While thinking about BAB, 9th level casting, and the differentiation between gish-like classes and their full casting brethren, I ended up considering the following:
What if the full (9th level) casting classes were demoted to lower BAB progression?
For core classes this would make Druid and Cleric 1/2 BAB progression and Sorcerer and Wizard 1/4 or 0 BAB progression.
This further differentiates these classes from things like the Warpriest, Hunter, Magus, Bard etc. It also reins in the auto-hit nature of touch attacks at higher levels (touch ACs don't scale on average at higher CR, but the casters that use touch attacks gain BAB over time). It also may help to tone down the "do-everything" nature of some of these classes.
My instinct is that this would be an unpopular change. But would it be good for the game?
The problem with lumping primary divine and natural casters is their spell lists. Bear in mind, the only reason they are permitted mid BA and full spells is because their spell lists don't include powerful damage dealing options. Even the damage dealing they do have does not scale well; eg Inflict Light Wounds capping out at 1d8 +5, touch range and must succeed on an attack roll, save for half, versus Burning Hands capping out at 5d4, 15 foot cone, hits all targets within, save for half.
Well, water has oxygen in it... H20. I thought that's how gills worked. It filtered oxygen through water. The mermaid scale idea is very reminiscent of the Seafoam Shawl which is already a good item, just not easily accessible. I like the mermaid breath as a spell-like ability being able to grant people air-breathing 1 hour 1 target 1/day.
Water does indeed have oxygen in it, but so does air, which is what is in a Bag of Holding. The problem is in the fact that it does not renew itself. This is why a living creature can't survive in a Bag of Holding for long. The same problem would arise with an aquatic version.
As for the Mermaid Breath, it would probably be a supernatural ability with the same restrictions. If it's spell-like, it has to mimic a spell.
The Sideromancer wrote:
What's really needed are a way around the lack of Boot slots.
That's too easy to solve. Simply grant merfolk the ability to wear tailbands that function otherwise identically to boots. Either allow boots to be made as tailbands, or if you use the amorphous magic item rule, boots can simply alter their shape when subjected to a creature such as a merfolk.
I thought I start sharing the races that I've created for Pathfinder using the rules from the Advanced Race Guide. I'll start things of this the Canidae, my canine race.
I'm inclined to agree with Cyrad on...actually, all of his points. However, perhaps I could make some suggestions that would allow you to retain the flavor.
Child of the Steppes: This can be addressed from both a thematic point, and a balance point. If these Children are born in the frozen wastes perhaps getting rid Ghost Walker (ice and rock don't leave tracks) and Sharp Eyed are a more suitable choice. Without constant need for both, they wouldn't have been likely to develop them. In a barren land where everything is sparse and creatures have camouflage, their eyes might not be as relied on as their Scent to detect prey or predators. And by removing these, as Cyrad pointed out, universally beneficial traits, it gives you some wiggle room for the wonderfully flavored Alternate trait you've developed. When it comes to the +5 Constitution bonus to stabilize, personally I wouldn't throw a fit about it, but reducing it to +2 keeps the flavor and goes a long way towards appeasing the more cautious DMs. As for the increased death cap, I would suggest getting rid of the hitdie aspect at all, and just improve it based on their Constitution modifier.
Ghost in the Wind: I'm actually not seeing a problem here, aside from Cyrad pointing out Honor/Stealth paradox. Sniping already carries a -20 penalty, so reducing it by 10 still leaves the sniper in a precarious position, especially at low levels. The claim that Rogues can only take it later is true, of course, but racial abilities can stretch that notion a bit. Winged creatures (Styriax, I believe?) can still fly all day despite Wizards not getting that ability until much higher levels.
More items should have been made, as the 5ft. land detriment hinders the Merfolk greatly out of an aquatic campaign. These are just a few of my ideas:
Ocean’s Coin Purse - Bag of Holding (Continuous Create Water)
Grants the bearer the ability to hold aquatic items and creatures of either Salt or Freshwater, but not both simultaneously. The bag can be filled with several gallons of either Salt or Fresh water. Following the science of sea salinity if the bag holds Saltwater, items originating from freshwater are lost or destroyed and vice versa. Items and creatures held in this manner are prevented from deteriorating by being taken from their natural habitat. Creatures up to Small size in either the Aquatic or Amphibious category can be held in this way. Filling the bag with water is a full-round action, as emptying it is a move.
This is...flawed, I think. The description makes it sound like a Bag of Holding; an extra-dimensional space. Much like its dry counterpart, oxygen would still be a problem. See, breathing water still absorbs the oxygen present within it. The Plane of Water has "dead zones" where the water has no oxygen, and water breathing creatures cannot survive there any better than air breathing ones. Throwing in a fishy creature would still run the risk of suffocating. While you certainly could wave your magic DM wand and say "poof, not a problem", I think it would be more prudent to acknowledge the limitations, especially if this item is being sold for equal (or less) than a standard Bag of Holding.
Moving on however, I love merfolk. I have a couple suggestions for you, though they aren't "items" per se.
Mermaid's Scale = This is a classic. Certain sources claim merfolk aren't necessarily hostile to humans, but that they're afraid of us poaching their scales. Because human greed is a thing. A mermaid's scale, freely shed or otherwise, could be used to create a special pendent through a process known only to the merfolk. This pendant allows a mermaid to shed its tail and grow legs (or a human to lose its legs and grow a tail) until reverting back is desired. Mind those Dispel Magics though. While certainly an item, this should be a process reserved purely for merfolk, and not based on a feat. Perhaps only certain merfolk have the knowledge to create one, and they guard them jealously.
Mermaid's Breath = Sources claim mermaids lure sailors to their deaths with songs and charm. But what if that were only half true? As mortal creatures, perhaps they simply enjoy the...physical pleasures of forbidden company? This is a problem for air breathing creatures, of course, but a merfolk's kiss could correct that if they had a supernatural ability to reverse the breathing process from air to water. Now if a human finds himself under the waves locking lips with a beautiful mermaid (or with a strapping merlad) the only problem he'll need concern himself with is getting back to the surface before time runs out (inner struggle over his sexuality aside).
It does you no favors to be unusually haughty, defensive, and condescending to people that genuinely care and want to help you. That kind of attitude isn't welcome here. Especially in a forum dedicated to collaboration, sharing, and providing feedback for homebrew material.
I ask my questions out of interest and a desire to help you. I need to know what steps you already taken to test the material. If these steps are flawed, then any data you gain will also be flawed. Especially when your playtest methods sound like they hurt you more than help.
I have been neither haughty, defensive, nor condescending. If anything, I think I've been extraordinarily patient. I have clearly set out the terms in my original post, I have explained my decision making process several times to both yourself and Sangerine, and I have not resorted to the standard fare of name calling, foul language or anything of the sort. I am using this forum exactly as it's intended.
I do understand that verbal to textual conversations sometimes lose something in translation, but I do not believe this conversation has yet taken that turn. You (both) have inquired about my methods from a standpoint of concern, and I've explained why I made them. If you are getting aggression or anything similar out of it, then I certainly apologize; that was not my intent.
I appreciate both your interest and your desire to help.
Is your method intentionally preventing any view of actual mechanics so that people have to judge based on fluff? o-0 Odd way to entice potential testers.
Haha. I'm having a hard time telling whether you're just hovering on the line of being scathing, or if you're just innocently asking questions with tongue-in-cheek humor, but I always give the benefit of the doubt.
My method is preventing people who suffer from knee-jerk reactions to be allowed to voice their opinion, or at least that's my goal. If, after reading my original post, the first question that popped into your head was "But why?" then you are not qualified to give feedback in a meaningful way.
It's hard to put into words. A lack of interest in the subject itself produces poor results from the person taking the test. You admitted to seeing little point in my endeavors ("But why?"), which is perfectly reasonable. And, due to method of setting up my scheme as I did, it screened you out as a potential tester , despite you appearing to be reasonable, intelligent, and (maybe?) humorous.
I do understand your prediction though. My plan might backfire, I might never get good quality data, and my Starsigns might never have the opportunity to benefit from some good perspectives.
But, at the end of the day, that really doesn't affect me.
Versatility is the reason I prefer 3.P to 5E. If I wanted to dumb the system down, I'd use 5E.
I value versatility. Please don't misunderstand, this isn't my attempt at bringing the game closer to 4E or 5E. I just think the Trait system could be better refined. Which is what I set myself out to do.
Sangerine wrote:
Your summary of the various signs is fluff, which will lovely for players, is completely useless from a mechanical standpoint to judge. If you want people to effectively apply to playtest your homebrew, especially without giving them much information regarding it until they "prove themselves" to you, then good luck. Hope you get the data to support you.
My summary is designed to be fluff. It's there to touch on the niches that the Starsigns fill, not provide you with their composite data. If everything you read in my initial post was not enough to entice you, then you aren't interested in my system. That's perfectly acceptable. I don't want any feedback from people who aren't interested.
