The problem with v3.5 synergy was that it began and ended at a second-level character's proficiency (i.e., +2 for five ranks of skill). Because it was so cheaply gained, it was easily abused. Instead, players should get +2 circumstance bonuses for successful supporting skill checks, such as a good Bluff when making a Diplomacy check. Yes, the player would still get the +2, but it wouldn't be automatic, and the consequences for failure would be a -2 to the roll. Players would have to work for their bonuses and it wouldn't unbalance the game.
Those who prefer to roll dice vice role-play always hate Diplomacy. Still, no amount of diplomacy would make a diametrically opposed enemy one's trusted ally. The best the diplomat could hope to accomplish would be to convince the foe to cooperate this one time and only for something that would gain the foe a benefit at least equal to what it perceives the diplomat will receive, and even this would require concrete deeds, irrefutable evidence, and ironclad assurances up front to prove that the initially-hated diplomat will truly keep his/her end of the bargain. Words alone simply will not suffice; the diametric foe will insist on having all or most of its inducement in its irrevocable possession before agreeing to cooperate this one time.
I always prefer to give the NPC an even break and I favor giving the NPCs the same bonuses as the PCs. I would even go as far as to allow all races to be able to choose an NPC class as an NPC's "favored class". Currently, only humans and half-elves can do this, giving their NPC hordes a huge advantage over other races. This would also provide the adept, the aristocrat, the commoner, the expert, and the warrior with a somewhat plausible reason for not multiclassing with PC classes.
Here are a few tips to make your four towers a little more formidable: THE TOWERS ARE BASES OF OPERATIONS, NOT MERELY DEFENSES. The evildoers use these towers to send strike teams, raids, and main force operations throughout the width and breadth of the target kingdom. Commanders and key personnel are likely in the field with their troops, leaving competent but relatively small garrisons within the towers to guard supplies, craft necessary items, repair equipment, rejuvenate troops (healing, resurrecting, etc.), conduct pre-mission rehearsals, and conduct strategic functions not feasible in a field environment. MUTUALLY SUPPORTING STRONGHOLDS. The powers owning the towers have the means of moving forces quickly and secretly from one strongpoint to another in order to reinforce threatened areas and to counterattack invaders. This would also permit a fast escape from any stronghold in danger of being overrun. MOBILITY. The towers can fly and teleport, making it more difficult for their opponents to mass forces and move against them. MISDIRECTION. Fake towers appear and disappear in various locations. The real lead-lined, trapped, defended-to-the-teeth towers are a front, or, at best, one of dozens alternate headquarters for mid-level management. The top leadership holds court at these formidable places - arriving and departing suddenly, unannounced, for their security - but has other, less obtrusive places for hanging out. (Of course, the powers owning the towers conducted years of reconnaissance and spying before making their military move and thus have many safehouses, both in remote locations and unobtrusively under peoples' noses. Plus, the evildoers marshaled their troops and constructed their towers somewhere, so possibly that somewhere is where the real supreme headquarters is.) ESCAPE PLAN. Essential personnel have at least two good, well-rehearsed plans for leaving with all vital items (valuables, records, etc.). At least one plan will be via magical means; at least one will be via mundane means. (NOTE: I once visited the castle of a petty nobleman in southern France. The place had SEVEN escape tunnels. 'Nuff said.) EVILDOERS DO EVIL. Any persons or organizations who the pre-invasion spying identified were likely to oppose the evildoers were bought off, assassinated, blackmailed, or coerced into submitting. If a primary opponent could not be neutralized in such a fashion, the evildoers would subvert the opponent's organization by seeking key subordinates who could be bribed, blackmailed, impersonated, or coerced. Such tactics are aimed at throwing the existing hierarchy in the kingdom into disarray, which only makes the PC heroes even more important to the kingdom's survival. Once the PCs make themselves known as a force to be reckoned with, the evildoers will strike back when the PCs are least expecting it. PCs will spied on, threatened, slandered, impersonated, discredited, assassinated, kidnapped, or coerced; their friends and families will be kidnapped or threatened. Many innocents will suffer at the evildoers' hands. That is what makes them evil. LEAD LINING. Historically, Roman warships had lead-lined hulls to protect them from fire. Lead lining is a simple, effective means to prevent scrying, as well. IRON REBAR. This reinforces the walls, arches, and ceilings - both historically accurate and good general practice for the game. WALLS OF FORCE. This can also be used to reinforce walls, arches, ceilings. It protects structurally vital areas from spells that would attack stone (passwall, transmute stone to mud, etc.). INCORPOREAL UNDEAD GUARDIANS. High-level evil priestesses will summon them and keep them to guard against anything that can pass through their walls. Not only do evil priestesses need to fight off crusading do-gooders, they also need to be on guard against rival evil groups who might send undead of their own! ANTI-MAGIC ZONES. To protect the towers from hostile spellcasters, an anti-magic zone can be emplaced around it in a ring. Add this to a moat lined with 3' iron spikes and it will ruin the day of anyone using a spell to fly. GRAVEL/RUBBLE VAULTS. Historically used to defeat tunnelers and sappers, the loose gravel will instantly fill holes in the wall. WISH. "I wish that the next person or group who attempts to enter this tower by means of magic or supernatural power without first uttering the secret phrase, 'The DM is King,' will be instantly teleported to my boiling-acid-filled, glassteel- and wall of force-lined, clay-golem-inside-it, Evil Death Trap (tm)." ACTIVE DEFENSE. Snipers shoot at spellcasters. Lesser spellcasters attempt to counterspell with dispel magic. If the evildoers have crystal balls they can cast spells through, so much the better.
