feat. While you wear the armor you have chosen, you gain a +1 bonus to AC and the armor check penalty is reduced by +1 per 4 levels (Thus at 4th-7th level, you gain +1, at 8th-11th level you gain +2, at 12th – 15th level you gain +3, at 16th-19th level ou gain +4 and at 20th level you gan +5).
Usage: -

Assume Feat
You gain a sudden burst of insight for performing a martial maneuver.
Prerequisite: Fighter 5th level
Benefit: As a swift action, you can endow yourself with one of the following feats, as if you met all the prerequisites for the feat. Combat Reflexes, Power Attack, Combat Expertise, Improved Unarmed Strike, Improved Grapple, Cleave, Mounted Combat, Weapon Finesse, Dodge, Mobility, Spring Attack, Precise Shot, Far Shot, Rapid Shot, Mounted Archery, Shot on the Run, Shield Bash, or Two-weapon Fighting. You retain the use of the chosen feat for one minute. Use of this feat costs one use of your ability pool. At 5th-9th level, you may only assume one feat at a time. At levels 10th-14th, you can assume up to two feats from this list at one time. At 15th-19th level, you can assume up to three feats from this list at one time, and at 20th+ level, you can assume any number of the above feats at once.
Usage: 1 per feat.
Special: You cannot use the feat prerequisites for a feat you gain with this feat unless you actually possess the feat.

Assume Pinnacle Feat
You gain a sudden burst of insight for performing a masterful martial maneuver
Prerequisite: Fighter 10th level, Assume Feat
Benefit: As a swift action, you can endow yourself with one of the following feats, as if you met all the prerequisites for the feat: Tactical Strike, Whirlwind Attack, Improved Critical, Spirited Charge, Multishot or Greater Two-weapon fighting. Use of this feat costs one use of your ability pool. You may use the assumed feat for 1 minute. At 10th-14th level, you may assume one pinnacle feat at a time. At 15th-19th level, you may assume up two pinnacle feats at one. At 20th+ level, you may assume any number of pinnacle feats at once.
Usage: 1 per feat.
Special: You cannot use the feat prerequisites for a feat you gain with this feat unless you actually possess the feat.

Assume Weapon Skill
You gain a sudden burst of insight that allows you to use an exotic weapon proficiently.
Prerequisite: Fighter 1st level
Benefit: As a swift action, you endow yourself with the skill to wield an exotic weapon as if you had the appropriate exotic weapon proficiency. You retain proficiency for one minute. You may endow yourself with skill to utilize more than one exotic weapon at a time, but each different weapon type requires a separate use of this feat.
Usage: 1

Behead
You can behead an opponent with a single stroke.
Prerequisites: Sever Limb, Fighter 15+ level, Str 19+
Benefit: As a full-round action you may make a single strike against an opponent. If the attack is successful, the victim must make a Fort save (DC 10 + ½ character level + Str mod). If the save is successful, the opponent takes normal maximum damage from your attack. Failure to make the save means the opponent is beheaded. For most living creatures, this means instant death. Creatures immune to critical hits are generally unaffected by this special attack, as are creatures without a discernable head.
Usage: 3

Bleeding Wound
You leave your opponent with bleeding wounds
Prerequisite: Fighter 5th level, Combat Expertise
Benefit: As a swift action, you cause all attacks with slashing or piercing weapons to deal 1 point of temporary Constitution damage, in addition to your normal damage. This effect to your attacks lasts until your next action. Constitution damage inflicted with this feat can be negated by a DC 15 Heal check. Increase the DC by 1 for each additional point of Constitution damage inflicted.
Useage: 1

Blinding Strike
You can temporarily blind an opponent with a hit
Prerequisite: Fighter 5th level, Combat Expertise
Benefit: As a swift action, you cause your next attack to blind your opponent on a successful hit, in addition to your normal damage. The victim must succeed a Fort save (DC 10 + ½ Fighter level + Int Mod) or be blinded for 1d4+1 rounds. A Heal DC 15 check can remove this condition. Creatures immune to critical attacks cannot be affected by this ability.
Usage: 1

Blowback
You knock an opponent flying with a hit
Prerequisite: Fighter 5th level, Power Attack
Benefit: As a swift action, you endow yourself with the power to knock an opponent flying with your next attack. If you successfully strike the opponent, they take normal damage and must make a Fort save DC 10 + ½ Fighter level + Str mod or be sent back 5 feet. If the opponent fails the save by 5 or more, they are knocked prone as well. For every additional 5 levels of fighter you have, you can knock the opponent an additional 5 feet away. Thus at 5th-9th level you knock an opponent 5 feet, at 10th-14th level 10 feet, at 15th-19th level 15 feet and at 20th+ level 20 feet.
If an opponent is unable to move the full distance, they suffer 1d6 damage for each 5 feet they are unable to move.
If you knock an opponent into another foe, the initial target of your attack stops in that space (and takes damage) and the second opponent must make a Fort save at the same DC as the initial attack, with a +4 bonus to the save, or be knocked prone.
Usage: 1

Body of Iron
You can ignore some damage to yourself
Prerequisite: Fighter 5th level, Endurance
Benefit: As a swift action, you gain DR 2/- until your next action. Every 3 levels past 5th (8th, 11th, 14th, 17th, 20th) you can increase the DR by 1. Thus you gain DR 2/- at 5th-7th, DR 3/- at 8th-10th, DR 4/- at 11th-13th, DR 5/- at 14th-16th, DR 5/- at 17th-19th and DR 6/- at 20th.
Usage: 1
Special: A barbarian who takes this feat treats his Fighter level as equal to his Barbarian level for determining the DR bonus. The DR from this feat stacks with the Barbarian’s natural DR.