I think I'm seeing the root of the issue here, but correct me if I'm wrong.
"most of the time the designer never playtested the content themselves". You're suggesting that, due to past experiences, I am very likely to be following that pattern. In order to break that pattern, I must verifiably demonstrate that I am somehow above that.
This, I believe, is where we diverge. I am only seeking qualified GMs who are interested in the concept of my system; that being a replacement for Traits. If one is not interested in said system, then, as far as these boards are concerned at least, why are we speaking at all? That's why I haven't published the Signs for public perusal.
"That's pretty crazy, like a software engineer who doesn't run their code until it reaches the QA department." Another assumption tied into the above.
I did not, in accordance with your example, simply right down a few words and here we are. I've worked on this for months and, as I implied, subjected my Signs to my group. Simply, as you're suggesting, creating something and throwing it onto the internet for someone else to alter, is the same as if I hadn't created it at all. A fantastic waste of everyone's time, wouldn't you agree?
"game design is subjective by nature, and I have trouble imagining how a GM will provide a playtest report that doesn't consist of their opinions and subjective observations." This is where I misspoke.
I said I did not want opinions, when I should have said I did not want unqualified opinions. As the creator of the Signs, I understand that every test I personally run them through must be, by its nature, biased. This is unhelpful. I have no foundation in which I can fall back on to support the Signs' existence. I need data from others to form that backbone. Once I have enough data from a controlled test, my Signs will be made public for anyone to use or comment on as they see fit.
"Why not players or even inexperienced GMs or other designers? Getting data from multiple perspectives is vital for a game designer. A Disney Imagineer even wrote a book on that." The proverbial meat and potatoes of the subject.
As a forum user, let alone a D&D-based one, you must be keenly aware of the problems that arise due to interpretation of rules. It happens too often that useful, or even correct, tidbits are completely over-flooded by a tidal wave of people who have an opinion. Having to pick and choose which comment has factual standing and which does not is an exercise in frustration, and costs time that could better be spent reading every rule Pathfinder ever created on my own. Not that I have that in me, but the time would be better spent that way.
When new medicines are created and finally stabilized they don't simply release the product into the world just to "see what happens". There are controlled tests which produce the best results possible. While I understand this is not medicine, I would remind you that my example differs in scale, not in kind.
Soliciting a private playtest strikes me as rather odd. It's already fairly difficult to get playtest data -- especially when I'm not even sure you have playtested this yourself. Making it private only shoots you in the foot.
A fair assessment. But I would counter that I'm only interested in factual data, not opinions. Convincing a skeptical person that my system has or has not been playtested serves no practical purpose. Perhaps I set my standards rather high, desiring a controlled test, but I'm willing to take that risk. Thank you for your concern though.
Not to be rude, but what exactly is there to test?
You have a good design goal here, but there's no game mechanics here. Only a list of vague descriptions that come off as a bad joke.
Er...awful jokes aside, did you have a chance to read my entire post? I mentioned that in their current phase, I would not be making my Starsigns public. I don't want random feedback on them from every Tom, Dick and Harry. That's why I said, if any DMs were thinking about starting a new game, I'd be thrilled if they would message me so I could ask them a few questions about their level of experience. I would send those selected DMs the full document with all the data and design structure. I'm trying to shape my Starsigns in the best way possible, and I don't want to get "false" data from someone with no actual experience in DMing. Sorry for any confusion!
I am fairly new to this game, so I wouldn't be the best for this experiment, but can I just talk about the Fatal Spiral for a moment. This WILL all end in tears? I am crying already.
Hello. I am in need of GMs who are thinking of starting a new game session to test a creation of mine, that being Starsigns.
Before I explain what those are, allow me to preface this with an explanation. Due to a combination of stale game play and rigid class structures, and the Trait system being...shall we say, expansive, I have created an entirely new system to incorporate into character creation.
My Starsigns are designed to replace the Trait system entirely (Bullied characters with Rich Parents, anyone?) With this system, we are no longer tempted to comb the rules for hours seeking out that perfect +1 bonus, or come up with reasons why it doesn't exist to validate our begging the GMs. In turn, we're no longer required to spend time researching endless Traits to make sure the players didn't misread something. Sure there are other ways to handle this; banning Traits altogether, for example. But, my group likes fun.
Now, characters select a Starsign to be born under, and each one provides several choices to enhance a character concept. By removing the utter flexibility of Traits, Starsign abilities tend to have a bit more oomph to them. These can be small bonus to numbers, or the lifting of certain restrictions on character ideas that would normally take several levels to pull off, and probably aren't very good by that point. As with all things though, I want to make sure my Starsigns aren't causing more problems than they cure.
If anyone is interested in a system like this, I would love feedback that I can incorporate into my Starsigns to promote healthy game play. However, since I don't actually know any of you as people, the only way I can prevent false data from occurring is to be selective in my process. Meaning if you'd like to use my system, send me a message so I can ask you a few questions. In their current phase, my Starsigns will not be made public.
I have been working on these Starsigns for months. This is not a system I spewed out over night. I need the best data I can get.
Thanks!
Brief summary of Starsigns:
The Heart of the Cosmos: Tuning you out is not an option. Mediation benefits everyone...but mostly you.
The Jeweled Ring: Necessity bred invention. You perfected it.
The Knight: Get in there and fight, maggot!
The Magician: For my next trick...I'll need a volunteer.
The Thief: For the discerning PC in you.
The Lover's Locket: You protect far more than a simple picture.
The Caduceus: Side effects may include healing, attribute restoration, temporary hitpoints, and First Aid that does something. Ask your GM if The Caduceus is right for you.
The Ascension: Your metaphysical awareness takes skills to the next level. Or you can Transcend a skill and show the world there's more than one way to skin a cat.
The Unchecked King: Squares? Turns? Movement?? Pieces!? Waiter! "Check" please!
The Hunter: Keep your eye on the prize. Oh, and watch your step.
The Peasant Girl: Homegrown goodness to shore up those weaknesses.
The Fatal Spiral: You must be a glutton for punishment. This WILL all end in tears.
After a year of testing and concept redesign, I've decided to repost this class with my findings. This class specializes in healing.
Role: Healer
Hit Die: d6
Base Attack Bonus: As Cleric
Saves: High Fort and Will
Class Skills:
The empath's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (local) (Int), Knowledge (nature) (Int), Perception, Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Survival (Wis).
Skill Ranks per Level:
4 + Int modifier.
Class Features
The following are class features of the Empath.
Weapon and Armor Proficiency:
Empaths are proficient with all simple weapons, (but see Empathic Link). They are proficient with light armor, but not with shields.
An empath is free to use any form of armor or weaponry without interfering with their abilities, save that an empath cannot use a gauntlet, or cover their hand in anyway, and still forge an empathic link with his touch.
Empathic Link:
An empath is so in tune with the life forces of living creatures around him, that he is able to heal wounds using this link. In return, an empath must be mindful of causing harm to creatures or else risk hurting this delicate balance. Any empath who either deals hit point damage, ability damage, ability drain, causes negative levels to, or kills another creature, suffers empathic shock and loses access to Channel Energy, Empathic Touch, Life Link, Waves of Empathy, and Empathic Transfer class features for 1 minute per two class levels (minimum 1 minute) that he possesses. Nonlethal damage may be used freely without incurring this penalty.
Channel Energy (Su):
An empath can channel positive energy like a cleric, using her empath level as her effective cleric level when determining the amount of damage healed. She can use this ability a number of times per day equal to 1 + her Charisma modifier. Unlike a cleric, an empath may not use this ability to harm the undead.
Healing Hands (Ex):
Empaths began their training by studying medical charts and other facets of mundane healing. As a result they gain a bonus on Heal checks equal to half class level. In addition, an empath may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or provide long-term care, he may treat double the normal number of people at the same time. He may also provide long term care for himself.
Expert Healer (Ex):
All empaths coming out of their training have a solid understanding of how to heal wounds. While they are blessed with supernatural abilities that allow them to save lives on the battlefield, these are tiresome and cannot be done endlessly. In order to supplement these incredible abilities, empaths also study in mundane healing practices and, when coupled with their empathic link to the living, possess abilities far beyond even the most schooled mundane doctor.
An empath may treat recent injuries received by living corporeal creatures by expending one use of a healer’s kit and taking 1 minute (10 rounds) to treat the creature, healing 1d4 damage (DC 20). She may heal an additional 1d4 for each 5 points by which she exceeds the DC on her skill check. An empath cannot heal more damage than the target has taken in the previous 10 minutes. A given target may only receive healing once per 10 minutes.
Bonus Feat:
At levels one, three, and every three levels thereafter, an empath gains a bonus feat. This feat must be an empathic feat. You must meet the qualifications for the selected feet.