The problem with non-divine spellcasters encroaching on divine healers' turf is that divine casters would then petition to become field artillery like the arcanists. PfRPG already allows for sorcerers with a celestial bloodline to use a healing ray at will (once per target per day). The Complete Arcane feat, Arcane Adept, enables an arcanist to acquire the spells of one divine domain (such as Healing). In 3.5, the arcanist gained all the domain spells as arcane spells added to the caster's spellbook. The feat would have to be reworked slightly to be compatible with PfRPG. A wizard may want to add the Complete Divine feat, Spontaneous Healer, in order to cast cure spells spontaneously a number of times equal to his/her Wisdom bonus.
By all means, keep writing! I wrote the story for my players in the last campaign I ran and it was fantastic - the players loved being in a story of their own making and the dialog I got from them was better than anything I could have dreamed on my own. My players' gaming experience was greatly enhanced and I was able to reach new levels as an aspiring writer. On top of all that, YOU ARE GOOD! You are running a great campaign and you are giving priceless suggestions and "how-to" to every other DM who reads your posts. If you find it useful when someone in your audience chips in two cents' worth of free advice, then all the better. Keep writing and keep DMing!
jreyst wrote:
Look at any random population chart. Commoners are the highest-level NPC in almost any given town, despite being the least likely to seek combat and the least likely to survive if thrust into combat. Perhaps it's chaos theory - put enough unskilled cannon fodder into battle and a few lucky ones will emerge from the piles of carrion with tremendous experience. :) Or perhaps random population charts and NPC classes need reform. (I wrote something about that in another forum.)
Peasant (Com 1) (Human) (non-elite) Str 12
Skills: Craft (carpentry) +3, Handle Animal (Cha) +4, Knowledge (local) (Int) +0, Perform (any 1) (Cha) +1, Profession (farmer) (Wis) +8, Spot (Wis) +5, Survival (Wis) +5 Feats: Open Minded, Skill Focus (Profession (farmer)), faction feat Proficient in one simple weapon (spear) and one martial weapon (longbow). An English longbow would be equivalent to a greatbow, which is indeed an exotic weapon (see Complete Warrior).
Peasant (Com 1) (Human) (non-elite) Str 12
Skills: Craft (carpentry), Handle Animal (Cha) +4, Knowledge (local) (Int) +1, Perform (any 1) (Cha) +1, Profession (farmer) (Wis) +8, Ride (Dex) +3, Spot (Wis) +5, Survival (Wis) +5 Feats: Open Minded, Skill Focus (Profession (farmer)), faction feat Proficient in one simple weapon (spear) and one martial weapon (longbow).
The problem that WotC had with new books about races and classes was that they increased the powers of the new releases in order to get people to buy the product, which then made all the original races and classes sub-optimal. This was the genesis for the Pathfinder rewrite - to address the imbalances brought on by the newer WotC products. My vote would be to fill the Pathfinder multiverse with sourcebooks. Put details into Golarion - nations, non-state entities, heroes and villains. Since everyone contributes to the Pathfinder Chronicles, have a contest to pick X number of heroes from each faction to feature in a downloadable PDF and let the players show their stuff. (IMHO, X = 6 = 2 from levels 6-10 + 2 from levels 11-15 + 2 from levels 16-20.) For those who want to Pathfinder to grow in ways not suitable to Golarion, create another universe and fill it as well. WotC had many campaign worlds which allowed them to produce products that were concerned with applying their game system to a new world rather than adding to the complexity of their existing one. Grow laterally, not linearly. Above all, Pathfinder was created in the minds of the industry's greatest game designers and tested in the hands of the genre's greatest players. Keep the channels open for feedback. Take every opportunity to harness our creativity and enthusiasm. Let the players continue to add to the game.
