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![]() According to the language in the blessing itself in contrast with the language in all of the other blessings and class abilities of the warpriest, the damage bonus apparently scales with your character level rather than your warpriest level. Am I interpreting this correctly, or is there a flaw in my understanding? ![]()
![]() Errrh, well. I recently looked at all the cool things the Swashbuckler can do, and then wondered why they haven't made an archetype that could be more fighter-like? As in, heavier armor, less emphasis on agile things and light weapons. Then I thought, really, what if I apply this principle and make a homebrew rework of the fighter, then just say that the swashbuckler is an archetype of that? I think it turned out pretty well, but you be the judge. I'm using the barbarian and his rage powers as the primary class balance example. Comparing them in the same way you would compare a sorcerer with a wizard, I suppose. The Barbarian still has all these supernatural/superhuman things he can do such as grow wings, have massive saves, break spells apart and get massive strength over this version of the fighter. Meanwhile this version of the fighter, at least I hope, has a superior number of tactical options in combat, as well as resource managment, ways to do things besides full attack, ways to do things while he full attacks, ways to break the action economy a little bit, ways to stay alive outside of what you would expect for a fighter, as well as straying from the stereotype of the Big Dumb Fighter a little bit, I hope. Yet, he still can't fly, he still can't break spells apart and so on and so forth. This fighter is also a little more MAD than the barbarian. Opinions, suggestions and so on are appreciated, but please abstain from posting something along the lines of "My own homebrew is shiny and cool, check it out.". I'd like to keep to the general spirit of the intended homebrew, and would prefer hearing objective balance-related criticism, over personal taste. ------ On a side note, I'd recommend someone playing this homebrew to start with something like this. 20 point buy 16 +2 racial STR
General 1: Weapon Focus
Trait1: Duelist (+1 to AoO for Opportune Parry and Riposte)
------ Edit: One issue I can immediately see might be the abuse of Action Surge and the Cornugon Smash + Hurtful combo. Not sure how to remedy that without upsetting the class, though. Edit2: I suppose this fighter could be adapted for the Unchained stamina rules by simply applying stamina to his Superiority pool in some manner. Considering the fact that stamina is more abundant than Superiority, I'd say that simply increasing the costs of Maneuvers should work. Edit3: Reposting thread because the link on the last one was busted. This should work now. ![]()
![]() https://docs.google.com/document/d/1T4iqMeC26vBX0vR0AGtPBIlz7gFYoD6GHyEhUgX J6Vk/edit?pli=1 Errrh, well. I recently looked at all the cool things the Swashbuckler can do, and then wondered why they haven't made an archetype that could be more fighter-like? As in, heavier armor, less emphasis on agile things and light weapons. Then I thought, really, what if I apply this principle and make a homebrew rework of the fighter, then just say that the swashbuckler is an archetype of that? I think it turned out pretty well, but you be the judge. I'm using the barbarian and his rage powers as the primary class balance example. Comparing them in the same way you would compare a sorcerer with a wizard, I suppose. The Barbarian still has all these supernatural/superhuman things he can do such as grow wings, have massive saves, break spells apart and get massive strength over this version of the fighter. Meanwhile this version of the fighter, at least I hope, has a superior number of tactical options in combat, as well as resource managment, ways to do things besides full attack, ways to do things while he full attacks, ways to break the action economy a little bit, ways to stay alive outside of what you would expect for a fighter, as well as straying from the stereotype of the Big Dumb Fighter a little bit, I hope. Yet, he still can't fly, he still can't break spells apart and so on and so forth. This fighter is also a little more MAD than the barbarian. Opinions, suggestions and so on are appreciated, but please abstain from posting something along the lines of "My own homebrew is shiny and cool, check it out.". I'd like to keep to the general spirit of the intended homebrew, and would prefer hearing objective balance-related criticism, over personal taste. ------ On a side note, I'd recommend someone playing this homebrew to start with something like this. 20 point buy 16 +2 racial STR
General 1: Weapon Focus
Trait1: Duelist (+1 to AoO for Opportune Parry and Riposte)
------ Edit: One issue I can immediately see might be the abuse of Action Surge and the Cornugon Smash + Hurtful combo. Not sure how to remedy that without upsetting the class, though. Edit2: I suppose this fighter could be adapted for the Unchained stamina rules by simply applying stamina to his Superiority pool in some manner. Considering the fact that stamina is more abundant than Superiority, I'd say that simply increasing the costs of Maneuvers should work. ![]()
![]() As the subject states, I'm playing a druid with access to the healing domain. (Via Ancient Watcher archetype) My question is related to the way domains interact with druids. Lets say we have a cleric with the Fire domain, who has access to the Fireball spell as a domain spell, however it isn't on his spell list. This means he can prepare it only in his domain slot, period. So how does this interact with a healing domain druid? Lets say at level 3, I can prepare Cure Moderate Wounds in my domain slot, however Cure Moderate Wounds is on my druid spell list in general too. Does this mean I can treat it as a 2nd level spell thanks to the domain, or does the spell prepared outside the domain slot have to use a 3rd level spell slot? ![]()
![]() So, I'm playing a warrior-type with Cornugon Smash, who gets to intimidate stuff when he wants to. The thing is, my DM keeps telling me that undead, animals, constructs, aberrations and almost anything is immune to being intimidating. Am I missing something? Maybe he's thinking of the social usage of intimidate instead of the the fear effect? His argument is the Unnatural Presence trait, which says you can intimidate vermin and animals. So, what exactly is immune to being demoralized and what isn't? This is frankly insanely confusing. ![]()
![]() Lets imagine for a moment that you have an arcanist or wizard with access to any spells of up to level 6-7. Assuming you have as much time to prepare as you need and it doesn't see you coming, or know you even exist. How can you, alone, deal with this menace using the spells you have available to you, gold and various handy items? ![]()
![]() I made a fighter/swashbuckler build based around wonky tactical decisions like intentionally provoking enemy AoO's so I can parry them and retaliate and so on. The high (relatively) charisma requiered for such a build is good synergy with the various combat intimidation feats. So I thought I'd take Cornugon Smash and Hurtful at level 6. The problem is that the Riposte from the deed and the hurtful feat have mutually exclusive action economy. (Immediate and swift actions) I was wondering if there was any way to set the action economy straight or somehow get two swift actions a round? If not, would there be any other decent alternatives for a charismatic two-handed build? ![]()
![]() This archetype is specifically tailored to work with Pathfinder's Hero Point system. Alternatively, if your DM allows it, it could just be a way for the fighter to gain something fun to use in a non-heroic campaign. If used in a non-heroic campaign, here are my recommendations: Heroic Fortune (As a feat) grants the fighter the ability to store 2 hero points and gives him 1. Grant Improved Heroism at level 2, since this will be treated as a special resource pool for a fighter. Effects like asking the DM a question is probably not going to work out, so instead talk to your DM about being allowed to use some swashbuckler deeds and/or make up some unique effects upon which you can spend those points. Just keep in mind, that unlike regular panache or grit, you can spend them to reroll any d20 and so on, making them a little more valuable at baseline. Cheers. Hero (Ex) At level 1, the heroic fighter gains the Strong Comeback and Hero's Fortune feats. This ability replaces the 1st level bonus feat. Heroism (Ex) At 2nd level, the fighter gains a bonus Hero Point as well as increasing the maximum amount of hero points the fighter can store by 1. These bonuses increase by 1 every 4 levels thereafter. This ability replaces bravery. Heroic Weapon Training (Ex) This ability functions exactly like the classic weapon training, except the fighter picks only one weapon group. Each time a weapon training bonus is gained, the fighter's weapon is considered to have a +1 enhancement for the purpose of penetrating various forms of DR, but only if the weapon is of the designated weapon group. Whenever the fighter scores a critical strike or reduces an enemy below 0 with a weapon from his chosen weapon group, the fighter gains a hero point. This ability alters weapon training. Improved Heroism (Ex) At 6th level, the fighter regains half his hero points after resting for at least 2 hours. Notes: Strong Comeback: Gain a +2 bonus whenever you reroll any sort of d20 roll. Hero's Fortune: Increase the maximum number of hero points you can store to 5 and gain a hero point. ![]()
![]() My PFS character so far looks like this: Fighter 1/ Swashbuckler 1/ Fighter 4 16 STR
Traits:
Feats:
G3 Improved Iron Will
G5 Weapon Focus (Longsword)
If you're wondering about the odd feats taken at odd levels, he was retrained to fit him into his concept, which isn't directly defined behind being a person that refuses to fail even a single save, and so far, he has literally not failed a single save within a very save-heavy campaign. And the only one he did fail, he rerolled successfully. (The DM's expression was priceless.) I have the option of choosing Martial Master or sticking with the regular Fighter and while the later is a solid choice that will offer me a very reliable and virtually fail-proof character, the Martial Master could offer some very fun roleplaying opportunities, as well as looking like it has potential for some powerful use. I was wondering if I should use Martial Master and, if yes, what sort of feats and strategies should I take note of. Feats I will work towards getting in the future: Quick-Draw
And some of these may or may not end up being taken. ![]()
![]() Suffer not the witch to live. Amen. How do I optimize this to be effective (not necessarily outstanding) in a variety of combat and social situations? Requirements: Human race, level 5 build, two-weapon fighting(Not sure on this. BaB is kind of low with this build, but it would be absolutely cool if I could make it work), 20 point buy. I'd like to completely avoid vivisectionist and all the mutagenic 40 str cheese, if possible, please. ![]()
![]() Deflective Shield (Ex) At 2nd level, an armor master specializes in using his shield to deflect attacks. He gains a +1 bonus to his touch AC, and this bonus increases for every four levels beyond 2nd (to a maximum of +6 at 20th level); however, this bonus cannot exceed the sum of the armor and enhancement bonus to AC provided by the shield that the armor master is currently carrying. This ability replaces bravery. This is the 2nd level ability of an Armor Master fighter. The interesting part is that this ability doesn't say that the armor master needs to be holding the shield, just carrying. He can just sling it over his back or keep it generally on his person, and he could be specified as carrying the shield. Is this correct, in terms of RAW? ![]()
![]() Slashing Grace (Combat) You can stab your enemies with your sword or another slashing weapon. Prerequisite(s): Dex 13, Weapon Finesse, Weapon Focus with chosen weapon. Benefit: Choose one kind of one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size. -------------------------------------- So, this is potentially the absolute best setup for a sword-and-board fighter with a longsword. You can completely dump strength unless you absolutely crave for Power Attack, all the while filling up your armor training dex to the brim. Unless I'm missing something, is this build worth it? Swashbuckler 1/Fighter 2 Strength: 10 0
H1 - Weapon Focus (Longsword)