Empathic Touch (Su):
Beginning at 2nd level, an empath can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 3 + her empath level plus her Constitution modifier. With one use of this ability, an empath can heal 1d6 hit points of damage for every two empath levels she possesses. Using this ability is a standard action, unless the empath targets herself, in which case it is a swift action. An empath needs one free hand to use this ability.
Alternatively, an empath can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the empath possesses. Using Empathic Touch in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Beginning at 4th level, whenever an empath uses this ability on himself he may choose to remove a condition drawn from the same list as Empathic Transfer. He may only choose to remove one such condition at a time with a use of this ability.
Life Link (Su):
When creatures within 20 ft. of you suffer hit point or attribute damage, you can choose to transfer some or all of that damage to yourself as an immediate action. If there is an additional effect associated with that damage, you suffer that effect in lieu of the target if all of the damage is transferred; otherwise, the creature suffers the effect normally. An empath instinctively knows how much damage, in hit points, all creatures within 20 feet take upon being damaged.
Quick Healer (Ex):
An empath’s ability to treat mundane wounds and ailments improves. She may now provide first aid, treat wounds, or treat poison as a move action.
Life Sense (Ex):
As a swift action, an empath can gauge the relative health of any living creature he can currently see, determining, in hit points, how much damage a creature has taken and its total hit points value.
Unbreakable Empathy (Ex):
At 3rd level, an empath applies his Constitution modifier one and a half times when calculating bonus hit points. These bonus hit points are added retroactively for each level the empath gained prior to receiving Unbreakable Empathy, but only to hit die gained via the empath class. Should the empath multiclass out of empath later, he begins adding his normal Constitution modifier as normal until such a time as he returns. This does not add extra uses to Empathic Touch, improve fortitude saves, or add to anything else other than extra hit points gained at each level.
In addition, the empath receives a +4 bonus on the following checks and saves:
Swim checks made to resist nonlethal damage from exhaustion;
Constitution checks made to continue running;
Constitution checks made to avoid nonlethal damage from a forced march;
Constitution checks made to hold your breath
Constitution checks made to avoid nonlethal damage from starvation or thirst;
Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
The empath may also now sleep in light or medium armor without becoming fatigued.
This ability counts as having the Endurance feat for anything that requires it as a prerequisite. The empath need not have Endurance to qualify for any such ability, class, etc.
An empath may still choose to take the Endurance feat. These effects stack.
Waves of Empathy (Su):
Empaths understand that war is often unavoidable. It is through this grim realization that the empath learns how to wage war on her own terms.
At 4th level, an empath learns to use the power of her empathic link to bolster her defenses and aid her allies. The empath gains one additional use of her Channel Energy ability per day. She gains one additional use of Channel Energy per day for every four levels she attains beyond 4th.
She can spend a use of Channel Energy ability to call upon the power of her empathic link as a standard action. This causes waves of golden ribbons to emanate from the empath in a 30-foot radius. All allies in this area (including the empath) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against necromancy as long as they remain in the area of light. This power lasts for 1 minute.
At 8th level, the waves of empathy heal the empath and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per usage.
At 12th level, the waves of empathy now grant an additional +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against necromancy. In addition, the waves grant allies in the area resistance 10 to one type of energy, selected by the empath when this power is activated.
At 16th level, the waves of empathy grant the empath and her allies protection from critical hits. There is a 25% chance that critical hits made against the empath and her allies in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection (such as light fortification).
At 20th level, the waves of empathy increases in size out to a range of 60 feet. In addition, all of its bonuses increase. The morale bonus to AC and on attack rolls, damage rolls, and saving throws against necromancy increases to +4. The amount of ability damage healed increases to 2d4. The energy resistance increases to 20 against one energy type. Finally, protection against critical hits increases to 50%.
Empathic Transfer (Ex):
At 4th level, an empath adds an effect to his Empathic Touch ability. Whenever the empath uses Empathic Touch to heal damage to one target the empath may choose to transfer a condition the target is currently suffering from onto himself. A condition so transferred effectively ends for the target and begins for the empath using what remained of its duration. An empath may choose a condition to transfer from the following list.
• Fatigued
• Shaken
• Sickened
Braced (Ex):
Beginning at 5th level, an empath now begins to know what to expect when she uses her Empathic Transfer ability, and can now steel herself for the impending explosion of pain. Whenever an empath transfers a condition onto herself, the condition does not begin to affect her until the end of her next round.
Improved Empathic Transfer (Ex):
At 7th level, an empath adds the following conditions to the list of those that can be selected with Empathic Transfer:
• Dazed
• Diseased
• Staggered (unless target is at exactly 0 hit points)
Resuscitate (Ex):
Starting at level 9 an empath is able to bring the departed back to life by succeeding on a DC 30 heal check. Regardless of whether the check is successful or not, a number of uses from her healer's kit are expended.
At 9th level, by expending six uses from her healer's kit, she can bring one dead creature back to life that has been dead for no longer than 20 rounds.
At 14th level, by expending ten uses from her healer's kit, she can bring one dead creature back to life that has been dead for no longer than 20 minutes.
At 19th level, by expending twenty uses from her healer's kit, she can bring one dead creature back to life that has been dead for no longer than 20 hours.
The revived creature is treated as if it wasn't fully dead, just teetering on the brink of it for the purpose of not suffering from negative level loss or Constitution drain when returned to life. Revived creatures are restored to one hit point, are unconscious, and are placed under long term care of the empath and not released from her care until they have recovered at least three-quarters their maximum hit points. Should the patient be removed from the empath's care at any point during this period before recovery, the patient reverts to his previous dead status. Spellcasters revived in the manner lose all their prepared spells. A revived creature gains the Beyond Healing condition until it recovers. Such a creature cannot receive the benefit of an empath's Expert Healer class feature or any supernatural or magical healing.
Greater Empathic Transfer (Ex):
At 10th level, an empath adds the following conditions to the list of those that can be selected with Empathic Transfer.
• Cursed (any effect that remove curse can target)
• Exhausted
• Frightened
• Nauseated
• Poisoned (any effect that neutralize poison can target)
In addition, an empath may now transfer two such conditions at the same time.
Mend the Body (Ex):
Starting at level 10, an empath may operate on a creature for 10 rounds (1 minute) to make a Heal check. This check is DC 5 + twice the total amount of combined ability damage suffered to Strength, Dexterity and Constitution. With success, he may immediately heal 1 point of ability damage that the target has suffered to their Strength, Dexterity or Constitution. If the target's ability damage is drain, the DC is increased by +10. Using this ability consumes 10 uses from his healer's kit. For every 5 points above the DC the empath meets, he may restore 1 additional point of damage or drain.
Note: Performing surgery successfully requires the patient to be helpless, unconscious or otherwise sedated. Any effect that makes a creature immune to pain is sufficient. If the patient is not properly prepared, the DC to operate doubles.
Restore the Mind (Ex):
Starting at 11th level, an empath may operate on a creature for 10 rounds (1 minute) to make a Heal check. This check is DC 5 + twice the total amount of combined ability damage suffered to Intelligence, Wisdom and Charisma. With success, she may immediately heal 1 point of ability damage that the target has suffered to their Intelligence, Wisdom or Charisma. If the target's ability damage is drain, the DC is increased by +10. Using this abilty consumes 10 uses from her healer's kit. For every 5 points above the DC the empath meets, he may restore 1 additional point of damage or drain.
Note: Performing surgery successfully requires the patient to be helpless, unconscious or otherwise sedated. Any effect that makes a creature immune to pain is sufficient. If the patient is not properly prepared, the DC to operate doubles.
Superior Empathic Transfer (Ex):
At 13th level, an empath adds the following conditions to the list of those that can be selected with Empathic Transfer.
• Blinded (this will cause the sensory organs to regrow if necessary)
• Deafened (this will cause the sensory organs to regrow if necessary)
• Paralyzed
• Stunned
In addition, for each condition transferred in this way, the empath heals the target an additional amount of hit points equal to his Charisma modifier per condition successfully treated. This is in excess of the normal amount for Empathic Transfer.
Grand Empathic Transfer (Ex):
At 16th level, an empath may now transfer 3 conditions at the same time.
Perfect Empathic Transfer (Ex):
At 19th level, an empath now transfers all applicable conditions with a single Empathic Touch.
Eternal Salvation:
Upon reaching 20th level, the empath becomes a perfect channel for life energy; so long as there is suffering in the world, he will be there to relieve it. He no longer ages. He becomes immune to bleed, death effects, exhaustion, fatigue, nausea effects, negative levels, and sickened effects. Ability damage and drain cannot reduce him below 1 in any ability score. He automatically makes constitution checks to stabilize. When he is below 0 hit points, he does not die until his negative total is in excess of twice his Constitution score.
An empath having achieved this level may still use his Empathic Transfer to transfer conditions he is immune to into himself. Any condition transferred in this way in which the empath is immune to is immediately negated.