KaeYoss wrote:
True, NPC classes are supposed to be inferior to PC classes, because that is their role - to be all the people we adventurers don't want to be. However, I disagree with the idea that they're fine as they are. As allies and opponents, NPC classes don't hold their CRs' worth at higher levels. Also, other than the expert, they don't fit the roles they're meant to fill. For example, most town guards are warriors, yet Perception and Sense Motive are cross-class skills for them, making them almost useless as watchmen and population control. Evil adepts have no inflict spells. Knowledge (local) is a cross-class skill for the local commoners. The list goes on. That's why I wrote a piece on NPCs, to show one way Pathfinder can make them relevant without turning them into PC-worthy people. I posted the point paper in one of the other forums; I can post it here if anyone is interested.
nedleeds wrote: All rooms guarded on all sides by Elder Earth Elementals. They've been paid in seashells to sit in the rock and wait for the game ruining PC to 'swim' by and get choked. The PC who thinks outside the box is experiencing the game to its fullest, NOT ruining it. Penalizing cleverness is counterproductive to game enjoyment. Just make sure the clever bad guys are played cleverly and let the dumb bad guys get knocked off like they would if this were real. I think that the two real weaknesses laid bare by this DM's dilemma were thus: 1) The DM failed to take into account the capability of mid-level magic to penetrate the stronghold's defenses. 2) Any obstacle not covered by an active defense is not an obstacle. The evil priestesses' passive posture ceded the initiative to the PCs. The PCs took advantage of their inactivity and took the time to adapt their tactics and focus their powers to enter via an alternate route. The evil priestesses failed to maintain "eyes on" their PC opponents and thus were unable to anticipate and counter the PCs' new tactic. How should the DM adapt to these realities? 1) Bounce ideas off other DMs via this forum so that no simple oversight leaves the bad guys open to a too-easy solution. Gather all the good ideas possible so the DM can realistically play the smart bad guys who have had years of game time to plan and test their defenses. Keep the challenge in the game as realistic and logical as possible, so smart play still has its rewards. Good ideas for great gaming: that's what this forum is for. 2) Better tactics on the part of the bad guys. I have two young sons who are smart enough to have one be a lookout while the other takes the cookies out of the cookie jar. Evil secret societies that plan to dominate the world and have the resources to build an impenetrable fortress should not be caught unawares when a band of PCs saunters up and batters at their gates. Such groups will use lookouts, spies, magical scrying, and patrols to provide early warning of the approach and nature of any potentially hostile group within striking distance of their lair. The time gained by such early warning will be well-used to prepare defenses, request reinforcements, plant red herrings, conduct pre-emptive strikes, hide, flee, or even negotiate. In short, evildoers will do everything in their power to avoid surprise and to conduct an active defense.
A few others already touched on this, but it bears repeating: APPEARANCE OF INNOCENCE. The evildoer's primary defense against the sword of righteousness is secrecy, shrouded in the appearance of innocence. In essence, they will always have a legitimate cover to deter do-gooders from fighting them. "Put your swords away, gentlemen! We know nothing about the Temple of Elemental Evil. We are but innocent members of the Save the Unicorn Society - all of us poor, lonely virgins between the ages of eighteen and nineteen and a half." The best part of appearing innocent is that, so long as the ruse works, good, law-abiding people will help defend you. MISDIRECTION. The lead-lined, trapped, defended-to-the-teeth inner sanctum is a front, or, at best, one of dozens alternate headquarters for mid-level management. The top leadership holds court at these formidable places - arriving and departing suddenly, unannounced, for their security - but has other, less obtrusive places for hanging out. (Perhaps the lair is under the sheriff's nose, or perhaps the sheriff is a member of the local Save the Unicorns Society...) MUTUALLY SUPPORTING STRONGHOLDS. The secret society has the means of moving forces quickly and secretly from one strongpoint to another in order to reinforce threatened areas and to counterattack invaders. This would also permit a fast escape from any stronghold in danger of being overrun. ESCAPE PLAN. Essential personnel have at least two good, well-rehearsed plans for leaving with all vital items (valuables, records, etc.). At least one plan will be via magical means; at least one will be via mundane means. (NOTE: I once visited the castle of a petty nobleman in southern France. The place had SEVEN escape tunnels. 'Nuff said.) REVENGE. The first time, the evildoers are taken surprise by the unexpected tactic. Then they strike back when the PCs are least expecting it. If the fetching bar-maid at the inn has been subtly induced to encourage the PCs to get falling-down drunk before the evildoers make their move, so much the better. TURN TABLES. Let the PCs howl when villains earthglide into THEIR lair. When the PCs come up with clever defenses, evildoers take note and adopt them as well (assuming that they haven't already).