Boost, Agility
You make yourself more agile for a short period of time
Prerequisite: Fighter 5th level, Dex 13+
Benefit: As a swift action, you gain a +4 Dexterity enhancement bonus. At 10th level, the bonus increases to +6, and at 15th level, the bonus increases to +8. This bonus lasts for 3 + ½ fighter levels in rounds.
Usage: 1 at 1st-9th level, 2 at 10th-14th level and 3 at 15th level. You may choose to decrease your effective level to gain a bonus that costs fewer uses of your ability pool.

Boost, Constitution
You make yourself more resilient for a short period of time
Prerequisite: Fighter 5th level, Con 13+
Benefit: As a swift action, you gain a +4 Constitution enhancement bonus. This bonus lasts for 3 + ½ fighter level in rounds. Raising your Constitution with this boost does not increase your ability pool. At 10th level, the bonus increases to +6 and at 15th level, the bonus increases to +8.
Usage: 1 at 1st-9th level, 2 at 10th-14th level and 3 at 15th level. You may choose to decrease your effective level to gain a bonus that costs fewer uses of your ability pool.

Boost, Skill
You can perform an astounding skill stunt
Prerequisite: Fighter 5th level
Benefit: As an immediate action, you gain a bonus to your next skill check equal to twice your fighter level. You may only apply this skill bonus to a fighter class skill (Climb, Craft, Handle Animal, Intimidate, Jump, Ride, Swim or skills chosen through Skillmonger).
Usage: 1

Boost, Speed
You move with sudden determination
Prerequisite: Fighter 1st level, Dex 13+
Benefit: As a swift action, you gain +10 feet to your base movement rate. At 10th level, if you are wearing light or medium armor and carrying a light load, you gain +20 feet to your base movement rate. At 15th level, if you are wearing light armor and carrying a light load, you gain +30 feet to your base movement rate.
Usage: 1

Boost, Strength
You can suddenly increase your strength for a short period of time
Prerequisite: Fighter 5th level, Str 13+
Benefit: As a swift action, you gain a +4 Strength enhancement bonus. At 10th level, the bonus increases to +6, and at 15th level, the bonus increases to +8. This bonus lasts for 3 + ½ fighter level in rounds.
Usage: 1 at 1st-9th level, 2 at 10th-14th level and 3 at 15th level. You may choose to decrease your effective level to gain a bonus that costs fewer uses of your ability pool.

Counterstrike
While your opponent is occupied trying to hit you, you strike.
Prerequisites: Fighter 5th level, Combat Reflexes
Benefit: As an immediate action, you can make an attack using your highest BAB against an opponent that has just attempted to strike you in combat and missed. If the opponent has more than one attack, ALL attacks must miss for you to use this ability. This attack does not count against your attacks of opportunity for the round.
Usage: 2

Craft Magic Item
You know the secret craft to create items of magic, without need to cast spells.
Prerequisites: Fighter 5th level, Use Magic Device 4+ ranks, Craft (any one) 5+ ranks
Benefit: Choose a Craft skill you have ranks in. You may create a limited range of magic items by use of your craft skill. You cannot create spell completion items (such as wands, scrolls or staves).
For the purpose of crafting magic items, you treat your caster level as equal to your fighter level. You must pay ½ the normal item cost in materials and 1/25 the item cost in XP. You can fashion up to 1,000 gp of magic items per day. An appropriate Craft check (DC 15 + required Caster Level) must be made for each day’s work.
A sample list of the type of items you can create, based on your Craft skill, is listed below.

Craft Skill Magic Item Type
Craft (Armorsmith) Magic armor, Bracers, Helmets and Shields
Craft (Blacksmith) Bottles, Chimes, Cubes, Flasks, Horseshoes, Shackles,
Craft (Bowyer/Fletcher) Magic bows, arrows and bolts
Craft (Brewing) Potions, Elixers and Oils
Craft (Carpentry) Wondrous items (composed of wood)
Craft (Jewelry) Amulets, Beads, Brooches, Circlets, Crowns, Diadems, Earrings, Figurines, Gems, Headbands, Periapt, Phylacteries, Tokens and Rings
Craft (Leatherworking) Backpacks, Belts, Quivers, Pouches and Ropes
Craft (Musical Instruments) Drums, Harps, Horns, Lyres, and Pipes
Craft (Tailor) Bags, Boots, Breeches, Cape, Cloaks, Dresses, Hats, Gloves, Pants, Mantle, Slippers, Shirts, Surcoats and Vests
Craft (Weaponsmith) Magic weapons (but not bows, arrows or bolts), Scabbards

Certain items have been purposely excluded from the list – for example creating manuals and tomes with Craft (Bookbinding), the ability to create Robes with Craft (Tailor), the ability to create pearls, orbs, ioun stones and crystal balls with Craft (Jewelry). This is intention, as these items tend to be the purvue of spellcasters alone.
Usage: -
Special: You may take this multiple times, each time for a different craft skill.