And what class would be complete without a suite of feats to accompany it? Which brings us to...
EMPATH FEATS
Extra Empathic Touch (Empathic):
You can use your Empathic Touch ability more often.
Prerequisite: Empathic Touch class feature.
Benefit: You can use your empathic touch ability two additional times per day.
Special: You can gain Extra Empathic Touch multiple times. Its effects stack.
Battle Empath (Empathic):
You are more resistant to the effects of empathic shock
Prerequisite: Empathic Link class feature.
Benefit: Whenever you suffer from empathic shock, you reduce the time by 1 minute per point of constitution modifier you possess (minimum 1 minute).
Normal: When you break your empathic link you lose class features for 1 minute per empath level you possess.
Improved Battle Empath (Empathic):
Breaking your empathic link is almost a way of life now…
Benefit: Whenever you suffer empathic shock treat your class level in empath as though it were only half of what it actually is.
Apathy (Empathic):
Antipathy has overtaken you. You relish the concept of battle for more than just a chance to practice your healing skills.
Prerequisite: Improved Battle Empath
Benefit: You may now reduce the time spent without class features to 0 minutes whenever you suffer empathic shock, should you possess enough constitution to do so. These Antipathic feelings last for 1 minute from the last time you caused harm (see Empathic Link).
While taken over by feelings of Antipathy, your Channel Energy,
Empathic Touch, Life Link, Waves of Empathy, and Empathic Transfer class features function as follows:
Channel Energy: Now harms the living as a cleric channeling negative energy.
Empathic Touch: Now deals hit point damage to target touched.
Life Link: Whenever you are struck by a successful attack or spell that deals hit point damage, you may return an amount back to your attacker equal to your level + your constitution modifier. This amount cannot exceed half the total damage dealt.
Waves of Empathy: Now radiates a black aura of antipathy out to a radius of 30 feet. Within this aura, penalties are
applied to enemies in opposition to the bonuses normally gained by allies. Instead of recovering ability damage, deal damage as per the spell inflict moderate wounds. Instead of granting +10 resistance to an element, all enemies take an additional -2 penalty to saves versus spells and supernatural abilities. Instead of 25% chance to negate critical attacks, enemies take a -5 penalty to AC against critical confirmation rolls.
At level 20, inflict moderate wounds becomes inflict critical wounds, penalty to saves becomes -4, and penalty to AC against critical confirmation becomes -10.
Empathic Transfer: The empath may also transfer one condition affecting him to the target. A successful Fortitude save prevents the transfer (DC: 10 + half empath level + constitution modifier.
Tireless Healer (Empathic):
More through fervor than skill, you manage to beat the odds time and time again.
Benefit: You may add your Constitution modifier to your Heal and Craft [alchemy] checks in place of your Wisdom and Intelligence, respectively. Once per day you may choose to add a +5 bonus on any of these check after making the roll but before knowing the result.
In addition, you are able to rest while giving someone long term care. You are treated as having slept and are not
subjected to fatigue for having missed a night’s sleep.
Saving Grace (Empathic):
So great is your skill, even your miscalculations have merit.
Prerequisite: Tireless Healer
Benefit: When using Channel Energy or Empathic Touch you may add your constitution modifier as a bonus to hitpoints healed if any die rolled turns up a natural 1. You may only add this bonus once per usage of either ability, regardless of how many natural 1’s turn up.
Peacemaker (Empathic):
If you cannot encourage peace, you will enforce it.
Prerequisite: Empathic Link class feature
Benefit: You no longer take the usual penalties associated with dealing nonlethal damage.
Additionally, against foes not classified as living, you may add your charisma modifier to attack rolls, damage rolls, saves and AC.
Improved Unbreakable Empathy (Empathic):
Your empathy keeps you on your feet long after others would have fallen.
Prerequisite: Unbreakable Empathy class feature
Benefit: When you take this feat, you gain 2 hit points for each empathic feat you have (including this one).
Whenever you take a new empathic feat, you gain 2 more hit points.
Wound Bearer (Empathic):
The pain you feel watching allies come to harm is far worse than throwing yourself in the way to begin with.
Prerequisite: Improved Unbreakable Empathy
Benefit: When using your Life Link ability to save an ally from harm (either some or all), it is now a free action.
Normal: Activating Life Link is an immediate action.
Martyrdom (Empathic):
Your empathy has reached its peak. Everything you do is for the good of another.
Prerequisite: Wound Bearer
Benefit: When restoring hitpoints via Empathic Touch, you may choose to double the amount of dice rolled. If you choose to use this option, you take an equal amount of damage to the amount healed. If this is enough to kill you, you cause empathic feedback and the creature touched must succeed on a fortitude save (DC 10 + half your empath level + damage restored) or be overwhelmed by empathy. A creature so overwhelmed becomes nauseated for 1 minute every time it causes lethal damage to a living creature. These feelings of empathy last for one day per empathic level you possess.
Empathic Gift (Empathic, Reserve):
You are now able to use your empathic link in new ways!
Prerequisite: Empathic Link class feature
Benefit: Select one of the three following abilities
:
Innocence: An empath is able to focus his empathy and demonstrate that he is not a threat. This ability functions much like Sanctuary with the following changes:
• This ability does not affect or impede mindless (non-undead) creatures
• This ability angers mindless undead, causing them to ignore other creatures and focus on the empath
• This ability angers intelligent undead as well, though they are under no compulsion to attack. Instead their attitude is one step lower then it would be normally while Innocence lasts.
• This is a supernatural ability.
The DC to resist Innocence is equal to 10 + half empath class level + charisma modifier. This ability can be used at will, but only so long as the empath has at least 3 uses of Empathic Touch in reserve.
Manipulate: An empath can focus on a single creature and connect with it on an empathic level. While this effect is active, the creature is charmed. While an empath has a creature manipulated, the empath cannot take any hostile or aggressive (threatening, intimidation, etc) actions without breaking the link. If an empath knowingly causes harm (direct or indirect) to the manipulated creature, the empath suffers empathic shock and the link breaks. If the empath knowingly deceives or otherwise offends the manipulated creature, the link breaks and the creature is forever immune to further manipulation attempts from that empath. This ability cannot be used on a creature if its allies are present and able to interfere. This ability causes targeted mindless undead to go berserk as per the Rage spell and focus on the empath.
A creature suspicious and aware of the empath is entitled to a will save to resist this effect. The DC to resist manipulation is equal to 10 + half empath class level + charisma modifier. This ability can be used at will, but only so long as the empath has at least 8 uses of Empathic Touch in reserve. If a creature is not aware of, or has reason to be suspicious of the empath, no saving throw is granted.
Shifting: An empath with this ability can focus on a single creature and change its appearance. To use this ability the creature must be willing or otherwise helpless. This ability takes one hour to complete. Any interruption breaks the link, disfigures the creature, and causes empathic shock. The extent of the alterations is up to the empath, but the limits of this ability are the same as disguise self. Unlike the spell, however, this ability is permanent and a polymorph effect. This ability cannot affect gear (unlike disguise self).
This ability can be used at will, but only so long as the empath has at least 15 uses of Empathic Touch in reserve.
This feat can be taken multiple times. Each time it is taken, select a different Gift.
Gift of Life (Empathic):
Bruised and scarred you may be in flesh, but within you are filled with the power of life.
Prerequisite: Empathic Touch class feature
Benefit: By activating this ability, you expend all remaining uses of Empathic Touch. You may heal all allies within 30 feet a number of hitpoints equal to 10 per usage of Empathic Touch expended + your constitution modifier. Every two levels after first increase this base amount by 2.
You take your empath level in damage for each ally healed in this way. This damage cannot be reduced or prevented in any way.
Field Nurse (Empathic):
Your endless practice has paid off. You are now able to prescribe medicine much more quickly.
Benefit: You are now able to draw any restorative tonic, balm, medicine or potion as a swift action from your pack. Additionally you are able to use this medicine on yourself or another as a standard action.
Normal: Using a potion or medicine on another creature is a full round action.
I would highly advise against using HP as an energy source. It already suffers from being hit via attacks and is always subjected to a possible critical.
That being said, if you're adamant about it, I would suggest at least dropping the RNG from it. Perhaps base it off something like psionics where the formula is always (Power Level x 2) -1. At least that keeps things coherent and there aren't any surprises when the player rolls an 8 on 1d8, and then gets crit by a short bow on the enemies next turn.
The problem you're going to face with inherent feats is that monsters qualify for them too. So every time you use a monster, if it chose one of the feats that are now inherent, you'll have to reselect a new feat for it. That sounds like a lot of extra work, but if you don't mind doing that, then good on you.
That being said, your Wisdom feat could be Improved Initiative. Wisdom represents awareness or forethought, or even a flash of insight or a psychic impression. Allowing one to react faster to danger fits well with that.