LEAD LINING. Historically, Roman warships had lead-lined hulls to protect them from fire. Lead lining is a simple, effective means to prevent scrying, as well. IRON REBAR. This reinforces the walls, arches, and ceilings - both historically accurate and good general practice for the game. WALLS OF FORCE. This can also be used to reinforce walls, arches, ceilings. It protects structurally vital areas from spells that would attack stone (passwall, transmute stone to mud, etc.). INCORPOREAL UNDEAD GUARDIANS. High-level evil priestesses will summon them and keep them to guard against anything that can pass through their walls. Not only do evil priestesses need to fight off crusading do-gooders, they also need to be on guard against rival evil groups who might send undead of their own! AIR SPACES. All or part of the dungeon is enclosed in a cavernous vault (natural or man-made). The change of medium would mean that an umber hulk, ankheg, or earth elemental would only be able to come up through the floor, unless it could fly. ANTI-MAGIC ZONES. To protect an inner sanctum, an anti-magic zone can be emplaced around it. Add this to the halfway point of an air space with a floor lined with 3' iron spikes and it will ruin the day of anyone using a spell to fly. GRAVEL/RUBBLE VAULTS. Historically used to defeat tunnelers and sappers, the loose gravel will instantly fill holes in the wall. WISH. "I wish that the next person or group who attempts to enter this place by means of magic or supernatural power without first uttering the secret phrase, 'Jreyst is King,' will be instantly teleported to my boiling-acid-filled, glassteel- and wall of force-lined, clay-golem-inside-it, Evil Death Trap (tm)." ACTIVE DEFENSE. Snipers shoot at spellcasters. Lesser clerics attempt to counterspell with dispel magic. If the evil priestesses have a crystal ball they can cast spells through, so much the better.
Careful about interacting with DM_Blake about this subject.
Sour grapes. And don't put words in my mouth. All I will tell him or you or anyone else is that if I'm part of a party of adventurers, and we have an opening to fill, I won't fill it with an Expert. I will keep looking until I find someone who can pull his share of the load when the danger hits the fan deep in a dungeon somewhere. Experts are not adventurers. But they make fine seasoned sailors.
That's the whole point of NPC classes, isn't it? To be all the people that we adventurers don't want to be.
DM_Blake wrote:
What I wrote is based off the Pathfinder RPG NPC classes - I just revised what was in the Beta release because it needed to be done and it looked like nobody else had done so. However, all the formatting that I tried so hard to make look so good in Word (and later in the typing window of the forum) ended up looking like garbage in the post - different font, spacing removed, etc. Oh, well. :S
GENERAL
NPC classes should be reserved for NPCs who are either non-elite or low-powered elite - in any case, possessing less talent and training than a character with a PC class. Simply put, an average citizen, hireling, or evildoer who is an NPC class is of a lower caliber than a PC hero or a main character (PC-class) villain or ally. After all, a person who had as much talent and training as a PC-class character would be one. Under the standard rules, PCs are elite and gain maximum hit points per die at first level, giving them an advantage over their non-elite opponents, who gain only half maximum hit points per die. If the DM grants PCs extra hit points at first level to enhance their survivability, then it is recommended to build upon that progression, as per the chart below. NPCs should also gain an appropriate bonus. =======================================================================
All races may select any NPC class as their favored class, with the following exception: only those characters who are aristocrats at first level can select that class as their favored class. A character is either born into the upper class or not. Allowing all races to choose an NPC class as a favored class benefits the game in three ways: 1) it eliminates the advantage that human and half-elf NPCs would otherwise have over NPC classes of other races, 2) it grants greater NPC survivability at higher levels, and 3) it gives a plausible rationale for the existence of high-level NPC classes – why else wouldn't every fifth-level NPC seek levels in a favored PC class?