Crippling Strike
You can disable a foe with a blow
Prerequisites: Fighter 10th level, Combat Expertise
Benefit: As a swift action, you can endow your next strike to deal ability damage. If you successfully hit, you deal normal damage and the victim must make a Fort save (DC 10 + ½ Fighter level + Int Mod) or take 1d4 points of ability damage to Strength, Constitution or Dexterity (your choice). Creatures immune to critical attacks cannot be affected by this ability.
Usage: 2

Crushing Impact
Your blows with a bludgeoning weapon crush limbs
Prerequisites: Fighter 10th level, Weapon Focus with a bludgeoning weapon
Benefit: You gain a +1 bonus to hit and +2 bonus to damage with bludgeoning weapons; using this ability does not cost a use of your ability pool.
Also, when you score a critical threat with a bludgeoning weapon, the victim of your attack must make a Fort save (DC 10 + ½ level + Str mod) or be stunned for a round. Creatures immune to critical hits are immune to the stun effect.
Usage: 1 for critical strike ability

Defense Against Magic
You have trained yourself to shrug off magic
Prerequisites: Fighter 10th level, Spellcraft 5+ ranks, Onslaught Against Magic
Benefit: As an immediate action, you gain Spell Resistance equal to 10 + ½ your fighter level + Con modifier against the next spell cast against you.
Usage: 1

Defense, Unarmored
You are skilled at defending yourself without armor.
Prerequisites: Fighter 1st level, Dex 13+
Benefit: While wearing no armor and using a shield no greater than a buckler, you gain a defense bonus to your AC equal to +2 plus ½ your fighter level.
Usage: -
Special: If you so choose, you can trade in any armor and shield proficiency you have for another feat on a 1 for 1 basis, starting with heavy armor proficiency. Thus discarding Heavy Armor Proficiency gives you 1 feat, discarding Medium Armor Proficiency gives you 2 feats in total, discarding Light Armor Proficiency gives you 3 feats in total, and discarding Shield Proficiency gives you a grand total of 4 feats. You may only perform this trade if you are a 1st level character.

Defense, Light Armor
You are skilled at defending yourself with little armor protection.
Prerequisites: Fighter 1st level
Benefit: While wearing light or no armor and using shield no greater than a light shield, you gain a defense bonus to you AC equal to ½ your fighter level (min 1). The use of this feat does not cost any uses of your ability pool.
Usage: -
Special: If you so choose, you can trade in any non-light armor proficiency you have for another feat on a 1 for 1 basis, starting with heavy armor proficiency. Thus discarding Heavy Armor Proficiency gives you 1 feat, discarding Medium Armor Proficiency gives you 2 feats in total. You cannot discard Light armor or Shield proficiency. You may only perform this trade if you are a 1st level character.
Rangers or Barbarians who take this fighter feat treat their Fighter level equal to their Ranger or Barbarian level for purposes of determine the defense bonus.

Deadly Aggression
You deal devastating damage with your attacks
Prerequisite: Fighter 1st level, Str 13+
Benefit: As a swift action you gain an insight bonus to hit and damage equal to ½ your fighter level. This bonus lasts for a number of rounds equal to your Constitution modifier.
Usage: 1 at 1st-9th level, 2 at 10th+ level

Devastating Blow
You deal extra damage with an attack
Prerequisite: Fighter 1st level, Str 13+
Benefit: As a swift action, you can endow one or more of your next attacks to deal an extra 1d6 damage. For every 4 levels past 1st, you may deal an additional 1d6 damage. Thus you deal +1d6 at 1st-4th level, +2d6 at 5th-8th level, +3d6 at 9th-12th level, +4d6 at 13th-16th level and +5d6 at 17th+ level. You must endow each attack seperately.
Creatures immune to critical attacks cannot be affected by this ability.
Usage: 1 per attack at 1st-12th level, 2 per attack at 13th+ level

Disrupting Blow
Your mighty blows disrupts spellcasters
Prerequisite: Fighter 10th level, Onslaught Against Magic
Benefit: As a swift action, you empower your next attack, on a successful strike, to automatically dismiss the highest level dismissable spell or a spell requiring concentration a spellcaster has in effect on their person. You must deal at least one point of damage to dismiss the spells. The victim makes a Will save of DC 15 + ½ Fighter level + Con modifier to retain the spell in effect. At 15th level, you can attempt to disrupt spells that are not dismissable.
Usage: 1 for dismissable spell, 2 for non-dismissable spell

Evasion
You can avoid magical and unusual attacks with great agility.
Prerequisite: Fighter 5th level, Dex 13+
Benefit: While wearing light or no armor, if you make a successful Reflex saving throw against an attack that normally deals damage on a successful save, you instead take no damage. If you are helpless, you do not gain the benefit of this feat.
Usage: -

Gird Life
You prepare yourself to survive an attack
Prerequisite: Fighter 1st level
Benefit: As a swift action, you gain 2 temporary hit points per Fighter level. These temporary hit points remain for one minute.
Usage: 1

