Bee Doll

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159 posts. Alias of Kirth Gersen.


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I'm going to consider this actual errata at this point, because it works better, both mechanically and thematically, than it did before, IMHO.

Thank you again for the discussion that led to this!


For some time I've been toying with the idea of reconciling evasion, mettle, etc. with Lightning Reflexes, Iron Will, etc. Scaling feats really do lend themselves nicely to that sort of thing! An example:

IRON WILL [SKILL]
“John is a man of focus, commitment, sheer will.” ―John Wick (2014)

Your skill at intimidating others, and at avoiding the same, renders you resistant to compulsions and fear.
Prerequisite: Bluff 1 rank.
Benefit: You gain a +2 competence bonus to Will saves.

  • If you have at least 6 ranks in Bluff, if you make a successful Will saving throw against an attack that normally has reduced effects on a successful save, you instead suffer no ill effects. A helpless character does not gain this benefit.
  • If you have at least 11 ranks in Bluff, if you are affected by a spell or effect as a consequence of failing a Will save, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on the saving throw (unless the spell normally allows additional chances).
  • If you have at least 16 ranks in Bluff, you still suffer no effects on a successful Will saving throw against attacks, and also take only reduced effects on a failed save (as if a normal person had successfully saved).

    The rogue can still get "evasion" and so on, but I'd modify the wording:

    Evasion (Ex): A rogue can avoid even magical and unusual attacks with great agility. At 2nd level, you gain Lighting Reflexes and Feat Mastery (Lightning Reflexes) as bonus feats. When determining the effects, you may use your class level in place of your number of ranks in Acrobatics, if that is more advantageous to you.

    Spoiler:
    In addition, you gain the following abilities:
  • When targeted by a ranged attack, you can choose to drop prone as an immediate action, gaining the +4 bonus to AC. You apply this bonus retroactively to the triggering attack. This ability supersedes the Gunslinger’s “leap for cover” class feature (UC).
  • When a swarm attacks you by ending its turn in your space, you may attempt a Reflex save to avoid damage (DC equal to the swarm’s distraction save DC + 10). If the save succeeds, you also avoid any poison, blood drain, or similar effects that normally result from damage by the swarm. If you also have improved evasion (q.v.), it also applies to swarm damage. You must still make a Fortitude save to avoid distraction if you begin your turn in a space occupied by a swarm. This supersedes the Swarm Dodger feat (PC).
  • And improved evasion:

    Spoiler:
    Starting at 10th level, in addition to the normal effects of your evasion, you gain the following:
  • If you succeed on a Reflex save against a spell or effect, you can choose to move out of the area of the spell or effect as an immediate action. You must take the shortest path available to you, and you can't move farther than your speed. If more than one path of equal distance is available, you can choose which path to use. If no such path is available, you can't use this ability. This movement provokes attacks of opportunity as normal for movement, and emulates the “evasive skitter” racial substitution feature (RDr).
  • Instead of taking a full move, you can choose to take a 5-ft. step and also make a Stealth check to hide. If the step moves you to into cover, the Stealth check can be made without penalty. This supersedes the Cunning Evasion feat (PHII).

  • OK, fixed a bunch of summoner text:

    Summoner wrote:
    Class Features: Summoners are treated as standard sorcerers except as specifically noted (as shown in Table C, they do not receive many of the class features gained by the standard sorcerer or battle sorcerer). The lack of a bloodline or martial path means that you gain no bloodline/wudan arcana, eldritch blast, eldritch resistances, or bonus feats. However, class synergy features that would normally improve bloodline abilities do apply when determining your eidolon’s total CR, and for determining class level-dependent effects of your other class features.
    Summoner wrote:

    Aspect (Su): Starting at 10th level, you can temporarily “borrow” one +1 CR template from your eidolon. In essence, you gain that template, and the eidolon loses it. The transfer requires a full round, during which time your eidolon must remain with you, and lasts until your eidolon is dismissed, slain, or otherwise sent back to its home plane.

    Greater Aspect (Su): At 18th level, you can divert more of your eidolon's evolutions to yourself. This ability functions as the aspect ability, but up to +2 CR worth of templates can be taken.

    Also cleared up some "the you" references left over from early editing.


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    I'll reply to the follow-ups soon, but for now, wanted to share the revised rage powers to go with the revised barbarian. What I did is pare down and consolidate under-performers, and remove entirely rage powers like Ghost Strike that were simply feats. I also leaned more heavily towards making the powers scale. The results:

    LESSER RAGE POWERS

    Spoiler:
    Animal Fury (Ex): You gain a bite attack. If used as part of a full attack, the bite attack is made at your full base attack bonus –5. If the bite hits, it deals 1d6 points of damage (assuming you are Medium) plus half your Strength modifier. You can make a bite attack as part of the action to maintain or break free from a grapple; if so, this attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by you against the target that round are at a +2 bonus.

    Beast Hide (Su): You gain a +2 enhancement bonus to natural armor, as if from an amulet of natural armor. This bonus improves to +3 in an improved rage, +4 in a greater rage, +5 in a mighty rage, and +6 in a primal rage.

    Blazing BerserkerSSt (Ex): While raging, you are immune to fire, but also gain vulnerability to cold (in a mighty or primal rage, you are still immune to fire, but do not gain cold vulnerability). As an alternative to the [fire] subtype, alternative versions of this power might provide the [cold] subtype instead.

    Boasting TauntAPG (Ex): You can incite a creature to attack you by making a Bluff check to demoralize as a move action. If the check succeeds, the target is also shaken as long as you are visible and raging or until it makes a successful melee attack against you. This is a [language-dependent], [mind-affecting] ability, and it relies on audible components.

    Drunken BruteAPG (Ex): You can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity (or as a swift action, if you make a successful Sleight of Hand check; see Chapter 4). A potion has its normal effect, while an alcoholic drink allows you to maintain your rage that round without expending a round of rage for the day (instead of the alcohol’s normal effects). When your rage ends, you are sickened for a number of rounds equal to the number of drinks consumed (if already sickened, you are nauseated instead).

    Elemental Grapple (Su): A creature that grapples you or is grappled by you takes 1d6 points of fire damage each round the grapple persists (2d6 in an improved rage, 3d6 in a greater rage, 4d6 in a mighty rage, and 5d6 in a primal rage). This damage also applies to any creature that engulfs you or swallows you whole. With referee permission, you may deal acid, cold, or electrical damage instead, if that is more appropriate to your character/totem.

    Evasive Rage (Ex): You gain evasion (as the rogue class feature). In a mighty rage, you gain improved evasion instead. In a primal rage, you gain greater evasion.

    Guarded LifeAPG,UC (Ex): If an attack reduces you to below 0 hit points, 1 hit point of lethal damage from that attack per class level you possess is converted to nonlethal damage (2 hp/level in an improved rage, 3/level in a greater rage, 4/level in a mighty rage, and 5/level in a primal rage).

    Invigorating Blood (Ex): You regain 1 round of rage and recover a number of temporary hit points lost during that rage (if any) equal to your opponent’s Hit Dice (these do not stack with each other) on any of the following occurrences:
     You kill an opponent with a weapon or natural attack (the opponent must be an active combatant with CR no less than half yours);
     A critical hit is confirmed against you (whether by a melee weapon, spell, or ranged weapon);
     You confirm a critical hit with a melee weapon. If the crit multiplier is x3, you regain 2 rounds of rage and twice your class level in temporary hp; for a x4 crit multiplier, you regain 3 rounds of rage and gain three times your class level in temporary hp, etc.
    Source: This power supersedes the Gore Fiend feat from Orcs of Golarion, the Thrill of the Kill feat from the Advanced Race Guide, and the Bloodthirsty frenzy ability from Szatany’s Ultimate Classes house rules.

    Keen Senses (Ex): You gain low-light vision. In an improved rage, you also gain the scent special ability; in a greater rage you gain blindsense 30 ft.; in a mighty rage you can see invisibility; and in a primal rage you have true seeing and can discern the true forms of shapechangers.

    Night Vision (Su): You gain darkvision 60 feet (90 ft. in an improved rage, 120 ft. in a greater rage). In a mighty rage, you can see in darkness (as a devil can). In a primal rage, you also gain blindsight 60 ft.

    Penetrating Attacks (Ex): Your attacks with manufactured weapons, natural weapons, and/or unarmed attacks are treated as magic weapons for purposes of bypassing damage reduction. When attacking objects or sundering, you ignore 1 point of hardness per class level you possess.
    In an improved rage, your attacks bypass materials-based damage reduction and also treat the opponent’s fortification (if any) as being 25% lower than is actually the case. These abilities improved as follows:
    Rage ... Bypass DR/ ... Ignore Fortification
    Lesser ... Magic ... 0%
    Improved... Cold iron, silver, etc... 25%
    Greater... Bludgeon, piercing, or slash... 50%
    Mighty... Alignment-based... 75%
    Primal... ― or epic... 100%

    Protective Spirits (Sp): You gain the effects of a protection from evil spell at an effective caster level equal to your barbarian level (even if you have no ranks in Concentration). The deflection and resistance bonuses, rather than a static +2, are equal to your rage bonus. You can select protection from good or protection from law instead of protection from evil; once chosen, you cannot change your selection.
    In an improved rage, this protection radiates out from you in a 5-ft. radius; this is otherwise similar to a magic circle against evil. In a greater rage, the radius increases to 15 ft., and to 20 ft. in a mighty rage.

    Renewed Vigor (Ex): Once per rage as a swift action you can heal yourself of damage equal to your barbarian class level. In an improved rage, the damage healed increases to twice your class level; in a greater rage, the damage healed increases to triple your class level; in a mighty rage, the damage healed is equal to four times your class level, and in a primal rage, the damage healed is equal to 5 x your class level.

    Rock Throwing (Ex): As a standard action, you can lift and hurl objects up to one size category smaller than you with both hands (base damage 1d8), or two size categories smaller with one hand (base damage 1d6), as thrown weapons with a range increment of 10 feet. The damage is halved if the object thrown is not made of stone, metal, or similar hard material. You may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate.
    In an improved rage, you can increase the base damage by 1 step (e.g., 1d8 to 2d6) and the range increment by 10 ft. In a greater rage, you can increase the damage by 2 steps and the range by 20 ft. (to 30 ft.), and so on, to a maximum damage increase of 4 steps (base 4d6 or 6d6) and range of 50 ft. in a primal rage.

    Salmon Leap (Ex): Add your class level as an enhancement bonus on all Athletics skill checks made while raging. When jumping, you are always considered to have a running start, and you have no limits on jumping based on your height. You also gain a climb speed and a swim speed equal to 5 ft. x your rage bonus. You can take 10 on Athletics checks while raging, even if you would normally be unable to do so.
    In an improved rage, the jumping distances/ heights you can achieve by results are doubled; in a greater rage, they are tripled; in a mighty rage, they are quadrupled; and in a primal rage, they are quintupled. Example: A 13th level barbarian with a 26 strength (raging) has 13 ranks + 3 class skill + 8 Str + 13 enhancement = +37 to Athletics. By taking 10, he or she can clear 45 x 4 = 180 feet horizontally, or clear a vertical distance of 11 x 4 = 44 feet.

    Spirit GuardiansAPG (Su): You are surrounded by spirit wisps that harass your foes. These spirits make one slam attack each round against one living foe that is adjacent to you. This attack is made using your full base attack bonus, plus your Charisma modifier. The slam deals negative energy damage equal to 1d6 + your Charisma modifier. In an improved rage, the base damage increases to 2d6, to 3d6 in a greater rage, 4d6 in a mighty rage, and 5d6 in a primal rage.

    Spirit Steed (Su): While you are mounted, your steed gains DR/magic (+1) equal to half your level. As your rage improves, so too does the effective enhancement bonus needed to overcome your mount’s DR: +2 when you are in an improved rage, +3 in a greater rage, +4 in a mighty rage, and +5 in a primal rage. The mount’s natural weapons overcome damage reduction as if they had an enhancement bonus equal to that needed to overcome the mount’s DR.

    Storm-Bred (Ex): You are especially inured to harsh climate and conditions—you have lived outdoors amidst icy blizzards, blazing sands, volcanic ash, or lightning and thunder, and they hold no terror for you. Choose one energy type (acid, cold, electricity, fire, or sonics). You gain resistance 10 against that energy type. This resistance increases to 20 in an improved rage, 30 in a greater rage, and in a mighty or primal rage, you are immune to that energy type.
    Whenever you do take an amount of energy damage equal to or greater than your barbarian level, add 1 to the total number of rounds that you can rage that day (if you are capable of a greater rage, add 2 rounds per day per attack; for a mighty rage, add 3 rounds per day per attack, and for a primal rage, add 4 rounds per day per attack). This applies to all types of energy, not just the one(s) you are resistant to.
    You may gain this power multiple times; each time, choose a new energy type.

    Witch HunterAPG (Ex): You gain a +1 favored enemy bonus (see Ranger) against creatures possessing spells or spell-like abilities. This bonus increases to +2 in an improved rage, +3 in a greater rage, +4 in a mighty rage, and +5 in a primal rage.

    Wolf Harrier (Ex): You gain a sneak attack +1d6 (+2d6 in an improved rage, +3d6 in a greater rage, +4d6 in a mighty rage, and +5d6 in a primal rage). This stacks with the Wolf Totem sneak attack ability (q.v.). It is otherwise similar to the tactics of the wolf stance from the Tome of Battle.

    Wrankletaste (Ex): The internalized savage bitterness of your rage has rendered your very flesh unpalatable. Any creature that bites, engulfs, or swallows you must succeed a Fortitude saving throw (DC 10 + half your class level + your Constitution modifier) or be nauseated for 1 round (2 rounds in an improved rage, 3 in a greater rage, 4 in a mighty rage, and 5 rounds in a primal rage).

    Wrath of Ancestors (Su): At that start of your rage, select one weapon you are wielding. If that weapon is non-magical, it gains an enhancement bonus equal to your rage bonus, and penetrates DR/magic, for the duration of your rage. If the weapon is already magical, its enhancement bonus increases, and/or it gains equivalent value in weapon properties (Chapter 6), as you choose at the beginning of your rage.

    IMPROVED RAGE POWERS

    Spoiler:
    Clear Mind (Ex): You may reroll any 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 referee. You must take the second result, even if it is worse.

    Combat Fury (Ex): Once per day, you can act as if hasted (as the spell) for one round. (This enables you to make an additional melee attack at your highest bonus; you also gain a +1 dodge bonus to AC and Reflex saves, and a +30 ft. enhancement bonus to your base land speed). This is an extraordinary ability activated as a free action, and cannot be dispelled. For every 2 class levels past the 6th, you can use this ability for an additional round per day (up to 8 rounds/day at 20th level); these rounds need not be consecutive.

    Earth Breaker [Strike] (Ex): While in a rage, you can direct a melee attack against the floor around you as a standard action. This attack automatically hits and deals damage normally. If you deal more damage than the floor’s hardness, the space you occupy and a 5-ft. radius around you become difficult terrain. Creatures in this area, except you, must succeed at Reflex saves (DC 10 + half your class level + your Strength modifier) or be knocked prone. Spellcasters must succeed at Concentration checks (DC as above + twice the level of the spell) or ongoing casting is disrupted.
    In a greater rage, the area affected is a 10-ft. radius, rather than only 5 ft. In a mighty rage, the area is a 20-ft. radius. In a primal rage you can affect a 30-ft. radius with this power. Source: Advanced Player’s Guide; this power also emulates the earthstrike quake maneuver from the Tome of Battle. It further subsumes the greater ground breaker power from Ultimate Combat.

    Elemental Blood (Su): You must have the elemental grapple power to select this ability. Your blood becomes super-heated; any opponent damaging you with a non-reach melee attack is sprayed and takes 1d6 energy damage (2d6 in a greater rage, 3d6 in a mighty rage, 4d6 in a primal rage) of the same type as your elemental grapple.

    Fortification (Ex): There is a 25% for you to shrug off precision damage and any other effects of a confirmed sneak attack or critical hit. This improves to 50% in a greater rage, 75% in a mighty rage, and 100% in a primal rage.

    Furious Charge (Ex): You do not provoke attacks of opportunity by moving or charging through threatened squares.

    Hair Trigger (Ex): Your rage begins at any time you wish, even when it's not your turn or when you're surprised; this does not require an action on your part.. You can activate your rage in response to another's action after learning the result but before it takes effect. Thus, you can gain the benefits of rage in time to prevent or ameliorate an undesirable event. For example, you can gain the additional hit points that a rage Constitution bonus grants, just before a blow that would otherwise cause you to fall unconscious; or better your chances of making a successful saving throw against an incoming spell.

    Giant’s Stature (Sp): Your size increases to Large (if you are Medium), or to Medium (if you are Small). You gain a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to your increased size.
    If your size increases to Large you gain a natural reach of 10 feet. Your weapons deal damage according to their new size. Special: If you are a gnome, your size becomes Large rather than Medium; a gnome barbarian with this rage power is equivalent to a spriggan.
    In a greater rage, the size bonuses to Str and Con increase to +4, and you gain a +2 natural armor bonus and low-light vision.
    In a mighty rage, the size bonus to Str increases to +6, and the natural armor bonus to +4. In addition to low-light vision, you gain resist energy 20 (cold, electricity, or fire), and the rock throwing and rock catching abilities of a true giant.
    In a primal rage, you become Huge in stature, gaining a +8 size bonus to Strength, a –2 size penalty to Dexterity, a +6 size bonus to Constitution, a +6 natural armor bonus, low-light vision, rock catching, and rock throwing (range 120 feet, 2d10 damage), energy immunity (cold, electricity, or fire), and a +10 foot enhancement bonus to your speed. Additionally, your reach increases to 15 feet, and your weapons deal damage based on their new size.