NPC classes have been structured to have limited powers at first level and to increase in power at second, fifth, tenth, fifteenth, and twentieth levels. This is to ensure PC survivability at lower levels while still maintaining the NPCs' level of challenge and utility at mid-level and higher. ADEPT
At mid-level and higher, adepts are woefully underpowered compared to PC spellcasters. Adepts of all levels are extremely limited in their scope. The main hurdle for the existing Pathfinder adept is that her spell list has not grown since the 3.0 version of the game, while PC spellcasters have witnessed tremendous expansions in their class spell lists and abilities. Rather than determine a single new spell list for all adepts, several options were developed so that each individual adept could expand her choice of spells and abilities in accordance with her deity, background, and focus. Below are the proposed modifications to the adept NPC class: Alignment: Any.
Class skills
Class Features
Spells: An adept casts divine spells which are drawn from the adept spell list. Like a cleric, an adept must choose and prepare her spells in advance. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells. To prepare or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept’s spell is 10 + the spell level + the adept’s Wisdom modifier. Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day during which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells. -----------------------------------------------------------------------
Like other spellcasters, an adept can cast only a certain number of spells of each level per day. Her base daily spell allotment is given on Table 14-1. In addition, she receives bonus spells per day if she has a high Wisdom score.Where Table 14-1 indicates that the adept gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level. Each adept has a particular holy symbol (as a divine focus) according to the adept’s magical tradition. Orisons (Ex): As per the cleric PC class. Special ability: The adept gains a special ability from the below list. Once chosen, it cannot be changed. Ancestral knowledge (Ex): Prerequisite: Knowledge (history) 1. The spirits of the adept’s revered ancestors reward her devotion by revealing secret knowledge. All skills for which the adept has a racial bonus become class skills. If the adept has no racial skill bonuses, then she may choose any one skill to become a class skill. In addition, the adept gains three skill points, which may be applied to any adept class skill (including those newly acquired via this ability). The adept may select this ability only once. Animal companion (Su): Prerequisite: Handle Animal 2, Knowledge (nature) 2, Wild empathy. Nature rewards the adept’s devotion to her environment. The adept can summon an animal companion just as a druid of three levels lower. If the adept gains the ability to summon an animal companion from another class, these levels stack. The adept may select this ability only once.
Arcane revelation (Ex): Prerequisites: Wisdom 13, Knowledge (arcane) 1. The adept’s focus of worship rewards the adept’s fascination with the arcane by revealing secret knowledge. The adept gains a number of levels of spells from either the bard or the sorcerer spell list equal to the number of ranks she has in Knowledge (arcane) or up to the highest-level spell she may cast, whichever is lower. (For example, a fifth-level adept with a 13 Wisdom and five ranks in Knowledge (arcane) could choose two levels of spells: two first-level bard or sorcerer spells or one second-level bard or sorcerer spell.) Zero-level spells are considered to be ½-level for purposes of this ability. All spells gained are considered divine spells. This ability may be selected multiple times. Bonus spell (Ex): Prerequisite: Wisdom 13. The adept gains one bonus spell. She may choose one spell of a level equal to one less than the highest level she may cast from either the cleric, bard, or the druid class spell list, or she may choose one spell of a level equal to two less than the highest level she may cast from the sorcerer class spell list. The adept may not choose spells that are prohibited due to alignment, such as an evil spell for a good adept. All spells gained are considered divine spells. This ability may be selected multiple times. Chosen bloodline (Su): Prerequisites: Knowledge (arcane) 2, Skill Focus (Knowledge (arcane)). The adept’s ancestors were from a rare lineage, the power of which manifests itself incrementally as the adept grows in experience. The adept gains one of the following sorcerer powers: aberrant, abyssal, celestial, demonic, or undead. (Exception: Aasimar characters must choose celestial; tiefling characters must choose abyssal or demonic.) The adept advances in abilities as a sorcerer of half her adept level. All spells gained by this ability are divine spells. If the adept gains the same sorcerer power from another source, then the levels do not stack unless otherwise stated. If the adept multi-classes to become a sorcerer, then the character must choose the same sorcerer power she had as an adept. The adept may select this ability only once. Divine revelation (Ex): Prerequisite: Wisdom 13, Knowledge (nature or religion) 1. The adept’s focus of worship rewards her devotion to her faith by revealing secret knowledge. The adept gains a number of levels of spells from either the cleric or the druid spell list equal to the number of ranks she has in appropriate skill (Knowledge (religion) for cleric spells, Knowledge (nature) for druid spells) or up to the highest-level spell she may cast, whichever is lower. (For example, a tenth-level adept with a 13 Wisdom, five ranks in Knowledge (nature) and one rank in Knowledge (religion) could choose three levels of druid spells or one level of cleric spells: three first-level druid spells, or one first-level and one second-level druid spell, or one third-level