What we have: Dex to attack, AC, damage and CMB. Extra +2 to our Ref saves at earlier levels, no loss of overall feat amount. The ability to parry up to 5 attacks per round at level 3, coupled with massive AC from a heavy wooden shield in case you fail. The ability to get an exploding dice bonus on several of your physical skill checks when needed. You can be a marginally decent party face with a respectable +6 to your social skills. Later on, you can take Pommel Strike Deed, allowing you to basically trip someone as a standard action on your turn, or alternatively you could go for the longer Trip Chain and use Fury's Fall to very very good effect. Because of Swashbuckler's Finesse, you could take Amateur Investigator and gain an inspiration pool to help you with various intelligence based checks. Due to your decent charisma, you can take Eldritch Heritage if you so wish to. Perhaps for flavour, or perhaps for natural armor bonuses and whatnot. You can later also take Battle Cry, granting your allies a very solid support twice or thrice per day with rerolls to failed saves. (You are an ally of yourself, also, remember.) Later, if you feel like it, you could easily take some of the Two-Weapon Fighting feats and get into Shield Master at level 11-13. If you also take a few other feats, you could be doing your Dextirity modifier as damage to each attack without penalty to attack. ------------------------------ Is it me, or did this thing basically just become a solution for nearly every problem the fighter used to have with the sword-and-board build? You can actually wear a Mithral Full plate under your Armor Training and max out your allowed dex bonus while losing nothing in terms of offense. ![]()
![]() Recently, I've been wanting to try out a few one-two dip strategies for level investing in order to cherry pick a few abilities I'd like my character to have. I know there's a feat called Monastic Legacy which, for instance, can very much help a high level unarmed ninja with his unarmed damage. I was wondering if there were any other feats like this one, barring Eldritch Heritage, which allowed you to continue benefiting from various class abilities despite taking levels in a different class. I couldn't find any at all. ![]()
![]() I've recently started going to PFS games from time to time and because there are strict rules about everything, I'm having a hard time making decisions. My main problem is that I can not find the balance in stats or determine the exact route I want to go for with feats. Generally, I want to be using a longsword to 2h power attack whenever I can and take out a shield for the really tough fights against very offensively specialized foes. I'm not sure if I want to take Combat Expertise and go with the combat maneuver route or simply go with an 18 STR score to get more out of two-handing my longsword. I'm also not sure if I want to take a few two-weapon fighting feats simply for the purpose of having the option. For the time being, I'm limited to CRB material and I'd like to get this character working for the next 3 levels. What I have so far: Fighter 1, Human 16 STR (+2 human)
Breastplate, Heavy Wooden Shield, Masterwork Longsword Feats: F1: Power Attack
Traits: Indomitable Faith
I'm entirely unsure of what I should be doing with feats for the next few levels. ---------------------- I'm well aware that a 2-handing or reach built fighter might be more optimised, but I like the versatility of having the option to sword-and-board when I need it brings over just stacking more strength so I can whack things harder with my sharpened shovel. If possible, what other books might be recommended for purchase to strengthen this build and concept at later/early levels? ![]()
![]() So I keep browsing the forums to see comments from various fighter gurus about what each of them think is possibly wrong with the class or what could be changed or various concepts. I mostly agreed with them, but my mind has a natural desire to question the validity of my own opinions and impressions a lot. When I looked at the paladin, I just saw a shining beacon of being better than all the other martial classes. When I saw the barbarian, I just saw the class take down anything and anyone, mostly because of its ability to deal with almost every non-social situation. And when I looked at the fighter... it seemed cool at first (When I was a novice to Pathfinder), but quickly began to be inconsistent. It seems like an improved npc class to me, little more than that. Lately I've taken a good look at Brawler and Swashbuckler and tried to compare it to the fighter and the various compaints many of you have had for the class. Perhaps I did not address all of them, but I do believe I was able to bring the fighter in line with its hybrid cousins, who seem to be funner to play and marginally better at fighting than the fighter. Below the class itself you'll find a few feats I thought could work for (not just the fighter) pathfinder games in general. ----------------------------- Level Base Attack Bonus Fort Save Ref Save Will Save Special
7th +7/+2 +5 +2 +2 Armor Training II
9th +9/+4 +6 +3 +3 Weapon Training +2 10th +10/+5 +7 +3 +3 Guarded Life 3/day, Martial flexibility (free action), Piledriver 2/day
12th +12/+7/+2 +8 +4 +4 Martial flexibility (immediate action) 13th +13/+8/+3 +8 +4 +4 Weapon Training +3 14th +14/+9/+4 +9 +4 +4 Guarded Life 4/day, Bonus Feat 15th +15/+10/+5 +9 +5 +5 Armor Training IV
17th +17/+12/+7/+2 +10 +5 +5 Weapon Training +4, Bonus Feat
19th +19/+14/+9/+4 +11 +6 +6 Armor Training V
Alignment: Any Hit Die: d10 Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less. The fighter’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Profession (Wis), Profession (Wis), Sense Motive (Wis), Swim (Str). Skill Ranks Per Level: 4 + Int mod Martial Flexibility (Ex) At 1st level, the fighter can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The fighter must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 3 + 1/2 his fighter level. The fighter can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the fighter can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability. At 6th level, a fighter can use this ability to gain the benefit of two combat feats at the same time. He can select one feat as a swift action or two feats as a move action. At 10th level, a fighter can use this ability to gain the benefit of three combat feats at the same time. He can select one feat as a free action, two feats as a swift action, or three feats as a move action. At 12th level, a fighter can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. At 20th level, a fighter can use this ability to gain the benefit of any number of combat feats as a swift action. Fighter’s Training (Ex) The fighter may choose a single ability score that is less than 13. It is counted as being 13 for the purpose of meeting the prerequisites of combat feats. Once made, this choice can’t be changed. Bonus Combat Feats At 2nd level and every 3 levels thereafter, a fighter gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Guarded Life (Ex) The fighter’s training lends her a defiance of death and unfavorable circumstances. At 2nd level, she may reroll any save and must take the second result even if it is worse. The fighter must declare her intention to do so before the save is announced to have been successful or failed. Armor Training (Ex) Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and gains a +1 competence bonus to his AC. Every four levels thereafter (7th, 11th, 15th and 19th), these bonuses increase by +1 each time, to a maximum –5 reduction of the armor check penalty and a +5 AC bonus. The fighter would lose this bonus to AC whenever he would lose his Dex bonus.
Piledriver (Ex) At 4th level, once per day the fighter may inflict a status effects such as Stun, Stagger, Daze, Bleed or attempt a combat maneuver together with your next attack. She must announce this intent before making her attack roll. If the fighter hits and the target takes damage from the blow, the target must succeed at a fortitude saving throw (DC = 10 + ½ fighter’s level + DEX or STR mod.) or be inflicted with the chosen effect. If the fighter chose to make a combat maneuver, he merely makes a combat maneuver roll against the target’s CMD as per usual. At 10th level, the fighter may use this ability twice per day. At 16th level, she may use it three times per day. Weapon Training (Ex) Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Weapon Mastery (Ex) At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type. ---------------------------------------- * Feinting Prowess Prereq: BaB +1, Combat Reflexes You may use your Dexterity modifier instead of your Charisma modifier for Bluff checks made to feint. * Second Wind Prereq: Diehard, Endurance, Con 15, Heroic Recovery. Once per day, when you would otherwise be killed or knocked unconscious by an attack, you ignore the damage from that attack and gain fast healing equal to your Constitution modifier for a number of rounds equal to your Constitution modifier. * Strength of the Mind Prereq: 15 Int You may use your Intelligence modifier instead of your Wisdom modifier to determine the bonus to will saves you would gain. * Learned Mind Prereq: 15 Wis You may use your Wisdom modifier instead of your Intelligence modifier to determine the bonus to Knowledge skill checks. * Agility Prereq: 15 Dex, Nimble Moves, Acrobatic Steps You may make two 5 ft-steps per round. * Force of Personality Prereq: 15 Cha You may use your Charisma modifier instead of your Wisdom modifier to detemine the bonus to will saves you would gain. * Extra Piledriver Prereq: Piledriver class feature. You may use Piledriver an additional time per day. May be taken multiple times. *Extra Guarded Life Prereq: Guarded Life class feature. You may use Guarded Life an additional time per day. May be taken multiple times. ![]()
![]() Essentially, I want to make a paladin using a tower shield to maximize his defense. I'm really on thin ice with the paladin as I've never really built or played one before, but I do know that a Tower Shield limits the use of the Lay on Hands ability severely. What I want: A way to have a kind of damage reflecting effect when being hit. God-like Survivability against both physical attacks and spells. As many ways as possible to use lay on hands for something that does not require a touch, so that I may use it with a shield. Level 3, 20 point buy, allowed to use Angel-Blooded Aasimar as my race. (+2 STR, +2 CHA) How do I go about this? I'm especially interested in the reflection sort of deal. Perhaps I could swap out my spellcasting for Warrior of the Holy Light or some such? ![]()
![]() Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +0 +0 Unbreakable +1, Combat Superiority
D10 2 + Int Unbreakable (Ex) The Warrior gains a +1 bonus to hit points gained from every level of the Warrior class. At 4th, 7th and every three levels thereafter, this bonus increases by another 1 to a limit of +6 at level 17. Combat Superiority (Ex) The fighter acquires a limitless variety of combat techniques, the ranger grows closer with nature as he hones his ability to defend it with blade and bow and the barbarian digs deeper into his hatred and disgust with his enemies. In this same manner, the Warrior seeks to dominate in combat and war. Utterly and completely. At 1st level, whenever the warrior is fighting against an enemy who has less hit points remaining than him (This is not a percentage. If he’s fighting the Tarrasque with a hundred thousand hit points against the warrior’s few hundred, what kind of superiority are you expecting here?) , he may forego the penalty to his attack bonus from Combat Expertise, Power Attack and all such effects. In addition, the warrior attacks as if his weapon was two sizes larger against said target. Whenever a foe is flanked by the warrior or is otherwise caught flate-footed, shaken, horrified, fatigued, exhausted, dazed, staggered, frightened, paralyzed or stunned he suffers the effects of Combat Superiority. If a foe is deafened or blinded, Combat Superiority will trigger unless the opponent possesses some sort of effect (tremor/blind etc. sense) that grants him the ability to compensate these effects. Indomitable (Ex) At 2nd level, the Warrior may choose a single group of effects that could affect him (Compulsion, charm, death etc.). He gains +1 to all relevant saves against such effects. At 5th and every 3 levels thereafter, this bonus increases by another +1 to a limit of +6 at level 17. The warrior may choose another group of such effects and spread this bonus to said group every three levels after the 2nd. Dominance (Ex) At 2nd level the Warrior gains a 10 ft. aura in which all enemies about to attack the Warrior or his allies will suffer an intimidation check from the warrior. Weapon Expertise (Ex) At third level, the warrior may choose one single weapon in which he excels. He may take fighter-specific feats which apply only to a single weapon, as long as they are taken for said weapon. (Weapon Spec etc.) Warrior’s Pride (Ex) At 3rd level, once per day, the Warrior’s pride will not allow him to fail a challenge before him. He may reroll any failed roll, be it a skill check, save or even an attack roll. Second Wind (Ex) Just when you would think the Warrior is about to fall, he stands back to his feet against all odds. At 3rd level, the warrior may heal 1d8 points of damage + her Constitution modifier as a move action once per day. Every 3 levels thereafter, the