    Onslaught of Blows (Ex): You make iterative attacks at your full attack bonus, rather than suffering the normal -5 attack penalty. The effects of this power overlap (do not stack with) the effects of the Multiattack feat.

    Skin Turning (Su): You are shape-strong. Whenever you activate your rage, you may also take the form of your totem animal as if under a beast shape I spell, for the duration of your rage. Bonuses granted by the new form (as the spell) stack with those of rage. You may choose to assume the full animal form, or you can take a hybrid form that enables you to still wield weapons; the stat adjustments are the same in either case. Note: This power (and its improvements) supersedes the Bear Warrior prestige class from Complete Warrior, and also the beastmorph alchemist archetype from Ultimate Combat; you can also play a lycanthrope in this manner.
    In a greater rage, the effect is as a beast shape II spell; possible forms include a Large dire ape (ape totem), brown bear (bear totem), dire boar (boar totem), lion (lion totem), dire wolf (wolf totem), etc.
    In a mighty rage, the effect is as a beast shape III spell; possible forms include a Huge dire ape (ape totem), dire bear (bear totem), dire boar (boar totem), dire lion (lion totem), or dire wolf (wolf totem). You gain all of the bonuses as if for a Huge animal, although your actual size becomes Large.
    In a primal rage, you may take the form of a Large magical beast of a type similar to that of your totem animal, as if under a beast shape IV spell.

    Spell SunderUC [Strike] (Su): As a standard action, you can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, you must make a combat maneuver check against a CMD of 15 + the effect’s caster level. To sunder an effect on a creature, you must succeed at a normal sunder combat maneuver against the creature’s CMD + the spell level of the effect, ignoring any miss chance caused by a spell or spell-like ability. If successful, you suppress the effect for 1 round, or 2 rounds if you exceed the CMD by 5 to 9. If you exceed the CMD by 10 or more, the effect is dispelled.
    You can use this ability as part of a full attack, but doing so imposes a -5 penalty to your attacks and CMB that round.

    Spirit Guardians, Improved (Su): The spirits that surround you grant you a +2 deflection bonus to AC (+3 in a greater rage, +4 in a mighty rage, and +5 in a primal rage). You must have the spirit guardians rage power (q.v.) to select this power.

    Tiger Claw Strike [Strike] (Ex): You must have the salmon leap rage power (q.v.) to select this power. You can combine a single melee attack with an Athletics (jump) check as a standard action. If the results are greater than the opponent’s CMD, treat the opponent as flat-footed to the attack. If the attack hits, it deals additional damage equal to the margin by which the jump results exceeded the opponent’s CMD. This power subsumes a number of the Tiger Claw maneuvers from the Tome of Battle.

    Vigorous Rage (Ex): You gain fast healing 1. This improves to fast healing 2 in a greater rage, fast healing 3 in a mighty rage, and fast healing 4 in a primal rage. You must already have the renewed vigor rage power (q.v.) to select this power.

    GREATER RAGE POWERS

    Spoiler:
    Ancestral Spirits (Sp): You can summon the spirits of the ferocious animals hunted by your ancestors, to fight with you while you rage. Once per day when you activate your rage, one dire lion or woolly rhinoceros, or 1d3 dire wolves, also appear. These spirits remain and attack your enemies without direction on your part for as long as you rage, to a maximum of 1 round per barbarian level you possess. This power is otherwise equivalent to summon nature’s ally V as a spell-like ability.
    In a mighty rage, you can call one dire tiger, dire bear, or hill giant (as summon nature’s ally VI); in a primal rage, you can call 1d4+1 dire tigers, dire bears, or hill giants; or 1d3 mastodons or frost giants (as summon nature’s ally VIII).

    Chaos Stance [Stance] (Ex): When you damage an opponent, for any maximum number rolled on any die (including weapon damage, Vital Strike damage, etc.), roll that die again and add the result. You can continue doing this as long as you continue rolling maximum values on that die. This power duplicates the aura of chaos stance, from the Tome of Battle.

    Delayed Spell Effect (Ex): As an immediate action, you can choose to delay the effect of a single spell or ability used against you. The effect does not take hold until the end of your next turn. You can continue spending immediate actions in subsequent rounds, until your rage ends (at which point the effect takes hold). This power supersedes the spell effect function of the “Mad Foam Rager” feat from the Player’s Handbook II.

    Draconic Rage (Su): You must have the dragon totem to gain this rage power. Your physical form takes on the aspect of your totem, as if you were under the effects a form of the dragon I spell that lasts for the duration of your rage. In a mighty rage, the effect is as form of the dragon II; and form of the dragon III in a primal rage. Bonuses granted by the new form (as the spell) stack with those of rage.

    Eater of MagicUC (Su): Once per rage, when you fail a saving throw against a spell, supernatural ability, or spell-like ability, you can reroll the saving throw against the effect (this does not require an action). If you succeed at the second saving throw, you are not affected by the spell, supernatural ability, or spell-like ability (even if it normally has effects on a save), and you gain a number of temporary hit points equal to the effect’s caster level (in the case of spell or spell-like abilities) or the CR of the effect’s creator (in the case of supernatural abilities). These temporary hit points last until damage is applied to them or until your rage ends, whichever occurs first.

    Feast of Ravens [Stance] (Ex): You gain the effects of the Cleave and Combat Reflexes feats. Additionally, slaying opponents fuels your rage; any round in which you make at least one successful Cleave attack does not count against your daily total number of rounds of the rage ability.

    Ferocious Tenacity (Ex): If you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this damage and keep yourself alive. Each round of rage you spend reduces the attack’s damage by your raging Constitution bonus.
    For example, if you are raging, have a current Constitution score of 18, are currently at 2 hit points, and are hit for 20 hit points of damage (which is enough to bring you to –18 hit points, killing you), you may spend 1 round of rage to reduce the damage by 4 (leaving you perilously close to death at –14 hit points); if you spend 5 rounds of rage, you reduce the damage to 0, leaving you with 2 hit points. Source: Orcs of Golarion.

    Hero-Light (Su): A halo of fiery light shines from your brow, as it did from Cú Chulainn’s in Irish legend. This light is equal to a daylight spell. In addition, those looking on you from within 60 ft. while this light burns must save vs. Fortitude (DC 10 + half your class level + your Charisma modifier) or be dazzled a number of rounds equal to your class level.
    Those within 30 ft. who can see you receive no saving throw, as per the unbearable brightnessUCG spell, and those with light sensitivity within 30 ft. must save or be blinded rather than dazed.
    Opponents at any distance who visually target you with attacks suffer a 20% miss chance against you, even if they are not dazzled outright (this miss chance does not stack with that from being dazzled unless you are in a mighty rage, and does not apply at all if they are not using sight to perceive you).

    Elemental Aura (Su): You must already have the elemental grapple and elemental blood powers to gain this ability. When you activate your rage, you can choose to burst into flames equal to an elemental auraAPG spell; if you choose, you can expand the radius affected to 10 ft. in a mighty rage, and to 20 ft. in a primal rage. The energy is of the same type as your elemental grapple ability.

    Spirit Guardians, GreaterAPG (Su): You must have the spirit guardians and improved spirit guardians power to gain this power. Your sprit guardians automatically damage living enemies adjacent to you (or in your square) at the start of your turn, without needing to roll to hit. In addition, the spirit wisps can now attack foes (rolling to hit normally) that are up to 10 feet away from you (15 ft. in a mighty rage; 20 ft. in a primal rage).

    Superstition, Greater (Ex): Magic breaks on you like waves breaking against a rocky shore. While raging, you gain spell resistance equal to 11 + your barbarian level.

    Unexpected Opening (Ex): You can make an attack of opportunity against a foe that moves into or out of any square threatened by you, regardless of whether or not that movement would normally provoke an attack of opportunity.

    Unrestrained Fury (Ex): You gain freedom of movement. This is an extraordinary (rather than spell-like) ability and cannot be dispelled.

    Winged Victory (Ex): When you activate your rage, great wings unfurl from your back, granting you a base fly speed of 60 ft. You also add Fly to your list of class skills.

    MIGHTY RAGE POWERS

    Spoiler:
    Chaotic Rage (Su): You gain DR/lawful equal to half your barbarian level. Your weapons, natural weapons, and unarmed attacks are considered [chaotic] for the purpose of overcoming damage reduction, and also deal +2d6 points of anarchic damage against creatures with the [lawful] subtype. Sources: Advanced Player’s Guide; 3.5 edition System Reference Document (“Epic Feats”).

    Elemental Destruction (Su): You must already have the elemental grapple, elemental blood, and elemental aura rage powers to gain this ability. Manufactured weapons striking you must save vs. Reflex at DC 10 + half your class level + your raging Constitution modifier or melt into useless slag. Magic weapons gain a resistance bonus on the save equal to their enhancement bonus.

    Energy AbsorptionAPG (Su): You must have the storm-bred rage power (q.v.) to select this power. Instead of merely resisting the specified energy type, you absorb that amount of energy instead, gaining 1 temporary hit point per 2 points of damage absorbed. These temporary hit points last until the end of your rage.

    Frenzy (Ex): When you activate your rage, you may choose to gain an additional +4 bonus to Strength and take a -4 penalty to AC. When making a full attack, you also gain a single extra attack at your full attack bonus (this is not cumulative with any extra attacks granted by haste, a speed weapon, or the like). While in a frenzy, you take 2 points of nonlethal damage per round and must continue to attack until no living targets remain in sight; your frenzy lasts until you have no rounds left to rage. In order to end the frenzied rage early, you must succeed on a DC 20 Will save as a free action. This power supersedes the Frenzied Berserker prestige class feature of the same name (Complete Warrior).

    Gae Bolga [Strike] (Ex): As a full-round action, make a single ranged attack with a throwing weapon. If you successfully hit, the weapon deals precision damage equal to 1d6 x your class level (i.e., a 16th level barbarian deals +16d6 damage), and you automatically penetrate the target’s damage reduction and fortification (if any). The effects of the gae bolga supersede (do not stack with) additional damage from the Vital Strike feat.

    Luck of the Norns (Su): You gain 1 temporary Hero Point while raging. If you don't use this hero point during your rage, it disappears when your rage ends. This power supersedes the auspicious mark rage power from Ultimate Combat.

    Mountain Hammer (Ex): When you execute a Vital Strike, the bonus damage is doubled, and you automatically ignore any hardness, damage reduction, and/or fortification the target possesses. This power is otherwise similar to the maneuver chain of the same name in the Tome of Battle.

    Retributive Stance [Stance] (Ex): You can adopt a fighting stance that exposes you to harm but allows you to take advantage of your opponents' exposed defenses as they reach in to attack you. Anyone who attacks you gains a +4 circumstance bonus on attack rolls and damage rolls against you. In return, they provoke attacks of opportunity from you each time they swing. Resolve your attack of opportunity after your foe's attack. You choose each round as a free action whether to adopt this stance, which supersedes the “come and get me” rage power from the Advanced Player’s Guide. Note: This rage power does not grant additional attacks of opportunity per round.

    Shieldbreaker (Ex): Whenever you strike the same opponent with two or more melee attacks in the same round, you can attempt to tear away the target's armor and shield as a free action by making a CMB check. If successful, the target's armor and shield are torn from his body and dismantled, falling to the ground. Armor subjected to this attack loses half its hit points and gains the broken condition if the target fails a Reflex save (DC 10 + half your class level + your Strength modifier).

    Spellbreaker (Su): You powerfully spurn magic. By moving into an area already occupied by some spell effect (such as a cloudkill spell or a wall of fire) you have a chance to dispel the effect, as if by a dispel magic (roll 1d20 + your barbarian level, against DC 11 + the spell’s caster level). If you fail to dispel a particular ongoing effect, moving into its area again on subsequent occasions automatically fails to dispel it as well. You must already have the greater superstition power in order to select this ability.

    Sudden Charge (Ex): Once per rage, you can make a single charge attack as an immediate action. You gain only one attack at the end of this charging movement (or one attack with each weapon, if you have the Improved Two-Weapon Fighting feat), even if you have the Skirmish feat or some other pounce ability.

    PRIMAL RAGE POWERS

    Spoiler:
    Aura of Superstition (Sp): You generate an emanation in a 10-ft. radius equal to an antimagic field. However, your spell-like and supernatural rage powers continue to function within the field, as do any magic items you possess that are bound to you by personal numen (Chapter 6). You must already have the greater superstition and spellbreaker rage powers to select this power.

    Beyond the Grave (Su): If you are killed while raging with enemies still present and undefeated, you automatically rise as a revenant when your rage ends to continue fighting (modified from the template in Monsters of Faerun, not the base creature in Pathfinder Adventure Path Volume 2). Any enemy witnessing this occurrence must save vs. Will (DC 10 + half your Hit Dice + your new Charisma modifier) or be cowering with fear for 2d4 rounds. As a revenant, you gain undead traits, immunity to channeled positive energy, damage reduction 5/— (which stacks with any barbarian DR you already possess), regeneration 3 (fire deals normal damage), and immunity to acid, gas, cold, electricity, polymorph, and mind-affecting attacks. You also gain a +4 racial bonus to Strength and a +2 racial bonus to Charisma, and you have no Constitution score (you lose bonus hp and Fortitude save modifiers from Constitution and gain them from Charisma instead). In your undead state, you deal +1d10 damage on any hit against remaining enemies, and can track them unerringly if they flee, even across planar boundaries.

    Improved Power Attack [Stance] (Ex): You gain extra benefit from use of the Power Attack feat. For each point of penalty taken to attack rolls, you gain an additional +1 bonus to damage. Note: This power supersedes the Frenzied Berserker’s “supreme power attack” prestige class feature (Complete Warrior).

    Incite Rage (Su): You can inspire willing allies into a rage as a free action. Willing allies within 10 feet of you when this power is activated gain the benefits of rage as if they were 1st level barbarians. Counts each ally’s duration of rage against your own daily allotment of rage rounds. This power can be used once per rage. Note: This power supersedes the Frenzied Berserker’s “inspire frenzy” prestige class ability, from Complete Warrior.

    Protective Spirits, Primal (Su): You must have the protective spirits rage power to select this power. Your protective spirits aura acts as a holy aura (or cloak of chaos, shield of law, or unholy aura) protecting you and your allies within the aura.

    Trollborn (Ex): You gain regeneration 1 (fire and acid still inflict normal damage on you). If you have fast healing (for example, from the vigorous rage power) your existing fast healing becomes regeneration instead, and the amount stacks with the regeneration you receive from this power (maximum regeneration 5 hp/round).


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    Kirth Gersen wrote:
    I was thinking about that the other day. I'd like to make all of the hexes into [reserve] spell-like abilities, gained based on class level instead of ranks in Concentration: the witch would gain a 1st level hex at 2nd level, a 1st or 2nd at 4th, etc. That would eliminate a whole extraneous sub-system.

    Even simpler:

    Spoiler:
    Hexes (Sp): In place of school powers, the witch gains a racial suite of spell-like abilities (Chapter 8). For each spell level, choose one ability from the following list. (Other options are allowable with referee permission; any spell with the [curse] descriptor is generally appropriate.)

    1st—bane, brand (APG), charm animal, charm person, claws of the bear (MF), comprehend languages, disguise self, doom, feather fall, speak with animals
    2nd—cure light wounds, curse of the gypsies (Dr348), desecrate, misfortune (APG), sleep, speak with vermin
    3rd—alter fortune (PHII), beast claws (CD), beast shape I, bestow curse, borrow fortune (APG), clairvoyance, contagion, cure moderate wounds, deep slumber, dominate animal, fly, mirage arcana (your home only), remove disease, speak with plants, strangling hair (UM), tongues, water breathing
    4th—arcane eye, beast shape II, lesser age resistance (UM), blight, cure serious wounds, finger of agony (CM), greater brand (APG), poison
    5th—baleful polymorph, cure critical wounds, dominate person, dream, magic jar, major curseUM, nightmare, overland flight, suffocation (APG)
    6th—age resistance (UM), eyebite, heartfreeze (FB)
    7th—control weather, finger of death, greater age resistance (UM), reincarnate, resurrection, vision
    8th—binding, earthquake
    9th—cursed earth, shapechange, storm of vengeance


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    I propose adding the following language to the ediolon description for the Summoner sorcerer:

    Spoiler:
    The eidolon's physical appearance is up to you, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. Your eidolon starts with 1 Outsider HD (d10, +1 BAB, 6+Int mod skill points) and the following:

  • Small or Medium size;
  • The elite attribute array (15, 14, 13, 12, 10, 8) assigned as you see fit;
  • Two racial feats (choose from those listed for animals or fey in the Kirthfinder Bestiary);
  • Two racial traits (likewise);
  • Three natural attacks (generally one bite and two claws, but you can describe them as two tentacles and a slam, or one primary and two less powerful bites, etc. as befitting the form of your eidolon);
  • Your eidolon also gains the Bonded Companion template, as listed under the Druid’s mark of the wild class feature.