Fell Stroke
You leave an opponent bleeding on the battlefield
Prerequisite: Fighter 15th level, Power Attack
Benefit: As a full attack action, you empower your next strike to become a devastating blow. If you hit your opponent, they take normal damage and must make a Fort save DC 10 + ½ Fighter level + Str modifier or they are stunned. Each round , the victim makes another Fort save to shake off the stunned condition. If they fail the save, they take ½ of the initial damage again immediately. This condition lasts until the opponent makes the saves or a number of rounds pass equal to ½ your fighter level.
Usage: 3

Foil Action
You can prevent a foe from acting aganst you
Prerequisite: Fighter 10th level, Sense Motive 5+ ranks
Benefit: As an immediate action, you can interfere or otherwise distract an opponent, causing them to lose their action. The victim makes a Will save DC 10 + ½ fighter level + Str modifier. If the check is failed, the opponent’s standard action or move action is lost (as chosen by the fighter). If the foiled action had a limited number of uses per day or required components, they are considered used and lost for the day. The fighter must be within 5 feet of the opponent to foil an action. At 15th level, a fighter can foil an action from up to 10 ft. away with a ranged attack, natural reach or a reach weapon and at 20th level, the fighter can foil an action up to 15 ft. away with a ranged attack, natural reach or a weapon with reach.
Usage: 2

Follow-Up
You hound an opponent
Prerequisite: Fighter 5th level
Benefit: As an immediate action, you can take a 5 ft. step. This does not count against the normal 5 ft. step you can take in a round, and can be used in-between attacks (or even between cleave attacks).
Usage: 1

Fortify
You summon up great fortitude
Prerequisite: Fighter 1st level, Great Fortitude
Benefit: As an immediate action, you gain a bonus to your next Fort save equal to ½ your Fighter level. The bonus must be used before your next action or it is lost.
Usage: 1

Furious Strike
You shatter your opponent’s defenses
Prerequisite: Fighter 5th level, Power Attack, Str 13+
Benefit: As a swift action, you can ignore up to 5 points of DR when attacking with melee weapons. This effect lasts until your next action. At 10th level, you can ignore up to 10 points of DR when attacking with a weapon.
Usage: 1 to ignore DR 5, 2 to ignore DR 10

Hail of Blows
You strike again and again
Prerequisite: Fighter 5th level
Benefit: You may activate Hail of Blows as a swift action. As part of a full attack, you gain an extra attack at your highest base attack bonus. This is a haste effect. This effect lasts for a number of rounds equal to ½ your fighter level.
Usage: 2

Head Blow
You hit your opponent in the head, knocking them senseless
Prerequisite: Fighter 10th level, Combat Expertise
Benefit: As a swift action, you cause your next attack to knock your opponent senseless. If you hit and deal at least 1 point of damage to your opponent, they must make a Fort save (DC 10 + ½ fighter level + Str modifier) or be stunned for 1 round. At 15th level, even if the victim makes the save, they are still dazzled for 1d4+1 rounds. You must be able to reach the opponent’s head for this ability to work, and the opponent must not be immune to critical hits.
Uses: 2.

Hobble
You reduce the movement rate of an opponent
Prerequisite: Fighter 5th level, Combat Expertise
Benefit: As a swift action, you cause your next attack to slow down the movement rate of your opponent if you successfully hit. The opponent receives a Fort save DC 10 + ½ fighter level + Str modifier to avoid this effect. You deal normal damage if you hit, regardless whether the victim makes his save or not.. If your opponent fails the save and is a biped, their movement rate is halved. If your opponent is a quadraped, their movement rate is reduced by ¼. Creatures with six or more legs are unaffected by this feat. Creatures immune to critical attacks cannot be affected by this ability.
Usage: 1

Impede
A foe you threaten can’t move
Prerequisite: Fighter 10th level
Benefit: As an immediate action, you engage an opponent you are currently meleeing with in such a way that they cannot move from their current position without making a successful Reflex DC 10 + ½ Fighter level + Int modifier save. Even if the opponent makes the save and attempts to move away – even a 5 ft. shift, you gain an attack of opportunity against that opponent.
Usage: 2.

Improved Ability Pool
You can perform extraordinary abilities more often
Prerequisite: Fighter 5th level
Benefit: You gain 2 more uses of your Ability Pool.
Special: You may take this ability more than once. Its effects stack.
Usage: -

Instant Critical
Your blow is well-placed and deadly
Prerequisite: Fighter 10th level, Improved Critical
Benefit: As a swift action, you empower your next attack to automatically critical on a successful hit, regardless of the weapon’s critical range. You do not need to roll to confirm the critical. This is not the same as rolling a natural 20 on the attack roll.
You cannot use this ability on an opponent that is immune to critical hits.
Usage: 2

Maiming Strike
You may disable your opponent with a single blow
Prerequisite: Fighter 5th level, Combat Expertise
Benefit: As a swift action, you may endow your next attack to maim the opponent. On a successful hit, you deal normal damage and the victim must make a Fort save (DC 10 + ½ Fighter level + Str modifier) or suffer a –2 penalty to hit for the rest of the combat, and lose 5 feet of movement. Multiple maiming strike effects stack. A successful Healing DC 15 skill check removes one accruement of maiming strike penalties from the victim.
Usage: 1

Maximized Attack
You put everything into your next blow
Prerequisite: Fighter 5th level, Weapon Focus
Benefit: As a swift action, you empower a weapon with which you have weapon focus to deal maximum damage on your next attack.
Usage: 2