warrior gains an additional use of Second Wind and heals an extra 1d8 points of damage, up to 6d8 points of damage at 18th level. In addition, the warrior may use this ability as a standard action instead to gain fast healing equal to his Constitution modifier for a number of rounds equal to his Constitution modifier after using this ability. Physical Perfection (Ex) At 4th level, instead of Dexterity, the warrior may choose his highest physical ability score to account for his bonus to AC instead of Dexterity. Likewise, he may choose his highest physical ability score to also account for his reflex saves. Perseverance (Ex) At 6th level whenever, at the end of a round during combat, the warrior has not taken any damage, he gains temporary hit points equal to his HD as if he had maximized his hit die roll. (So 10 + CON + Unbreakable + maybe Toughness) This occurs at the start of his turn. Revenge (Ex) At 6th level the warrior may choose any target that has previously slighted him in some way, be it an attack an insult or anything related to his backstory and declare to have Combat Superiority over him regardless of the circumstances. This lasts until the target or the warrior is dead. During this time, all damage made by the warrior against his Revenge target is maximized. Mighty Blow (Ex) At 7th level, as a full round action, the Warrior may drive a mighty haymaker into the target of his combat superiority, striking as if he had struck with all his respective iterative attacks. This functions just like Pummeling Strike, but with the weapon of the Warrior’s choosing. If more than one attack strikes, the target must make a fortitude save at the end of the Mighty Blow equal to 10 + ½ warrior level + STR or be knocked prone and stunned for one round. Mettle (Ex) At 9th level whenever the warrior would successfully save against any will or fortitude save requiring effect that would be halved in such a case, said effect is instead negated. (For instance, Harm or Finger of Death. Or even a Sphere of Annihilation.) Greater Combat Superiority (Ex) At 10th level the weapon does damage that is four sizes larger than the original and auto-confirms all critical strikes. Body of War (Ex) At 10th level, the warrior’s body turns into a work of lethal, glorious art. He becomes immune to diseases and poisons that are not magical in nature. He takes half the time to heal wounds and recover from various physical conditions. Warrior’s Charge (Ex) At 14th level, following a charge special attack action, the warrior may make a Mighty Blow. Improved Mettle (Ex) At 17th level, as per Mettle ability, except even on a failed save, the effect is at least halved. Last Stand (Ex) At 19th level, the warrior triples the amount of negative hit point damage he can take and is treated as if having the Diehard feat for all intensive purposes. If the Warrior took said feat before, he may choose any other feat in its place. Impregnable (Ex) The warrior may add his highest physical ability score modifier to all his saves. ![]()
![]() Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +0 +0 +0 Adventuring know-how, Bonus Feat — — — —
D8 4 + Int Proficiencies: Proficient with all simple and one-handed/light martial weapons, light and medium armor and shields (But not tower shields). Adventuring Know-How (Ex) The Adventurer may select up to her intellect modifier number of skills. Henceforth, they are counted as class skills for the Adventurer and she gains +2 trait bonus to them. Bonus Feats (Ex) At 1st, 6th, 11th and 16th levels, the Adventurer gains a bonus Combat Feat. The Adventurer may treat her class level as fighter levels for the purpose of qualifying for fighter-only feats. She may take fighter-specific feats only with these bonus feats and not his general ones. In the Bag (Ex) An Adventurer of 2nd level and higher can pull out just the right items at the right moment. Once per round, she may ready an item as a standard action if it would normally be a full round action, a move action if it would normally be a standard action, and a swift action if it would normally be a move action. Identify Magic Items (Ex) At 3rd level, the Adventurer may use her knowledge to identify magical items. She may examine the item as with the spell detect magic. Trap Sense (Ex) At 3rd level, an Adventurer gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus against attacks made by traps. These bonuses increase by +1 every three Adventurer levels. Trap sense bonuses gained from multiple classes stack. Jack of All Trades (Ex) At 4th level, the Adventurer gets a +1 bonus to all saves, attack, knowledge, concentration checks, CMB and CMD checks. Every 4 levels thereafter, the Adventurer gain an additional +1 to the same things. Self-sufficient (Ex)
Sneak Attack (Ex)
Spells Beginning at 4th level, a ranger gains the ability to cast a small number of arcane spells, which are drawn from the sorcerer/wizard spell list. An adventurer must choose and prepare his spells in advance.
Like other spellcasters, an adventurer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When the table above indicates that the adveturer gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. An adventurer must rest 8 hours and spend an additional hour to memorize and prepare his spells to regain his daily allotment of spells. An adventurer may prepare and cast any spell on the sorcerer/wizard spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his preparations. Through 3rd level, an adventurer has no caster level. At 4th level and higher, his caster level is equal to his adventurer level – 3. Potion Abuse (Ex) At 5th level an Adventurer is very accustomed to using potions in her various escapades. She gains a bonus to saves against potion-based side-effects equal to half her level. Sneak Attack (Ex) At 5th level, the Adventurer gains a 1d6 die of sneak attack, as per rogue. Every 4 levels thereafter, this die increases by an additional 1d6 up to 6d6 at level 20. Rogue Talents (Ex) At 5th level, the Adventurer gains a rogue talent. Her level counts at 4 lower for the purpose of qualifying for rogue talents. Every 5 levels thereafter, she gains another rogue talent.
Torch Mastery (Ex) At 6th level, the Adventurer may treat the torch as a martial weapon. Holding a torch does not hinder the adventurer in any way or form and he is thus able to equip a shield on the same hand without any penalties.
Scent of Treasure (Ex) At 7th level the adventurer may add half his level to perception checks made to locate treasure. Any beneficial, precious, magical item or artifact is considered to be treasure. Gold coins, but not silver or copper unless there are hoards of such, are considered treasure. Fate (Su) At 7th level the adventurer gains an epic fate, destined for greatness or to assist another in gaining such. The Adventurer may reroll any roll once per day, be it his own, his allies’ or his enemies. If used on himself or his allies, they take the better of the two rolls. If used on enemies, they take the worst. This must be declare before the DM announces the results of the roll. Fate may not be used more often than once per round. At 10th level and every there levels thereafter, the adventurer gain another use per day of Fate. ![]()
![]() Followed the Shields Up thread, and the one which brought the entire discussion up in the first place. So I decided to make a few feats that could possibly intensify mundane melee combat and make martials a little more reliable in a bigger variety of combat situations. ------------------------------------------------ Block Prerequisites: Combat Reflexes, BBA +1, Shield Focus (any) As an Attack of Opportunity, you may convert any incoming attack against you into sunder check upon your shield. This can be done any number of times per round as long as there are still attacks of opportunity left to use for this purpose, however each consecutive block in the same round lowers one's CMD by 2. (Cannot go lower than 10.) This must be done before the Game Master announces the success of the attacking monster. Bucklers: +4 CMD against said check. Unable to block ranged attacks. Light Shield : +2 CMD Light Metal Shield: No bonus. Heavy Shield : No bonus. Heavy Metal Shield (I can't stop laughing): -2 CMD. Tower Shield: -4 CMD. When utilizing the cover ability, you may designate a direction. All attacks incoming from said direction are automtically blocked, however all attack incoming from said direction also automatically succeed in the sunder check, damaging the shield. Each consecutive block used in this manner incurs a fortitude save check with a DC equal to the damage recieved by the shield, with the base DC bonus increasing by 2 for every attack. This expends all attacks of opportunity for said round. This bonus to the DC ends on your next turn. (So, say, a guy with a 2hander comes at you. Hits for 16 damage. The DC is a 16 fortitude save. Then he hits you again for, say 18. That attack is 20 DC. (18 +2) Then he does so again for 14 -> DC 18 (14 +4) and so on. This bonus is not counted against each enemy individually, but works against each next attack.) Parry Prerequisities: Combat Reflexes, BBA +1, Weapon Focus (Any) Works just like Block, except with weapons. Each consecutive parry lowers CMD by 5. (Cannot drop lower than 10.) Light Weapons: +2 CMD Non-light: No bonus Two-handed: -2 CMD Improved Parry Prerequisites: Combat Reflexes, Weapon Focus (Any)
Decrease the CMD penalty per parry to 3. Counterattack Prerequisites: Combat Reflexes, BBA +5, Weapon Focus (Any)/Shield Focus. After the opponent you were trying to block has failed to overcome your CMD, you may attack him as an attack of opportunity. This attack deals weapon damage + 1x STR mod regardless of weapon used and the amount of hands it is held in. --------------- None of the feats above are useable while Raging or under similar effects. All two-handed weapons get a +2 CMB bonus to sunder checks agains blocking targets. This bonus is instead +4 if they are parrying. Must have proficiency in said weapons to recieve these bonuses. Fighter Weapon Mastery's immunity to sunders and disarms does not count towards block and parry. ---------------- Spell Deflect Prerequisites: Combat Reflexes, BAB + 10, Parry/Block, Shield/Weapon Focus, Knowledge (Arcana) and Spellcraft 10 ranks each. Expending all attacks of opportunity for a round, you may make a combat maneuver check against a spell being cast at you as an immediate action an amount of times per day equal to your Charisma modifier. The DC for this is 15 + Spell Level + Half enemy caster level. The maximum level of spells you can block in this manner is equal to the enhancement bonus enchanted upon the item you use to block it with. (Basically to block level 6 spells, you need a +6 shield or weapon.) ------------------ Metastrike Prerequisites: Weapon Focus, BAB +10/Weapon Training class feature, Combat Expertise You may make a strike that ignores Block and Parry a number of times per day equal to your INT modifier. These can be any strikes, but must be declared as such before the defending player declares a block or parry. (Basically, say, you have 16 INT. You can make 3 attack, even those in a full attack, unblockable. Per day.) ![]()
![]() This is either an all out base class, or a hybrid monk/hunter(or druid) class, perhaps. Either way, it's a concept I don't see touched upon overly well by classes that -should- touch upon it. Such as the Ranger, Hunter and Druid. Maybe there should have been at least a monk archetype to make this thing work. I'm looking for a better name for this, because the one I'm using is mostly makeshift and done to save time. This is a kind of a first draft, of sorts? I'm not entirely sure about the ability array and not entirely sure if I've properly depicted the flavor or invested too much in mechanics. I'm also wondering if some of the abilities are given at the correct levels and so on. Anyhow! ----------------------------- Many men seek enlightenment in a variety of forms. Be it following a god of good or evil, seeking personal perfection, tapping into the divine essence within oneself or studious examination of the universe and its law - all those engaged in these practices seek to find an inner balance, while understanding that which surrounds them to their utmost. Some, however, resist the standard monastic doctrines of self-perfection. These rare few instead isolate themselves from society and seek to find the order of all things through plummeting themselves in the merciless chaos of their primal essence. They are called the [Insert very clever name] Ferals. They seek to find their Inner Beast, to look upon the very roots of their species' existence and to find that which they had lost over the course of countless years. Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +2 +2 +0 Feral Aspect I, Hunting Instinct, Animosity
D8 2 + Int No proficiencies. Class skills: Survival (Wis), Perception (Wis), Climb (STR), Acrobatics (DEX), Swim (STR), Knowledge (Nature), Stealth (DEX), Disguise (DEX). Handle Animal (CHA), Fly (Dex), Intimidate (Cha).