Allow me to offer some perspective on why I don't like the healing role in PF.
Healing is boring. There's no tactics, no adaptation. The fact that in-combat healing is generally weak (Life Oracles notwithstanding) barely comes into it, as it's not interesting to specialize in.
Are people damaged? Channel. Is one person damaged? Use the appropriate Cure spell. Healing by itself is boring. Healing and doing something else is fun. 4e did this by making most healing a swift action from the healer classes, so they could still attack or do other stuff that is commonly considered more fun. That's what I want when I play a healer, at least. I don't want it to be the only thing I can do in a round, as it feels uninvolved.
Addendum: The Heal skill is extremely weak in Pathfinder, made redundant with any form of magic (this is why most parties run on CLW wands). You try to make it useable with Expert Healer, but I don't think anyone would bother. It's a system flaw though, because anything mundane is much worse at doing its job than magic.
I understand your feelings. In fact, to some extent, I feel them too. In order to prevent the Empath from suffering from "Hurt, cast cure spell" syndrome, I gave it multiple sources of healing. This was to represent options within the confines of it. Will you use Channel or Empathic Touch? Do you wait until combat is over and attemt to use Expert Healer, or do you go all out and drop your move and standard actions for more swifts to touch yourself three times? Or do you risk a standard action to throw up Life Link?
Even setting all that aside for now, you'll notice that the Empath has medium progression BA, and a decent chunk of hit points, coupled with no restrictions of weapon, armor or shield usage due to not being a spell caster. The only snag is their Empathic Link will break if they cause lethal damage for a short period of time.
I'll take this opportunity to post some of the feats I've been working on for the Empath, since your concerns are about lack of other usages, you may find these to your liking:
Extra Empathic Touch:
You can use your Empathic Touch ability more often.
Prerequisite: Empathic Touch class feature.
Benefit: You can use your empathic touch ability two additional times per day.
Special: You can gain Extra Empathic Touch multiple times. Its effects stack.
Battle Empath:
You are more resistant to the effects of breaking your Empathic Link
Prerequisite: Empathic Link class feature.
Benefit: Whenever you lose access to empath class abilities from breaking your empathic link, you reduce the time
by 1 minute per point of constitution modifier you possess (minimum 1 minute)
Normal: When you break your empathic link you lose class features for 1 minute per empath level you possess.
Improved Battle Empath:
Breaking your empathic link is almost a way of life now…
Benefit: Whenever you break your empathic link treat your class level in empath as though it were only half of what
it actually is.
Tireless Healer:
More through fervor than skill, you manage to beat the odds time and time again.
Benefit: You may add your Constitution modifier to your Heal and Craft [alchemy] checks in place of your Wisdom and Intelligence, respectively.
Once per day you may choose to add a +5 bonus on any of these check after making the roll but before knowing the result.
In addition, you are able to rest while giving someone long term care. You are treated as having slept and are not subjected to fatigue for having missed a night’s sleep. This does not apply when doing anything other than providing long term care.
Author's Note: I was unable to find any specific ruling on whether performing long term care required the healer to stay awake at night, and thus miss out on a night's sleep, but it seems implied. If you don't have this happen in your campaigns, then disregard the last paragraph of this feat.
Apathy:
Apathy has overtaken you. You relish the concept of battle for more than just a chance to practice your healing skills.
Prerequisite: Improved Battle Empath
Benefit: You may now reduce the time spent without class features to 0 minutes whenever you break your empathic link, should you possess enough constitution to do so. These Apathetic feelings last for 1 minute from the last time you caused harm (see Empathic Link).
While taken over by feelings of Apathy, your Channel Energy,
Empathic Touch, Life Link, Waves of Empathy, and Empathic Transfer class features function as follows:
Channel Energy: Now harms the living as a cleric channeling negative energy. Treat your empath level as cleric level - 3 while feelings of Apathy last for determining damage.
Empathic Touch: Now deals hit point damage to target touched. This ability now consumes 2 uses of Empathic Touch while feelings of Apathy last.
Life Link: Now drains 5 hit points from all bonded targets at the beginning of the empath’s turn. This ability cannot drain a target to lower than 5 hit points, and the link will collapse should the bonded target fall to this amount or lower. The empath does not regain hit points drained from bonded targets.
Waves of Empathy: Now radiates a black aura of apathy out to a radius of 30 feet. Within this aura, the DCs for all skill checks, concentration checks, and Constitution checks are increased by a number equal to half you constitution modifier.
Additionally, any critical confirmation roll made against a creature within the aura benefits from a +2 luck bonus. These effects apply to you as well as to all other creatures (enemy and ally alike) within the radius of the aura.
Empathic Transfer: You may now attempt to transfer conditions currently affecting you onto another living creature. Conditions transferred in this way are essentially duplicated rather than properly transferred. The target receives the condition with the same duration remaining as you have affecting you at the time this ability is used. The target of your Empathic Transfer may make a Will save to attempt to resist the link you're trying to forge. DC for this save equals 10 + half your Empath level + your constitution modifier.
Author's Note: You'll notice with Apathy, that the abilities are substandard rather than completely inverted. This is represent the toll having a dual nature can take on a character. My thoughts with this are to have Apathy serve as the gateway prerequisite for the Prestige Class, the Apath. That's a work still in progress.
Class Skills: Alchemists already get Knowledge Nature.
Natural Remedies: Is his bonus formula from the Druid spells list in addition to his standard additions? Because, as written, when the alchemist gains a level he MUST select a druid spell instead of his own...which is silly.
Toxic Bombs: POISON! POISON EVERYWHERE! Actually, this ability is kind of on the weak end. It consumes his move action and his limited (and expensive) supply of poison. Consider just allowing the alchemist to add a dos as part of the standard action to throw a bomb. Or mayb create a discovery that lets him do it.
Natural Affinity: Add the bonus to Survival too to make up for only gaining one class skill and losing two.
Tailored Toxin: Now this guy is such being mean. He's only giving poison to certain people. That's favoritism. That being said, this ability is also pretty weak. I think you should either increase the bonus marginally, say one per 3 levels, or mimic this after the Precise Bombs discovery, in which the apothecary can choose squares that are exempt from his poison...unless, of course, this guy is supposed to have a fun-loving personality in which even allies are not immune to being poisoned, then ignore this recommendation.
I just realized I made an error with the ability Empathic Transfer. This ability is supposed to become available at level 4, not 5th. All of the Transfer upgrades take place 1 level after the Paladin gains his Mercy upgrades.
I have had this idea several times while dming a game, and it has never really worked well.
I like the idea of there being retired "heroes" for which players can learn things, either faster or unavailable to their class. It is usually a limited class feature, weapon or armor proficiency or perhaps a feat. They have to find the NPC, get a good rapport via diplomacy or tasks and then the NPC would teach them one thing.
To me its a fun strategy and allows some fun roleplaying aspects for characters. No sane wizard would take weapon proficiency with a greataxe normally, but maybe the character really wanted to learn? The only real exception, is a magic-less class, cannot suddenly start casting spells. All training takes 3-7 days based on DM (my) discression.
The problems i run across are:
1. Only one or two players use the system, and eventually learn a bunch of free feats, leaving others behind the power curve or feeling "upset that others are getting free things".
2. Even though the "quests" are easy, no one seems to do them.
3. No one even bothers to find the Guildmasters, even when they are right in their face. EX. Lady Sisca, a great well known halfling Bard or the epic levels, retired. A halfling Bard named Sisca was running a Pub called "The lady". Everyone respected her but no one said why. She stopped a brawl between 2 ogres by just clearing her throat and pointing to the door. Everyone called her "The Lady Sisca"....
Thoughts? suggestions?
:D This sounds like fun! Here's what I think. Assign every player a "Floating Improvement Slot". This slot is empty, and remains empty unless problem number 1 fixes itself. The player must go about earning this reward.
Now, as for what types of rewards, well lets say, any feat without a prereq can go in here. Additionally, any one level 1 spell usable relevant ability modifier times per day, or any class feature (level 2 or lower) usable once per day. Neither of these options can qualify as a prereq for anything else.
Our intrepid little heroes, can gain access to these little wonders through finding said heroes and completing there quests.
Additionally, the slot can only hold one floating bonus. If they want a different Floating Improvement, they have to drop the original one. But, remember, these are OPTIONAL. Don't hold your players hands in achieving these. If only one cares about it, sucks for the rest of them.
Also, if you really like that line of thinking, consider a few feats for it such as, Extra Floating Improvement which gives an extra slot. Or even Improved Floating Improvement, which lets you have a level 2 spell, or up to level 5 class feature once per day.
...now I forget the question...I got too carried away :(
I like this class. I, personally, would play this class.
But, I like playing a healer, and despite what a lot of people say on these boards, I do feel there's always room for a healer in the party.
I have a Martial Healer class I came up with that's much more versatile than this one, as far as actual healing goes. Such as ranged healing, and added Charisma to heals in addition to Wisdom.