    It is considered CR ½. As you gain in power, so does your eidolon; starting at 4th level, its racial HD increase to 2 and its natural armor bonus increases by +1 (CR 1). Thereafter, its CR increases by 1 per additional class level you gain. For each CR increase, either add 2 racial HD and +1 to its natural AC, or else apply a CR +1 template (Advanced, Celestial, Giant, etc.). You can also choose to “save up” for more powerful templates. This freedom of design eliminates the need for tables of base stats, “evolution points,” and so on.
    Your eidolon gains no numen of its own, but you can assign some or all of your own numen to it, either in the form of magic items, or as if it were a magic item itself (Chapter 6).


  • You can then eliminate all the eidolon stats tables, evolutions descriptions, and so on. This is spurred by the Kirthfinder design goals of eliminating extraneous sub-systems and increasing player freedom of choice. Importantly, it also reduces page count.


    Proposed Erratum to Chapter 6:

    Feats: When pricing feats with numen, feats that (a) provide a numerical bonus, or negate a bonus, and (b) do so regardless of the level or BAB of the possessor of the feat (e.g., Chaotic Mind, but not Dodge), are priced at 2,000 numen * the total magnitude of the bonus affected. For example, buying Chaotic Mind for 2,000 numen would negate a maximum insight bonus of +1.


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    Totems:

    STANDARD (TOTEMLESS) BARBARIAN

    Spoiler:
    Like Robert E. Howard’s Conan, you shun any spiritual connection with some tribal totem and instead exemplify the unthinking wariness and hair-trigger violence of a born killer.
    Favored Terrain: Plains or Hills.
    Totem Skills: Stealth, Survival.
    Bonus Feats: Alertness, Cleave, Improved Initiative, Staredown, Strength Training, Toughness.
    Totem Abilities:
     Keen Senses (Ex): You gain low-light vision and scent
     Mistrust of Magic (Ex): By concentrating as a full-round action, you can detect magic in a 60-ft. cone. By concentrating an additional round, you sense the power of the most potent aura, and after a third round you correctly identify any illusions in the area.
     Gather Barbarian Horde (Ex): Given one week in an area in which barbaric tribes dwell, you may gather a horde of barbarians. These number the same as your followers would if you had the Leadership feat, but all are barbarians, and you add your Strength bonus in addition to your Charisma modifier when determining your Leadership score. The horde must be gathered for a specific, short-term purpose (e.g., “destroy the City of Necromancers and slay all within”), and can be held together a maximum number of weeks equal to the number of class levels you possess. If the purpose has not been fulfilled by that time, the horde disbands, and you cannot gather another horde from that area.

    APE TOTEM

    Spoiler:
    "In seconds, while holding a lit cigarette in one hand, he can climb a tree and triangulate precisely the best spot from which to view an orangutan from the ground." ―Sy Montgomery,
    Walking With The Great Apes (1991)

    You are agile and strong, possessed of the bestial reflexes needed to survive in the rain forests of your homeland.
    Favored Terrain: Forests and jungles.
    Totem Skills: Acrobatics, Escape Artist.
    Bonus Feats: Alertness, Giant-Slayer, Improved Grapple, Strength Training, Two-Weapon Strike, Staredown.
    Totem Abilities:
     Brachiation (Ex): Starting at 3rd level, you gain a climb speed equal to 10 ft. x your rage bonus (even when not raging). This stacks with any climb speed derived from favored terrain, it stacks with this one. You can move through trees, vines, etc. at your full climb speed.
     Powerful Build (Ex): Starting at 7th level, your physical stature lets you function in many ways as if you were one size category larger. This applies to your CMB and CMD. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. Your heavy weapons and unarmed strikes deal damage as if they were one size larger. However, your space and reach remain those of a creature of your actual size. The benefits of this ability stack with the effects of most powers and spells that change the subject’s size category, but not with the Giant’s Stance feat.
     Simian Reach (Ex): Starting at 11th level, your long arms grant you an additional 5 ft. of reach.

    ANKYLOSAURUS TOTEM

    Spoiler:
    Unlike most barbarians, you come from a tribe that values heavy armor and solid protection. This totem supersedes the Armored Hulk archetype from Ultimate Combat.
    Favored Terrain: Plains.
    Totem Skills: Endurance, Craft (smith).
    Bonus Feats: Crushing Blow, Exotic Shield Proficiency (tower shield), Exotic Weapon Proficiency (heavy mace, morning star, or heavy flail), Heavy Armor Proficiency, Weapon Specialization (heavy mace, morning star, or heavy flail).
    Totem Abilities:
     Armor Training (Ex): At 3rd level, you gain Armor Training (as the fighter talent of the same name), with a bonus equal to your rage bonus. If you have levels in fighter, use the fighter progression for that talent, and your barbarian levels provide Full synergy (Chapter 1).
     Powerful Build (Ex): As the ape totem ability; you gain this at 7th level.
     Immovable [Stance] (Ex): Starting at 11th level, you can adopt a stance that makes you nearly impossible to move by physical or magical means. While in this stance, you are immune to bull rush, reposition, drag, trip, and throw maneuvers, and cannot be picked up, carried, or moved by magical or physical effects; you also have a personal dimensional anchor effect.

    BAT TOTEM

    Spoiler:
    You are small and agile, adept at hiding from your enemies and baffling their attacks.
    Favored Terrain: Underground.
    Totem Skills: Acrobatics, Stealth.
    Bonus Feats: Alertness, Blind-Fight, Dodge, Feat Mastery (Blind-Fight), Spring Attack, Wind Stance.
    Totem Abilities:
     Darkvision (Ex): At 3rd level, the range of the darkvision provided by your favored terrain (10 ft.) expands by an additional 50 ft.. If your race provides darkvision as well, the ranges stack.
     Evasion (Ex): At 7th level, you gain Evasion (as the rogue class feature of the same name); you gain Improved Evasion at 15th level, but do not gain Greater Evasion.
     Vampire Bat (Su): Starting at 11th level, you can use vampiric touch at will, with a caster level equal to your base attack bonus. You can use this normally as a melee touch attack, or can channel it through a melee weapon as a [strike].

    BEAR TOTEM

    Spoiler:
    You are bigger and stronger than most others of your race, and they tend to look to you for protection and leadership. In Mi’kmaq and some other Native American cultures, the bear makes an astral journey to bring medicines to the people.
    Favored Terrain: Hills and mountains (brown or black bear totem), arctic (polar bear totem), or Astral Plane (Ursa Major).
    Totem Skills: Diplomacy, Heal.
    Bonus Feats: Defensive Rebuke, Fight On, Improved Grapple, Leadership, Shared Shield, Strength Training.
    Totem Abilities:
     Scent (Ex): At 3rd level, you gain the Scent special quality (as the bear warrior prestige class from Complete Warrior).
     Powerful Build (Ex): As the ape totem ability; you gain this at 7th level.
     Medicine Giver (Ex): At 11th level you gain a suite of racial spell-like abilities, using your Heal skill in place of Concentration: 1st—cure light wounds, 2nd—lesser restoration, 3rd—create food & water, 4th—neutralize poison, 5th—dream, 6th—globe of invulnerability, 7th—regenerate, 8th—animal shapes (bears only), 9th—astral projection.

    BLOODLINE TOTEM

    Spoiler:
    Pick a sorcerer bloodline (q.v.); your totem is represented by that bloodline in some way. This allows you to simulate a Bloodrager (Advanced Class Guide) by multiclassing barbarian with sorcerer.
    Favored Terrain: None.
    Totem Skills: Concentration, Spellcraft.
    Bonus Feats: Choose from the bonus feats listed for your sorcerer bloodline.
    Totem Abilities:
     Blood Casting (Su): Starting at 3rd level, you can cast sorcerer spells while in a rage. You gain Weak sorcerer spellcasting theurgy from your barbarian levels. Your barbarian levels also provide Full synergy for purposes of determining your bloodline resistances, and weak synergy towards determining bloodline powers gained.
     Blood Sanctuary (Ex): Starting at 7th level, you can choose not to be affected even if you are within the area of an area-effect spell cast by you or one of your allies.
     Bloodrage Spell (Ex): Starting at 11th level, whenever you activate your rage you can simultaneously cast any one sorcerer spell you know on yourself as a swift action. This spell ends when your rage ends, even if its normal duration has not ended.

    BOAR TOTEM

    Spoiler:
    Heavy-set, gluttonous, and monstrously ugly, you have few friends—but your enemies fear your ferocity and resistance to injury.
    Favored Terrain: Plains.
    Totem Skills: Endurance, Survival.
    Bonus Feats: Improved Natural Armor, Improved Overrun, Iron Will, Skirmish, Stamina Training, Toughness.
    Totem Abilities:
     Improved Damage Reduction (Ex): Starting at 3rd level, your normal barbarian damage reduction doubles.
     Powerful Charge (Ex): At 7th level, you gain Spirited Charge as a bonus feat. You can use this ability with any piercing weapon, even when you are not mounted. In addition, if you have the Spearfighter feat, you can use it in conjunction with any piercing weapon or natural attack.
     Pig’s Gluttony (Su): Starting at 11th level, you can derive nutrition from anything you can swallow, and are immune to ingested poisons. You can even eat active spell effects; treat this as dispel magic with a range of touch and a caster level equal to your class level. Starting at 19th level, you can eat magic items as well (treat as 3.5 edition disjunction, again with a range of touch).

    BULL TOTEM

    Spoiler:
    Favored Terrain: Plains.
    Totem Skills: Bluff, Escape Artist.
    Bonus Feats: Cleave, Daunting Strike, Heedless Charge, Improved Bull Rush, Improved Overrun, Strength Training.
    Totem Abilities:
     Dashing Step (Ex): Starting at 3rd level, the penalty to AC when you charge is reduced by 2 (minimum 0). You also receive a sacred bonus to AC against attacks of opportunity made against you while charging equal to your rage bonus (even when not raging).
     Gorgon’s Blood (Ex): Starting at 7th level, you are immune to Dexterity damage and Dexterity drain, and cannot be paralyzed or turned to stone.
     Unstoppable Charge (Ex): At 11th level, you gain immunity to entanglement and Check maneuvers. If you have the Improved Overrun feat, you can use your trample ability on barriers in the path of your charge, and ignore any hardness on barriers attacked in this manner. You gain a combat maneuver (Overrun) check to destroy a wall of force or prismatic wall if you charge into it (1d20 + your class level + your Str bonus, against a DC of 11 + the wall’s spell level + the wall’s caster level. If you fail to destroy a wall of force, you take damage as if you had trampled yourself and you stop immediately in front of the barrier. Failing to destroy a prismatic wall subjects you to the wall’s full effects.

    DRAGON TOTEM

    Spoiler:
    Your prowess and ferocity strike fear into the hearts of those who stand against you.
    Favored Terrain: Hills and mountains or underground (dragon totem), or arctic (linnorm totem).
    Totem Skills: Bluff, Perception.
    Bonus Feats: Blind-Fight, Improved Natural Armor, Iron Will, Penetrating Strike, Resist Energy, Shatter Defenses.
    Totem Abilities:
     Totem Immunities (Ex): Starting at 3rd level, you are immune to fear, paralysis, and sleep.
     Breath Weapon (Su): At 7th level, you gain a breath weapon as a supernatural ability usable three times per day; it takes the shape of a 60-ft. line or 30-ft. cone and deals energy damage (of a type appropriate to your specific dragon or linnorm totem) equal to 1d6 x your class level (Reflex half, DC 10 + half your class level + your Con modifier).
     Frightful Presence (Ex): At 11th level, you gain Staredown and Feat Mastery (Staredown) as bonus feats.

    ELEPHANT TOTEM

    Spoiler:
    In addition to being admired for its size and prowess in war, the elephant has long been a symbol of wisdom, royalty, divine protection, and virility. You consider your rage to be akin to a bull elephant’s musth state.
    Favored Terrain: Plains or Forests.
    Totem Skills: Diplomacy, Knowledge (lore).
    Bonus Feats: Awesome Blow, Heedless Charge, Improved Bull Rush, Improved Overrun, Improved Natural Armor, Moral Training.
    Totem Abilities:
     Great T’Phon (Ex): Starting at 3rd level, your carrying capacity triples (as if affected by an ant haulAPG spell, but this is an extraordinary ability and cannot be dispelled.
     Powerful Build (Ex): As the ape totem ability; you gain this at 7th level.
     Wisdom of Ganesha (Ex): At 11th level you gain a suite of racial spell-like abilities, using your Diplomacy skill in place of Concentration if the bonus is greater: 1st—protection from evil, 2nd—bull’s strength, 3rd—prayer, 4th—divination, 5th—greater heroism, 6th—geas, 7th—repulsion, 8th—earthquake, 9th—storm of vengeance.

    FOX TOTEM

    Spoiler:
    Favored by Small barbarians such as gnomes and halflings, the fox totem is for swiftness and cunning more than brute strength.
    Favored Terrain: Forest (red fox), cold (arctic fox), or desert (fennec or coyote).
    Totem Skills: Acrobatics, Stealth
    Bonus Feats: Agility Training, Careful Attack, Combat Expertise, Dodge, Giant-Slayer, Improved Feint.
    Totem Abilities:
     Reynard’s Luck (Ex): Starting at 3rd level, you gain a bonus Hero Point (Chapter 1) at the start of each day. If not used within 24 hours, it is lost in favor of the new one for the next day; you cannot accumulate these bonus points.
     Evasion (Ex): At 7th level, you gain evasion, as the rogue class feature of the same name. At 15th level, this improves to Improved Evasion. You do not receive greater evasion, however.
     Sour Grapes (Su): You are accustomed to surviving the humiliating failures of even your most audacious tricks. Starting at 11th level, you are immune to the effects of starvation and dehydration (including desiccation damage), and need not breathe (rendering you immune to inhaled poisons, suffocation, and drowning).

    FROG TOTEM

    Spoiler:
    Barbarians with the primordial Frog totem represent the most primitive of their class.
    Favored Terrain: Marshes and swamps (frog), or underground (lizard totem; otherwise identical).
    Totem Skills: Bluff, Planar Sense.
    Bonus Feats: Careful Speaker, Chaotic Mind, Great Fortitude, Penetrating Strike, Skill Trick (jump), Toughness.
    Totem Abilities:
     Disruptive (Ex): At 3rd level you gain the Disruptive fighter talent (q.v.), using your barbatian level in place of your fighter level. If you have levels in fighter, they provide Full synergy towards this ability.
     Nondetection (Ex): At 7th level, you gain a permanent nondetection effect, as the spell with a caster level equal to your class level (even if you have no ranks in Concentration), except that this is an extraordinary ability and cannot be dispelled.
     Spell Resistance (Ex): Starting at 11th level, you gain spell resistance equal to 11 + your class level.

    HAWK TOTEM

    Spoiler:
    Hawk totem barbarians are fast and graceful, often preferring the use of ranged weapons.
    Favored Terrain: Hills and mountains, or desert.
    Totem Skills: Handle Animal, Perception.
    Bonus Feats: Blinding Strike, Dodge, Far Shot, Precise Shot, Rapid Shot, Skirmish.
    Totem Abilities:
     Animal Companion (Ex): At 3rd level, you gain a hawk as an animal companion. Your effective druid level is equal to your barbarian level; you can improve your animal companion as a druid does, and eventually attain a more powerful hawk-like animal (e.g., a roc at 12th level). It takes 1 in an appropriate terrain, and a DC 15 Handle Animal check, to find a new companion if the previous one dies.
     Eyes of the Eagle (Sp): Starting at 7th level, you can spend a move action in order to lose your own vision and instead see through the eyes of your animal companion; switching back is a free action. You can do this as often as desired. In addition, up to 3 times per day you can see through the eyes of a different bird of prey; treat this as a clairvoyance spell (at a caster level equal to your class level), but it works only outdoors.
     Speed of the Hawk (Su): Starting at 11th level, as a swift action, you can act as if hasted for 1 round. This ability can be used a number of times per day equal to your class level.

    HIVE TOTEM

    Spoiler:
    Certain tribes of barbarians revere the mindless vermin of their homelands, honoring their toughness, sense of community, and ability to strip all edible material bare. This totem was adapted from the rage powers of the same name from Ultimate Combat.
    Favored Terrain: Jungle, swamp, or underground.
    Totem Skills: Craft (toxicology), Handle Animal.
    Totem Feats: Chaotic Mind, Combat Reflexes, Fight On, Improved Flanking, Iron Will, Serenity.
    Totem Abilities:
     Hive Resistance (Su): Starting at 3rd level, you take no damage from attacks by swarms, preventing harmful secondary effects of such attacks like distraction, poison, etc. In addition, you can use the Handle Animal skill on vermin without the usual +4 to the DC.
     Hive Toxicity (Su): Starting at 7th level, you can envenom any piercing weapon you use with the equivalent of giant scorpion venom (DC 10 + half your class level + your Constitution modifier, damage 1d2 Str/rd. for 6 rounds, cure 1 save) at no cost, to a maximum number of doses per day equal to your barbarian level plus your number of ranks in Craft (toxicology) skill.
     Cloak of Vermin (Su): Starting at 11th level, you are constantly surrounded by a 5-ft. radius swarm of Diminutive biting, flying insects. Those within the area (except you) are attacked by the swarm (damage equal to that of your Vital Strike, plus distraction). Your cloak of vermin has Hit Dice equal to your class level, and uses your Constitution modifier, AC, and saving throws. If your attendant vermin swarm is destroyed, it recovers at the rate of 1 effective druid level per day.