[/b]Feral Aspect (Su) At 1st level the Feral gains Aspect of the Beast as a feat. However, he can choose a number of benefits granted by this ability equal to the combined modifiers of his mental ability scores. (Int 12, Wis 12, Cha 12 = 3.) At 5th level and every 4 levels thereafter, the Feral may select an additional Aspect. In addition, add the following aspects to the list of benefits provided by the feat. List: -- Fangs (Ex): Gain a 1d8 bite natural attack.
Tough Hide (Ex): Gain a natural AC bonus equal to your level divided by 4. Improved Bloodthirst (Ex): Whenever a target is bleeding the Feral may do an additional natural attack of any type in his repertoire. Prereq: Bloodthirst Thirst of the Wild (Su): When making a bite attack against a bleeding target, the Feral heals himself for an amount equal to his level. Ferociousness (Ex): Gain a 1d4 slam attack. Improved Ferociousness (Ex): Gain another 1d4 slam attack. Fierceness of the Wilds (Ex): Whenever making a slam attack, you may make an intimidate check against its target. If the target fails this check, your next attack threatens a critical strike. You must still confirm this critical strike. Talons (Ex): You gain an additional two 1d4 claw attacks made with your feet, however to attack with them you must succeed a DC 20 Acrobatics check every time. Prereq: Claws of the Beast Tusks (Ex): Gain a 1d8 gore attack. Boars Charge (Ex): Your gore attacks are always a critical strike when used after charging. Boar’s Trample (Ex): When making a gore attack right after charging, the target of this attack must make a reflex save of 10 + half Feral’s level + his STR mod or fall prone. Raging Beast (Ex): Gain a +2 STR bonus. Improved Raging Beast (Ex): Gain a +4 STR bonus. Prereq: Raging Beast. Frenzy of the Wilds (Su): Gain a +6 STR bonus (As you may have guessed, these stat bonuses do not and never will stack with each other.). Select an amount of Rage Powers equal to the combined modifiers of your mental ability scores with a level penalty of -4. You may select them as soon as you gain a level, and it does not have to be the same time you gain this ability. (Your level counts as 4 lower for the purpose of selecting rage powers.) You may use these rage powers an amount of times per day equal to the combined modifiers of your mental ability scores. Henceforth, the Feral takes a -6 penalty on performing any skill and ability score checks that require him to make use of his intellect, charisma or wisdom. Beastly Endurance (Ex): Gain a +2 CON bonus. Improved Beastly Endurance (Ex): Gain a +4 CON bonus. (Replaces previous.) Prereq: Beastly Endurance Perseverance of the Wilds (Su): Gain fast healing equal to your CON mod. Prereq: Improved Beastly Endurance. Scent (Ex): Gain a scent ability. If you already have one, the range doubles. Hearing (Ex): Gain half your level to all hearing related perception checks. Feral Speed (Ex): Gain a barbarian’s fast movement ability. Improved Feral Speed (Ex): Replace it with a monk’s fast movement ability. Prereq: Feral Speed Swiftness of the Wilds (Su): When running, the Feral takes twice as long to tire. He may also take 2 5ft. steps per round. You may move upon any difficult terrain and any surface is able to support your weight. However, you still trigger traps and are unable to walk over liquids such as lava. Nor can you walk on air. Prereq: Improved Feral Speed Wild Jump (Ex): You gain half your level on acrobatics checks made to jump. Improved Wild Jump (Ex): You gain a +10 bonus to acrobatics checks made to jump. Leap of the Wilds (Su): You may cast the Jump spell at will and never need a running start to leap. You may use your Feral level as the caster level for this spell. -- Illiteracy (Ex) At 1st level, the character forgets all tongues. This signifies his time spent as a hermit in the wilds. Hunting Instinct (Ex) The Feral adds half his level to Survival checks made to track things and half his level to all Perception checks. Animosity (Ex) A Feral makes all natural attacks and combat maneuvers as if his base attack bonus is equal to his levels in the Feral class. If wearing any kind of armor, all natural attacks and abilities gained from the Feral class cease to function. A Feral treats all natural attacks gained from the Feral class abilities as primary. There is no such thing as a secondary natural attack unless it is gained from sources outside of the Feral class abilities, in which case it is indeed treated as such. A Feral is also unable to speak, perform any charisma based actions (except for intimidate) and make any intelligence based skill checks or perform any checks that would require him to display any sort of civilization-related prowess, such as wield a light weapon with Finesse and so on. He also gains the animal sub-type. Feral Training (Ex) The Feral may choose any natural-attack related monster feats as long as he qualifies for them. He may treat his level as his BBA for the purpose of qualifying for these feats. At 2nd, 8th, 14th, 20th levels he gains bonus feats which he can use only for such feats. Animal Spirit (Su) At 6th level, the Feral’s bond with the Beast Within is so strong that he is able to attract the favor of animal spirits, granting himself a makeshift wild form ability, except instead of taking that animal’s form, he instead becomes a hybrid of himself and that animal, retaining all previous natural attacks gained and gaining the abilities granted by his new form in addition, along with things such as fur covering his skin, changing eye color, alteration of tongue length and/or animal-like ear transformation. At 6th level, the Feral selects one animal spirit which his Inner Beast is closest to. He may gain the aspect of that beast as a non-action (Much like the Rage mechanic.) and spend a number of rounds per day in it equal to 4 + His combined mental ability score modifier + Feral Level. Aspects: Aspect of the Wolf (Su) Gain a scent ability, a +2 enhancement on trip attacks, and can make a trip combat maneuver as a swift action. This trip attack does not provoke any attacks of opportunity. In addition, you gain a +4 bonus to Strength and Dexterity. (This does not stack with any ability score bonuses granted from Feral Aspects. The greater bonus is instead applied.) Aspect of the Stag (Su) You gain a +2 dodge bonus to AC against attacks of opportunity, your base speed increases by 20 ft., you can move through any undergrowth (including magically manipulated undergrowth) at your normal speed, and can even make a 5-foot step within such terrain. Furthermore, when you are hit with an attack of opportunity, you can make a single attack with your antlers against the opponent that hit you as an immediate action. This attack uses your highest base attack bonus plus your Strength or Dexterity bonus (your choice) and deals 1d8 points of piercing damage (if you are Medium; 1d6 points of damage if Small) plus your Strength modifier on a successful hit. The antlers have a critical multiplier of 19-20/x2. Aspect of the Bear (Su) You gain a +2 enhancement bonus to natural armor and a +2 enhancement bonus on CMB rolls. You can also perform bull rush, grapple, and overrun combat maneuvers without provoking attacks of opportunity. In addition, you gain a +4 Constitution and Strength bonus. Your size is treated as one size larger for the purpose of combat maneuvers. Aspect of the Falcon (Su) You gain a +4 competence bonus on perception checks and the critical threat range of all your natural weapons becomes 18-20/x2. You gain a +4 bonus to the critical confirmation roll. In addition, whenever successfully hitting a target with a natural weapon, you may reroll the attack without altering the initial result. If this roll is within the Feral’s natural weapon critical threat range, his attack is a critical strike. You must still confirm it, however. At 12th and 18th level, the Feral may choose another aspect to morph into and may once per day take on all the Aspects in his repertoire. However, doing so will waste a total of 6 rounds.
Glimpse of Consciousness (Ex) At 7th level, the Feral’s bond with his Inner Beast grows closer, beginning to merge his other self with it, allowing for the Feral to lift the restrictions to the variety of skill checks of Animosity for a number of minutes equal to the combined mental ability score modifiers x 10 per day. The Feral may not do this during battle. Feral Sagacity (Su) At 10th level the Feral attains partial enlightenment by merging with his Inner Beast. The effects of his Illiteracy are lifted and he gains the ability converse with any animal as if they were capable of speech. Any non-animal is unable to understand their conversation. However, Animosity’s penalties are not removed by this. (Animal sub-type, basically.) The Feral gains the effects of Wild Empathy as a ranger of his level, in addition. Wild Healing (Su) At 15th level, as a standard action, the Feral can heal a number of hit points equal to his Feral. Tongue of the Sun and Moon (Ex) A Feral of level 16 or higher can speak with any living creature.
Calm within the Chaos (Ex) A level 19 Feral can henceforth be of any alignment. Wild Enlightenment (Ex)[b] The Feral becomes immune to any ability score damage, compulsion effects and non-situational/non-difficulty penalties to any checks. --------------- Criticism, suggestions and reviews are welcome! ![]()
![]() Probably my first attempt at making a race. I'll try to keep in line with the pathfinder racial point system and be withing range of 9-12ish, hopefuly! Here I go. Evolved from their more primitive cousins, the Greater Trolls have become smaller and, perhaps, less dangerous individually, but as a tradeoff they have banded together and gained the intellegence required to become a proper race. Standard Racial Traits Ability Score Racial Traits: Greater Trolls would be nothing if they weren't extremely sturdy, while their xenophobic nature tends to make them easily misunderstood and their life style in general is unadvanced. (Greater Paragon +1 RP) They recieve a +4 bonus to their Constitution score and a -2 to all mental ability scores. Size: Greater Trolls are Medium creatures and thus receive no bonuses or penalties due to their size. Type: Greater Trolls are monstrous humanoids of the troll subtype. Base Speed: Greater Trolls have a base speed of 30 feet. Languages: Greater Trolls are Xenophobic in their nature, starting with only their own native language known. Defense Racial Traits Fast Healing: Greater Trolls regain 1 hit point every round. (6 RP. Total 7.) Ferocity: As per orc. (4 RP. Balanced by Elemental Vulnerability.) Senses Racial Traits Darkvision 60 ft. (Due to Monstrous Humanoid subtype. 2 RP. Total 9) Racial Weakness: Elemental Vulnerability: Acid and Fire (Race takes 50% more damage from these effects. -4 RP. Total 5.) Total is 9. Favored Class Bonuses: Fighter: Add 2 to your total negative hit point limit.