Mental Prowress
You exert great will over your actions
Prerequisite: Fighter 1st level, Iron Will
Benefit: As an immediate action, you gain a bonus to your next Will save equal to ½ your Fighter level. The bonus must be used before your next action or it is lost.
Usage: 1

Moment of Opportunity
You force your opponent to lower his defenses
Prerequisite: Fighter 5th level, Combat Reflexes
Benefit: As an immediate action, you force a hole into your opponent’s defenses allowing you an attack of opportunity. This attack of opportunity counts against the normal allotment of attacks of opportunity you gain in a round.
Usage: 1

Onslaught Against Magic
You relentlessly harass spellcasters
Prerequisite: Fighter 1st level, Spellcraft 1+ ranks
Benefit: As an immediate action, you can prevent a spellcaster you threaten from casting defensively. If the spellcaster attempts to take a 5 foot step out of a space you threaten to cast a spell, you gain an attack of opportunity against the spellcaster.
Usage: 1
Normal: A spellcaster can take a 5 foot step without provoking an attack of opportunity.

Parry
You can thwart an opponent’s attack
Prerequisite: Fighter 5th level, Combat Expertise
Benefit: As an immediate action, you can cause an single opponent of your choice to suffer a penalty to hit you equal to your fighter level. You must use this ability before the attack roll is made.
You cannot use this ability when flat-footed.
Useage: 1

Penetration
You are good at finding holes in your opponent’s armor
Prerequisites: Fighter 5th level, Wis 11+
Benefit: As a swift action, you may endow all of your attacks for the round to ignore a single opponent’s Armor Bonus up to equal to twice your Wisdom modifier (minimum +1). You cannot treat the victim’s Armor Bonus as less than 0 by means of this feat.
Usage: 2

Piercing Strike
Your attacks with piercing weapons bores deep into opponents
Prerequisite: Fighter 10th level, Weapon Focus with a piercing weapon
Benefit: You gain a +1 bonus to hit and a +2 bonus to damage with all piercing weapons; the use of this ability does not cost a use from your ability pool.
Also, if you score a critical threat with a piercing weapon, the victim must make a Fort save (DC 10 + ½ fighter level + Str mod) or the victim is impaled by the weapon. A victim who remains impaled suffers 1 point of damage per round of strenuous activity, and suffers damage equal to the base weapon damage if the impaled weapon is removed (as a move-equivilant action). If you are still holding a weapon you have impaled a foe with, you may wrench the weapon free as a move-equivilant action, causing damage to the opponent as noted above. Creatures immune to critical hits are unharmed by being impaled (though it still takes a move-equivialant action to remove the offending weapon).
Usage: 1

Reign of Destruction
You hammer your opponent with a series of blows
Prerequisite: Fighter 6th level, Str 13+, Dex 13+
Benefit: As a full-attack action all of your melee attacks with your primary hand use your highest Base Attack Bonus.
Usage: 1 at 6th-11th level, 2 at 12th+ level

Replenish
You can shrug off damage you have taken
Prerequisite: Fighter 1st level
Benefit: As a full round action, you regain a number of hit points equal to your Fighter level X Constitution modifier (minimum 1/level).
Usage: 1 at 1st-10th level, 2 at 11th+ level. At 11th+ level, you may choose to replenish as if 10th level if you desire to only expend one use of your ability pool.

Sever Limb
You can sever an opponent’s limb with a single blow.
Prerequisite: Power Attack, Cleave, Great Cleave, Fighter 10+, Strength 15+
Benefits: As part of a full attack action when using a slashing weapon, you may nominate an attack as a sever limb attack. If you score a hit, the victim must make an immediate Fort save (DC 10 + ½ your Base attack bonus + Str mod) or lose a limb of your choice. If you fail to sever a limb, you still deal normal damage.
Loss of a leg reduces the victim’s movement by one fraction of the total number of legs (thus a biped would lose ½ it’s movement rate with the loss of a leg, wheras a six-legged beast would lose 1/6 it’s movement rate).
Loss of an arm reduces manual dexterity by 4 (in regard for skill checks, but not AC). This is a one-time loss, regardless of the number and of course prevents the use of the lost limb. A creature forced to use its offhand suffers a –2 penalty to attacks and skill rolls.
Loss of a tail reduces the creature’s balance (-4 penalty to balance checks) and prevents its from using any sort of tail attack.
Loss of a wing is similar to the loss of a leg, but a creature with less that 2 wings remaining cannot fly, and if currently airborne, plummets uncontrollably to the earth.
You cannot behead a creature with this ability.
A creature that has lost a limb continues to suffer damage from massive blood loss, taking 1d6 nonlethal damage per round until the wound is bound or otherwise healed. Creatures immune to critical hits do not suffer this extra damage. If the victim is rendered unconscious, they continue to suffer damage until aided or dead.
Usage: 2

Shatter Defenses
You ignore an opponent’s ability to stop your blows
Prerequisite: Fighter 10th level, Penetration, Improved Critical
Benefit: As a free action, you may reduce an opponent’s armor bonus, natural armor bonus or Dexterity modifier to AC of a value equal to ½ your fighter level if you make a successful touch attack. You may only choose to ignore one of the three bonuses. This effect lasts until your next action.
Usage: 2