Also, my martial healer can expend uses of Channel Energy to maximize a Cure spell.
So yeah, I like this class. However, though I think you've done a good job, I feel for most people(not necessarily myself) this class has overspecialized to such a degree that they would only think this class less versatile than a cleric, or other type of healer.
I think this class would be a GREAT DMNPC, or hireling played as a secondary character for one of the players, but I doubt most would choose to play such a pacifistic class.
I realize this class is very pacifistic. I have also created (and am in the process of expanding) feats to supplement it. Example Battle Empath, Improved Battle Empath, Apathy, etc. I'm glad you like it though. I've always been partial to healers :)
So, I noticed that, in this game, there are no good healer options. Apparently, playing the role of a healer is considered a waste of time and resources and I couldn't help but wonder if it was because of a lack of a class that really excelled at it. So, I made one. I present to you: the Empath.
Role:
There are those that possess healing abilities, then there are those who embody it. An empath is one such person. It represents a single flower on an empty grave; the last line of defence of the fragile force that tethers us to the mortal coil.
Hit Die: d6
Base Attack Bonus: As Cleric
Saves: High Fort and Will
Class Skills:
The empath's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (local) (Int), Knowledge (nature) (Int), Perception, Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis), and Spellcraft (Int).
Skill Ranks per Level: 4 + Int modifier.
Class Features
The following are class features of the Empath.
Weapon and Armor Proficiency: Empaths are proficient with all simple weapons, (but see Empathic Link). They are proficient with light armor, but not with shields.
An empath is free to use any form of armor or weaponry without interfering with their abilities, save that an empath cannot use a gauntlet, or cover their hand in anyway, and still forge an empathic link with his touch.
Empathic Link:
An empath is so in tune with the life forces of living creatures around him, that he is able to heal wounds using this link. In return, an empath must be mindful of causing harm to living creatures or else risk hurting this delicate balance. Any empath who either deals hit point damage, ability damage, ability drain, causes negative levels to, or kills another creature, loses access to Channel Energy, Empathic Touch, Life Link, Waves of Empathy, and Empathic Transfer class features for 1 minute per class level he possesses. Nonlethal damage may be used freely without incurring this penalty. In addition, an empath may attack creatures who do not possess a life force freely, as well, such as the undead and constructs.
Channel Energy (Su):
An empath can channel positive energy like a cleric, using her empath level as her effective cleric level when determining the amount of damage healed. She can use this ability a number of times per day equal to 1 + her Charisma modifier. Unlike a cleric, an empath may not use this ability to harm the undead.
Author's Note: Life Oracle's Channel Energy revelation.
Healing Hands (Ex):
Empaths began their training by studying medical charts and other facets of mundane healing. As a result they gain a +4 bonus on Heal checks.
In addition, an empath may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, he may treat double the normal number of people he may treat at the same time. He may also provide long term care for himself.
Author's Note: Life Oracle's Healing Hands revelation.
Expert Healer (Ex):
All empaths, coming out of their training have a solid understanding of how to heal wounds. While they are blessed with supernatural abilities that allow them to save lives on the battlefield, these are tiresome and cannot be done endlessly. In order to supplement these incredible abilities, empaths also study in mundane healing practices and, when coupled with their empathic link to the living, possess abilities far beyond even the most schooled mundane doctor.
An empath may treat recent injuries received by living corporeal creatures by expending one use of a healer’s kit and taking 1 minute (10 rounds) to treat the creature, healing 1d4 hit points (DC 20). She may heal an additional 1d4 for each 5 points by which she exceeds the DC on her skill check. An empath cannot heal more damage than the target has taken in the previous 10 minutes. A given target may only receive healing once per 10 minutes.
Author's Note: If this ability seems like too much bookkeeping for your style of play, replace with "An empath may Treat Deadly Wounds with no limit on his usage per day". Each Treatment takes an hour so it's much less effective, but far more streamlined.
Empathic Touch (Su):
Beginning at 2nd level, an empath can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to her empath level plus her Constitution modifier. With one use of this ability, an empath can heal 1d6 hit points of damage for every two empath levels she possesses. Using this ability is a standard action, unless the empath targets herself, in which case it is a swift action. An empath needs one free hand to use this ability.
Alternatively, an empath can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the empath possesses. Using Empathic Touch in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Beginning at 5th level, whenever an empath uses this ability on himself he may choose to remove a condition drawn from the same list as Empathic Transfer. He may only choose to remove one such condition at a time with a use of this ability.
Author's Note: Paladin's Lay on Hands class feature.
Life Link (Su):
Beginning at 2nd level, as a standard action, an empath may create a bond between himself and another creature. Each round at the start of the empath’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and he takes 5 hit points of damage. An empath may have one bond active per empath level. This bond continues until the bonded creature dies, the empath dies, the distance between he and the other creature exceeds medium range, or the empath ends it as an immediate action. If multiple bonds are active, the empath may end as many as he wishes as part of the same immediate action.
Author's Note: Life Oracle's Life Link revelation.
Quick Healer (Ex):
At 2nd level, an empath’s ability to treat mundane wounds and ailments improves. She may now provide first aid, treat wounds, or treat poison as a move action.
Unbreakable Empathy (Ex):
At 3rd level, an empath applies his Constitution modifier twice when calculating bonus hit points. These bonus hit points are added retroactively for each level the empath gained prior to receiving Unbreakable Empathy, but only to hit die gained via the empath class. Should the empath multiclass out of empath later, he begins adding his normal Constitution modifier as normal until such a time as he returns. This does not add extra uses to Empathic Touch, improve fortitude saves, or add to anything else other than extra hit points gained at each level.
In addition, the empath receives a +4 bonus on the following checks and saves:
Swim checks made to resist nonlethal damage from exhaustion;
Constitution checks made to continue running;
Constitution checks made to avoid nonlethal damage from a forced march;
Constitution checks made to hold your breath
Constitution checks made to avoid nonlethal damage from starvation or thirst;
Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
The empath may also now sleep in light or medium armor without becoming fatigued.
This ability counts as having the Endurance feat for anything that requires it as a prerequisite. The empath need not have Endurance to qualify for any such ability, class, etc.
An empath may still choose to take the Endurance feat. These effects stack.
Author's Note:There may be problems with the first part of this ability. If you have such concerns replace with "Gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. You gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
This ability counts as having the Toughness and the Endurance feat for anything that requires it as a prerequisite. The empath need not have these feats to qualify for any such ability, class, etc.
An empath may still choose to take the Endurance and/or Toughness feats. These effects stack with those feats.
If you choose to go this route, improve the Empath's hit die to a d8, from a d6
Waves of Empathy (Su):
Empaths understand that war is often unavoidable. It is through this grim realization that the empath learns how to wage war on her own terms.
At 4th level, an empath learns to use the power of her empathic link to bolster her defenses and aid her allies. The empath gains one additional use of her Channel Energy ability per day. She gains one additional use of Channel Energy per day for every four levels she attains beyond 4th.
She can spend a use of Channel Energy ability to call upon the power of her empathic link as a standard action. This causes waves of golden ribbons to emanate from the empath in a 30-foot radius. All allies in this area (including the empath) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.
At 8th level, the waves of empathy heal the empath and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per usage.
At 12th level, the waves of empathy now grant an additional +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear. In addition, the waves grant allies in the area resistance 10 to one type of energy, selected by the empath when this power is activated.
At 16th level, the waves of empathy grant the empath and her allies protection from critical hits. There is a 25% chance that critical hits made against the empath and her allies in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection (such as light fortification).
At 20th level, the waves of empathy increases in size out to a range of 60 feet. In addition, all of its bonuses increase. The morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear increases to +4. The amount of ability damage healed increases to 2d4. The energy resistance increases to 20 against one energy type. Finally, protection against critical hits increases to 50%.
Author's Note: Warrior of Holy Light's Nimbus of Light class feature.
Empathic Transfer (Ex):
At 5th level, an empath adds an effect to his Empathic Touch ability. Whenever the empath uses Empathic Touch to heal damage to one target the empath may choose to transfer a condition the target is currently suffering from onto himself. A condition so transferred effectively ends for the target and begins for the empath using what remained of its duration. An empath may choose a condition to transfer from the following list.
• Fatigued
• Shaken
• Sickened
Author's Note: Paladin's Mercy class feature.
Braced (Ex):
At 5th level an empath now begins to know what to expect when she uses her Empathic Transfer ability, and can now steel herself for the impending explosion of pain. Whenever an empath transfers a condition onto herself, the condition does not begin to affect her until the beginning of her next round.
Improved Empathic Transfer (Ex):
At 7th level, an empath adds the following conditions to the list of those that can be selected with Empathic Transfer:
• Dazed
• Diseased
• Staggered (unless target is at exactly 0 hit points)
Author's Note: Paladin's Mercy class feature.