----------- Something like that I suppose? ![]()
![]() So, the thing is: the racial description shows elves as these beings that do not simply "adapt" to their surroundings. Through centuries of settlement and living within their chosen environment, they grow to be attuned to their environment. Going as far as physically changing - such as changing hair, eye colour and general physique. How I interpret this: Elves that have lived in a magical tower for a few centuries studying the secrets of magic probably stay with their current ability score bonuses and so on. (There're actually suggested variant facial traits and so on.) However, for elves that live as semi-hermits in a forest, having bonus intellegence wouldn't really make sense, wouldn't it? Or losing constitution? It seems like it should be something different entirely, maybe something like dwarven stats. What I'm trying to say is, if you look at Aasimar, their entire race changes depending on which celestial influenced them. Elves, who basically switch out the Celestial part with the environment they dwell in, should have the same thing, no? I'd argue that forest elves get Wisdom instead of intellect for instance. Maybe, as an addition, a +4 bonus against death effects on top of that instead of their concentration check bonuses. ------- So basically, what would you give to different types of elves to increase their contrast with other elves? What types of elves do you use in your own game? If you've any house rules in place for this, could you share them? ![]()
![]() Hello! So my group has expressed their desire to do an E6 (Max level 6.) low-fantasy-ish campaign. So, as a player, I thought I might go ahead and prepare for that by making ye good ol' fighter, who are usually mean business at low levels. I'm torn on those 6 feats, because they don't allow me to complete demanding feat chains like the Greater Combat Manuevers or critical feats. Instead, I decided to go one of the three styles of combat: Two-Handed Shock Trooper, using the Two Handed Archetype with the following feats: 20 point buy. Human Two-Handed Fighter Lvl 6 STR: 18 (+2 human, +1 4th level)
F1: Power Attack
F2: Combat Reflexes G3: Vital Strike F4: Weapom Specialization (Greatsword) G5: Intimidating Prowess F6: Cornugon Smash Defensive Polearm weilding soldier-type, Standard Fighter: STR 16
F1: Power Attack
F2: Dodge G3: Iron Will F4: Combat Expertise G5: Lightning Reflexes F6: Weapon Specialization (Bardiche) Or a weird sort of generalist fighter, also Standard Fighter. STR 18
F1: Exotic Weapon Proficiency (Bastard Sword) [More so for flavour reasons, honestly.]
F2: Two-Weapon Fighting G3: Improved Shield Bashing F4: Lunge G5: Step Up F6: Combat Reflexes -------------- Any ideas? I do know that there's the Lvl4 Whirlwind Attack route, but I feel like that would make me lose other things. Namely, the Iron Will, Great Fortitude and Lightning Reflexes are suddenly absolutely invaluable because the levels cap at 6, and we gain no more health, saves and so on afterwards. I'm thinking that taking them would give the fighter a pretty big edge over just about anyone else, rather than the AOE attack. ![]()
![]() Level Base Attack Bonus Fort Save Ref Save Will Save Special
2nd +2 +3 +0 +0 Bonus feat, Keen Senses +1 3rd +3 +3 +1 +1 Elven Armor training 4th +4 +4 +1 +1 Bonus Feat, Attunement with Nature
7th +7/+2 +5 +2 +2 Elven Armor training 8th +8/+3 +6 +2 +2 Bonus feat 9th +9/+4 +6 +3 +3 Elven Weapon Training
11th +11/+6/+1 +7 +3 +3 Swiftstep I
13th +13/+8/+3 +8 +4 +4 Elven Weapon Training
15th +15/+10/+5 +9 +5 +5 Swiftstep II
17th +17/+12/+7/+2 +10 +5 +5 Elven Weapon Training
19th +19/+14/+9/+4 +11 +6 +6 Swiftstep III
Proficiencies: The Greenguard is proficient in light, medium armor (But not Heavy), all simple weapons and all shields (barring Tower Shield.) Greenguard Initiate[Ex] The Greenguard gains 4 + INT skill points per level. Perception, Knowledge (nature) and (geography), Stealth and Acrobatics are considered class skills for him. The Greenguard loses Knowledge (Dungeoneering) and Knowledge (Engineering) as class skills. This ability replaces the Fighter bonus feat gained at 2nd level. Keen Senses [Ex] At 2nd level, the Greenguard trains to further enhance his elven senses through connection with the natural order in a meditative exercise of a druidic nature. Once per day, the Greenguard may meditate for one hour uninterrupted to gain a bonus of +1 to his perception, knowledge (geography), survival checks and reflex saves for 8 hours. If interrupted during meditation, the Greenguard's use of his meditation is expended. At 6th, 10th and every 4 levels thereafter, the Greenguard's bonus increases by an additional +1. This ability replaces Bravery. Elven Armor Training [Ex] Starting at 3rd level, a Greenguard learns to be more maneuverable and agile in armor. This armor must have Elven in its name or must have been crafted by an Elf in order to gain the benefits from this ability. At 3rd and 7th levels, the Greenguard increases his maximum Dex bonus allowed to his armor by 1 and decreases the armor check penalty by 1. At 3rd level, the Greenguard may move at his normal speed in medium armor. At 7th level, when wearing Elven (See above) armor, gains the benefits of the Endurance feat. This ability replaces Armor Training 1 and 2. Attunement with Nature [Su] At 4th level, the Greenguard learn to cast spells as a ranger does. When meditating to regain spellslots and memorise spells, the Greenguard may declare that he is also completing his meditation for Keen Senses to be in effect. Elven Weapon Training At 5th level, the Greenguard may choose a single weapon from his Weapon Familiarity racial trait. When wielding that weapon, the Greenguard gains a +1 to his attack/damage rolls, CMB and CMD against disarm and sunder attempts with that weapon. Every 4 levels thereafter, the Greenguard chooses another weapon from his Weapon Familiarity trait and recieves an identical +1 bonus, however all chosen weapons before the one chosen increase their bonuses by an additional +1. At 5th level, the Greenguard gains the benefit of the Weapon Finesse feat for weapons from his Racial Familiarity trait or with Elven in their name. At 9th level, he may add his DEX mod instead of his STR mod to damage with weapons that can benefit from Weapon Finesse. This does not stack with the Agile enchantment. At 13th level, even weapons that can not benefit from Weapon Finesse may substitute their STR mod for DEX for attack/damage rolls. This ability replaces Weapon Training 1, 2, 3 and 4. Swiftstep[Ex] At 11th level, the Greenguard may surpass the limit of his already impressive elven agility to take an additional five foot step as an immediate action once per day. Every 4 levels thereafter, the amount of times the Greenguard may activate Swiftstep increases by 1. When all uses of Swiftstep are expended, the Greenguard is fatigued after the end of combat until he rests for an hour or regains uses of his Swiftstep. This ability replaces Armor Training 3, 4 and Armor Mastery. Elven Weapon Mastery Must be selected from the Weapon Familliarity racial trait. This ability replaces Weapon Mastery. -------------- So... something like that? The image I have in my head is a mixture between the LOTR elves, wielding elven curved blades and banded mail armor, slashing away at the orcish armies with grace and lethality mixed with a Legolas-ish, forest elven feel. Sort of like specialised rangers, but a bit less supernatural*, a bit more gritty and quite a bit more deadly in combat in the sense that they do not focus on one single enemy, but train to defend the forest against them all. The Dex thing reaaaally helps the concept of dex-based elven curved blade wielding fighter, which seems to be falling behind quite a bit. And you can still take Weapon Finesse at level 1. You can simply switch it out for another feat by level 4, as per the Fighter ability to do so, and then take Elven Weapon training to gain its benefits for free. Greenguard Initiate is generally a fair trade off, similar to what Lore Warden or Tactician did with their 1st level bonus feats. The new class skills are balanced by the fact that you've lost other class skills and just about every non-elven (Weapon Familiarity), but instead greatly specialized in said weapons. Keen Senses is an attempt to bring the Greenguard a little bit closer to his Ranger cousin in terms of naturey survival abilities and give his reflex save a steroid, considering you'll most likely be investing heavily in dextirity over strength. (At least 13 strength is still recommended for Power Attack, at least.) I reaaaaaaaaally wanted to squeeze Woodland Stride in there somewhere, but I just couldn't find anything, esepcially with granting 4 levels of spellcasting already being a rather large boon. Swiftstep is something to represent that fluid, agile and on-the-move feel this class should have, but different to the Mobile Fighter (Who gets his main shtick at level 11, and that's the same level a Barbarian gets his Beast Totem pounce, anyway. Just too subpar, to be honest. While there's no pounce here, this is a mechanic meant to make this class alot harder to catch or get away from.) DEX turning into the main attacking stat (Even if as late as level 9. I couldn't do much about that, because of how the Fighter archetypes are usually built.) helps mitigate the sudden need for WIS this archetype has, giving it quite the MAD status. Another balancing factor is that you are essenitally forced to pick a class with -2 con. However, the +2 int helps meet Combat Expertise prerequisites and +2 dex is just overall sexy for this archetype. *(What with their evasion, hide in plain sight and just about literally every single agile class ability you could think of being stuck on their already stupendous 2 good saves, fighter level HD, full BAB and feat prerequisite bypassing, as well as a pet and so on.) So there you have it. It feels pretty solid to me, but perhaps there's too many shticks in this archetype. Or perhaps it has some glaring design flaw I'm blind to. Criticism, suggestions and reviews are wholly welcome! ![]()
![]() Essentially I thought about a paladin: Who's flavour revolved around not positive energy, but divine good-aligned fire. Who lost his channeling and spellcasting abilities in favour of more combat intensity. Who couldn't heal very well, or who's healing changed in mechanical feel from *POOF* to a healing-over-time kind of thing, thus making it weaker overall. Who could really pile up the hurt, but with a limit. Kind of like the barbarian. I ended up with Sanctified Strike, which is an expendable resource for certain archetype abilities and an effective damage-dealing ability, depending on how you build your paladin. Who could have both the Mercies of the paladin and the Cruelties of the Antipaladin. The balancing factor here was that I switched the healing ability (which can also be used offensively) to smite times per day, making it pretty darn limited at early levels. Less so at later ones. (The fact that you either use it to blast or heal makes those 7 times per day fly by very fast.) Who could create sort of "zones" which grant different effects to his allies and damage enemies standing in them every round. Something I've yet to realise and can't quite find a place to squeeze in. (Suggestions appreciated!) I was planning to scrap auras entirely and replace them with said zones, but I'm hesitant at this point. Who had a "fiery" feeling to him. That is, much more angry, gritty and dark. I shifted the alignment to be more accepting due to the lack of spellcasting and energy channel. Hell, let's face it, anything with more than 2 levels of spellcasting is automatically better than anything without them. So I guess it's fine. Thinking of replacing spellcasting with a kind of "stance" mechanic which makes use of Lithanies. But unsure about it for now. Most of this is subject to change, but exactly what will change depends on the feedback I get. Thanks in advance. ------------------------------- Alignment: May be Lawful Neutral in addition to Lawful Good. Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +0 +2 Aura of Sanctity , detect evil, Sanctified Strike