    HONEY BADGER

    Spoiler:
    Barbarians with this totem often live in burrows in the hills, bursting forth to slay their enemies with great ferocity and tenacious resolve.
    Favored Terrain: Hills and mountains.
    Totem Skills: Bluff, Escape Artist.
    Bonus Feats: Great Fortitude, Improved Grapple, Improved Natural Armor, Stamina Training, Toughness, Unclean Strike.
    Totem Abilities:
     Burrow (Ex): A 3rd level, you gain a burrow speed equal to 5 ft. x your rage bonus (through sand and earth only, not solid rock).
     Fearless (Ex): Starting at 7th level, you are immune to all [fear] effects. In addition, you are immune to the attacks of swarms.
     Snake-Eater (Ex): At 11th level, you gain immunity to all [afflictions], including disease, poison, nausea, and sickness.

    HORSE TOTEM

    Spoiler:
    Like a Comanche brave or one of Genghis Khan’s Mongols, you were born in the saddle. You are keenly aware that, on the plains or steppes of your homeland, a man without a horse is soon a dead man. Horse totem barbarians often call themselves Horselords (as per Dragon magazine, issue 338), and may refer to their rage as a “battle ecstasy.”
    Favored Terrain: Plains or desert.
    Totem Skills: Handle Animal, Survival.
    Bonus Feats: Magical Talent (create water, predict weather, etc.), Mounted Combat, Skirmish, Spirit Banner (as the fighter’s “banner” talent), Spirited Charge, Steady Aim.
    Totem Abilities:
     Animal Companion (Ex): At 3rd level, you gain a horse as an animal companion (as that function of the Druid’s mark of the wild class feature). It takes 1 week and a DC 15 Handle Animal check to find a new companion if the previous one dies. If you have Plains as your favored terrain, your mount also receives the bonus to base land speed. As your skill in Handle Animal improves, you can improve your horse as noted for animal companions; at higher levels, you can conceivably trade an actual horse for a horse-like steed such as a hippogriff, nightmare, pegasus, or dragon horse, subject to the CR limits based on your level and skill bonus.
     Ferocious Mount (Ex): At 7th level, your animal companion gains damage reduction equal to yours. While you rage, your mount gains the benefits of your rage and all active rage powers for as long as you remain mounted or adjacent to it.
     Planar Mount (Su): At 11th level, your mount gains the following suite of racial spell-like abilities (Chapter 8), using your class level as its caster level in place of ranks in Concentration: 0—create water, 1st—expeditious retreat, 2nd—blur, 3rd—water walking, 4th—air walk, 5th—plane shift, 6th—find the path, 7th—ethereal jaunt, 8th—rapid journeyRR, 9th—astral projection (self and riders only).

    KRAKEN TOTEM

    Spoiler:
    You are at home in and on the waves of the icy seas.
    Favored Terrain: Water (shipboard) or Water (underwater).
    Totem Skills: Concentration, Knowledge (planes).
    Bonus Feats: Favored Terrain (increase existing bonus by +2; you can gain this multiple times), Improved Grapple, Improved Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Strike, Two-Weapon Versatility.
    Totem Abilities:
     Strong Swimmer (Ex): Swim speed equal to 5 ft. x rage bonus (even when not raging); stacks with swim speed from favored terrain (if any).
     Freedom of Movement (Ex): Starting at 7th level, you are at home beneath the choppy seas, and are as adept as escaping as the jetting squid. You can grant yourself freedom of movement and water breathing (as the spells, but as an extraordinary ability) as a swift action, lasting 1 minute per class level per use. You can use this ability once per day per 3 class levels you possess.
     Storm Magic (Sp): At 11th level, you gain the following suite of racial spell-like abilities: 1st—obscuring mist, 2nd—resist energy, 3rd—call lightning, 4th—dominate animal (marine life only), 5th—control winds, 6th—summon nature’s ally VI (marine life only), 7th—control weather, 8th—maelstromCD, 9th—storm of vengeance.

    LION TOTEM

    Spoiler:
    Like a Maasai warrior, you are at home on the grassy savannah and rough badlands. A barbatian with this totem supersedes the Singh Rager prestige class from Oriental Adventures. N.B. The pounce ability granted by the spirit lion totem (from Complete Champion) has been superseded in these house rules by the Skirmish feat (q.v.). The damage bonus when charging conferred by the Unearthed Arcana lion totem is likewise already subsumed into the Vital Strike and Skirmish feats.
    Favored Terrain: Plains.
    Totem Skills: Acrobatics, Stealth.
    Bonus Feats: Agility Training, Fleet, Lightning Reflexes, Skirmish, Spearfighter, Staredown.
     Lion-Hearted (Ex): At 3rd level, you gain low-light vision. You are also immune to fear and [fear] effects.
     Lion’s Pounce (Ex): Starting at 7th level, when you make a charge attack, the critical threat range of your weapon(s) increases by one (e.g., from 19-20 to 18-20). This ability stacks with the effects of the Improved Critical feat and/or keen weapon property. This ability supersedes the Jaguar Pounce feat from Pathfinder Companion: Sargava, the Lost Colony.
     Swiftness of the Lioness (Ex): Starting at 11th level, as a swift action, you can act as though under a haste spell for one round, but this is an extraordinary ability, rather than a spell-like ability. You can use this ability a number of times per day equal to your class level.

    OUROBOROS TOTEM

    Spoiler:
    You revere the Worm Ouroboros, a symbol of the unity of your home world and defense against outsiders. This totem was adapted from the chain of World Serpent Totem rage powers (Ultimate Combat).
    Favored Terrain: Plains, mountains, or underwater
    Totem Skills: Knowledge (planes), Planar Sense.
    Bonus Feats: Aligned Strike, Anchoring Blow, Counterport, Moral Training, Paragon of Insight, Serenity.
    Totem Abilities:
     World Stability (Ex): Starting at 3rd level, you cannot be knocked prone, and gain a sacred bonus to CMD against other maneuvers equal to your rage bonus (even when not raging).
     World Serpent Unity (Ex): At 7th level, you gain outsiders (all) and aberrations as favored enemies (as the ranger lore of the same name), using your barbarian level in place of your ranger level (if you also have levels in ranger, they provide Full synergy). You can use the Aligned Strike or Anchoring Blow feat (if possessed) in conjunction with a full attack against these enemies without the normal -5 attack penalty.
     World Serpent Resistance (Ex): At 11th level, you gain spell resistance equal to 11 + your class level.

    RAT TOTEM

    Spoiler:
    Rat totem barbarians are often Small creatures themselves, like goblins, kobolds, or halflings.
    Favored Terrain: Urban or underground.
    Totem Skills: Escape Artist, Stealth.
    Bonus Feats: Catch Off-Guard, Giant-Slayer, Great Fortitude, Improved Feint, Unclean Strike, Weapon Finesse.
    Totem Abilities:
     Sneak Attack (Ex): At 3rd level, you gain sneak attack +1d6 (as the rogue class feature of the same name). This improves by +1d6 per 4 levels thereafter (maximum +5d6 at 19th level).
     Call of the Sewers (Sp): Starting at 7th, level, you can summon a rat swarm once per day as a spell-like ability, as per a summon swarm spell with a caster level equal to your barbarian class level (even if you have no ranks in Concentration). At 7th level, you can either use this ability twice per day, or else once per day to summon 1d4+1 rat swarms. At 11th level, you can use this ability at will, or three times per day to summon 1d3 rat swarms, or once per day to summon 3d6 rat swarms.
     Survivor (Ex): At 11th level, you gain immunity to all [afflictions], including disease, poison, nausea, and sickness.

    SCORPION TOTEM

    Spoiler:
    Scorpion totem barbarians can represent the “whirling dervishes” of the desert places. They are generally ascetics, eschewing material possessions other than their clothing and weapons.
    Favored Terrain: Deserts.
    Totem Skills: Concentration, Knowledge (planes).
    Bonus Feats: Exotic Weapon Proficiency (scimitar), Improved Natural Armor, Improved Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Strike, Weapon Finesse.
    Totem Abilities:
     Dust Devil (Ex): At 3rd level, you gain the ability to can kick up a cloud of dust while you fight as a free action, granting you partial concealment (20% miss chance). You can use this ability a number of rounds per day equal to your class level. If activated while raging, you pay the duration cost only for the first round; the effect automatically lasts thereafter until your rage ends.
     Wisdom of the Wastes (Sp): At 7th level, you gain the following suite of racial spell-like abilities (Chapter 8): 1st—locate waterSSt, 2nd—blades of fireCA, 3rd--haboobSSt, 4th—poison, 5th—control winds, 6th—true seeing, 7th—summon nature’s ally VII (djinn), 8th—whirlwind, 9th—etherealness.
     You achieve complete submission to the will of your deity, At 11th level, you become immune to [mind-affecting] spells and effects.

    SERPENT TOTEM

    Spoiler:
    Living deep in the rain forests, Serpent totem barbarians often use poisoned missiles from ambush, then swiftly attack and slay their foes in melee.
    Favored Terrain: Forests and jungles, or marshes and swamps.
    Totem Skills: Bluff, Craft (toxicology).
    Bonus Feats: Ability Focus (hypnotic gaze), Improved Grapple, Improved Initiative, Lightning Reflexes, Skill Focus (Stealth), Venomous Strike.
    Totem Abilities:
     Serpent’s Glide (Ex): At 3rd level, you gain a climb speed and a swim speed, each equal to 5 ft. x your rage bonus (even when not raging). If you already have a climb and/or swim speed, the speed(s) stack.
     Poison Use (Ex): Starting at 7th level, you never risk poisoning yourself when envenoming your weapons. In your native rain forest, you can envenom your arrows and/or blowgun darts with the equivalent of black adder venom (DC 10 + half your class level, damage 1d2 Con/rd. for 6 rounds, cure 1 save) at no cost, to a maximum number of missiles per day equal to your barbarian level plus your number of ranks in Craft (toxicology) skill.
     Hypnotic Gaze (Su): Starting at 11th level, as a standard action, you can entrance any single creature within 30 ft. that meets your gaze. The victim must succeed at a Will save (DC 10 + your barbarian level) or be fascinated for 2d4 rounds. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect. The victim takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature's ally may shake it free of the spell as a standard action. Starting at 15th level, you can activate this ability as a move action. At 19th level, you can target one creature per round as a swift action.

    SHARK TOTEM

    Spoiler:
    Sharks are often viewed as deified ancestor spirits in Hawaiian mythology, making this a particularly appropriate totem for characters from a society modeled on the Pacific Islands. Barbarians with the shark totem manifest the spirit of the ocean’s most feared predator, with senses and instincts designed to stalk prey from huge distances.
    Favored Terrain: Water (underwater).
    Totem Skills: Athletics, Bluff.
    Bonus Feats: Bleeding Strike, Furious Focus, Great Fortitude, Improved Natural Armor, Intimidating Prowess, Toughness.
    Totem Abilities:
     Keen Scent (Ex): At 3rd level, you gain the scent special quality. If you can breathe underwater (using water breathing or by having favored terrain [underwater] of +4 or better), your scent ability functions underwater at double the normal radius, and you can smell blood up to a mile away.
     Quarry (Ex): At 7th level, you gain the Quarry ability, as the ranger class feature of the same name. For purposes of this ability, you effective ranger level is equal to your barbarian level -4. If you have levels in ranger, your barbarian level provides Strong synergy to your quarry class feature.
     Aumakua (Su): At 11th level and above, you are a living ancestor to your people, able to appear in various spirit forms. You gain the wild shape ability (as the druid class level feature), limited to the following forms: huge shark (as beast shape III), normal owl (beast shape II), a rock (meld into stone), or in dreams (as the dream spell). You can use this ability once per day per six class levels you possess; if you possess levels in druid, they provide Full synergy, unless you have the Wild Shaper initiation, in which case your barbarian level provides Full synergy to your druid level, and the additional forms (rock, dream) are retained.

    SPIRIT TOTEM

    Spoiler:
    You are at one with the spirit world, allowing you to access mystical abilities that most barbarians shun and fear. This totem is intended to synergize with the incarnate’s Rage mystery, in order to supersede the Rage Prophet prestige class from the Advanced Player’s Guide. It can also be used to simulate the Rage Mage prestige class from Complete Warrior.
    Favored Terrain: Extraplanar (choose one).
    Totem Skills: Concentration, Planar Sense,
    Bonus Feats: Arcane Armor Training, Expanded Arcana (you can select this multiple times), Extra Rage, Magical Talent, Practiced Bloodline (or Practiced Channeling, Practiced Initiate, or Practiced Revelations).
    Spell Rage (Ex): Choose one spellcasting class in which you have levels. Starting at 3rd level, your barbarian levels provide Weak theurgy towards that class’ spellcasting progression, and you can cast spells from that class’ list while in a rage. Your spellcasting class levels also provide Weak synergy for purposes of determining the type of rage of which you are capable, your rage bonus, and your total number of rounds per day of rage.
    While raging, you can expend a spell slot as a swift action in order to regain a number of daily rounds’ worth of rage equal to the level of the spell slot.
    Spirit Guardian (Sp): Starting at 7th level, as a swift action you can spend 1 round of rage (whether you are raging or not) to give your armor and weapons the ghost touch property for 1 round. If you have the ghost rager rage power, that functions normally, and imbuing your weapons (and armor/shield, at 9th level) when not raging do not cost rounds of rage.
    Spell Fury (Sp): Upon reaching 11th level, you can quicken one spell of 2nd level or lower (as if by the Quicken Spell feat) cast while raging, but without adjusting the spell’s level or casting time. You may use this ability once during each rage. The maximum spell level increases by +1 per 4 levels after the 11th (maximum 4th level spell at 19th level).

    THYLACINE TOTEM

    Spoiler:
    Ritual scars, battle scars, or both—possibly enhanced with brands and/or paint—crisscross your face and body like the stripes of your totem animal, the so-called “Tasmanian tiger” or “Tasmanian wolf.” This totem is derived from the Scarred Rager archetype, from Ultimate Combat.
    Favored Terrain: Desert or plains.
    Totem Skills: Bluff, Diplomacy.
    Bonus Feats: Evade Reach, Fight On, Intimidating Prowess, Shatter Defenses, Staredown, Toughness.
    Totem Abilities:
     Scarred Hide (Ex): Starting at 3rd level, any continuing damage you sustain (as from a bleed effect, an acid arrow spell, etc.) is reduced by an amount equal to your totem bonus (minimum 0). Any sneak attack or Vital Strike made against you has its damage reduced by a number of dice equal to your totem bonus (your normal damage reduction is applied thereafter).
     Bushfire Markings (Ex): Aboriginal legend attributes the markings of the thylacine as soot from a bush fire. At 7th level, you gain the [fire] subtype, including immunity to fire and vulnerability to cold.
     Tolerance (Ex): If you fail a save against an effect that causes you to become dazed, exhausted, fatigued, frightened, nauseated, sickened, shaken, or stunned, you can make a second save to negate the effect on the start of your next turn. Only one additional save is allowed. If the effect does not allow a saving throw, its duration is halved instead (minimum of 1 round).

    WEASEL TOTEM

    Spoiler:
    You may not be the largest of your people, but none doubt the savage ferocity and uncanny reaction speed of which you are capable.
    Favored Terrain: Cold (wolverine totem), forest (marten totem), plains (stoat totem), or underground (badger totem).
    Totem Skills: Acrobatics, Stealth.
    Bonus Feats: Agility Training, Crippling Strike, Giant-Slayer, Improved Initiative, Spring Attack, Weapon Finesse.
    Totem Abilities:
     Weasel War Dance (Ex): At 3rd level, you gain the Defensive Roll rogue combat talent.
     Riposte (Ex): At 7th level, you gain the Riposte fighter talent (q.v.), with an effective fighter level equal to your barbarian class level. You must have the Dodge and Weapon Finesse feats in order to gain the effects of this ability.
     Feigned Opening [Stance] (Ex): At 11th level, you gain the Robilar’s Gambit advanced fighter talent.

    WOLF TOTEM

    Spoiler:
    The wolf has taught you that cooperation with your companions can mean the difference between survival and starvation.
    Favored Terrain: Plains.
    Totem Skills: Endurance, Survival.
    Bonus Feats: Adaptable Flanking, Combat Reflexes, Exhausting Defense, Improved Flanking, Improved Trip, Skill Focus (Endurance).
    Totem Abilities:
     Scent (Ex): Starting at 3rd level, your nose is as keen as a wolf’s. You gain the scent special quality.
     Sneak Attack (Ex): At 7th level, you gain sneak attack +2d6, as the rogue ability. Your sneak attack damage increases by +1d6 per 4 class levels beyond the 7th (i.e., to +3d6 at 11th level, +4d6 at 15th, and to +5d6 at 19th level). At a total bonus of +5d6, you also gain Improved Sneak Attack (q.v.).
     Pack Lord (Su): Starting at 11th level, once per day you can summon wolves to fight with you. This works as summon nature’s ally (4d6 wolves, 1d4+1 dire wolves, or 1d3 winter wolves), except the duration is 10 minutes per level (it operates at a caster level equal to your class level, even if you have no ranks in Concentration). The number of wolves summoned increases as you gain levels, as follows; you can summon only one type at a time.