Greater Empathic Transfer (Ex):
At 10th level, an empath adds the following conditions to the list of those that can be selected with Empathic Transfer.
• Cursed (any effect that remove curse can target)
• Exhausted
• Frightened
• Nauseated
• Poisoned (any effect that neutralize poison can target)
In addition, an empath may now transfer two such conditions at the same time.
Author's Note: Paladin's Mercy class feature.
Superior Empathic Transfer (Ex):
At 13th level, an empath adds the following conditions to the list of those that can be selected with Empathic Transfer
• Blinded (will cause the sensory organs to regrow if necessary)
• Deafened (will cause the sensory organs to regrow if necessary)
• Paralyzed
• Stunned
In addition, for each condition transferred in this way, the empath heals the target an additional amount of hit points equal to his Charisma modifier per condition successfully treated. This is in excess of the normal amount for Empathic Transfer.
Author's Note: Paladin's Mercy class feature, and Reward of Life feat.
Grand Empathic Transfer (Ex):
At 16th level, an empath may now transfer 3 conditions at the same time.
Perfect Empathic Transfer (Ex):
At 19th level, an empath now transfers all applicable conditions with a single Empathic Touch.
Eternal Salvation:
Upon reaching 20th level, the empath becomes a perfect channel for life energy; so long as there is suffering in the world, he will be there to relieve it. He no longer ages. He becomes immune to bleed, death effects, exhaustion, fatigue, nausea effects, negative levels, and sickened effects. Ability damage and drain cannot reduce him below 1 in any ability score. He automatically makes constitution checks to stabilize. When he is below 0 hit points, he does not die until his negative total is in excess of twice his Constitution score.
An empath having achieved this level may still use his Empathic Transfer to transfer conditions he is immune to into himself. Any condition transferred in this way in which the empath is immune to is immediately negated.
Author's Note: Life Oracle's Final Revelation.
And that about sums it up. At the bottom of most features I've included an Author's Note: to direct you to the ability that served as the foundation for the empath's class features. It is important to read the empath's versions carefully as I have tweaked things in order to make it fit. Enjoy the Empath.
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My understanding is that the spell description is a typo. It seems to me that it was intended as an Immediate action. As its range is Personal, that prevents it from becoming terribly over powered.
I mean, Rogue and Ninja are separate classes, and they're pretty much identical! So, for argument's sake, can we please just pretend it's a separate class? It really doesn't matter if it's a Base or an Archetype, I just wanna know what people think about the balance of it's abilities. What do you say?
The ninja IS a rogue archetype. It is written in the rules that an alternate class works in any way like an archetype, AND the devs clarified it themselves by saying, and I quote : "alternate classes are basically glorified archetypes with their own picture and table".
About the class:
- You would have less work to do by just making the judge an inquisitor archetype. Yes, I'm not the first and I will not be the last to say it. An archetype may modify any amount of class features you want it to; a zen archer or quinggong monk is almost an entire different class than a vanilla monk but remains a monk nonetheless.
- On the fluff side, it seems that a character with this class basically cannot ever evolve in it's roleplay, at the risk of losing it's class abilities.
- On the crunch side, it seems to be a combat-based class but receives a lot of spellcasting-based abilities. I'm confused over what exactly the class is supposed to accomplish: it buffs and debuffs, has strong combat and roleplay abilities, plus full spellcasting despite a limited spell list.
- You have heavy armor + shields proficiency and full (even if naturally limited) spellcasting beginning at 1st level - this is not balanced, especially considering what you receive afterhand. The armor proficiency and ability to cast easily would by itself at least cost you 1 spell/day per level.
- Prosecution: Panicked at 1st level is WAY too much powerful. Providing the "shaken" condition is already potent enough considering the reduction to attack rolls and saving throws, and the Will saving throw (which creatures don't even receive later, apparently...). In addition, you may do this more often than a wizard, with less...
I'm really not sure what you meant by previous tone? The only time I got short was with Fayth at the very beginning, because he was speaking in a pointed way. If you misconstrued anything after that as terse, then I apologize, but it was just that - misconstrued. That aside, thank you very much for your input. It is exceptionally detailed and constructive. :)
Honestly, I might have to bring back my Magistrate Archetype...
Alright, all sarcasm aside, I'ma lay it all on the table. Listen, cutie, I understand what you're saying. And I do appreciate your feedback. I really do. But, as I already did all this work, I don't want to make it just an archetype. I know they are very similar, the Judge and Inquisitor, but I just don't wanna :(
I mean, Rogue and Ninja are separate classes, and they're pretty much identical! So, for argument's sake, can we please just pretend it's a separate class? It really doesn't matter if it's a Base or an Archetype, I just wanna know what people think about the balance of it's abilities. What do you say?
It is similar to Cause Fear, but there are two important differences:
1. Panicked is one step more severe a condition than Frightened
2. The Judge can use this more times per day at 1st level than a Wizard could cast Cause Fear at 1st level (assuming he used Cause Fear in every slot). A wizard with an arcane bond item, the necromancy school, and 18 intelligence could cast Cause Fear a maximum of 4 times. A Judge with 18 wisdom could use this ability, which is more powerful than Cause Fear, 7 times, and then has more spells.
Furthermore, the Necromancer's Grave Touch ability (which like this one is usable a number of time per day equal to 3 + int mod) only causes the target to become Shaken.
Oh sorry, I wasn't very clear. I know it's one step more severe, but I meant the statistical difference between frightened and panicked is almost nothing, unless I overlooked something.
Does this change your analysis at all? The Judge may get more uses, but it can affect less things.
Why not a Litigation class feature? That way you can use the steal combat maneuver and sleight of hand skill against creatures while still staying lawful. It's just your way of charging allies and enemies for your services, after all. ;)
Also, a Pronounce Sentence class feature.
Ah haha! I originally gave them a Sentence class feature, but I removed it for balance purposes. It went like this:
Sentence
Starting at 10th level, once per day a Judge may Sentence another creature. A creature may beg for leniency but at a steeper risk. If they choose to bite the bullet and face punishment, they take 5d8 with no save. If they choose to fall prone and beg they take 10d6 but may make a Will save for half damage.
I used this little mini-system in one of my games. I had gotten mixed feedback from the players so I'll post it here too.
Precocious Casting
This ability works for Wizards and Sorcerers. When an arcane caster finds himself in a dire situation and greater magic is needed, he may choose to cast precociously. All that is required is a spellbook or a scroll with the spell you are attempting to cast. By holding it in hand and channeling your own magic, you attempt to conjure the effect. You must choose a prepared spell or unused slot to drop to fuel this spell. Then you roll a d% to determine success using the following algorithm:
Base = 80 - 10% per spell level you lack.
Example: Rachael Ray desperately needs a scorching ray, but is only a 2nd level Sorceress. She only has one scroll on hand and doesn't want to waste it, so she chooses to throw caution to the winds and cast precociously. She drops an unused first level slot and begins fueling her spell.
The difference between Level 1 Slot and Scorching Ray is 1 level, so her algorithm is 80 - 10% = 70%. If she rolls within that percentage, her spell is successful. She loses the Level 1 slot and Scorching Ray is cast, using her caster level, and she retains the scroll as the magic used came from her.
Example 2: Syntaria Vainglory is a 1st Level Wizard in need of a Polar Ray. She drops Shield and tries to cast precociously using the algorithm 80 - 70% = 10%. If she succeeds this percentage her Polar Ray will cast using her caster level (1d6 ice damage). If she fails then...
Failing this check: If an arcane caster fails this check then they lose control of the energy they are wielding. This results in them losing their dropped spell, and ends in an Arcane Burst. The burst affects everything within 30 feet of the caster and deals 2d6 damage per spell level of the spell you were precociously casting. Everyone except the caster gets a reflex save for half using the spells DC as if it were successful.
Desperate Prayer
This ability works similarly with slight differences. A Cleric who needs a spell greater than he is able to wield, may attempt a desperate prayer. As divine casters are given all their spells from the gods, they do not need a spellbook or scroll to attempt this. A Cleric simply chooses the spell they wish to have and follows the above algorithm.
Difference: This is where it flips. If the Cleric fails his check, nothing happens. The gods simply say "no", and his dropped spell is wasted. If the Cleric succeeds, the gods grant him his prayer and it goes off according to his level. However, the Cleric begins channeling divine energies his body is not ready for and it takes it's toll. The Cleric takes 1d6 damage for each level of the spell he was desperately praying for as it tears through him and enters the material world.
Regardless of the version of this ability, you cannot have a higher than 80% success rate when doing this, regardless of if you're dropping an equal or higher level spell than the one you seek.
Technically, the Inquisitor can be devoted to a divine concept (such as killing all the monsters) instead of a deity, as clerics can, but I'm much more inclined to allow this for Inquisitors in my games.