druid spell, or a single first-level cleric spell.) Zero-level spells are considered to be ½-level for purposes of this ability. This ability can be selected multiple times. Domain (Su): Prerequisites: Knowledge (religion) 2, Wisdom 13, no more than one “step” difference in alignment with chosen focus of worship (deity or other). The adept’s focus of worship rewards her devotion by granting her special powers. The adept gains an appropriate cleric domain from those related to her focus of worship, but must abide by all the same rules and restrictions a cleric does. The adept advances in domain abilities as a cleric of half her adept level. If the adept gains or benefits from the same domain from another source, the levels do not stack unless otherwise stated (e.g., Radiant Servant of Pelor). If the adept gains a new domain that is in direct conflict with an old domain (i.e., Good and Evil, Law and Chaos, etc.), the character loses all abilities gained from her old domain(s). The adept may select this ability only once. Summon Familiar (Su): Prerequisite: none. The adept can summon a familiar just as a sorcerer of equal level. The adept can benefit from feats affecting familiars as a sorcerer of equal level. If the adept gains the ability to summon a familiar from another class, these levels stack to determine familiar abilities. The adept may select this ability only once. Item creation feat (Ex): Prerequisite: special. The adept gains one item creation feat for which she has the prerequisites. This ability may be selected multiple times, applying to a new item creation feat each time. Note that the adept must have four ranks in Knowledge (literacy) to take the Scribe Scroll feat. Monster’s ally (Ex): Prerequisites: Charisma 10, Knowledge (arcane) 5, Summon Familiar, Spell Focus (conjuration). The adept’s focus of worship rewards her affinity for summoning creatures. The adept gains the spells monster summoning I-V as additions to her class spell list. This ability can be selected only once. Mystic revelation (Ex): Prerequisite: none. The adept gains two skill ranks, which may be applied only to adept skills. This ability can be selected multiple times. This ability does not confer the ability to exceed maximum skill ranks per level in any skill. Nature’s ally (Ex): Prerequisites: Charisma 10, Knowledge (nature) 5, Wild Empathy, Spell Focus (conjuration). The adept’s affinity for nature allows her to call on the aid of nature’s creatures, much like a druid can. The adept gains the spells summon nature’s ally I-V as additions to her class spell list. This does not confer the ability to summon creatures spontaneously. This ability can be selected only once. School focus (Su): Prerequisites: Wisdom 13, Spellcraft 2, Spell Focus (any). The adept’s focus of worship rewards her specialization in her chosen school of magic by revealing secret knowledge. The adept gains a number of levels of spells equal to the number of ranks she has in Spellcraft or up to the highest-level spell she may cast, whichever is lower. She may choose from any PC class spell list spells from the same school of magic as her Spell Focus feat, or universal spells. (For example, a fifteenth-level adept with a 13 Wisdom, five ranks in Spellcraft, and the Spell Focus (conjuration) feat could choose three first-level conjuration spells, or one first-level and one second-level conjuration spell, or one third-level conjuration spell. If her Wisdom were 14, she would have been able to cast fourth-level spells and thus could have chosen up to four levels of conjuration spells from any PC class spell list.) Zero-level spells are considered to be ½-level for purposes of this ability. The adept may choose spells from any PC class spell list, but may not choose spells that are prohibited due to alignment, such as a chaotic spell for a lawful adept. This ability applies to only one school of magic, even if the adept has more than one Spell Focus feat. All spells gained are considered divine spells. The adept may choose this ability multiple times, applying it to the same or a different school of magic for which she has a Spell Focus feat. Self-Sufficient (Ex): Prerequisites: Heal 1, Survival 1. The adept gains the Self-Sufficient feat. This ability can be selected only once. Turn undead (Su): Prerequisites: Wisdom 13, Knowledge (religion) 5, plus one of the following: Death domain, Sun domain, Spell Focus (necromancy), or Chosen Bloodline. The adept’s focus of worship is strongly associated with either banishing or commanding undead; through her piety and devotion, the adept is granted similar power. The adept can turn or rebuke undead as a cleric of three levels lower. An adept with the Sun domain or Chosen Bloodline (celestial) channels positive energy to turn undead; an adept with the Death domain, Chosen Bloodline (abyssal, demonic, or undead), or Spell Focus (necromancy) channels negative energy to rebuke undead. The adept can use this power a number of times equal to one plus her Charisma modifier (minimum one). This ability can be selected only once. Wild empathy (Su): Prerequisites: Charisma 10, Handle Animal 1, Knowledge (nature) 1. The adept gains the wild empathy ability as a druid of equal level. This ability may be selected only once. Witch doctor (Ex): Prerequisites: Craft (alchemy) 1, Craft (poison) 1. The adept’s focus of worship reveals secret recipes for harmful materials. The adept gains a +2 bonus to Craft (alchemy) and Craft (poison). This ability may be selected only once. Wounder (Ex): Prerequisites: Knowledge (religion) 2, non-good alignment. The adept’s focus of worship rewards her dedication to inflicting harm. The adept gains inflict spells corresponding to the cure spells on her class spell list (i.e., L1 – inflict light wounds, L2 – inflict moderate wounds, L3 – inflict serious wounds, etc.) Adept Spell List
ARISTOCRAT
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Alignment: Any.