3rd +3 +3 +1 +3 Aura of courage, divine health, Blessing/Judgement
9th +9/+4 +6 +3 +6 Blessing/Judgement
18th +18/+13/+8/+3 +11 +6 +11 Blessing/Judgement
Sanctified Strike (Su) At 1st level the Knight of the Holy Fire may proclaim her next attack action to be a Sanctified Strike as a swift action a number of times per day equal to 1/2 her paladin level plus her Charisma modifier. Her next attack adds her CHA mod as a bonus to attack and damage rolls. If attacking an evil outsider or undead, this bonus doubles. This ability replaces Lay on Hands. Lack of Spellcasting The Knight of the Holy Fire can not cast any spells or channel energy. Aura of Sanctity (Su) Regardless of alignment, the Knight of the Holy Fire’s aura always counts as being Good. The power of this aura is equal to half paladin level, however. By expending use of his Sanctified Strike, the Knight of the Holy Fire may instead make this aura equal to double his paladin level for 1d4 rounds. This ability replaces Aura of Good. Heavenly Fire (Su) At 2nd level, the Knight of the Holy Fire may unleash a ray of heavenly fire as a standard action ranged touch attack, dealing 1d6 + 1 damage for every two paladin levels she possesses if successful. This damage is considered divine and is not subject to resistances or immunities. If the enemy is evil aligned, he also takes additional damage equal to the amount of die from Heavenly Fire for 1d4 rounds. A will save with a DC of 10 + Charisma + ½ paladin level ends this effect. Every new round the target is affected by the continuing damage triggers this roll. This damage doubles if the target is undead or an evil outsider. Alternatively, the Knight of the Holy fire may choose to give herself fast healing equal to the die of damage she would otherwise do with Heavenly Fire to herself for a duration of rounds equal to a fourth of the paladin levels she possesses + 3 as a swift action. Using this ability on allies is a standard action, but may be used at range. (8 rounds of fast healing 10 at level 20.) At 2nd level, this ability may be used once per day. At 4h, 7th and every 3 levels thereafter, the Knight may use this ability an additional time per. (7 times per day at level 19.) This ability replaces Smite. Blessing/Judgement (Su) At 3rd, 6th and every three levels thereafter, the Knight of the Holy Fire may select one blessing and one judgement to afflict her enemies or boon her allies with when burning with Heavenly Fire. Judgements: • Fatigued: The target is fatigued. • Shaken: The target is shaken. • Sickened: The target is sickened. At 6th level, a paladin adds the following mercies to the list of those that can be selected. • Dazed: The target is dazed. • Staggered: The target is staggered. At 9th level, a paladin adds the following mercies to the list of those that can be selected. • Cursed: The paladin chooses one ability score upon casting Heavenly Fire. The target of Heavenly Fire receives a penalty of -2 to the ability score. • Exhausted: The target is exhausted. The paladin must have the fatigue judgement before selecting this judgment. • Frightened: The target is frightened. The paladin must have the shaken judgement before selecting this judgment. • Nauseated: The target is nauseated. The paladin must have the sickened judgment before selecting this judgment. • Burning: The target takes 1d4 points of ability damage to a selected ability score every round for 1d4 rounds. The paladin must have the Cursed judgment before the selecting of this judgment. • Stunned: The target is stunned. The paladin must have selected the staggered and dazed judgments before selecting this judgment. Blessings: As judgments, but backwards. Those affected by Heavenly Fire are immune and cured of the chosen effects for the duration of Heavenly Fire. Exceptions: Blessed: The paladin chooses an ability score upon casting Heavenly Fire. The target of Heavenly Fire receives a +2 bonus to the ability score. Inspired: The target receives a +4 bonus to the ability score in addition. The paladin must have selected the Blessed blessing before selecting this blessing. This ability replaces Mercy. Sanctified Bond (Su) As Paladin ability, but the Knight’s weapons are always considered good aligned for the purpose of overcoming DR. Aura of Sanctified Wrath (Su) At 11th level by expending two uses of her Sanctified Strike ability, the Knight of the Holy Flame may give the effect of Sanctified Strike for the next two strikes, using his own CHA mod, to all allies within 10 feet. This ability replaces Aura of Justice. Aura of Heavenly Fire (Su) At 14th level by expending two uses of Heavenly Fire, the Knight may envelope himself in an aura of Heavenly Fire for the normal duration of Heavenly Fire, healing himself for twice the amount of die rolled to determine its damage (if it’s 2d6, you heal 4) every turn and dealing half its damage to (If 6d6, it does 3d6.) all adjacent creatures every round. Reflex save equal to 10 + ½ paladin level + cha allows to further halve that damage. This is a swift action.
Holy Champion* (Su)
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![]() In many settings, there exists an order dedicated to keeping balance within the world in the form of protection from interplanar influence and interaction, hunting down abusive users of magic, harmful and evil artifacts... the list goes on, however the abuse of magic is a very real problem in every fantasy setting. Be it the destructive effects necromancy could have upon the environment and balance, or even the destructive effect an overflow of positive energy could have, the Spellbreakers are those who will hound the culprits of such misuse to the ends of the planet, while travelling to lands influenced by such effects and ridding them of their corruption. In the setting of Eberron, for instance, spellbreakers would best be suited in the faction of the Valentar elven warriors. Another example could be an individual who hates such magical misuse so much that, in fact, he devoted his life to learning how to counter it. Another use for this class could involve a police force within a city full of wizards, or a royal guard within a kingdom of magic. So on and so on. These are, no doubt, powerful combatants within a fantasy setting. The amazing drawback the possess, however, is that they are weak against purely martial classes, with no spells in their repertoire (Fighter, Barbarian). Who would have though such a thing possible, huh? Take this with a grain of salt, however. The Spellbreaker is by no means an ineffective melee combatant, but he is certainly no match for the Fighter's... feats, or the Barbarian's combat fury due to the rather spread out abilities a Spellbreaker requires. (Intellect, Dexterity, Strength (Can be mitigated with finessable weapons, such as the Elven Curve Blade, for instance.) and Constitution. Quite MAD, but, in my opinion, allows this class to keep a certain balance to it. --------------------------- If I were to describe its overall progression through the levels, I would certainly say it is a rather slow one at earlier levels, unlike the other martial classes, saved only by the single bonus feat at 2nd level to allow a smoother time during the first three levels. Come 3rd level, the class gains a rather juice repertoire of abilities, allowing it to rather effectively steal enemy buffs and mitigate his MAD status with a stolen Bear's Endurance, for instance. Not too bad, but not fantastic either. Starting 4th level, the Spellbreaker starts to pick up speed with Spellbane, the fear of any spellcaster unlucky enough to allow a spellbreaker in his face. His second ability is rather nice, but situational. 5th level keeps rising that pace with Spell Sunder, giving the Spellbreaker all the tools he needs to lock down those pesky mages and clerics. He may not be able to take down that man in heavy plate, but he can certainly prevent their cleric from aiding his allies, or the mage from hindering his own. 7th level, Spellflux! The Spellbreaker isn't that handicapped against his melee enemies now, is he? He can pack a punch, if he manages to get his hands on a 3rd or 4th level spell and succesfully sunder it. (Which he may not, really. Has to be careful what spells he chooses to know and Spellhound.) Makes enemy spellcasters alot more weary of doing what they do best! 13th level, Energy Channel! Another effect to keep the Spellbreaker marginally competent in combat that doesn't involve magical users alone. He could throw a fireball at his enemies, if he can get his hands on a spell of an appropriate level, which certainly helps! 16th level, Greater Spellbane! The pace is rising ever higher as spellcasters are starting to drop right and left because they didn't realise who they were up against. That 8th level spell you were trying to cast just exploded for 40 damage into your face! Assuming the sunder succeeded. 17th level is actually more of an attempt to help Spellbreakers with their MAD issue. I know, it comes a bit late, but you've got Spellhound to help you out in earlier levels. 19th level, shamlessly stolen from the Inquisitor archetype. 20th level... I was running out of ideas, but this seemed thematically appropriate. A spellbreaker just walking out of a giant fireball with barely a scratch?... Well, there's probably something more appropriate out there, but it didn't dawn upon me. Ideas appreciated. -------------------------------- Level Base Attack Bonus Fort Save Ref Save Will Save Special
Alignment: Must be Lawful. D10 4 points + int. Proficient in all simple and martial weapons. Proficient with all armor and shields barring heavy armor and tower shields. Spell Resistance (Ex):
Studied in the Art (Ex):
In addition, the spellbreaker also gains a spellbook, as a wizard. His spell progression is identical to that of a wizard, gaining the same amount of spells learned per level as them. However, no spellcasting progression, effectively making the spellbreaker unable to cast any of the spells he knows, unless possessing spellslots from other classes. Spellhound (Su):
In addition, at 5th level, the Spellbreaker gains +1 insight bonus on sunder checks made to use Spell Sunder against spells he successfully identified. This bonus increases to +2 at level 10, and increases by another +1 every 5 levels thereafter. (15, 20.) If the Spellbreaker knows the spell (aka in his spellbook), the bonuses fo Spellhound double. Bonus Feat (Ex)
Spell Steal (Su)
His target may make a will save in order to negate this effect with a DC of 10 + half the Spellbreaker’s level + his INT mod.