    Class Level: 11th/13th/15th/17th+
    Wolves 4d6/6d6/10d6 /15d6
    Advanced wolves 2d6/4d6/6d6/10d6
    Dire wolves 1d4+1/2d6/4d6/6d6
    Winter wolves 1d3/1d4+1/2d6/4d6

    ZOMBIE TOTEM

    Spoiler:
    You belong to a primitive death cult. Barbarians with this totem often go into battle with their faces painted like skulls, leading zombies animated by their tribal witch doctors.
    Favored Terrain: Ethereal Plane.
    Totem Skills: Concentration, Knowledge (planes).
    Bonus Feats: Command Undead, Iron Will, Skill Focus (Knowledge: planes), Spellstrike, Toughness, any Death Domain or [Necromantic] feat.
    Totem Abilities:
     Taint of the Grave (Ex): Starting at 3rd level, you are healed, rather than damaged, by negative energy (if you are undead, you instead gain channel resistance equal to your rage bonus; this stacks with any existing channel resistance you possess. You are treated as if you had access to the Death domain and the ability to channel negative energy, for purposes of qualifying for [divine], [domain], and [necromantic] feats (Chapter 5).
     Touch of Death (Sp): At 7th level, you gain access to a racial suite of spell-like abilities (Chapter 8), as follows: 0—reduced ray of entropy (1d6), 1st—damage attribute (Str), 2nd—ghoul touch, 3rd—vampiric touch, 4th—enervation, 5th—crypt warden’s graspCM, 6th—Heightened slay living (6d4 Con), 7th—ethereal jaunt, 8th--blackfireCA, 9th—wail of the banshee.
     Baron Samedi (Su): If you are at least 11th level and are killed, you rise the next night as one of the walking dead; you gain the juju zombie template (Bestiary 2). If destroyed as a juju zombie, you rise again the next night unless basic steps are taken to prevent it (e.g., burning the body or casting sanctify corpse on it, making sure the body is within the area of a hallow spell, etc.).


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    OK, let's try this again.
    BARBARIAN (Revised)

    HD: d12; BAB: Full
    1st Endure elements, feats, furious counterstroke, rage (+1), totem
    2nd Damage reduction 1/–, lesser rage power
    3rd Totem ability
    4th Totem feat, lesser rage power, superstition +1
    5th Improved rage (+2)
    6th Damage reduction 2/–, improved rage power
    7th Totem ability
    8th Totem feat, improved rage power, superstition +2
    9th Greater rage (+3)
    10th Damage reduction 3/–, greater rage power
    11th Totem ability
    12th Totem feat, greater rage power, superstition +3
    13th Mighty rage (+4)
    14th Damage reduction 4/–, mighty rage power
    15th Indomitable Will
    16th Totem feat, mighty rage power, superstition +4
    17th Primal rage (+5)
    18th Damage reduction 5/–, primal rage power
    19th Perpetual rage
    20th Totem feat, primal rage power, superstition +5

    Saves: Barbarians gain a +2 class bonus to Fortitude and Intuition saves.

    Bonus Skills: All barbarians automatically receive one free rank per class level in Athletics, Endurance, and Perception. These are otherwise treated as class skills, but do not count against your total number of skill points.

    Class Skills: Acrobatics, Bluff, Craft (any), Handle Animal, Knowledge (linguistics, lore, warfare), Planar Sense, Profession (sailing), Stealth, Survival. Your totem (q.v.), provides additional class skills.
    Skill Ranks per Level: 4 + Int modifier.

    Weapon and Armor Proficiency:

    Spoiler:

    A barbarian has Martial proficiency with all weapons and shields, and is proficient with light armor and medium armor. At your option, you can make one or more of the following exchanges:
  • Agile Dodge (Ex): You may choose to give up light and medium armor proficiencies in exchange for the Dodge feat. When unarmored, you also gain a morale bonus to saving throws against fear equal to your dodge bonus. You can gain these benefits and still use a shield.
  • Canny Defense (Ex): You can trade proficiency with shields for the Canny Defense feat.
  • Brawler (Ex): You may choose to downgrade your weapon proficiencies to Simple rather than Martial. If you do so, you gain Exotic proficiency with unarmed attacks and Two-Weapon Fighting (unarmed only) as bonus feats. At 6th level you gain Improved Two-Weapon Fighting (unarmed) as a bonus feat.
  • Endure Elements (Ex):

    Spoiler:
    Whether they hail from the frozen north, the steaming jungles, or the blazing deserts, barbarians are inured to harsh climates. A barbarian can survive in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves or Endurance checks. This ability provides no protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.[spoiler]

    Feats (Ex): [spoiler]Feats (Ex): Barbarians are ferocious in combat and notoriously hard to kill. All barbarians gain Diehard, Fast Recovery, Power Attack, and Vital Strike as bonus feats at 1st level.

    Furious Counterstroke (Ex):

    Spoiler:
    At 1st level, you gain Diehard as a bonus feat. In addition, when near death you are spurred to a murderous fury. Whenever you have less than 1 hit point remaining but are still functioning (due to the Diehard feat), you gain a +1 circumstance bonus to attack rolls and +2 to damage in melee or with hurled weapons (other than splash weapons or grenade-like missiles). These bonuses increase depending on the type of rage of which you are capable, according to the following table.

    Rage Attack/Damage Bonus
    Lesser +1/+2
    Improved +2/+4
    Greater +3/+6
    Mighty +4/+8
    Primal +5/+10

    Rage (Ex):

    Spoiler:
    As a free action, a barbarian can call upon inner reserves of strength and ferocity, granting additional combat prowess. Starting at 1st level, you can rage for a number of rounds per day equal to 4 + your Constitution modifier. At each level after 1st, you can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like bear's endurance, do not increase the total number of rounds that you can rage per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
    While in a rage, you gain the following:
  • +1 morale bonus to all d20 rolls (attacks, combat maneuver checks, initiative, saving throws, skill and attribute checks, etc.) and to all static d20 target values (AC, CMD, special ability DCs, etc.). This bonus overlaps (does not stack with) morale bonuses from other sources (spells, a bard’s inspire courage ability, etc.). However, during any round in which both effects are active, you choose which of the bonuses to accept, and that round does not count against your daily rounds’ worth of rage.
  • Temporary hit points equal to your rage bonus x your total number of hit dice. When your rage ends, any temporary hit points not already lost disappear.
  • Temporarily immunity to the effects of minor conditions (Chapter 7). These conditions are not removed; they are merely suspended until your rage ends.
  • When in a rage, all successful attacks you make deal Vital Strike damage, even if the normal activating conditions are not met, and this additional damage stacks with sneak attack damage (if any).
  • While in a rage, you cannot cast spells, use any Intelligence-based skills, or use any other ability that requires patience or care on your part; your effective Intelligence score for other purposes is reduced by an amount equal to your twice rage bonus (to a minimum effective score of 2). The use of spell-like abilities in a rage is generally permitted, however.

    When your rage ends, you damage (not reduced by damage reduction) equal to your rage bonus x the number of rounds spent raging. You are also fatigued for a number of rounds equal to twice the number of rounds spent in the rage. If already fatigued, you become exhausted instead (if already exhausted, you become unconscious). You cannot enter a new rage while fatigued or exhausted unless you succeed at an Endurance check (Chapter 4) to ignore that condition. (Note that your bonus ranks in Endurance render you immune to fatigue and exhaustion at 6 and 11 ranks, respectively, however). If you fall unconscious for any reason while raging, your rage ends, and you are at risk of death when you take the damage from your rage ending.

  • Totem (Ex):

    Spoiler:
    You may select one totem from the list provided in Appendix A, to reflect the guardian spirit associated with your tribe, or else a personal spirit guide. Each totem grants a favored terrain and has two associated skills, as listed in Appendix A. You do not receive bonus skill ranks, but totem skills are always treated as class skills, and when using your totem skills you gain a sacred bonus to checks equal to your rage bonus (even when not raging).
    You gain a +4 sacred bonus on Handle Animal checks when dealing with creatures of the same general category as your totem (e.g., amphibians, fish, reptiles, canines, felines). With creatures that match your totem (e.g., frogs, sharks, snakes, wolves, lions, repectively), this bonus increases to +8. As a rule of thumb, general categories should be based more on casual visual recognition by laypersons than on scientific taxonomy; when in doubt, referee discretion prevails.

    Damage Reduction (Ex):

    Spoiler:
    At 2nd level, a barbarian gains damage reduction. Subtract 1 from the damage you take each time you are dealt damage from a weapon or a natural attack. Every four barbarian levels thereafter (6th, 10th, 14th, and 18th level), this damage reduction increases by 1 point. While you are raging, add your rage bonus to this damage reduction (e.g., an 11th level barbarian in a greater rage has damage reduction 6/—, rather than DR 3/—).

    Rage Powers:

    Spoiler:
    As you gain levels, you learn to use your rage in new ways. You gain the benefits of rage powers only while raging, and some of these powers require you to take an action first. Unless otherwise noted, you cannot select an individual power more than once. Rage powers come in 5 “levels”—lesser, improved, greater, mighty, and primal—based on the level of rage (q.v.) of which you are capable. When eligible for a new rage power, you can choose to select a lower-level power in place of a higher-level one, if desired. Tables listing examples of rage powers are provided in Appendix B, with rules descriptions following.

    Totem Ability (Ex):

    Spoiler:
    Your totem provides a special ability at 3rd level, as described for the totem chosen at 1st level. You gain additional totem abilities at 7th and 11th levels. You may also choose to have no totem, gaining more generic barbarian class features instead (see Totems, below).

    Superstition (Ex):

    Spoiler:
    At 2nd level, you gain a +1 sacred bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus improves by an additional +1 per 4 levels thereafter. However, in order to be the willing recipient of any spell not cast by you, you must succeed at a Will save (DC 10 + spell level + the caster’s Charisma modifier).

    Totem Feat:

    Spoiler:
    At 4th level, and every 4 class levels thereafter, your totem provides you with a bonus feat, drawn from the list given for your totem (barbarians without totems still gain bonus feats, taken from a separate list). You must meet all prerequisites to select any given listed feat.

    Improved Rage (Ex):

    Spoiler:
    Starting at 5th level, during your rage, your rage bonus improves to +2, and you are temporarily immune to the effects of minor and moderate conditions (Chapter 7). These conditions are not removed; they are merely suspended until your rage ends. Likewise, any magical [death] effects you would otherwise succumb to (such as a wail of the banshee spell), as well as death from massive damage, are delayed until your rage ends. You can ignore up to 1 negative level while raging, and attempt a save to remove that negative level when your rage ends.
    As the name implies, improved rage is an improvement to your normal rage, not a separate ability to be kept track of separately. Likewise, the greater rage ability (q.v.) is an improvement to your improved rage, and so on.

    Greater Rage (Ex):

    Spoiler:
    Starting at 9th level, your rage bonus improves to +3, and you are temporarily immune to the effects of minor, moderate, and severe conditions. These conditions are not removed; they are merely suspended until your rage ends. If ignoring an energy drained condition, you can attempt a save to remove the negative levels when your rage ends.

    Mighty Rage (Ex)

    Spoiler:
    Starting at 13th level, your rage bonus improves to +4, and you are temporarily immune to minor, moderate, severe, and critical conditions. These conditions are not removed; they are merely suspended until your rage ends.

    Indomitable Will (Ex):

    Spoiler:
    Starting at 15th level, once per rage, you may attempt a second saving throw against any condition temporarily suppressed by your rage; if successful, that condition ends.
    If you are affected by an enchantment spell or effect while not in a rage, you can choose to activate your rage as an immediate action so as to delay the onset of the effects (assuming you have rounds of rage remaining for that day).

    Primal Rage (Ex):

    Spoiler:
    Starting at 17th level, your rage bonus improves to +5. During a rage you are temporarily immune to the effects of all status conditions and effects—including death—that would impede your fighting. These conditions are not removed; they are merely suspended until your rage ends.

    Perpetual Rage (Ex):

    Spoiler:
    At 19th level, as an immediate action you can initiate any rage power you know even when you are not raging. This lasts as long as desired, but only one such power can be in effect at a time. You can switch out the power manifested as an immediate action.


    That's been errata'd about six times now, and keeps creeping back in. Yes, it's "multiply by number of uses per day/5," if less than 5.


    Copy/paste error: The +1 dodge bonus to Reflex saves (above) would be 1^2 x 5,000, not 12 x 5,000.


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    Pricing for custom items comes up a lot in the PBP discussion thread, and I'd written a clarification but I'm not sure if it ever made it into the rules. If not, here goes:

    Chapter 6 should have wrote:

    ORDER OF OPERATIONS FOR PRICING

    In order to close a number of obvious avenues of abuse, there are “ground rules” in item pricing that must be followed. The following order of operations in terms of costing items is non-negotiable:

    1. For items that provide a numerical bonus of any kind, you must use the numerical bonus pricing rules below. Bonuses are priced using a multiplier x the bonus squared, as in the core rules. Numerical bonuses are always priced using this method; never as spells or feats. Therefore, a weapon with the true strike spell simply ignores miss chances due to concealment (i.e., has the seeking weapon property); pricing to gain an insight bonus to attacks is 2,500 x the bonus squared, per the “Other Numerical Bonuses” table below.

    2. For items that provide a spell effect other than a numerical bonus, use the spell effect pricing rules in preference to the feat pricing rules, especially if the spell level and effects follow the rules outlined in Chapter 8.

    3. Use the feat pricing rules only if the item cannot be constructed using numerical bonuses and/or spell effects, or if the spell effect is from a non-Core source and has not been checked against the standardized spells rules in Chapter 8.

    For example, assume a player wants a sword that automatically hastes its wielder in combat, as per the spell. The haste spell provides a +30-ft. increase to movement speed, a +1 dodge bonus to AC and Reflex saves, and an additional attack during a full attack.

  • The speed increase counts as an enhancement bonus, per the table, for 32 x 1,000 = 9,000 numen.
  • A +1 dodge bonus to AC, under “other,” would cost 12 x 5,000 = 5,000 numen.
  • A +1 dodge bonus to Reflex saves would cost 5,000 (“other”) x ¼ (only 1 save category affected) = 1,250 numen.
  • Finally, the additional attack can be handled as a use-activated spell effect: spell level 3 (haste) x CL 5th x 500 x 4 (1 rd./level duration) = 30,000 numen.

    The total price is therefore 9,000 + 5,000 + 1,250 + 30,000 = 45,250 numen. A player might be tempted to say, “I would like to price it per the Permanent Spell feat, which requires 11 HD for a 3rd level spell, so the cost is 11 x 2,000 = 22,000 numen!” However, that logic results in an item priced at half its actual value, and is therefore specifically disallowed by rule.


  • This weekend, I wiped out favored class bonuses.

    I never liked them; they're fiddly, annoying, and counterproductive. I WANT people to multiclass, so as to fulfill whatever type of character they envision. Also, favored class bonuses represented an expendable sub-system and unnecessarily added to the page count. So there were a lot of reasons to ditch them, and not a whole lot of reasons to keep them.

    For most of the racial enmity stuff in Ch 2, I made a new racial feat option, providing a +2 favored enemy bonus, instead. Stability became an optional trait providing a +4 racial bonus to CMD. Most of the other ones I didn't miss at all.


    SSJSandwich wrote:
    This questions probably already been answered but can be necromantic feats like nimble bones or deadly chill be applied to undead that have already been raised

    Templates can be applied retroactively, but if any CR adjustments put the total CR worth of undead you control over your control limit (Cf. Control Undead feat), all partially-controlled or excess undead become uncontrolled by you and will act according to their basic nature (whch might include attacking you).


    Arrius wrote:

    With this, the Sorcerer gain this as a bonus feat at second level, with a damage type predetermined by their bloodline, with free upgrades the higher their Sorcerer level becomes.

    With this feat added, new options could be freed up, without denying the Sorcerer their Eldritch Blast ability's strength (in comparison).
    Don't you just love standardizing everything?

    I wish I'd thought of this months ago. Great idea. I would add to the prerequisites ("Evocation is not a barred school"), expand the feat description to include energy types that are "okay" and others (like force) that we might not want to hand out wholesale, and also add "Reserve Spell: 1st level spell of the appropriate energy type."

    As an added bonus, we reduce page count, which is almost never a bad thing.


    Given the codification of the conditions, "Fell Affliction" no longer works for the name of that metamagic feat (Chapter 7). I propose "Crippling Debilitation" as a name that more accurately describes what the feat actually does.


    2 people marked this as a favorite.
    Arrius wrote:
    I began wondering, however: Why circle around the excellent Kirthfinder spell-creation system when there is possibility of living within it? The Craft (Alchemy) skill can work differently when the character in question has Spellcasting capabilities and a sufficiently high caster level (or ranks in concentration) into allowing the creation of potions, and one possessing ranks in Knowledge (Linguistics) can create scrolls.

    I was so impressed with this idea that I played with it this weekend, working out the spells for alchemical items. First, we need a "Splash Evocation" feat as discussed above:

    Spoiler:
    EVOCATION, SPLASH [METAMAGIC]

    Prerequisite: Evocation is not a barred school.
    Benefit: This feat can be applied only to spells that require attack rolls. A Splash evocation deals 1 point of damage of the appropriate type to all targets adjacent to the creature, object, or square hit by the spell (in the event of a miss, treat a ranged spell as a grenade-like missile to determine the square hit).
    Metamagic Cost: +0 levels.
    Source: This feat allows construction of alchemist’s fire and acid flasks from the Core rules.