Shield Against Harm
You use your shield to avoid energy damage
Prerequisite: Fighter 5th level, proficiency with shield, small shield or larger
Benefit: As an immediate action, you can give up your shield bonus to AC to grant yourself 5 points of energy resistance against an energy-based attack (acid, electricity, fire, ice or sonic). At 10th level, the energy resistance increases to 10, and at 15th level, the energy resistance increases to 15, and at 20th level, the energy resistance increases to 20. A large shield grants an extra 5 points of energy resistance, and a tower shield grants an extra 10 points of energy resistance.
Usage: 1 at 5th-14th level, 2 at 15th+ level

Shield Mastery
You are unmatched in your skill with a shield.
Prerequisite: Shield Specialization, Fighter 6+ level
Benefit: Once per round, you may make a block roll on 1d20 + Dex mod + Shield bonus + Base attack bonus. The DC is the to hit roll of the opponent. If you succeed, your shield harmlessly absorbs all the damage from a blow.
You may not attempt more than one block per attack made against you and it counts as taking an attack of opportunity.
Special: If you have Combat Reflexes, you may perform a number of blocks up to your maximum number of attacks of opportunity, but only once from a given opponent.

Shield Specialization
You are exceptionally skilled in the use of a shield.
Prerequisite: Shield Proficiency, Shield Focus, Fighter 4+ level.
Benefit: Choose a specific shield type (Buckler, Small, Medium, Large, Tower). You gain an additional +1 bonus to AC per 5 levels with the chosen shield type (Thus you gain +1 AC at 1st-4th level, +2 AC at 5th-9th level, +3 AC at 10th-14th level, +4 AC at 15th-19th level and +5 AC at 20th level).

Shrug Magic
You can shake off magical effects without suffering harm
Prerequisite: Fighter 10th level, Con 17+
Benefit: You gain a +4 bonus on saves against spells or spell-like abilities. If you make your save against a spell, you do not suffer any partial effects.
Usage: 1 to ignore a partial effect.

Signature Armor
You have a special suit of armor you favor
Prerequisite: Masterwork or better armor, Fighter 2+ Level
Benefit: You may spend XP or gold to improve your armor. The maximum you may improve the armor is dictated by character level and is shown on the table below. You must pay for each improvement along the way, thus to take masterwork armor with no bonus and make it into a +5 armor costs 12,500 gp, not 4,500 gp.

Table 7: Signature Armor Costs
Level Bonus XP GP
1-2 +1 20 500
3-4 +2 60 1,500
5-6 +3 100 2,500
7-8 +4 140 3,500
9-10 +5 180 4,500
11-12 +6* 220 5,500
13-14 +7* 260 6,500
15-16 +8* 300 7,500
17-18 +9* 340 8,500
19-20 +10 380 9,500
* Armor cannot actually have this bonus, but is used to calculate additional abilities (ghost touch, damage reduction, etc.).

Once your armor has been improved, you may not degrade it. Thus, as a 5th level character if you chose, for example to add Spell Resistance to your +1 armor (increasing it’s effective bonus to +3, your current maximum), you may not later remove the ability.
Usage: -

Signature Weapon
You have a weapon you are well-known by.
Prerequisite: Masterwork or better weapon, Fighter 2+ level
Benefit: You may spend gold or XP to improve your weapon. The maximum you may improve your weapon is dictated by character level and is shown on the table below. Note that you must pay for every improvement along the way; thus to take an item from no bonus to a +5 weapon requires 25,000 gp or 1,040 XP - not 9,000 gp or 360 XP.

Table 8: Signature Weapon Costs
Level Bonus XP GP
1-2 +1 40 1,000
3-4 +2 120 3,000
5-6 +3 240 6,000
7-8 +4 280 7,000
9-10 +5 360 9,000
11-12 +6* 440 11,000
13-14 +7* 520 13,000
15-16 +8* 600 15,000
17-18 +9* 680 17,000
19-20 +10* 760 19,000
* Weapon cannot actually have this bonus, but is used to calculate additional abilities (ghost touch, keen, etc.).

Once your weapon has been improved, you may not degrade it. Thus, as a 5th level character if you chose, for example to add Flaming Burst to your +1 weapon (increasing it’s effective bonus to +3, your current maximum), you may not later remove the ability.
Usage: -

Slashing Fury
Your strikes with edged weapons cut deeply into foes
Prerequisite: Fighter 10th level, Weapon Focus with a slashing weapon
Benefit: You gain a +1 bonus to hit and +2 bonus to damage with all slashing weapons. Also, if you score a critical threat with a slashing weapon, the victim must make a Fort save (DC 10 + ½ fighter level + Str mod) or lose an additional +2d6 hit points to bleeding wounds. Creatures immune to critical attacks or that do not have a circulatory system are immune to the extra damage.
Usage: 1

Slay
You kill a foe with a single blow
Prerequisite: Fighter 15th level, Str 17+
Benefit: As a swift action, you empower your next attack to kill a foe if it hits. The victim must make a Fort save (DC 17 + Str mod) or be instantly slain. Even if the victim makes the save, they still suffer normal damage from your attack.
Usage: 3

Skillmonger
You trade in some combat ability for skill use.
Prerequisite: Fighter 1st level, Int 11+
Benefit: When you take this feat, choose any two skills (For skills with subsets, such as Knowledge, you must specifiy which subskill this feat works for). You gain these skills as class skills for your Fighter class, and gain 2 additional skill points per level.
Usage: -