Anti-magic Fortitude (Ex)
Spellbane (Su)
Spell Sunder (Su)
The maximum range at which this can be done is 15 ft. At 10th, 15th and 20th levels, this range increases by another 5 ft. Spells cast within the reach of Spell Sunder (Su) automatically provoke an attack of opportunity, allowing the Spellbreaker to attempt a Spell Sunder, even if they normally wouldn’t, but only if the Spellbreaker succesfuly identifies them using Spellhound. Spellflux (Su)
Improved Anti-Magic Fortitude (Su)
Energy Channel(Su)
Greater Spellbane (Su)
Spell Annihilation (Su)
Total Immunity (Su)
Total Resistance (Su)
-------------------- Criticism, reviews and suggestions welcomed! ![]()
![]() Arcane Assistance (Su) At 3rd level, an Arcane Fountain may expend a point from her arcane reservoir as an Aid Another action, increasing the caster level of any spell cast by another spellcaster adjacent to him by 1 for every point spent in this way and their concentration check by 2. This ability replaces the arcanist exploit gained at 3rd level. Spell Charge (Su) At 7th level, an Arcane Fountain may sacrifice a number of points from his arcane reservoir, or a spellslot of equal level, to grant a spellslot of that level to an adjacent spellcaster. This ability replaces the arcanist exploit gained at 7th level. Greater Spell Charge (Su) At 13th level, an Arcane Fountain's ability to spell charge increases, charging all adjacent spellcasters to him for a spellslot of an equal level to half the sacrificed arcane reservoir points or, instead, sacrificing two spellslots of the level you wish to Charge. This ability replaces the arcanist exploit gained at 13th level. Arcane Conduit (Su) All allied spellcasters within 30 ft of the Arcane Fountain gain a +2 bonus to their caster level and a +4 bonus to their concentration checks, this stacks with Arcane Assistance. Once per day, the Arcane Fountain may immediately restore his Arcane Reservoid points fully. In addition, whenever resting, the Arcanist regains his full Arcane Reservoir, instead of 3+ 1/2 arcanist level. This ability replaces magical supremacy. ------------------- I'm imagining an archmage leading his students into battle, bolstering their spells with his inspiring presence and arcane might. ![]()
![]() Hello! Searched around the internet for a long while, but in the end, I was unable to find any kind of decisive advice or example of a necromancer build for arcane casters in a pathfinder-related context. What I want to do with this character: ABILITY DAMAGE , CON BLEEDING and generally debuffing enemies into the floor. I don't need minions at all, but if the character survives until later levels and the opportunity presents itself, then having at least a little ability to prevent enemies from getting to me. So, starting off, 25 point buy and level 6. Race will most likely be human. What do I do? ![]()
![]() Level BAB Fort Ref Will Special Spells per Day/Spells Known
Requirements Alignment: Any non-evil Skills: Knowledge Nature (7) Feats: Skill Focus (Knowledge: Nature) Special: Green Empathy class feature, plant domain. Spells: Able to cast command plants. Hit die d8 Skill points 4 + Int Class Features Weapon and Armor Proficiency: Verdant lords gain no weapon or armor proficiencies. Spells per Day/Spells Known: At each verdant lord level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained unless it is Channeling or Wild Shape, in which case the progression continues as normal. If the character had more than one spellcasting class before becoming a verdant lord, the player must decide to which class to add each verdant lord level for determining spells per day and spells known and Channeling/Wild Shape. Create Infusion(Su): At 1st level, the verdant lord may infuse one spell of any level he is able to cast into a plant object once per day. Infusing a plant takes an entire day of casting and requires a plant or herb costing a price equal to the spell-level x 50 gp. Verdant Wisdom(Ex): At 2nd level, the Verdant Lord gains a bonus equal to his class level on all Knowledge (Nature) and double that on Wild Empathy checks related to plants, including the use of this skill to forage for herbs. Sun Sustenance (Ex):At 2nd level, the verdant lord gains the ability to draw energy from the sun. As long as he spends at least 4 hours of the day outdoors, he can draw sustenance from the sun itself, and thus he requires no food that day. He still thirsts, however, and needs the standard amount of water to survive. Verdant Aid(Su): Beginning at 3rd level, the verdant lord can channel stored spell energy into certain healing spells that he hasn't prepared ahead of time. This works like the cleric's spontaneous casting ability. He can "lose" a prepared spell to cast any cure or heal spell of the same level or lower (Using the cleric/oracle spell levels.). For example, a verdant lord who has prepared faerie fire (a 1st-level spell) may lose that spell to cast cure light wounds (also a 1st-level spell) instead. Any character affected by the Verdant Lord's Cure or Heal spells also gain fast healing equal to twice the spell's level for 10 + caster level rounds. The Verdant Lord may channel positive energy as a cleric, counting his Verdant Lord levels to determine the character's ability to channel energy. (If you're using my Natural Channeling variant, then switch the cleric bit with druid.) Plant Sagacity(Ex): At 4th level, the Verdant Lord can control 3 more HD worth of plants. This bonus increases to 6 at 8th level. In addition, the Verdant Lord gains Treespeach (Ex), able to use his Diplomacy skill as a bonus to his Wild Empathy checks. Grovebound Form (Su): At 5th level, the Verdant Lord is able to turn into a Treant as per his Wild Shape class feature. In addition, any other form the druid may possess gains the Plant sub-type. If the Verdant Lord does not have the Wild Shape class feature, then the Verdant Lord may take the form of a treant and back again once per day. This ability otherwise works like wild shape. Since a treant has a voice and manipulative appendages, the verdant lord can cast spells normally while in treant wild shape. Animate Tree (Sp): At 8th level, a verdant lord can animate a tree within 180 feet of him once per day. It takes a full round for a tree to uproot itself; thereafter it has a speed of 30 feet and fights as a treant with respect to attacks and damage. The animated tree gains a number of bonus Hit Dice equal to the number of verdant lord levels the character possesses. Though its Intelligence score is only 2 while animated, the tree automatically understands the verdant lord's commands. The character can return the animated tree to its normal state at will, and it automatically returns to its normal state if it dies or if the verdant lord who animated it is incapacitated or moves out of range. Once the tree returns to its normal state by any means, the verdant lord cannot animate another tree for 24 hours. Gaea's Embrace(Su): At 10th level, the verdant lord permanently becomes a plant creature, though all forms of wild shape that the character could previously use remain available to him. His type changes to plant, he gains a passive fast healing 5, low-light vision, is immune to poison, sleep, paralysis, stunning, and polymorphing, and is not subject to critical hits or mind-influencing effects (charms, compulsions, phantasms, patterns, or morale effects). He no longer suffers penalties for aging and cannot be magically aged. Any aging penalties he may already have suffered, however, remain in place. Bonuses still accrue, and the verdant lord still dies of old age when his time is up. ----------------- This was actually much harder than I anticipated. I'm going to rely on those reading to give me some solid criticism in terms of both balance and flavor. ![]()
![]() The following is a variant class feature for the druid, easily implemented into the class' archetypes simply by replacing Wild Shape with Natural Channeling. Natural Channeling (Su) At 4th level, the druid gains the ability to channel natural energies directly, granting fast healing 2 to any one selected target for a number of rounds equal to the druid's casting ability (In case there are archetypes that use something other than Wisdom as their stat.) 3 + the druid's casting ability times per day. At every even level after the 4th (6th, 8th, 10th, 12th, 14th, 16th, 18th, 20th), this inreases by an additional 2, until it reaches a total number of fast healing 18. Natural Channeling may, alternatively, deal damage to a selected target(s) equal to the fast healing it would have otherwise granted, for the same duration of rounds. (at 4th, 2 damage per round.) At 8th, 12th, 16th and 20th levels, the druid may select an additional target for his Natural Channeling. At 6th, 10th, 14th and 18th levels, the druid may select an additional effect granted to the targets of his fast healing from the list below: ---------------------------------------- Increased Fast Healing (Su): The druid's ability to grant healing boons to his allies, as well as strike down his enemies with Nature's unbridled wrath increases by an additional fast healing 4. This may be taken more than once, each time increasing the fast healing number. Nature's Blessing: The druid may choose an ability modifier every time he uses Nature Channeling. All allies, including the druid, who are affected by Nature's Channeling will gain a +1 bonus to that modifier while Nature Channeling is active upon them. This may be taken more than once, each time increasing the bonus by +1. Nature's Swiftness: Those allies affected by the druid's Nature's Swiftness gain an extra 5 ft. to their movement speed. Enemies, however, are slowed by the same amount. This may be taken more than once, each time increasing the speed by an additional 5 ft. If taken at least two times, whenever an ally affected by Natural Channeling moves less than 10 ft before attacking, the enemy is considered flatfooted against him. Nature's Mending/Wrath: As a standard action, the druid may detonate his Natural Channeling to immediately heal (allies) or damage (enemies)for half the amount it would have over its entire duration, once per day. This ability may be taken more than once, each time increasing the uses per day of this ability by one. Natural Spell: The druid may, instead of expending a daily use, expend one spellslot to use this ability, using the spellslot's level x2 to determine the amount of fast healing it would grant, the duration being equal to half his caster level, once per day. This ability may be taken more than once, each time increasing the uses per day of this ability by one. Natural Cleansing: The druid may choose a mercy for this Natural Channeling. For the duration of the druid's fast healing, the targets gain a +4 to saving throws against said effects, while enemies are afflicted with them with a DC equal to 10 + 1/2 druid's level + casting ability modifier. Mercies: Fatigued
Nature's Protection: The druid's Natural Channeling causes his target's forms to be partially covered in wood and roots. All allied targets affected by this effect gain a +1 circumstance bonus to their AC and CMD. All enemies targeted by this effect gain a penalty of 1 to their AC and CMD. This may be taken more than once, each time increasing the bonus/penalty by 1. ------------------------------------- Why I gave it such variety with bonus effects? Well, first of all, fast healing 18 isn't -that- great at 20th level. Better than nothing, though. Second of all, you're basically losing your Natural Spell feat for the druid class. Are the additional Natural Channeling effects overpowered? In my humble opinion, no. All of them have a scaling effect, meaning you must take them more than once to make their effect worthwhile, effectively making every natural channeing druid specialise in a given field of support, or be a jack of all trades. And I think that's kind of cool, and offers an alternative to being a giant bear. Now you can be the healer, even if your Cure spells come slower and you don't have a Heal spell. Well, leave that to the clerics and oracles, I say. You've got other candy to offer, such as decent buffs, shoring up the defenses lacking in the druid's party members. Fighter whining about low saves? Git 'im sum' o' dat mercy. Barbarian with low AC? Nature's protection, man. Rogue with sneak attack difficulties? Nature's swiftness! Criticism, suggestions or acceptance are appreciated! ![]()
![]() 1st +1 +2 +0 +2 Defensive Stance
Vanguard
Defensive Stance (Ex)
Stalwart Build (Ex)
Armor Training (Ex)
Battle Prowess (Ex)
Stalwart Defense (Ex)
Uncanny Dodge (Ex)
Improved Uncanny Dodge (Ex)
Tireless Defense (Su)
----------- Defensive Powers (Ex)
Bulwark (Ex): The Vanguard adds his armor check penalty as a bonus to the DC of opponents attempting to Bluff him and Acrobatics checks to pass by him without provoking an attack of opportunity for moving through spaces he threatens. Clear Mind (Ex): The Vanguard may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The stalwart defender must take the second result, even if it is worse. This power can only be used once per defensive stance. Fearless Defense (Ex): While in a defensive stance, the Vanguard is immune to the shaken and frightened conditions. He must be at least 4th level before selecting this power. Halting Blow (Ex): Any attack of opportunity triggered by the Vanguard immediately ends an enemy’s movement action for that turn. If the action triggering this was a move action, then the enemy is halted where he triggered the attack of opportunity. Immobile (Ex): While in a defensive stance, the Vanguard adds his class level to his CMD against any bull rush, overrun, pull, and push combat maneuvers, as well as grapple attempts to move him. The stalwart defender must be at least 4th level to select this power. Increased Damage Reduction (Ex): The Vanguard damage reduction from this class increases by 1/—. This increase is always active while the stalwart defender is in a defensive stance. He can select this power up to two times. Its effects stack. The Vanguard must be at least 6th level before selecting this defensive power. Intercept (Ex): Once a round as an immediate action, when a melee or ranged weapon would successfully strike an adjacent ally, the Vanguard can choose to have the weapon strike him instead of the intended target. The attack automatically hits the stalwart defender, regardless his AC or any miss chance in effect, and he suffers the normal consequences of the attack. Internal Fortitude (Ex): While in a defensive stance, the Vanguard is immune to the sickened and nauseated conditions. Mighty Resilience (Ex): The Vanguard automatically negates the additional damage of one successful critical hit or sneak attack, as well as other abilities or effects that rely on a successful critical hit or sneak attack (such as blinding from Blinding Critical or bleed from sneak attack). The stalwart defender takes only normal damage from the attack. This power may only be used once per defensive stance. The stalwart defender must be at least 6th level to select this power. Renewed Defense (Ex): As a standard action, the stalwart defender heals 1d8 points of damage + his Constitution modifier. For every two levels the stalwart defender has attained above 2nd, this healing increases by 1d8, to a maximum of 5d8 at 10th level. This power can be used only once per day and only while in a defensive stance. Roused Defense (Ex): The Vanguard may enter a defensive stance even if fatigued. While maintaining a defensive stance after using this ability, he is immune to the fatigued condition. Once this stance ends, he is exhausted for double the duration he normally would be fatigued. Smash (Ex): While in a defensive stance, the Vanguard may make an extra attack per round that is either a shield bash or a slam (even if he doesn’t normally have a slam attack). If used as part of a full attack action, the extra attack is made at the stalwart defender’s full base attack bonus –5. The smash deals 1d4 points of damage (if the stalwart defender is Medium, or 1d3 if he is Small) plus half the character’s Strength modifier. The character can make this attack as part of the action to maintain or break free from a grapple; this attack is resolved before the grapple check is made. If the attack hits, any grapple checks made by the stalwart defender against the target this round are at a +2 bonus. Unexpected Strike (Ex): The Vanguard can make an attack of opportunity against a foe that moves into any square threatened by the stalwart defender, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per stance. A stalwart defender must be at least 4th level before selecting this power. --------- Fortification (Ex)
Indestructible (Ex)
Bonus feats: The Vanguard's fighter level for the purpose of fighter-specific feats is counted as -4. Comments: I'll admit, the bonus feats are there just because I literally had no better ideas, though they honestly will help, in my opinion. Battle Prowess is the same, although my reasoning is that bonus attack points allow a melee more flexibility to build defensively, as he'll be able to hit even with a low STR mod. The AC bonus, first of all, was simply taken out of the Prestiege class. However, as Battle Prowess, it'll allow a melee build to invest into more offense with less to worry about in regards to their defense. Same goes for the DR/--. I need more defensive powers, and I'd absolutely adore some ideas in this regard. The Vanguard has alot of, honestly, stats on him. I suppose the fact that his centric class ability essentially limits his mobility until later levels (And even then it has a cap to his mobility.) makes up for the stupendous stats the class relieves, but if you think it's overboard, feel free to drop your suggestion on possible changes! Cheers~ ![]()
![]() I'll apologize beforehand for any strange typos or grammar mistakes. Typing from a phone with a tiny screen keyboard and an auto-correct system can do that. So, one of my fellow pathfinder group members projected the thought of what fighters should and should not be able to do. ( It's an she old topic, really.) I asked what he wanted to see in a fighter, to which he replied that he wished to see a "True Warrior", describing an MMORPGish warrior class. In essence, it felt like a barbarian, but with the flavor of a knightish kind of concept with stupendous will saves, a balance between defense and offense. So I was wondering, what would a class concept like that look like in a d20 system? My current ideas consist of: Fast Healing triggered when receiving damage above a certain % of his health.