    Then we can work out a variety of spells; alchemical items become potions of X:

    Spoiler:
    ALCHEMICAL ITEMS
    These are treated as single-use spells, stored in a flask or other object—i.e., potions.

    Acid Flask: Ray of frost (0) + Versatile Evocation (acid; +0 levels) + Splash Evocation (+0 levels) = 0-level spell dealing 1d6 acid damage on a hit and 1 point acid damage to adjacent targets.
    Alchemist’s Fire: Ray of frost (0) + Versatile Evocation (fire; +0 levels) + Burning Evocation (1d6; +1 level) + Splash Evocation (+0 levels) + Reduce Spell (-1 level) = 0-level spell dealing 1d6 dire damage on a hit (and DC 10 Reflex or catch on fire), and 1 hp fire damage to adjacent targets.

    Alkali Flask (APG): As acid flask + Bane Spell (oozes; +1 level) = 1st level spell.

    Flashstone: As in Steven Brust’s Khaavren Romances, a flashstone is simply a single-use sound burst spell (3rd level; see above).

    Holy Water: Cure light wounds (1st) + Planar Channeling (+0 levels) + Splash Evocation (+0 levels) = 1st level; damage on a hit is 1d8+1, rather than 2d4.

    Smokestick: Fog cloud (2nd level) + Extend Spell (10 min./level to 1 minute/level; -1 level) + Widen Spell (20’r. to 10’r.; -1 level) = 0-level spell.

    Sunrod: Light spell (0 level) + Widen Spell (20’r. to 30’r.; +1 level) + Extend Spell (10 min./level to 1 hour/level; +1 level) = 2nd level spell; sheds normal light in a 30-ft. radius, and increases light level by 1 step for an additional 30 ft.

    Tanglefoot Bag: Heightened entangle (5th level) + Widen Spell (40’r. to 20’r.; -1 level) + Shape Spell (spread to ray; -2 levels) + Reach Spell (long to close range; -1 level) = 1st level spell with a DC of 15 rather than 11.

    Thunderstone: Deafness spell (2nd level) + Mass Effect Spell (+4 levels) + Extend Spell (permanent to 1 hour; -2 levels) + Reach Spell (medium to close range; -1 level) = 2nd level spell.

    Tindertwig: Ignite cantrip (0 level).

    Finally, we revise the description of the Craft (Alchemy) skill:

    Spoiler:
    Check: Mundane liquids (beer, etc.) require a DC 10 check (DC 15 for high-quality, and DC 20 for superior), and do not require any magical talent on the part of the alchemist. Creation of special alchemical items and substances is handled as if the effect were a spell (Chapter 7) and you were creating a potion or other 1-use item containing that spell. Given the standard rate of 1 hour per 250 gp base value from the general Craft rules, and using the spell-like effects for alchemical items listed in Appendix B of Chapter 7, the following times and DCs are applicable:

    Acid flask*, alchemist’s fire*, smokestick, tindertwig: 0-level, CL 1st, 25 gp, 10/hour, DC 15.
    Alkali flask, holy water, tanglefoot bag: 1st level, CL 1st, 50 gp, 5/hr., DC 16
    Sunrod, thunderstone: 2nd level, CL 3rd, 300 gp, 1/hr., DC 17

    * Potency can be increased by using a 1st level spell and increasing the caster level; a CL 5 (5d6) acid flask would cost 1 x 5 x 50 = 250 gp and require an hour per flask to brew.

    Also, the Advanced Alchemy task has now been subsumed (remove from skill), and the Augmented Alchemy task gets rewritten:

    Spoiler:
    Augmented Alchemy: When creating an alchemical item or substance, you can use higher caster levels, Heighten Spell, or other metamagic effects to increase the damage, duration, area affected etc. Details are provided in Chapter 7.


    If precision damage is to be standardized (see above), it probably makes sense to declare that [strikes] are precision effects, so as not to need all the "if you hit an opponent with a discernable anatomy" spelled out every time, and all that. If you do that, though, fortification becomes way too cheap for what it does. I recommend pricing it as an enhancement bonus instead (5% per +1), with a multiplier of 300 numen. Add the following paragraph under "Enhancement Bonuses" in Chapter 6:

    Chapter 6 wrote:
    Fortification: Each 5% chance to ignore precision damage and additional effects of confirmed crits is treated as a +1 enhancement bonus. Light fortification (25%) therefore costs 52 x 300 = 7,500 numen; 30,000 for moderate (50%) fortification, 67,500 for heavy (75%) fortification, and a maximum of 120,000 numen for 100% fortification (virtual immunity, except when specific feats or talents are applied).

    And delete the later paragraph under "feats." The added bonus is that we don't set an awkward precedent of allowing class features as item enhancements, which I was never very happy about to begin with.


    Talonhawke,

    Good catch. Yes, it would -- that initiation should provide the following:

    Spoiler:
    Martial Artist (Ex): Starting at 4th level, you gain Dodge as a bonus feat and Exotic proficiency in unarmed attacks, as a monk of your druid level. If you have levels in monk, your druid levels provide Weak synergy with your monk levels for purposes of determining your unarmed damage and weapon form bonus; if you also have the sacred fist monk sutra, this improves to Full synergy (this is a specific exception to the general rule prohibiting stacking of synergy features between the same two classes).
    Monk Sutras (Su): At 6th and 10th levels, you gain a monk sutra in place of a druidical initiate ability. Your monk levels and druid levels (if any) provide Full synergy for purposes of determining the effects and improvements of these sutras.
    Combat Style Feats (Ex): At 8th and again at 12th level, you gain a bonus feat chosen from the list of monk Combat Style feats. Also add the following to the list of options: Adaptability, Beginner's Luck, Chaotic Mind, Nameless. You must meet all prerequisites normally.
    Advanced Sutra (Su): At 14th level, you gain an advanced monk sutra in place of a druidical initiate ability.


    Minor movement of some text:

    I think a lot can be clarified if we create add the following to the Combat section of Chapter 1:

    Spoiler:
    PRECISION DAMAGE
    A number of abilities, notably sneak attack, allow you to hit a vital spot for extra damage, usually expressed as a number of six-sided dice. This additional damage is called “precision damage,” and follows the standard rules outlined here. Unless otherwise noted, precision damage is of the same type as the attack that delivered it. It does not multiply on a critical.
    Precision damage applies only against creatures with a discernible anatomy; oozes and elementals are immune, and the fortification ability applies against it. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Normally, you cannot deal precision damage against opponents with concealment. The Blind-Fight feat enables you to deal precision damage in melee against opponents with concealment; the Precise Shot feat allows you to deal ranged precision damage against opponents with concealment, as detailed in the feat descriptions.
    Normally, ranged attacks can count as sneak attacks only if the target is within point blank range (normally 30 feet, although the Point-Blank Shot feat can expand this range). As a full attack action, you can make a single ranged sneak attack at any range.
    Unless otherwise noted, precision damage stacks.

    Now we just spell out that punishing stance, sneak attack, unarmed mastery, and Vital Strike are precision damage, and that [Strike] feats are precision effects. This saves a lot of repeated text like "does not multiply on a critical" and "with a discernible anatomy" and so on.


    Arrius wrote:
    Monk scaling Sutras, as well as plethora of bonus feats has been negatively received from my group (except perhaps the Monk). Therefore, I have cut many of the sutras in half when scaling to Superior and Sublime. An ability purchased should not be as good as an inherit ability.

    To make up for the scaling effect, sutras should be gained every 4 levels after the 2nd, not every two; in other words, at 3rd, 7th, etc. (odd levels when the scaling does not occur). I'd meant to change this and somehow missed it; consider it an official erratum. Likewise, as Timeless Body is an advanced sutra, it should not appear on the Monk table.

    The text for the sutra ability should be amended as follows:
    "At 1st level, you receive knowledge of a sutra, a form of ascetic mastery. You gain an additional sutra at 3rd level, and every 4 class levels thereafter. Sutras are described in Appendix A. Most have effects that scale with your class level, representing steps along your path to self-perfection; improvements occur at levels 5th (Improved Sutra), 9th (Greater Sutra), 13th (Superior Sutra), and 17th (Sublime Sutra), as listed for each sutra. Class synergy effects that apply to the level at which your sutras operate apply towards these improvements."

    This and other errata for the final mailing are posted under this avatar.


    Arrius,

    Thanks for the feedback! I'll try reply to all your individual questions and comments sooner or later, but it won't be pretty or all at once. (Breaking up your posts by topic, and spoilering things like spell descriptions, would have forced me to be a lot more organized in replying!)

    So, in no particular order:

    1. I like where you're going with illusions and metamagic. Ideally, I wanted to go there, too, but just ran out of energy and ambition.

    2. Good point on flesh to stone, and broader point on conditions vs. penalties/damage/drain. Those are, also, things I'd meant to hash out and never quite got to. My vision was to have a single coherent whole system incorporating attribute penalties/damage/drain, conditions, and condition chains (per the new intro) -- I just ran out of steam before I was able to close the circle there.

    3. I'll take a look at the monk sutras and devotion feats you called out and potentially issue errata.

    In any event, thanks again for the quality and quantity of your feedback; it means a great deal to me. Also, I should mention (and this echoes responses 1 and 2, but also applies to your new rules): you seem to have intuitively grasped very accurately what I was thinking and where I was headed in general, in places where I don't think my writing was clear enough to make those things obvious. So if anyone were to expand on these rules and finish what I started, I'm thinking that you and Alice Margatroid (who displayed a similar ability to read my mind vis-a-vis the intent behind the rules, and a willingness to break off and make her own) would be a good core for a team.


    Some quick replies:

    1. I usually get a spate of requests after a mailing. This time, I'm going to save myself hitting "forward" 10 times a day -- instead, I'll wait 2 weeks to collect as many late requests as possible, then do another mailing. Sorry for the delay.

    2. Re: Bookmarked PDFs and Google Docs and other formats: I generally send out docx format because a lot of people like to edit the rules to better suit their home game, and as always I encourage them to do so.

  • At some point I might try and compile a standard (non-bookmarked) PDF. Barring that, if you want one, feel free to compile one from the Word documents.
  • If TOZ wants to update the docs at his link, he's granted one-time permission to put them there for that purpose; if not, be aware that those links are obsolete at this point.
  • If someone wants a Wiki or some other form of widespread dissemination, there are a few rules to observe: (1) All of the names of feats, abilities, spells, etc. need to be changed to something generic; (2) All references to other books, abilities, feats, etc. need to be removed; (3) All of the flavor quotations (shaded in gray) need to be removed if the associated date is later than 1920 or so.


  • Final rules sent (I neglected to include a subject heading, but if you see something from

    Spoiler:
    egoldma
    with a huge file size, that's it. I think I captured every email submitted since page 36 or so of this thread.

    Further updates will appear only in the form of errata and/or FAQs as needed, which will be posted under this avatar.

    Happy gaming!


    1 person marked this as a favorite.

    OK, so this weekend, I divvied up all the various conditions into severity levels: minor, moderate, severe, and critical, corresponding roughly to what you could inflict with a [strike] feat at BAB +1, +6, +11, and +16, respectively.

    And like conditions that form chains got descriptors:
    [Fear]: shaken -> frightened -> panicked -> cowering.
    [Debilitation]: fatigued -> exhausted (or attribute penalized) -> attribute damaged -> attribute drained.
    [Inertia]: flat-footed -> staggered -> dazed -> stunned.
    [Restraint]: entangled -> grappled -> pinned -> paralyzed.

    Even conditions that don't fit neatly into chains got severities assigned to them, which allowed me to massively slash the word count for barbarians (what things you can resist in which levels of rage), prestige paladins (mercies), etc.


    OK, here's what I'm proposing. These rules do essentially what my table of results did (only not quite as smoothly!), but work off an exploding/imploding die mechanic instead:

    CRITICAL FAILURE

    Spoiler:
    Instead of a natural “1” causing automatic failure (as in the case of attacks in the Core rules), or else having no particular effect (as with skill checks in the Core rules), in these house rules, any natural 1 rolled on a d20 causes you to roll an additional d20 and subtract the result from the total dice roll. The difference is used in place of the original die roll results. For example, a character with a +10 attack bonus rolls a 1 on a d20, triggering an additional “critical failure roll.” A 6 is rolled on that. The modified attack roll is 5 -- not an automatic miss, but not high enough to hit any AC higher than 5.
    On a critical failure for a skill check (assuming the task fails, given the modified result), rather than the task simply failing, some major blunder may committed in the process. For example, a character arrives in a shady bar to meet with an informant; unbeknownst to the player, there is a bad guy lurking there, too. The player rolls vs. Perception to notice; failure indicates that he fails to spot the bad guy.

    Critical failure results, on the other hand, might mean that the character doesn't even spot the informant (who might have stepped out for a moment) and thus blows the whole meeting. This is generally a flavor thing, and is used only with player agreement.

    If the critical failure die also results in a “1,” roll another d20, and also subtract those results, and so on.

    CRITICAL SUCCESS

    Spoiler:
    On the other end of the spectrum from critical failures (see above) are critical successes. These work similarly; on a natural “20,” roll an additional 1d6 and add that to the results.

    For attack rolls, for every 5 points of your base attack bonus above +1, roll and additional 1d6 for critical success (maximum +4d6 at BAB +16). For skill checks, use your number of skill ranks instead; for saving throws and ability checks, use your character level to determine the number of dice to roll.

    For each natural “6” scored on a 1d6 for critical success, roll another d6 and add the results. The maximum number of additional dice to roll this manner is equal to the number of critical success dice initially rolled.

    Critical hits from weapons are handled normally; there is no special interaction with this rule. Specifically, high critical threat ranges do not allow additional success dice to be rolled on 1d20 results other than a natural “20.”


    Scavion wrote:
    I noticed that the Gauntlet makes mention of the Exotic Unarmed Strike scaling that was in a previous edition. What has or should replace it?
  • Exotic: Light melee, 1d4/19-20, feats/class features applying to unarmed attacks also apply to your gauntlets (q.v.).

    Like other errata, it's listed in the profile for this avatar.


  • In the works:

  • Examples and literary quotes at the beginning of each class writeup
  • Standardized racial spell-like abilities rules
  • Standardized Leadership/animal companion rules
  • Slightly revised cleric, fighter, and rogue progressions
  • Brief "Design goals" section in Introduction


  • Sorcerer:

    Iterative blast has been bugging me because it came too late and seemed pretty arbitrary. I propose moving improved blast to 8th level (replacing your 2nd blast metamagic feat), and iterative blast to 12th, for the sorcerer, and adding the notation that improved blast and/or greater blast count together as a [Strike] effect for purposes of activation. Then you can make iterative blasts as your BAB allows, or make a single improved blast/greater blast, or maybe pick up Critical Focus and Improved Critical and make iterative blasts, hoping for the improved effects to kick in on a crit. This will also make it more obvious that Vital Strike and/or Deadly Aim are easy ways to boost your standard eldritch blast damage. A sorcerer/rogue with Point-Blank Shot can be rocking eldritch blast sneak attacks instead. And with the Manyshot feat and iterative blasts, you can really go nuts!

    For battle sorcerers, iterative blast would kick in at 8th level, and improved and greater would stay put.

    For both, at 19th level, you'd gain Powerful Blast (Sp): Starting at 19th level, the base damage from your eldritch blast is always 10d6, regardless of your remaining spell slots.


    JMD031 wrote:
    My thread has over 1000 posts. Just saying.

    Mine thread's got 1,437. But most of those posts are mine, so they don't really count.


    Christopher Hauschild wrote:

    Kirth, started looking over Feats.

    1. Does the +2 to the DC saving throw for ability focus need a bonus descriptor?
    2. Ancestral Weapon. With the new numen rules it would need a rewrite. I am not big on the feat though (spend a feat just to have my weapon stolen) and maybe it should be cut?
    3. under leadership the 16 ranks ability, it should depend on character not fighter level correct?
    4. the leadership potential calculation example seems off, I think when you changed the calculation you altered how the example would work out.
    5. for the leadership feat, if you are using the special feature (other skills for specialized followers) you still need diplomacy 1 rank as a prereq correct?
    6. under oath, you are using bonus and boon interchangeably, was that intentional? Also under the greed oath did you want to say 1000 gp or numen? Under oath of protection you are granting the +1 morale bonus to the protected individuals AC correct (you are not really receiving it correct)? Under Oath of purity “Upon completion, you receive a +1 morale bonus on saving throws against curses, diseases, and poisons as long as you keep this oath and (remain) free from the listed impurities.”
    7. to be alphabetical paragon of insight should be before paragon of intellect.
    8. Is it intentional that Social training and Moral training’s prerequisite skills are not required to be class skills like stamina training and strength training? (is it a physical vs mental attribute boost difference)?
    9. Finally for skills as an aside, why is it that Craft alchemy is used for making spirits and beer? It seems off that a wizard with this feat gets to make all kinds of potions along with beer, but a fighter is regulated to only being able to create beer and spirits when they are spending skill points on that skill.

    Christopher -- all good catches, thank you! In response:

    1. Correct -- it should be a specialization bonus.
    2. I agree; probably simply whacking it is best.
    3. Yes; typo corrected.
    4. Hmmm, 9 ranks + 3 class skill + 2 Cha = 14, subtract 8 = 6, divide by 2 = 3; 3^2 = 9. At CR 1/3 each, that would be 27 1st-level NPCs. Example looks right to me...
    5. The intent was that you'd use whatever other relevant skill. (Ideally, I'd like to split out Leadership into a suite of similar feats, but just haven't gotten to it yet.)
    6. To be honest, I'm not really keen on Oath altogether. I'll revisit it when I get a chance and clean it up, but might just strike it altogether.
    7. Corrected in master document -- thanks.
    8. Yes, but I'm open to suggestions/argument otherwise.
    9. Add the following sentence after the sentence about spells known: "Alternatively, you might be able to substitute relevant talents or feats for spellcasting ability, as described for the Imbue Item feat."