Class skills
Class Features
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Bonus feat: Choose one of the following: Heavy Armor Proficiency, Mounted Combat, Tower Shield Proficiency, Skill Focus (Profession (administrator)), Skill Focus (Diplomacy), Persuasive, Open Mind, or Weapon Finesse. The character must have the appropriate prerequisites for the chosen feat. It takes one to know one (Ex): At first level, the aristocrat character automatically gains one rank in Knowledge (nobility) and the feat Skill Focus (Knowledge (nobility)). At fifth level and every five levels thereafter, the aristocrat gains another rank in Knowledge (nobility). This does not confer the ability to exceed the maximum ranks allowed per level in this skill. Divine right to rule (Ex): The aristocrat gains the Leadership feat, even though she is not yet sixth level. Great renown (Ex): The aristocrat's reputation has spread such that she gains a +2 modifier on her Leadership feat. For every five levels above 10th, the bonus increases by +2, or +4 at 15th level and +6 at 20th level. This bonus stacks with all other bonuses from magic, high Charisma, etc. Improved Cohort (Ex): The aristocrat may have a cohort of a level up to two levels higher than would normally be allowed for the Leadership feat (i.e., up to her own level), or two cohorts of normal level. Greater Cohort (Ex): The aristocrat may have a cohort of a level up to four levels higher than would normally be allowed for the Leadership feat (i.e., up to two levels higher than her own), or two cohorts of a level up to two levels higher than would normally be allowed for the Leadership feat, or four cohorts of normal level. COMMONER
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Alignment: Any.
Class skills
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Class Features
Face in the crowd (Ex): The commoner blends in with the local population because he is the local population. When among five or more other commoners from his native milieu, the commoner gains a +2 on Stealth checks to avoid being singled out and/or recognized. Anyone who regularly socializes with the commoner at least six months a year is immune to this effect. I live here (Ex): The commoner gains one free rank in Knowledge (local), applicable to his native milieu only. The commoner gains another free rank in Knowledge (local) at fifth level and every five levels thereafter, provided that he spends at least six months a year in his native milieu. Seen the elephant (Ex): The commoner has survived enough risky situations to give him a story or two that would impress his neighbors, friends and family. The commoner gains a +1 bonus on Charisma-based skills when dealing with other commoners from his native milieu. This bonus increases to +2 at fifth level and increases by one every five levels thereafter. Friends in high places (Ex): Considering the number of adventures required to reach this level, the commoner could not have survived this long without a more-powerful character looking out for him. The commoner has earned the friendship (or at least the patronage) of a non-commoner NPC through his service to this person. The NPC’s level is equal to the commoner’s level +2 plus the commoner’s Charisma modifier. (Essentially, treat the commoner as if he were a follower of an NPC with the Leadership feat.) Lucky to be alive (Ex): Considering the number of adventures required to reach this level, the commoner could not have survived this long without some divine providence looking out for him. Once per day, the commoner can apply a +1 luck bonus to any save. This bonus increases by +1 every ten levels. Astounding luck (Ex): Considering the number of adventures required to reach this level, the commoner could not have survived this long without a the watchful eye of a guardian angel. Once per week, any die roll that would kill the commoner (attack, damage, skill check, or save) must be re-rolled. The commoner gets the benefit of the more favorable roll. If the commoner is struck with an attack, either the attack roll or the damage roll may be re-rolled. Outrageous luck (Su): Considering the number of adventures required to reach this level, the commoner could not have survived this long without outrageous and blatant DM cheating. Once per week, any die roll that would harm the commoner (attack, damage, skill check, or save) may be considered either the minimum or the maximum die roll possible, whichever is most favorable to the commoner. (If the commoner is struck with an attack, it is typically most favorable for the attack roll to become a 1 vice minimizing damage.) EXPERT
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Level BAB Fort Ref Will Special
Alignment: Any.