Style feats a la Ranger. Armor Training, like the fighter. Some DR and energy resist, but no sizeable AC. D12 hit. Thoughts? ![]()
![]() The Hateguard is a special individual raised from an early age to serve their lord, or lady depending on the culture. No one is more loyal to their liege than a Hateguard and no one is more wrathful to said liege's enemies than the Hateguard. At times, the Hateguard's loyalty is known to grow far beyond his boundaries, into a strong affection which manifests just as their hatred does. Only individuals posessing great inner strength are selected to be Hateguard,as only they have the power to manifest their Hatred into reality by their force of personality. The Hateguard combines elements of the Paladin/Antipaladin and Cavalier in an odd way. It is a very gruesom enemy to face once you've triggered their ire, however they possess rather weak saves against various magical effects. To defeat their enemies, the Hateguard focuses on destroying their morale so utterly, that they find themselves in a helpless situation, where attacking anyone but the Hateguard will bring them great pain, and fighting the Hateguard directly is a losing battle, unless they can end him quickly. Level Base Attack Bonus Fort Save Ref Save Will Save Special
17th +17/+12/+7/+2 +10 +5 +5 Strong Love II
D10
Proficient in all simple and martial weapons. Proficient in the Elven Curved Blade. Proficient with all armor and shields barring heavy armor and tower shields. Class Skills: Bluff(Cha), Knowledge (History)(Int), Intimidate(Cha), Climb(Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str). Must be Lawful. Cavalier Penalty:
Hatred (Su)
Hating his foe to the extent of triggering a supernatural flow of negative energy to him requires much of the Hateguard’s concentration. The Hateguard takes a -2 penalty to all his saves, however is immune to compulsion effects during the effects of Hatred. The Hateguard’s hatred remains in effect even after the Hateguard is unconscious, however if he dies the effect will end. The Hateguard may not make another Hatred until his previous target is dead or unconscious. Every time the target of Hatred attacks someone but the Hateguard, he triggers a free attack of opportunity which can be struck with any weapon at a range of 30 ft as supernatural damage.
Weapon Expertise (Ex)
Hatestrike (Su)
Love (Su)
Hateshield (Su)
Powerful Hatred:
Permanent Love:
Strong Love:
Great Hatred:
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![]() Here's a rather quick introduction. In this chapter, I'll explain: - My reasoning for this fix - My idea of a fighter - Why I think other fighter fixes fall somewhat short of the mark So first off, as we all know, Fighters Don't Get Nice things. It's true, they've been made better, they can compete with the barbarian in raw damage output, they've a better AC than they had in 3.5 (This is very controversial, because they can't make use of it until later levels.) and they've a moderately decent two-part capstone. However. HOWEVER. It's weak. It's literally lacking for such a system as Pathfinder, which is all about (in my opinion) investment into a particular path or style that you wish to impose on your character, and then getting EPIC profit out of it at later levels. (Definitely not something the current fighter does.) So, hence the fix. The flavour of the fighter. This is extremely conflicted, actually. It's literally interpreted by each player in an individual manner, however the most common mistake is this: People are spoilt by the flavour of warriors in World of Warcraft and other MMO settings, where the class is much closer to a barbarian than it ever will be to the quintessential man-at-arms. So what is the quintessential man-at-arms, then? Let's divide this into a few different bits. 1) Skill with weapons. Yes, unlike the Barbarian who gets very angry and hits something so hard it goes away, you have -skill- in your weapon. Now, we take that skill to a fantasy level... meaning we have EPIC SKILL. I'll get to the more specific representations of this in every specific class ability, however. 2) Versatility...? Not really. In medieval times, you could rarely find a soldier who was a master in more than one kind of weapon, however quite a few of them were quite proficient in a few, and a master of one. For instance in the times of Rennaisance, the period in which true greatswords were developed, you had men training to properly wield the greatsword ALL THEIR LIVES, just to master the bloody thing. It's literally that hard to learn all the moves as said in tradition, AND THEN implicate them in active, gritty and bloody combat where you often times have to think outside of the box and change your techniques accordingly to the situation. 3) EPICZ STRENGTHZ!!! Again, not really. That's a Barbarian shtick. The Fighter is not the juggernaut that absorbs damage and lumber through the battlefield, cleaving through his foes in swings of epic strength - although he can be, just in a different, more classy, clever and sexy way. He uses, once again, flawless weapon strikes, reaction time and correct positioning according to his enemies. The same goes for willpower. Bursting through your enemies mind controlling spell with pure, unbridled badass is a barbarian shtick. But, you've got feats, man. Get yourself that Improved Iron Will, you can afford it (usually). Level Base Attack Bonus Fort Save Ref Save Will Save Special
2nd +2 +3 +0 +0 Combat Mastery +1 3rd +3 +3 +1 +1 Armor training 4th +4 +4 +1 +1 Bonus feat 5th +5 +4 +1 +1 Weapon training 6th +6/+1 +5 +2 +2 Combat Mastery +2 7th +7/+2 +5 +2 +2 Armor training 8th +8/+3 +6 +2 +2 Bonus feat 9th +9/+4 +6 +3 +3 Weapon training 10th +10/+5 +7 +3 +3 Combat Mastery +3 11th +11/+6/+1 +7 +3 +3 Armor training 12th +12/+7/+2 +8 +4 +4 Bonus feat 13th +13/+8/+3 +8 +4 +4 Weapon training 14th +14/+9/+4 +9 +4 +4 Combat Mastery +4 15th +15/+10/+5 +9 +5 +5 Armor training 16th +16/+11/+6/+1 +10 +5 +5 Bonus feat 17th +17/+12/+7/+2 +10 +5 +5 Weapon training 18th +18/+13/+8/+3 +11 +6 +6 Combat Mastery +5 19th +19/+14/+9/+4 +11 +6 +6 Armor mastery 20th +20/+15/+10/+5 +12 +6 +6 Bonus Feat, Weapon mastery Combat Mastery (Ex)
Comment: Dexterity is nice to have. It reperesents your reaction time, flexibility and overall agility in the D20 system. However, reaction time need not come from here. Often times, great masters of combat react to attacks and enemy openings with pure subconscious training, which was beaten in to them years upon years of their lives. (Look at the fighter minimum age. It suggests that they underwent serious training. Although, not always.)
Armor Training (Ex)
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor. Comment: Nothing too big of a fix here. The DR here represents that even if the fighter did not successfuly avoid his opponents assault, he still moves in such a way that the blow is less. Besides, the 19th level DR 5/-- capstone...? Yeah, it comes in play too late to matter. This is much better, and doesn't break anything at all. At the end of the day, you get one less DR than the fighter used to have. Weapon Training (Ex)
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
When the fighter misses with his favoured weapon, or is parried, he may reroll his attack roll immediately and make a second attack at -1 to hit, up to a number of times equal to the amount of weapon training he possesses. (His first group gains 4 rerolls, his second 3 and so on.) Comment: First off, in a TL;DR, this remained the same sans the +1 damage bonus. Again, you're not the barbarian, you don't hit harder due to whatever reasons. You just hit. You don't miss, because you're good at your weapon.
Armor Mastery (Ex)
Comment: This should be pretty self-explanatory if you've an imagination. This isn't exactly too realistic, but this IS a fantasy setting. It's much more flavoured than the DR 5/-- thing, because unlike the barbarian, you're not supposed to be dumb enough to actually get HIT. And the "dexterity" bonus, well. You're a -master- of armor with this capstone, essentially. You know how to move correctly in it, and don't need to have any sort of natural agility to do it. It's all training. Weapon Mastery (Ex)
When wielding his chosen weapon, the fighter gains a +2 bonus to his AC against attacks of opportunity and any enemy making an attack in the fighter’s threatened area provokes an attack of opportunity even if he normally wouldn’t. If this attack is a critical strike, you may make a free disarm check against the fighter's victim. Comment: First off, the roll thing represents you being so good with your weapon that you simply -can't- fumble it. It just doesn't work that way, because you're a fighter, you're good at what you do at a fantasy level, and you're sexy in your gleaming armor.
Additional information: Why did I not give him more skills and/or skill points and other such numerical bonuses? Simple. You're a fighter. Your existence is based solely on being able to kill people. If you've been trained most of your life to kill enemies, are you really going to have time to learn how to play the lute? You are? Well, consult with your GM so that he can add perfomrance (lute) as a class skill for you then. Or just give yourself more intellegence points for an extra skill point. No one said optimization has to trump flavour, my friend. You have 5 less bonus feats than the traditional fighter, what gives? Because Fighter isn't FEATS: THE CLASS, he's a man-at-arms. A soldier. A warrior. Given how hard it is to truly master a single weapon, barring the standard shortspear or arming axe, you don't need much more feats than 6 bonus ones in total, as that, in conjunction with your general feats gained, is quite enough to complete a feat chain, which is just fine. (The longest one being two-weapon fighting sword and board.) There you have it. I tried to stick to the basic template of generic fighter as much as possible, while giving him short, but very to-the-point fixes in his abilities. Pathfinder tends to put a very high price-tags on getting extra feats, so as a result, the fighter suffered as a class from not recieving any actual bonuses in favor of mediocre, non-scaling feats. Criticism accepted! |