    As a quick fix, shift the price for enhancement bonuses to attack to 400 gp x bonus squared, and reduce damage bonuses to 200 gp x bonus squared to make up. That's not at all right yet -- attack bonuses should still cost more, I think -- but getting them where I want them will take some more playing with my spreadsheets, and this will do for now as a stop-gap.


    Upon reflection, I've gone with the "spellsong" idea above and just run with it. Among the various sources, there are spells that do pretty much anything you'd care to name, so the simplest way to handle bardic inspiration is as follows:

    Bardic Inspiration (Su)

    Spoiler:
    You are trained to use music (for minstrels) or poetry (Linguistics skill, for skalds) to magically inspire those around you, including yourself if desired. You can use this ability for a number of rounds per day equal to 4 + your Charisma modifier (for minstrels) or Intelligence modifier (for skalds). At each level after 1st you can use bardic inspiration for 2 additional rounds per day.
    To conduct a bardic inspiration, choose any 1st level bard spell you know that affects one or more creatures. When you use the inspiration, the effects of that spell occur as a supernatural ability, with a saving throw DC equal to 10 + half your class level + your Charisma modifier, and lasting as long as you pay the cost to maintain the inspiration. This does not use up a spell slot. Inspirations affecting an area always use your square as their point of origin. If the effects are beneficial and apply to multiple targets (or an area), your enemies are excluded from the effects; if the effects are harmful and apply to multiple targets (or an area), you and your allies are excluded. If the spell normally affects only a single target, you can affect multiple creatures by multiplying the daily inspiration cost by the total number of targets. Spells with a range of “personal” cannot be modified to affect multiple creatures.
    As you gain levels, you are able to use higher-level spells as inspirations (+1 spell level per 3 class levels you possess, as shown in Table 1).
    Starting an inspiration is a standard action at 1st level, but becomes quicker as the bard gains levels (see below). Once started, bardic inspiration can be maintained each round using the bardic performance ability (see above) as a free action. Changing an inspiration from one effect to another requires you to stop the previous effect and start a new one. A bardic inspiration cannot be disrupted except by another bard using the countersong ability (q.v.). It ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a bardic performance action to maintain it each round.
    Targets must be able to hear you for the inspiration to have any effect, and chanted (skald) inspirations are language-dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic inspiration. If you fail this check, the attempt still counts against your daily limit.

    Also give "inspire courage" to all bards at 1st level as an additional inspiration, and you're set. The total page count of the bard is reduced by 11 pages, and another sub-system is eliminated.


    Bardic Inspiration -- Revised. I'll post this under the EGG of Coot alias profile as well, after people have had a chance to provide comments.

    FOCHLUCAN INSPIRATIONS

    Spoiler:
    Disappearing Act (Minstrel only): You use performance to divert attention from an ally. All creatures within 30 feet that fail an Intuition save treat one creature chosen by you as if it were invisible. This performance affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. You cannot use this ability on yourself. This ability is a mind-affecting effect that requires visual components.
    At 15th level, your disappearing act enables affected creatures to move through crowd squares and enemy-occupied squares without impediment. Affected creatures are treated as if having greater invisibility, but enemies gain a new saving throw to notice them each time they are attacked. This inspiration supersedes the Street Performer’s variant class feature of the same name, from the Pathfinder Advanced Player’s Guide.

    Encourage Failure: Affected enemies receive a -1 morale penalty on skill checks and attribute checks (Will save negates); for every 4 class levels you possess, the magnitude of the penalty increases by 1. This mind-affecting ability replicates the Harbinger class feature of the same name (from Dragon magazine, issue 337).

    Fortune’s Favor: While you maintain this inspiration, you gain a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. These bonuses improve by an additional +1 per 5 class levels you possess. This inspiration supersedes the “archaeologist’s luck” variant class feature from Ultimate Combat.

    Inspire Celerity: You and affected allies gain a +5 ft. morale bonus to your base land speeds. At 4th level, and every four bard levels thereafter, this bonus increases by an additional +5 ft., to a maximum of +30 ft. at 20th level. This inspiration supersedes the Marshal’s motivate urgency aura from the Miniatures Handbook, and the Warmaster’s “deployment” battle tactic from the Adventurer’s Handbook (Super Genius Games).

    Inspire Competence: Affected allies gain a +1 morale bonus on attribute and skill checks for as long as you maintain the inspiration. those to be affected must be attempting the same task (e.g., climbing a wall, or avoiding slipping on a pitching ship’s deck). Affected allies receive a +1 morale bonus on the check equal to 1/3 your class level. Certain uses of this ability are infeasible, such as Stealth (unless you have the Accompaniment lore and are under a silence spell), and may be disallowed at the referee's discretion. It supersedes the Marshal’s motivate strength (et al.) auras from the Miniatures Handbook.

    Inspire Courage: You inspire courage in yourself and your allies, bolstering against fear and improving combat abilities. Those affected receive a +1 morale bonus to attacks, weapon damage, and saving throws against fear effects. At 4th level, and every four bard levels thereafter, this bonus increases by +1, to a maximum of +6 at 20th level.
    Each round, allies within 30 ft. who are already under a fear or despair effect can attempt a new save each round using your Perform (music) or Knowledge (linguistics) skill check results for that round in place of the saving throw. This does not work on effects that don’t allow saves. Inspire courage is a mind-affecting ability. This inspiration supersedes the Arcane Duelist’s rallying cry variant class feature from the Pathfinder Advanced Player’s Guide, and also the Marshal’s motivate ardor, motivate attack, and steady hand auras, from the Miniatures Handbook.

    Inspiring Blow (Skald only): When you confirm a critical hit, you can start this performance as an immediate action (ending any other performances). You gain temporary hit points equal to your Intelligence modifier (if positive) x your bard level. These temporary hit points remain until you end the performance. Additionally, all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of your next turn. This inspiration replicates the Savage Skald’s variant class feature of the same name, from the Pathfinder Advanced Player’s Guide.

    Instant Daze (Skald only): A skald can learn to daze an enemy who strikes him in melee (Will negates) by spending 1 round of inspiration upon being struck. The effect lasts for 1 round, or as long as you continue to extend the inspiration and spend additional rounds of use. This is a mind-affecting compulsion. Creatures with HD greater than your bard level are immune. You can’t activate this ability in response to an attack you are unaware of. Source: Players Handbook II.

    Inspire Dread: Affected enemies receive a –1 morale penalty on attacks, weapon damage rolls, and saving throws against fear effects (Will negates). At 4th level, and every four bard levels thereafter, these penalties increase by 1, to a maximum of –6 at 20th level. Instill fear is a mind-affecting, fear ability. It replicates the Harbinger class feature of the same name (from Dragon magazine, issue 337), and also the Court Bard’s satire bardic performance from the Pathfinder Advanced Player’s Guide.

    Spellsong, Fochlucan: Choose one 1st level spell that fulfills the following conditions:
     It must be on the bard class spell list;
     The school must be abjuration, enchantment, necromancy, or transmutation (except those of the polymorph sub-school). A minstrel can use a spell of any school as long as it has the [sonic] descriptor.
     The casting time must be no more than 1 standard action;
     The duration must be at least 1 round per level;
     It must specifically target one or more living creatures, or else affect living creatures within an area; and
     The spell must be thematically or inspirationally appropriate (subject to group approval).
     You need not know the spell in question.
    When you use this inspiration, the effects of the spell occur as a supernatural ability, with a saving throw based on your class level and Charisma modifier, and lasting as long as you maintain the inspiration. Spellsongs affecting an area always use your square as their point of origin. If the effects are beneficial and apply to multiple targets (or an area), your enemies are excluded from the effects; if the effects are harmful and apply to multiple targets (or an area), you and your allies are excluded. If the spell normally affects only a single target, you can affect multiple creatures by multiplying the daily inspiration cost by the total number of targets.
    You may select this inspiration more than once; each time, choose a different spell.

    MAC-FUIRMIDH INSPIRATIONS

    Spoiler:
    Chant of the Long Road: A bard of either type of 3rd level or higher can learn to use music or recitation to counter exhaustion and seasickness. For each round of performance, roll a Perform (music) or Knowledge (linguistics) check. Allies within 30 ft. (including you) who can hear you can choose to substitute the skill check results for the results of Endurance skill checks or saving throws against fatigue, exhaustion, nausea, sickness, or sleep. If already under such an effect, a new save is allowed each round of the inspiration, using your skill check for the save. This inspiration has no effect on instantaneous effects or effects that do not allow saves.
    For as long as you maintain the effect, allies within 30 ft. who can hear you can ignore the fatigued condition. Allies who are exhausted are fatigued instead. If you are 9th level or higher, affected allies ignore both fatigue and exhaustion for as long as you maintain this inspiration.
    This inspiration supersedes the feat of the same name from Complete Scoundrel, and also the Warrior Skald’s “marcher’s chant” prestige class feature from Races of Faerun, and the Sea Singer’s “sea shanty” variant class feature and the Battle Herald’s reveille command, from the Pathfinder Advanced Player’s Guide. When used to stave off the effects of fatigue or exhaustion, it subsumes the Epic of the Lost King feat from Complete Scoundrel, and also the Dawncaller’s “inspire stamina” prestige class feature from Races of Stone.

    Dishearten: A bard of either type of 3rd level or higher can fill opponents with an overwhelming sense of doom, inflicting a -1 morale penalty to all saving throws and to AC (Will negates). The magnitude of the penalty increases by 1 per 4 class levels you possess. This is a mind-affecting, fear ability that replicates the Harbinger class feature of the same name (from Dragon magazine, issue 337).

    Grant Move Action: A bard of either type of 3rd level or higher can learn to maneuver allies advantageously. Each ally (not including you) within 30 ft. who can hear you can take an immediate move action on your turn. This movement provokes attacks of opportunity normally. This extra action does not affect the allies' initiative count; the round continues normally after your turn is over. (This may mean, for example, that an ally whose initiative count immediately follows yours may get an extra move action from the you, followed directly by a full round worth of actions on the ally's turn.)
    A character can take only one extra move action per round. In other words, two characters can't use this ability on the same ally in the same round. If an ally chooses not to take the extra move action, it is lost. This inspiration supersedes the Marshal’s class feature of the same name, from the Miniatures Handbook, and also simulates the order forged from chaos maneuver from the Tome of Battle.

    Individual Tactics (Skald only): Each round you maintain this inspiration, choose one combat feat you know; one ally within 30 feet gains the use of one combat feat if he or she meets the prerequisites. You can affect multiple allies, but this requires use of additional rounds of inspiration (e.g., if three allies are affected, you expend 3 rounds’ worth of inspiration each round), and all affected allies must share the same feat. This supersedes the Warmaster’s battle tactic of the same name from the Adventurer’s Handbook (Super Genius Games).

    Inspire Caution: Affected allies receive a +1 morale bonus to AC and saving throws; this bonus increases by an additional +1 per 4 class levels you possess. At 12th level, this effect is equivalent to the inspire heroics performance in the Core rules. This also supersedes the Marshal’s motivate care and resilient troops auras from the Miniatures Handbook.

    Inspire Will: Each round you maintain this inspiration, make a Perform (music) or Knowledge (linguistics) check, as appropriate for your tradition. Affected allies can use the results of your skill check (without the additional bonus described above) in place of any Will saves and/or concentration checks that round. This inspiration duplicates the Battle Herald’s keep your heads inspiring command from the Pathfinder Advanced Player’s Guide, and also the Marshal’s force of will aura from the Miniatures Handbook.

    Spellsong, Mac-Fuirmidh: As fochlucan spellsong, but the spell level is 2nd rather than 1st. Selecting cat’s grace allows you to combine the Daredevil’s derring-do performance from Ultimate Combat and the War Chant feat from Dragon magazine (issue 335), for example.

    Sustaining Song: A bard of either type of 3rd level or higher can learn to inspire hope even in those who lay dying. For as long as he continues this inspiration, dying allies need not roll to stabilize, and thus lose no additional hit points by failing to roll. Once the inspiration ends, those affected go back to dying if they fail stabilization checks. This inspiration supersedes the Virtuoso prestige class feature of the same name, from Complete Adventurer.

    DOSS INSPIRATIONS

    Spoiler:
    Beguiling: All enemies within 30 feet who can see you must succeed at Will saves or be dazed for 1 round. Creatures that fail this save also have their attitude improved by one step for as long as you maintain the performance. This mind-affecting inspiration supersedes the Cloaked Dancer’s beguiling dance prestige class feature, from Complete Scoundrel.

    Captivating Melody (Minstrel only): As part of the casting of a bard spell, you can attempt a Perform (music) check. If the check fails, you still lose the daily uses of bardic inspiration but gain no benefit. If it succeeds, you receive a bonus of up to +5 on the save DC, depending on the DC at which you set the check and the number of rounds’ worth of bardic inspiration you are willing to expend. The Perform check DCs, and the number of rounds’ worth of bardic inspiration you must spend to gain the effects of the inspiration, are summarized in the following table.

    DC Modifier Perform DC Cost
    +1 10 + spell level 1 round
    +2 15 + spell level 3 rounds
    +3 20 + spell level 6 rounds
    +4 25 + spell level 10 rounds
    +5 30 + spell level 15 rounds

    This inspiration supersedes the feat of the same name, from Complete Mage, and also the Vivify Song feat from Monte Cook’s Book of Eldritch Might II (Malhavoc Press).

    Dirge of Doom: This inspiration combines the effects of encourage failure, inspire dread, and dishearten (q.v.). Those affected are considered shaken for purposes of removing or stacking fear effects (at a penalty of -4, the condition is equivalent to frightened, and panicked at -6, for purposes of removing or stacking fear effects)

    Snowflake Wardance (Skald only): While inspired in this way, add your Intelligence modifier as an insight bonus to attack rolls and damage with any melee weapon you wield (to a maximum bonus equal to your bard level). You cannot use this ability if you are carrying a shield, wearing medium or heavy armor, or carrying a medium or heavy load. Source: Frostburn.

    Sound the Retreat: Affected allies gain the benefit of the Wind Stance feat (20% miss chance as long as they move more than 5 ft.) for as long as you maintain the inspiration. If you have at least 11 levels in bard, the miss chance increases to 50%. This inspiration supersedes the Battle Herald’s scatter and sound the retreat inspiring commands, from the Pathfinder Advanced Player’s Guide.

    Spellbreaker Song: Enemy spellcasters within 5 feet per class level you possess take a 20% spell failure chance when casting any spell that has a verbal component (as if they were deafened).
    Once per round as an immediate action while maintaining this effect, you can choose to target a single spellcaster. In order to complete the casting of a designated spell, the target must succeed at a Concentration check at a DC equal to the results of your Perform (music) or Knowledge (linguistics) check. You must identify the spell being cast with a Spellcraft check to use this effect.
    This inspiration subsumes the variant class feature of the same name from Complete Mage, the Seeker of the Song’s “hymn of spelldeath” prestige class feature from Complete Arcane, and the bardic magician’s “spell suppression” variant class feature from the Pathfinder Advanced Player’s Guide.

    Spellsong, Doss: As fochlucan spellsong, but the spell level is 3rd rather than 1st. Selecting haste as the spell enables you to emulate the Dervish Dancer’s “rain of blows,” from Ultimate Combat.

    Warning Shout: A bard of either type of 6th level or higher can learn to warn his allies of danger. As an immediate action, you can grant a single ally (other than yourself) a +5 morale bonus on her next Reflex save and evasion (as the rogue class feature). The ally must be within 30 feet of you and able to see or hear you. You can affect multiple allies, but this requires 1 rounds’ expenditure of your inspiration per ally, per round the effect is maintained. This inspiration supersedes the feat of the same name from Complete Scoundrel, and also the Marshal’s watchful eye aura, from the Miniatures Handbook.

    CANAITH INSPIRATIONS

    Spoiler:
    Glorious Epic: A bard of either type of 9th level or higher can learn to weave captivating tales or melodies that engross those who hear them. Enemies within 30 feet become flat-footed unless they succeed at an Intuition save. A save renders them immune to this ability for 24 hours. Glorious epic is a language-dependent, mind-affecting ability that uses audible components. It supersedes the Court Bard’s ability of the same name, from the Pathfinder Advanced Player’s Guide.

    Impart Maneuvers: A skald of 9th level or higher can learn to impart a single combat feat to himself and all allies within 30 feet. You need not know the selected feat, but it must not have more than 2 other feats as prerequisites. This ability cannot impart weapon proficiencies. This inspiration supersedes the Warpriest prestige class feature of the same name, from Complete Divine.

    Inspire Greatness: A skald of 9th level or higher can learn to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. A creature inspired with greatness temporarily gains 1 level in Warrior (including HD, hp, and increased BAB and saves), in addition to retaining his/her normal levels and HD. For every class level above 9th, you gain an additional Warrior class level, which can be assigned to the primary target or allocated to multiple targets, so long as the total is equal to your class level - 8.