I think making them Panicked on the outset might be a bit too strong. The effect gets weaker at is goes and has some usage limitations, but I don't know that that is enough.
I debated on this for a long while. Looking at what Panicked actually does, I don't think it's a terrifying concept (excuse the pun), it really isn't vastly different from Cause Fear. At least that's my interpretation of it. Am I overlooking something?
He's suggesting it would likely have been easier to adapt it to the Inquisitor base class, as opposed to making a completely new class.
It would also fit well with the kind of character an Inquisitor tends to be (though obviously Neutral and Chaotic Inquisitors exist).
The problem with Inquisitors is that they are Church based. Plus, other than general outlook, the Judge utilizes different methods. No teamwork feats, or vast skill selections. I mean, yeah it would have been easier than doing all the extra work, but I was trying to remove the whole good and evil axis of the Inquisitor and put a spotlight on the lawful side.
The Archetype can remove the Church focus and the Teamwork feats reduce the Skills and such in favor of more abilities. An Archetype can replace anything.
Well, yes, but even on this grand a scale? It would be completely replacing everything the Inquisitor gets as a class feature, changing their skills, skills known, spell list, spell level capacity, weapon and armor proficiencies including shields, and the flavor behind them. I would have thought, at a certain point, it becomes it's own class instead of just a variation?
He's suggesting it would likely have been easier to adapt it to the Inquisitor base class, as opposed to making a completely new class.
It would also fit well with the kind of character an Inquisitor tends to be (though obviously Neutral and Chaotic Inquisitors exist).
The problem with Inquisitors is that they are Church based. Plus, other than general outlook, the Judge utilizes different methods. No teamwork feats, or vast skill selections. I mean, yeah it would have been easier than doing all the extra work, but I was trying to remove the whole good and evil axis of the Inquisitor and put a spotlight on the lawful side.
So, as a law student, I have many exams that require a thorough knowledge of legal jargon and how they apply. For some of my exams, I found it easier to memorize these things by creating classes that utilize them. As a result, I have created a Judge class that I submit to you for feedback.
Judge
Role: Judges are the cities' answer to the horrors they have faced from invasions by man and creature alike. They are the keepers of the law and sentence any who violate it. Quite unlike their mundane counterparts, whom are content to sit in a courtroom and hear trials placed before them, these individuals clad themselves in armor with the sole intention of bringing their verdict to even the most remote and savage lands. Justice has removed her blindfold and set aside her scales...
And not even a jury of 12 angry men can prevent the swiftness of the third of her implements. This one she still has a use for.
Alignment: Any Lawful
Hit Die: d8.
Base Attack Bonus: As Cleric
Saves: High Fort and Will
Class Skills
The Judge's class skills are Climb (Str), Craft (Int), Handle
Animal (Cha), Intimidate (Cha), Knowledge (local)
(Int), Knowledge (History) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride
(Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.
Class Features
The following are class features of the Judge.
Weapon and Armor Proficiency: Judges are proficient with all simple weapons, plus Longsword and War Hammer.
Judges are proficient with all types of armor (light, medium, and heavy), and with shields (except tower shields).
Code: All Judges have a Code of ethics. This Code can be radical or very mundane, and is typically bestowed onto the Judge from the land he was trained in. If a Judge finds himself in a land that goes against his Code in some way, he cannot willingly enter it. Violation of his Code results in the Judge being stripped of all his spells and Supernatural powers until he Atones.
Should an unexpected situation arise, the Judge may choose how to deal with it on the fly, thereby cementing it into his Code. From then on, he must abide by his previous decisions and is bound by them.
Prosecution (Su): As a standard action, a Judge may prosecute a creature within sight. The target must succeed on a Will save or immediately be panicked. On the following round, the target must make a second Will save. Success removes the condition, while failure reduces it to frightened. On the following round again, the target must make a final Will save. Success removes the frightened condition while failure this time reduces it to shaken. On the round following, the condition is removed.
At 5th level, creatures with less Hit Die than the Judge do not receive the initial save.
At 10th level, creatures of equal or less Hit Die are disqualified from this save.
At 15th level, no creature is entitled to the initial save but creatures who are immune to fear are still unaffected.
At 20th level, immunity and resistance to fear no longer apply to the Judges Prosecution.
This ability can only be used on humanoids, monsterous humanoids, abberations, and outsiders. The Judge may use this ability a number of times per day equal to 3 + his Wisdom modifier. The Will save to resist this ability is equal to 10 + half the Judge's level + his Wisdom modifier.
This ability is a mind-affecting, fear effect.
The Judge must be able to point his finger or weapon at his target and be able to speak to pronounce the enemy's guilt to use this ability. Despite having both a visual and an auditory component, the target need only be able to see OR hear the Judge to be affected. This ability does not work on creatures with less than 3 Intelligence.
Punitive Damages (Su): As part of casting a spell, the Judge may elect to drop a prepared spell for either a Cure spell, an Inflict spell, or the Shield spell. The level of the spell dropped determines the version of the cure or inflict spell gained. For each spell level higher than the first, he may include an additional target for the Shield spell. Regardless of the Judge's level, the duration of the Shield cannot exceed combat's end. These spells, while cast in this manner, have a range of 30 feet. The Judge cannot use any version of this ability on himself. The Judge may use this ability once per day at 1st level, twice at 3rd, plus one additional time for every 3 levels beyond that.
De Facto: Starting at second level, the Judge gains affirmation of his cause. He becomes the final arbiter in what is and is not in violation of the law. While this does not grant him any ability to control those around him, so may enter into any land, regardless of it's laws being against his Code. Furthermore, any action taken by the Judge, as long as it's within his Code, does not place him at risk from losing his lawful alignment.
Stare Decisis (Su): At 2nd level, a Judge may call upon the Doctrine of Stare Decisis. His years of studying case law have granted him the ability to look into the past for the answers he seeks. Whenever a Judge successfully makes a Spellcraft check to determine a spell being cast, he can memorize the patterns for a short time. Upon the Judges next round, the Judge may drop a prepared spell slot of equal level to cast the memorized spell, using the Judge's caster level and ability modifier to determine effects. If the Judge does not use this ability in the following round from the original spell being cast, he forgets the patterns and cannot cast it unless he sees it again. To use this ability, the Judge must include the original caster in his targets, and can only do so if the Judge himself was included in the targets of the original spell.
Habeas Corpus (Su): With great power, comes great responsibility. No one is above the law, and the Judge loathes those who fall into corruption and hold the common man in unlawful confinement. Starting at 4th level, a Judge may call upon the Doctrine of Habeas Corpus. Upon seeing any target being entangled, slowed, or held, a Judge may, as a standard action, drop a prepared spell for a remedy. This remedy only removes the condition the spell caused, but not the spell itself. For example, a target who has had Slow cast on them cannot receive the benefits of a Haste spell until the Slow has worn off, despite not being affected by it. For the remedy to be effective, a Judge must drop a spell of equal level to the spell that caused the condition. The remedy only lasts until the original spell ends, but the target cannot be affected by an additional casting of the same spell within this time frame. This ability has a range of 30 feet. This ability has no effect on Supernatural or Extraordinary abilities that cause the above effects; it can only negate spells.
At 12th level, the Judge may call upon this Doctrine as a move action.
Paramountcy (Ex): At fifth level and greater, whenever a Judge attempts to counter a spell using the Counterspell rules, a Judge need only use a spell of equal or higher level. The Judge does not need to ensure his spell is the same spell or school of the spell he is trying to counter. However, this ability may not work; he must make a dispel check to counter the other spellcaster's spell (1d20 + caster level). For every level of spell he dropped that is higher than his opponent's spell, he gains a +1 bonus to his caster level. His caster level bonus cannot exceed +10. The Judge must be in range of the spell he is trying to dispel.
Ultra Vires (Ex): Starting at 14th level, a Judge may now call upon the Doctrines of Stare Decisis and Paramountcy simultaneously. When the Judge successfully counters an enemies spell, he memorizes the pattern and can, on any subsequent round, cast the spell by dropping a prepared spell of his own. Any spell memorized under the Doctrine of Ultra Vires does not need to include the original caster of the spell, nor does it fade 1 round after memorization. The Judge may store this spell until the next time he prepares his spell list or until he casts it, whichever comes first. In addition, the Judge's caster level bonus increases to +20. Except for as noted above, this ability functions like Paramountcy.
Spells: A Judge casts divine spells much like a cleric does. He must prepare his spells ahead of time after an hours research of studying case law. Unlike a cleric, a Judge does not need a holy symbol or any sort of focus. He cannot cast spells opposed to his alignment. The Judge draws his spells from his own spell list.
Note: The Judges spell list is comprised of Cleric, Paladin, Inquisitor, and Wizard/Sorcerer spells. They weren't intended to get very many, or very good ones, given what all else they have. I've also included this list below to spells that were renamed.