Slip Aside
You nimbly avoid blows for a short time
Prerequisite: Fighter 1st level, Dodge, Dex 11+
Benefit: As an immediate action, you can add your Fighter level to your AC as a competence bonus until your next action.
Usage: 1

Smite
You strike a foe with deadly blows
Prerequisite: Fighter 5th level, Str 11+, Deadly aggression
Benefit: As a swift action you gain a +4 insight bonus to hit and an insight bonus to damage equal to your fighter level on your next attack.
Usage: 1

Stance, Defensive
You assume a protective posture meant to better defend yourself
Prerequisite: Fighter 5th level, Dex 11+
Benefit: As a swift action, you gain a +1 bonus to AC and the benefits of Uncanny Dodge. This allows you to retain your Dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker. You can maintain this stance for 3 + ½ fighter levels in rounds.
Usage: -

Stance, Offensive
You assume a posture that offers a better chance to hit.
Prerequisite: Fighter 5th level, Str 11+
Benefit: As a swift action, you gain a +1 bonus to hit with all your attacks. You also gain an extra attack with your primary weapon, although at a –5 penalty to hit. However, your stance gives you a –2 penalty to AC. You can maintain this stance for 3 + ½ fighter levels in rounds.
Usage: -

Strike True
You can strike a target without fail
Prerequisite: Fighter 5th level
Benefit: As a swift action, you can ignore any concealment and/or cover bonus the target may have until your next action.
Usage: 1

Stunning Blow
You can stun a foe with a blow from your weapon
Prerequisites: Fighter 5th level, Wis 13+
Benefit: As a swift action, you can endow your next attack to stun an opponent on a successful hit. The victim gains a Fort save (DC 10 + ½ Fighter level + Str modifier) to avoid being stunned until your next action. A stunned character can’t act and loses is considered flat-footed against any attack made against him. Attackers likewise gain a +2 bonus on attack rolls against the stunned opponent.
Usage: 2

Surge
You can temporarily ignore a heavy load.
Prerequisities: Fighter 1st level, Endurance
Benefit: As a swift action, you can ignore the movement penalties for wearing medium or heavy armor, or carrying a medium or heavy load. This ability lasts for a number of rounds equal to twice your Constitution modifier (min. 1 round). After this time, you are considered fatigued and must rest for 1 minute to recuperate. At 10th level, you are not fatigued at the end of your surge, but you cannot reuse the ability for 1 minute.
Usage: -

Swift and Deadly Strike
You can combine your Dexterity and Strength to harm an opponent
Prerequisites: Fighter 1st level, Str 13+, Dex 13+
Benefit: As a swift action you can endow all your attacks for the round to use both your Strength and Dexterity modifier to hit and to damage rolls, instead of only your Strengh (or Dexterity to hit if using Weapon Finesse). The Dexterity bonus to damage follows the same rules as Strength (1 ½ Dex modifier with two-handed weapons, ½ Dex modifier on off-hand weapons).
Usage: 1

Timely Avoidance
You quickly move out of the way of danger
Prerequisite: Fighter 1st level, Lightning Reflexes
Benefit: As an immediate action, you gain a bonus to your next Reflex save equal to ½ your Fighter level. The bonus must be used before your next action or it is lost.
Usage: 1

Uncanny Dodge
You can react to danger before your senses would normally allow you to.
Prerequisite: Fighter 5th level, Dex 15+
Benefit: You retain your Dexterity bonus to AC even when flat-footed or struck by an invisible attacker.
Usage: -
Special: If you already have the Uncanny Dodge ability through another class or feat (such as Defensive Stance), you gain the benefits of Improved Uncanny Dodge (see the rogue class for description).

Weapon Focus, Improved
You are greatly skilled with one particular weapon
Prerequisites: Weapon Focus with selected weapon, Fighter 6+ level
Benefit: Choose a weapon with which you have weapon focus. You may use any special ability of the weapon (Trippable, Disarming, etc.) without provoking an attack of opportunity or allowing the opponent to counter your move. This effect only works with the weapon you have Weapon Focus with.
Special: Fighter’s Improved Weapon Focus counts as Weapon Focus for any feat or ability that would require Weapon Focus.
Usage: -

Weapon Focus, Greater
Your skill with a given weapon is impressive.
Prerequisites: Weapon Focus with selected weapon, fighter 8+ level
Benefit: You may add one of the following qualities to a weapon that you Weapon Focus with: Defensive, Disarming, Entangling, Light, Ranged or Trippable. The weapon only has this quality while you are wielding it.
If you select Ranged, the weapon’s range increment is considered 10 feet.
You cannot select Light with a two-handed weapon.
Special: Greater weapon focus counts as Weapon Focus for any feat or ability that would require Weapon Focus.
Usage: -

Weapon Focus, Perfect
Your skill with a weapon is unrivalled
Prerequisites: Weapon Focus and Improved Weapon Focus with selected weapon, fighter 12+ level
Benefit: When making a full attack with the weapon you have Weapon Focus with, you may make an extra attack with the weapon at your highest BAB. All of your attacks for the round suffer a –2 penalty. You cannot use this feat with an off-hand weapon.
This effect lasts for one minute per use
Special: Fighter’s Perfect Weapon Focus counts as Weapon Focus for any feat or ability that would require Weapon Focus.
Usage: 1