    Raid Tactics: This ability affects allies within 60 feet that can see and hear you. Affected allies ignore penalties from the confused, exhausted, fatigued, frightened, shaken, and sickened conditions for the duration of the inspiration. These conditions are not removed, but they have no effect on creatures under the effects of the raid tactics. If you affect multiple allies, each round you maintain the raid tactics, you expend two rounds’ worth of bardic inspiration. This inspiration supersedes the Warmaster’s battle tactic of the same name from the Adventurer’s Handbook (Super Genius Games).

    Sonic Might (Minstrel only): You can imbue your bardic spells with damaging sonics. Use of this inspiration is accomplished as part of your spellcasting, but requires you to both sing and play an instrument. Any spell with the [sonic] descriptor you cast using this inspiration deals 1d6 additional points of sonic damage per spell level to those affected. This costs a number of rounds of bardic inspiration equal to the level of the spell. This inspiration supersedes the Lyric Thaumaturge prestige class feature of the same name, from Complete Mage.

    Spellsong, Canaith: As fochlucan spellsong, but the spell level is 4th rather than 1st.

    CLI INSPIRATIONS

    Spoiler:
    Berserkergang (Skald only): A skald of at least 12th level can learn to inspire a rapturous battle trance that suppresses pain, fatigue, stunning, and fear effects for allies within 30 ft. Affected creatures also gain DR 5/— (DR 10/— against nonlethal damage); this benefit stacks with the damage reduction with any other untyped damage reduction (but not with DR/silver, etc.). This mind-affecting ability requires audible components. It replicates the Savage Skald’s variant class feature of the same name, and supersedes the Battle Herald’s “inspire hardiness” prestige class feature from the Pathfinder Advanced Player’s Guide; the Ollam’s “inspire resilience” prestige class feature from Complete Adventurer, and the Marshal’s hardy soldiers aura from the Miniatures Handbook.

    Countering Tactics: A bard can learn to counter the advantages foes gain by superior planning, morale, or position. Each round of the countering tactics, affected opponents gain no benefit from insight bonuses, morale bonuses, luck bonuses, or bardic inspiration; cannot flank; and suffer a –4 penalty to all attacks of opportunity (Intuition save negates). A creature you fail to affect with a use of countering tactics remains immune to any further use for 24 hours. This supersedes the Warmaster’s battle tactic of the same name from the Adventurer’s Handbook (Super Genius Games).

    Improved Countersong: A minstrel of 12th level or higher who knows the countersong inspiration can learn to expand its effectiveness. Each round, make a Perform (music) check. Any creature within 30 feet of you (including you) that is affected by a mind-affecting magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the improved countersong is already under the effect of a non-instantaneous mind-affecting spell or ability, it gains another saving throw against the effect each round it hears the improved countersong, but it must use your skill check result for the save. Improved countersong does not work on effects that don't allow saves.

    Rally: A bard of either type of 12th level or above can rally allies in a 30-foot radius burst. Those affected gain 1d6 temporary hit points per 3 class levels you possess, which last until lost or until you stop this inspiration, whichever comes first. Each ally may also make one saving throw against any one effect it currently suffers which could have been prevented with a successful saving throw (with the same save DC as the original saving throw); on a successful save the effect ends. This supersedes the Warmaster’s class feature of the same name from the Adventurer’s Handbook (Super Genius Games).

    Spellsong, Cli: As fochlucan spellsong, but the spell level is 5th rather than 1st.

    ANSTRUTH INSPIRATIONS

    Spoiler:
    Inspire Rage (Skald only): Willing allies within 30 feet of you gain the benefits of improved rage, as if they were 5th level barbarians (but they gain no rage powers or other barbarian class features). Their rage ends as soon as you stop maintaining the inspiration. This inspiration supersedes the Dawncaller’s “inspire fury” prestige class feature, from Races of Stone.

    Song of Surrender (Minstrel only): Affected nemies within 30 ft. drop everything held and fall prone unless they successfully save vs. Will. Those affected lose their Dex bonuses to AC and do not move, but are not helpless. They remain prone until you stop the inspiration. Those not affected need not save again unless they leave and then re-enter the affected area. Song of surrender is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components. It emulates the Buccaneer’s “mass surrender” variant class feature, from Pirates of the Inner Sea.

    Spellsong, Anstruth: As fochlucan spellsong, but the spell level is 6th rather than 1st.

    OLLAMH INSPIRATIONS

    Spoiler:
    Inspire Epic Fury (Skald only): Willing allies within 30 feet of you gain the benefits of greater rage, as if they were 9th level barbarians (but they gain no rage powers or other barbarian class features). Their rage ends as soon as you stop maintaining the inspiration.

    Spellsong, Ollamh: As fochlucan spellsong, but the spell level is 7th rather than 1st.


    Also revisited fighter talents, with a noted disparity in some of the effects. I'd recommend the following:

  • Eliminate the defense against ranged weapons talent; armor training is straight-up better.
  • Bulwark and Perfect Strike become combat feats.
  • Eliminate energy resistance. It's thematically inappropriate and easy to get by dipping in another class and/or simply spending a little mojo (or taking Permanent Spell: resist energy later on).
  • Strong Stomach, instead of granting a bonus on saves vs. disease & poison, can instead provide immunity at 11th and 16th levels, respectively.


  • How much awesome would an awesome awesome
    If an awesome could awesome awesome?


    Can Sheraviel stay out and play for a bit? In retrospect, she and Trog were two of my favorite PCs in 30+ years of playing and DMing this game.


    Was statting up kuo-toa and incidentally noticed that a number of the Domain feats are trap options (for example, Water Devotion as written was worse than simply taking Magical Talent). Fixes are posted under this avatar's profile; more on the way.


    Talonhawke wrote:
    Kirth a quick question on sneak attack. Under synergy it's says that one strike feat even if the normal activating conditions ae not met. So for killing stroke does this allow a rogue to force a CdG save on any sneak attack?

    No, because the BAB-based scaling of the feat still applies. (Needing "base attack bonus +X" is a prerequisite, not an "activating condition.") To force a CdG on a sneak attack, you'd need to be at least 21st level (which the system doesn't really support), or else spend a number of rounds studying the opponent before attacking (which duplicates the assassin's death attack, BTW).

    That said, a 16th level rogue can be forcing a CdG every other round...

    Spoiler:
    but at that level the whole world runs on rocket-launcher tag anyway. I'd expect combat to be infrequent and very fast, with the party spending most of their time setting things up so that they don't get blindsided and wiped out instantaneously -- and the bad guys should be doing the same thing. No one is going to go room-to-room through a dungeon at that level.


    Darkholme wrote:
    Not for spells known, just for spell DCs.
  • Spell DCs = 10 + spell level + Cha modifier. I don't know of any feats to increase them except Spell Focus.

  • Caster level (for range, duration, etc.) = number of ranks in Concentration, so no feat needed for that.

  • Spell capacity (spells known and per day) = class spellcasting as listed, plus theurgy from other classes (if any). Theurgy is always listed in the class descriptions; there isn't a feat for it. (And there shouldn't be a feat for it, because in general class features > feats.)


  • trhvmn wrote:


    (1) P. 94, Ogre's Stature: If you're already large (like from having levels in the half-giant paragon class), does this let you become huge?
    (2) P. 94, Wrath of Ancestors, Greater: There's no option for an enhancement bonus, unlike the previous two versions of this power? The table seems to indicate that this is intended, but it's a little confusing, especially since the Mighty and Primal versions of this power give that option.
    (3) P. 95, Giant's Stature: (a) What happens if you could already become large from Ogre's Stature? I'm guessing that you just get the increased attribute bonuses and such? (b) And what if you're already large to begin with (half-giant paragon class etc.)? I assume that you wouldn't become gargantuan, since that'd be ridiculous.
    (4) P. 97, Beyond the Grave: Is this revenantness permanent, then?
    (5) P. 98, Titan's Stature: Same stuff as Giant's Stature.

    OK, I've got my hardbound copy in front of me, so I'm in better shape to answer questions without contradicting myself! Here ya go:

    (1) The way it's written, no, it does not. However, ogre's stature is really nothing more than having enlarge person (self only) as a spell-like ability; it's even got the (Sp) tag. I copy-pasted the benefits there so you wouldn't have to cross-reference them elsewhere. So a case could be make that it should otherwise function like that spell, and a kindly referee might allow it on that basis (but is in no way obligated to).
    (2) Good catch -- that's a copy error; it should function similarly to the others.
    (3)(a) That's spelled out in the last sentence: "The effects of this power supersede those of the ogre's stature rage power (q.v.), which you must have before selecting this one."
    (3)(b) As written: no. As a spell-like ability (giant's stature again has the (Sp) tag), it functions exactly like the giant form I spell, which also does not allow that. So, there's really no way to even start to make a case for allowing that.
    (4) By that point you're at least 18th level, so it's assumed the campaign will be ending soon. I feel OK leaving the answer up to each individual group.
    (5) See (3)(b); it functions as giant form II.


    OK, I like what Fist of the Forest does, and I like what Sacred Fist does, and I would like to keep them both as-are, except with an additional note to the effect that the druid-monk spellcasting theurgy from them doesn't stack.

    Otherwise, it might be nice to have a druid/monk who grabs FotF for the animal companion boost and access to ranger spells, and also takes SF for the spellcasting theurgy ans synergy to initiations, unarmed damage, and weapon form.

    That said, I'll think on it some more, and I'm open to suggestions as well.


    Tahlreth wrote:

    1. For Shadow Conjuration/Evocation: if the spell you're mimicking is pre-made with metamagic that affects how the spell is cast (Channel Spell, Silent Spell, Still Spell, Quicken Spell), does the metamagic have any effect? Or would they have to be applied to Shadow Conjuration/Evocation itself?

    2. For Cascade Spell:
    a. Does the cascade effect itself heighten anything?
    b. Does metamagic applied on top of the cascade effect all the cascaded spells? Or does the metamagic have to be applied separately to each individual spell?
    c. Do all the cascaded spells have to have the same target?

    1. If the metamagic specifically alters the manner in which you cast the spell, it would have to be applied to the spell you're actually casting (i.e., the shadow spell). I mean, sure, you could try to mimic a silenced fireball, but to do so you'd still need to pronounce the verbal component of the shadow evocation first, so in essence the Silence Spell feat doesn't do anything at all.

    2. (a) No, but I imagine that should probably be spelled out somewhere!

    (b) Once you've formed a cascade, the intent was that it would be sometimes possible to treat the resulting cascade as a single spell, especially when the parameters are already the same for all of the components (see examples). However, if one of the spells in the cascade is touch-only, and another is Medium range, for example, you'd generally have to treat the Cascade as a touch spell if you wanted to use Reach Spell to make it long-range.
    As with everything, efforts to totally sidestep existing limitation guidelines this way are not permitted. For example, you can't cascade two ray of frost with ray of frost + versatile metamagic (x3: fire, acid, electricity) and then claim the resulting 3rd level spell should deal up to 10d6 each acid, cold, fire, and electricity damage; instead, it would still deal up to 10d6 total. For other attempted exploits, use that same logic.

    (c) Yes; the cascade becomes, in essence, a single spell.


    Alice Margatroid wrote:
    It also makes certain buffing spells even better, e.g. a civilised humanoids-only haste spell for -2 levels?

    Egad -- I didn't think of that one, either.

    Either I've gotten a lot dumber over the last year, or I'm operating at a lot less than full horsepower lately. Either way, I agree with you that there are some nearly-unfixable problems there.

    I would therefore strongly recommend that that feat be discontinued from use, either until a workable (read: not totally abusable) version can be hammered out, or indefinitely, otherwise.

    P.S. Thank you, Alice -- I owe you one. If you spot anything else that I've that egregiously missed out on obvious implications for, please don't hesitate to let me know and/or beat me severely about the head.


    Tahlreth wrote:
    Never mind on if a caster needs to have all the prerequisites before learning a pre-modified spell

    No; your ruling is quite right on that. Please disregard my earlier comment; I don't know where my brain was during that moment, but it was obviously not on that question! Mea culpa. The way it was intended is that no, you do not need the feat (as you correctly deduced). Whether you need meet all prerequisites was not specified, but you'll notice that in all but a few specific cases, "prerequisite-less feats" have been removed; I'd recommend continuing that, except of course in the case of Versatile Evocation for those energy spells.


    Let me post #4 here as an official erratum. (I'd thought it was so obvious I didn't need to add this, but apparently some clarification is in order):

    Spells (Ch 7), p. 12 (p. 622 of PDF):

    CREATURE-SPECIFIC SPELL (METAMAGIC)
    Special: You cannot apply this metamagic feat to a spell that is already creature-specific -- for example animal growth, hold person, detect undead, or any spell with a target of "you." You cannot apply this feat to a spell that does not target one or more creatures. If you apply this feat to a spell that affects both creatures and objects, only the specified creature type is affected; objects are not.


    Tahlreth wrote:

    Pdf perused, now for my ruling/mechanics questions:

    1. If a character uses Flurry of Blows (either the Monk synergy or the advanced Fighter talent) with a single main-hand weapon, does the Multiattack feat apply to all their iterative attacks? Or would they have to have a second copy of Multiattack for it to apply to what would normally be off-hand iteratives?

    2. Do Flurry of Blows and the Magus Athame ability have any effect together? Or would the character have to give up what would normally be their off-hand attacks in order to use the Athame ability?

    3. When a caster gains a spell know that's pre-modified with metamagic, can the metamagic be affected by the APG magic trait Magical Lineage? Or does that trait only work when preparing or spontaneously adding a metamagic feat onto the spell?

    4. When a caster gains a spell know that's pre-modified with metamagic, do they have to have all the prerequisites for the metamagic feat first?

    5. Spellstrike says casting a spell through it doesn't provoke an AoO. Battle Touch says if you have both those feats plus TWF, you can Spellstrike with a pair of weapons. Is Spellstrike (and maybe the Monk sutra Enlightened Fist) doing something weird with the spell's somatic component?

    6. Channel Spell, Enlightened Fist, and Spellstrike look like they're each trying to do the same thing, but through different methods/restrictions. Could this be cleared up and spelled out so players have an easier time figuring out which of these three fits their character best?

    7. Killing Stroke has a synergy entry for Staggering Strike saying they stack. How does this work? Staggering is roll attack, roll damage, save or status effect. Killing Stroke is check status effect, auto-hit, auto-max-damage, SoD. When used together, is it supposed to be roll attack, save or status effect, auto-max-damage, SoD? Roll attack, roll damage, save or status effect, SoD?

    On a side note, thank you for spelling out how Shadow Conjuration and Shadow Evocation work with your Heightening...

    Let's see what I can do.

    1. That's a good question. Off the top of my head, because Multiattack is assumed to work for up to three (3) iterative attacks, that would be the cap for one application of it. However, if someone were really interested in doing that in the game, I'd probably have to run the math and see how it stacks up against, say, Weapon Specialization, and rule accordingly.

    2. Unless otherwise specified, flurry of blows works exactly like Two-Weapon Fighting. The only difference is that you don't actually need two separate weapons. If you have that ability and the magus' spell/attack combo ability, you'd have to pick which one to use.

    3. I'd rule that it would work, but would probably use the same "+1 spell level minimum" rule as for all other metamagic.

    4. If you get it off a scroll or something already pre-modified, then no -- the person "inventing" the spell already applied the feat for you. If you're doing that as a spontaneous caster, you'd need to know the feat.

    5. In that specific case, Spellstrike + Battle Touch lets you pretend your weapons have the somatic property, for that use only.

    6. Channel Spell and Spellstrike are two means to more or less the same end. I considered merging them, and you could, but I sometimes like having a couple of ways to get so obvious an ability. Enlightened Fist enables a monk to get it more easily, but with a lot of restrictions -- the rationale there was that pretty much every monk/arcanist would select Spellstrike, so there was no reason not to acknowledge that and provide the ability up front.

    7. Roll attack and damage. See if status effect is applied. If so, then see if he dies instantly.


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    Discussion thread.


    I'll make a DMPC named Nigel Tufnel.


    OK, wow, I had this brainstorm today... the last consolidation got me thinking. What if all the feats, talents, etc. that provide benefits when you have X ranks in a skill -- what if they were part and parcel of the skill itself, but only if you had sufficient ranks in it as a class skill? I mean Sixth Sense (Perception), Mark of the Wild (Handle Animal), Staredown (Bluff), Ledge Walker (Acrobatics/Athletics), Swift Tracker (Survival), etc...

    We could pare down the class skills lists a lot, and all they'd really lose is that +3 class skill bonus, which is easily made up for with enhancement bonuses, aid another, etc.

    Skill Focus would simply make a non-class skill into a class skill, so that, for example, a ranger who really wanted to be a trap and golem and magic item disarming guru could take Skill Focus (Disable Device) to get the rogue's "sabotage item" abilities, for example.

    This makes the rogue back into a skill monkey simply by virtue of having a large class skills list. It eliminates a lot of feat referencing for the rogue, ranger, and druid. It turns skills from long-scoffed-at afterthoughts into things worth assigning ranks to.

    To keep people from just dipping one level of rogue to get them all, there would have to be a caveat that advanced class skill abilities are gained only if you have a number of levels in classes with "X" as a class skill greater than or equal to the number of ranks needed to gain the ability (in other words, a rogue 10/fighter 1 wouldn't gain any ability requiring 11 ranks of Stealth as a class skill, unless he also had Skill Focus).

    Thoughts?

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