Class skills
Class Features
Skill Focus: The expert gains the Skill Focus feat for any one class skill for which the expert has at least one rank. Specialist training (Ex): The expert gains a +2 competence bonus on any one class skill for which the expert has a Skill Focus feat and maximum ranks. At fifth level, and at every five levels thereafter, the expert gains an additional +2 bonus, which can be used on any class skill for which the expert has both maximum ranks and a Skill Focus feat. This bonus stacks with all others. Thus, at fifth level, an expert could have one skill with a +4 bonus or two skills with a +2 bonus; at tenth level, an expert could have one skill with a +6 bonus, or one skill with a +4 bonus and one skill with a +2 bonus, or three skills with a +2 bonus, etc. If the expert fails to maintain maximum ranks and a Skill Focus feat for a particular skill, she loses all benefits from this ability for that skill. The expert needs constant practice to keep her skills sharp. Skill mastery (Ex): The expert can take 10 on any skill for which she has a Skill Focus feat. Taking the time to do it right (Ex): Once per day, the expert may expend five times the normal amount of time to take 20 on a class skill for which she has specialist training. Reputation for quality (Ex): Customers are willing to pay more for goods made by master craftsmen and artisans. When seeking profit from a skill for which the expert has specialist training, the expert may charge 5% × her specialist bonus over the normal price (+10% at +2, +20% at +4, etc.). Improved skill mastery (Ex): Twice per day, the expert can take 20 on a class skill for which she has specialist training by expending only four times the normal time. Reputation for excellence (Ex): Customers are willing to pay more for goods made by master craftsmen and artisans. When seeking profit from a skill for which the expert has specialist training, the expert may charge 10% × her specialist bonus over the normal price (+20% at +2, +40% at +4, etc.). Greater skill mastery (Ex): Three times per day, the expert can take 20 on a class skill for which she has specialist training by expending only three times the normal time. Reputation for brilliance (Ex): Customers are willing to pay more for goods made by master craftsmen and artisans. When seeking profit from a skill for which the expert has specialist training, the expert may charge 15% × her specialist bonus over the normal price (+30% at +2, +60% at +4, etc.). Art of the master (Ex): Four times a day, the expert can take 20 on a class skill for which she has specialist training by expending only twice the normal time. Note, however, no matter how high a level the expert is, the time required to take 20 via this ability will never be less than twice the normal time required. World renown (Ex): Customers are willing to pay more for goods made by master craftsmen and artisans. When seeking profit from a skill for which the expert has specialist training, the expert may charge 20% × her specialist bonus over the normal price (+40% at +2, +80% at +4, etc.). WARRIOR
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Alignment: Any.
Class skills
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Class Features
Template abilities I (Ex): Choose one of the following templates. Once chosen, it cannot be changed:
Template abilities II (Ex): The warrior gains additional abilities per the template chosen at first level.
Template abilities III (Ex): The warrior gains additional abilities per the template chosen at first level.
Bonus feat (Ex): Warriors with any template gain one of the following feats: Heavy Armor Proficiency, Medium Armor Proficiency, Tower Shield Proficiency, or a fighter bonus feat for which the character has the necessary prerequisites. =======================================================================
Knowledge (literacy) (Int) (trained only)
Profession (administrator) (Wis) (trained only)
KaeYoss wrote:
Whew! That's a relief. So, please pardon my technical ignorance here. I have a nine-page Word document. Where do I e-mail it? Or is there a fancy way I can just post it to this discussion forum?
I read about Pathfinder Beta playtesting last summer and it was originally advertised to run through August this year. I wrote a draft point paper about NPC classes and I figured I'd have time to make it professional-quality and submit it after I got back from Iraq; however, I find that the Good Idea Cut-Off Date (tm) has passed and the core rulebook has gone to press. Now that the clay tablets have dried, the cuneiform cannot be overwritten. Curses! Is there still a forum for such submissions? |