Weapon Specialization
You deal more damage with a weapon you are intimately familiar with.
Prerequisites: Proficiency with selected weapon, (Fighter’s) Weapon Focus with selected weapon, fighter level 4th.
Benefit: Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon. You gain a +2 bonus on all damage rolls, plus +1 per 4 additional fighter levels you have when using the selected weapon. (Thus you gain +2 at 4th-7th, +3 at 8th-11th, +4 at 12th-15th, +5 at 16th-19th, +6 at 20th+)
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Usage: -

Weapon Specialization, Greater

Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th.
Benefit: When rolling for damage, you may choose to reroll your damage dice. You must take the second result, regardless whether it is better or worse.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take Improved Weapon Specialization, it apples to a new weapon.
Usage: -

Weapon Specialization, Improved [General, Fighter]
You have learned to land deadlier blows more often.
Prerequisites: Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 6th.
Benefit: When you threaten or confirm a critical, as a free action, you gain a +1d6 bonus to damage with the weapon you have chosen. You gain an additional +1d6 damage with the weapon for every 5 levels of fighter past 5th level. (Thus you gain +1d6 at 6th-9th, +2d6 at 10th-14th, +3d6 at 15th-19th level and +4d6 at 20th level). If you fail to confirm the critical, you deal only +1d6 damage. This damage stacks with the damage from weapon specialization.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take Improved Weapon Specialization, it apples to a new weapon.
Usage: 1

Weapon Specialization, Perfect
You are deadly with your chosen weapon
Prerequisite: (Fighter’s) Weapon Specialization with chosen weapon, Fighter 15+
Benefit: Choose one type of weapon for which you have already selected the Weapon Specialization feat. When you score a hit with your chosen weapon, you treat any roll for damage that rolls below average as an average result. Once per day, you may choose to make any damage result with the weapon’s damage dice deal maximum damage. You cannot maximixe any extra weapon the damage does, such as the extra damage with improved Weapon Specialization, Weapon burst magical abilities, sneak attack damage or the like.
Special: You may take this feat multiple times. Each time you take it, it applies to a different weapon.
Usage: 1 to deal maximum damage


I think some additional modifiers should be added to the Perception DC table (Sight), as follows:

Sight Modifier - DC Modifier
Concealment/Cover (Bushes, Tables or other obstacles) +4
Shadowy Illumination (for torchlight & candlelight) +2/range increment
Invisible creature +20

I think the following should be added to the Perception (Smell) description.

"You cannot use smell to detect something with a DC greater than 10 unless you have the scent ability"

And smell DC's based on race? C'mon...give us a break. How about instead:

Smell - Perception DC Modifier
Creature with Musk/Nausea attack (Skunks, Ghasts, Troglodytes) - DC -10
Filthy/Unkempt creature - DC -5
Sweating/Exerting creature - DC -2
Freshly clean/bathed creature - DC +2
"Scrubbed"(*) creature - DC +5
Pass without Trace ability - DC +10

* Creature has specifically attempted to remove all traces of a scent through washing or other means.


Hi! Just got my 1st Pathfinder download, starting to go through it. I'm enjoying it so far, with one exception:

Why is the PDF half a dozen files? With the way it downloads, I'm going to have to keep the PDF in a zip file to keep it organized. Can we get future downloads of the pathfinder PDF as ONE document, or at least be able to assemble it into one file? As it is, the file is locked so I can't combine the segments into one file (if I can, please, walk me through it!).


One of the things that has always irked me about long-running campaign arcs in published materials is the fact that at high levels it involves plane-jumping and fiends.

It's cliche.

I'd love to see a future pathfinder story arc that avoids this cliche. D&D is no longer built that to have decent foes you have to pull out the fiends and gods to do battle with. Nor, to keep player power in line do you need to skip to planes of alternate reality that mess with the player's abilities to bring them down a notch.

I'd honestly and sincerely love to see a campaign that stays in the Prime Material World and doesn't pull some (half-) demon, devil, daemon, or god into the picture as the ultimate power behind the story arc. I'd rather the characters face, at the end, a mortal being. Not someone trying to become a god or bring about the ultimate annilation of the world. Just someone utterly powerful - like a king of a nation, a powerful-yet-reclusive wizard, a maniacal cleric not acting on his god's whim or something such as it.

Are the writers up to the challenge?


I was just thumbing through my Dungeon Magazine when I happened to look across the new adventure in #130 (I don't run an Eberron campaign, so I haven't run any of the adventures). What is with the XP given for the visions in the latest Age of Worms adventure? They amount to about a half-level of experience in total - just for seeing something; no threat, no activity on part of the characters needs to be taken, they just get XP for seeing something. I don't think I've ever seen an adventure hand out XP for just seeing something, and it seems just...wrong.

Full Name

NMan

Race

Generally believed to be human

Classes/Levels

Have no class :)

Gender

Male

Size

Medium

Age

30

Special Abilities

Aura of apathy 20ft.

Alignment

Lawful Neutral

Deity

Is that pronounced d-EE-ity or d-IE-ity?

Location

Sydney, Australia. And in front of a computer

Languages

English, Aussie English, bad english, gibberish

Occupation

DM

Strength 10
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 3
Charisma 99